
GM Foxy |
Grine is unimpressed by Stams speech. He throws his axe at Grergof.
Throwing Axe: 1d20 + 9 ⇒ (2) + 9 = 11
But it deflects from the armor.
The mongrelmen are obviously more afraid of Grine that you.
Club Grergof: 1d20 + 4 ⇒ (12) + 4 = 16
Club Darius: 1d20 + 4 ⇒ (12) + 4 = 16
Club Spugnoir: 1d20 + 4 ⇒ (5) + 4 = 9
But this time no one hits.

Brother Grergof Varsk |

Grergof swings at the next creature down the line.
Heavy Flail - Power Attack + Furious Focus: 1d20 + 10 - 2 + 2 ⇒ (7) + 10 - 2 + 2 = 17
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (2) + 6 + 6 = 14
Then he glances up at the darkness.
Are you too scared to face me? I'm right here, come and get me!

Darius Redgrave |

"So be it." Darius declares and doesn't a double over handed chop of how flaming sword at the mongrelman that attacked him.
Attack (Sun Metal Round 1/5): 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Sun Metal Damage: 1d4 ⇒ 1
As a move action can I touch my flaming blade to the grease that Stam just cast under the mongrelmen?

GM Foxy |
Grergof knocks out the one Spugnoir already hit.
Darius cuts his mongrelman with his burning sword.
Reflex Save: 1d20 + 4 ⇒ (4) + 4 = 8
Reflex Save: 1d20 + 4 ⇒ (5) + 4 = 9
The remaining two mongrelmen fall down.
Out of the darkness comes the command "Drop!" to Grergof. (DC 13 Will Save to resist the Command Spell)

Brother Grergof Varsk |

Will: 1d20 + 7 ⇒ (3) + 7 = 10
Grergof drops his flail.

Spugnoir2 |

AC 16/12/14 (18/14/16 with Mutagen)
Saves F6/R6/W3(5 fear) (+2 vs. Poison)
Weapon in hand:Mace+1
Special effects: Mutagen
Bombs:7/9
Spugnoir steps back a bit and throws a bomb at the darkness enshrouded man
Bomb,PS,touch: 1d20 + 8 ⇒ (12) + 8 = 203d6 + 4 ⇒ (3, 5, 3) + 4 = 15

Brother Grergof Varsk |

Grergof draws his scimitar and continues to strike at the monglemen.
Scimitar - Power Attack: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Damage + Power Attack: 1d6 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Coward, Do you really think you can stop us with tricks?

GM Foxy |
I would have, if I had read the spell and told you to fall to get you prone as I wanted instead of drop.
The Mongrelman is badly cut. The vial Spugnoir throws disappears into the darkness and you hear a loud bang. But none of the fire it usually creates is seen.

Darius Redgrave |

"Grergof cover me!"
Darius takes a step back (5ft Step) and reaches into his crossbow quiver with his free hand and all of a sudden causes the head of the arrow to glow bright. Casts Light

GM Foxy |
Out of the dark comes another axe at Grergof.
Throwing Axe: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (3) = 5
(Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save)
The cut mongrelman takes his chances and flees to the ladder to reach the exit. As that one comes through without getting hit by the heroes the other one follows suit.

Spugnoir2 |

AC 16/12/14 (18/14/16 with Mutagen)
Saves F6/R6/W3(5 fear) (+2 vs. Poison)
Weapon in hand:Mace+1
Special effects: Mutagen
Bombs:6/9
Spugnoir ignores the fleeing mongrelmen to chuck another bomb at the axeman
Bomb,touch,ps: 1d20 + 8 ⇒ (20) + 8 = 283d6 + 4 ⇒ (5, 2, 4) + 4 = 15
Crit check for first 1d6: 1d20 + 8 ⇒ (10) + 8 = 181d6 + 4 ⇒ (2) + 4 = 6

GM Foxy |
You hear another explosion after Spugnoir throws a vial into the darkness. On the gallery another door flies open and a humanoid that looks as if missing it's skin comes out. As he sees the situation he downs a potion.

