Part 3: Siege of Songs
"Yes, your help will be appreciated. If we find them, we will try to get to the bottom of all this after we find Oriole."
"Bekassine," Horace says, sharing what he has learned with the others, "I know it's dangerous, but my own healing abilities are limited. Would you be willing to try and mend this creature's wounds? I will watch your back, but nobody will blame you if you do not want to risk it."
Bekassine

Bekassine

Bekassine raises her wand, using it as a conduit to send healing energy into the dinosaur. "That should help." she says ans Fox cautiosly approaches the creature.
Rolls
Heal (spell) - Roll/Healed - (4d8+3)
(8871) + 3 = 27

Rolls
nitiative (A, B, R, H, Enemies) - (d20+24, d20+21, d20+22, d20+20, d20+20)
d20+24 : (1) + 24 = 25
d20+21 : (5) + 21 = 26
d20+22 : (15) + 22 = 37
d20+20 : (16) + 20 = 36
d20+20 : (8) + 20 = 28
Freezing winds extend from your hands, pushing away from you with great force. If you Cast this Spell with 2 actions, it has an area of a 60-foot cone; if you Cast this Spell with 3 actions, it has a range of 500 feet and an area of a 30-foot burst. Each creature in the area takes 12d6 cold damage with a basic Reflex save. Snowdrifts and icy gales fill the area until the start of your next turn, making the area difficult terrain.
Rolls
Damage - (12d6)
(264633146635) = 49
Action 2: Manipulate - Draw Scroll - Scorching Ray lvl 2
Action 3: Intimidating Glare
Rolls
Esoteric Lore (Cha) - (1d20+24)
(10) + 24 = 34
Intimidation (Cha) - (1d20+24)
(12) + 24 = 36
The thaumaturge demoralizes one of the fey as Ramank unleashes a howling blizzard upon them! All of them are injured by it, two more so than the others. The dinosaur roars and stomps forward, snapping at the closest fey, but it fails to hit them.
One of the shanty callers begins to sing a catchy sea shanty, and the others join in, the music seeming to bolster their resolve and quicken their movements. The other five creatures cast spells, blasting the enormous dinosaur with lightning bolts! The great beast proves quite nimble, dodging all but two of the blasts. The fey then all do their best to scramble further away, though the ice and snow from Ramank's spell slows their movements.
Rolls
Reflex vs Howling Blizzard - (d20+22, d20+22, d20+22, d20+22, d20+22, d20+22)
d20+22 : (19) + 22 = 41
d20+22 : (15) + 22 = 37
d20+22 : (1) + 22 = 23
d20+22 : (13) + 22 = 35
d20+22 : (8) + 22 = 30
d20+22 : (16) + 22 = 38
Spinosaurus Bite - (d20+25)
(3) + 25 = 28
Second Attack - (d20+20)
(4) + 20 = 24
Lightning Bolts (4th) - (5d12, 5d12, 5d12, 5d12, 5d12)
5d12 : (941124) = 30
5d12 : (1121174) = 35
5d12 : (431034) = 24
5d12 : (7110511) = 34
5d12 : (103814) = 26
Spinosaurus Reflex DC 29 - (d20+23, d20+23, d20+23, d20+23, d20+23)
d20+23 : (11) + 23 = 34
d20+23 : (6) + 23 = 29
d20+23 : (20) + 23 = 43
d20+23 : (20) + 23 = 43
d20+23 : (17) + 23 = 40
Range 500 feet; Area 60-foot burst
Saving Throw Reflex
A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus 8d4 additional negative damage to living creatures. Each creature in the area must attempt a Reflex save.
If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the light effect.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes double damage and becomes blinded by the darkness for an unlimited duration.
Rolls
Damage, cold /negative - (8d10, 8d4)
8d10 : (48726577) = 46
8d4 : (32313343) = 22
Defense Will
A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.
Heightened (+1) The damage increases by 2d6.
Rolls
Damage - (7d6)
(1114646) = 23