Darius Redgrave |

Darius with the lighted crossbow bolt in his off hand charges at the darkness with his flaming sword. "Begone darkness, you cannot stand against Iomedae's light!"
Charge Attack (Sun Metal Round 3/5): 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Sun Metal Damage: 1d4 ⇒ 3
Confirm Crit: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Sun Metal Damage: 1d4 ⇒ 2
Heres hoping the light spell cancels his darkness or this may have been a bad idea.

GM Foxy |
Reflex Save Darius DC 15: 1d20 + 2 ⇒ (16) + 2 = 18
Darius charges into the darkness only to get himself and the light swallowed in it.
Darius stumbles out on the other side of the dark area.

Darius Redgrave |

AWWWWWWWW MAAAAAAAAANNN!!!! What a waste of a perfectly good Crit roll!! Curses!!
"Well that one's no longer a worry. But watch out for that guy!" Darius says and points to the skinless man.

GM Foxy |
As most of you have to change to ranged weapons first I'll give you an impression what to extpect. Just write two actions if you were to go before Vorgstag.
The skinless man takes out a vial and throws it from the gallery at Spugnoir.
Bomb: 1d20 + 9 - 2 + 1 ⇒ (9) + 9 - 2 + 1 = 17
Damage(Acid): 2d6 + 4 ⇒ (1, 2) + 4 = 7
Grergof DC16 to half the 6 points splash damage

Brother Grergof Varsk |

Fort vs Poison: 1d20 + 9 ⇒ (12) + 9 = 21
Fort vs Gas: 1d20 + 9 ⇒ (17) + 9 = 26
In the brief pause in the Melee fighting, Grergof reaches down and takes the mask off of a mongleman and places it on himself.
As he places it over his mouth he tries to see if the skinless thing detects as evil.
Umm, anyone? What is that thing?!?
How far away is this thing? Like 30 feet away and 20 feet up?

Spugnoir2 |

HP 26/40
AC 16/12/14 (18/14/16 with Mutagen)
Saves F6/R6/W3(5 fear) (+2 vs. Poison)
Weapon in hand:Mace+1
Special effects: Mutagen
Bombs:5/9
Ow! He is an alchemist like me! Spugnoir lobs a bomb, trying to out bomb him. Go get him!
Bomb,touch: 1d20 + 8 ⇒ (17) + 8 = 253d6 + 4 ⇒ (5, 6, 5) + 4 = 20

Brother Grergof Varsk |

I missed we needed to post two rounds.
Grergof picks up his flail, then puts it and the scimitar away. If he has time he also steps away from the group over near the ladder.

Darius Redgrave |

Darius turns around and moves closer to where the skinless man is to get a better look at him.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
To see what the skinless man has on him, and weapons or armour or gear like metal flasks or anything. If he does, then Darius will cast Heat Metal on him for his next turn.

GM Foxy |
Knowledge nature spoiler is about 10 post up. The only metal thing you can see on Vorgstag is a heavy mace hanging at his belt. And looking is a free action. So for most of you it is still your turn. Grergof moves to the ladder that leads upwards. Also Grergof still needs to roll reflex, or take the full 6 points splash damage from the bomb.

Stam Truthfinder |

K. Nature: 1d20 + 8 ⇒ (11) + 8 = 19
"Not sure exactly what he is but looks like something I have seen before."
Stam feeling exhausted looks at the skinless man, "I am almost done, my reserves are running low."
Stam will follow those up the ladder.
he is still covered in darkness right? I didn't see a post stating other wise."

Stam Truthfinder |

Stam will stop just before the ladder, looking up at the man thing.
"We just wanted to ask some questions, I guess you are the one who made the beast? or Framed him?"
Closing his eyes, mumbling and opening them Stam lets for energy fly at the thing.
Magic Missile with Reservoir point CL 7: 4d4 + 4 ⇒ (3, 1, 3, 1) + 4 = 12

Darius Redgrave |

Darius sheathes his sword as the magical flames start to fade moves close enough (within 35ft) and his eyes briefly glow as he looks at the mace the skinless man is carrying.
Casts Heat Metal
School transmutation [fire]; Level druid 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle
Duration 7 rounds
Saving Throw Will negates (object); Spell Resistance yes (object)
Heat metal causes metal objects to become red-hot. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.
On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, and causes more damage, as shown on the table below.
Round Metal Temperature Damage
1 Warm None
2 Hot 1d4 points
3–5 Searing 2d4 points
6 Hot 1d4 points
7 Warm None
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.
Heat metal counters and dispels chill metal.

Brother Grergof Varsk |

Sorry misssd the reflex save, thought he only hit Spugnoir.
Reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Ouch!!!!
As he starts to climb the ladder Grergof uses one of his remaining Lay on Hands to heal himself.
LoH: 2d6 ⇒ (6, 4) = 10

GM Foxy |
Four sitting ducks climbing a ladder of 20ft height for two rounds. Oh oh!
Vorgstag reappears to throw another bomb.
Bomb: 1d20 + 10 ⇒ (4) + 10 = 14
And as he sees them climbing the ladder where they are not much of a threat to them he throws another one before disappearing into his room again as they reach the gallery.
Bomb Grergof: 1d20 + 10 ⇒ (12) + 10 = 22
Acid: 2d6 + 4 ⇒ (5, 5) + 4 = 14
Bomb Spugnoir: 1d20 + 10 ⇒ (1) + 10 = 11
Acid: 2d6 + 4 ⇒ (5, 6) + 4 = 15
Everyone one Reflex Save vs DC 16 to halve the 6points of splash damage. On the ladder is FF. If someone falls unconscious please do so on the gallery.

Brother Grergof Varsk |

Dont't follow me, it makes too good a tar.... Ouch!!!!
Grergof takes the full force of that second bomb.
As he continues to climb he uses his second to last Lay on hands to heal himself.
Lay on Hands: 2d6 ⇒ (5, 4) = 9
Sarenrsy preserve me, I cant take much more!
Fort: 1d20 + 5 ⇒ (7) + 5 = 12
As he reaches the gallery he announces as he stands shakily on his feet:
Fiend! Your evil days are done!
Smite Evil on Vorgsrag, AC now 20 vs him
All I'm almost down... I've got one more trick to pull out, but then Im done...

Stam Truthfinder |

Stam didn't climb, I stopped at the bottom though just outside of the darkness
Reflex vs DC 16: 1d20 + 4 ⇒ (3) + 4 = 7
Stam doesn't find any place to hide this time and takes the full brunt of the explosive.
He points his wand of grease at Vorgstag and activates the magic with in.
DC 11 reflex or fall prone, sorry guys I got nothing left in the tanks. Stam isn't a battle wizard without for knowledge.

Brother Grergof Varsk |

Ghouls + Flesh Golem + Long battle, with no rest- we all are probably very low on resources here.

Darius Redgrave |

"I've got you!"
Darius radiates healing energy making sure it catches his allies byt is out of range for the skinless man.
Channel Heal 2/6: 3d6 + 2 ⇒ (6, 5, 3) + 2 = 16
Sorry I never checked anyones HP till now.
Darius then climbs up the stairs and helps Spugnoir up and draws his sword once again.

Brother Grergof Varsk |

As the healing energy washes over him Grergof smiles.
Thank you Sir, that was much needed.
Then he draws his flail and moves near the door the villain went through.
There he stands and scans for the creature through the wall so he has some idea where he might be.

Darius Redgrave |

Darius flanks the door and whispers, "Spugs, if Grergof kicks the door in and moves out the way, ready yourself to launch one of your bombs then we'll go in after it and catch him by surprise."

Brother Grergof Varsk |

when we are ready, Grergof opens the door and moves through it quickly to give Spuginor a clear view of the room.