Male Human Cleric 3 (FC) AC 20 HP 29/29 F: +5 R: +2 W:+5 Perc: +2
Take that demon worshiper! What language are they speaking?
Berashel answers with a grin, "They are speaking Bad Guy"
Arindale gives Berashel a blank look as he chews on his response for a second. As he finally gets the joke a big grin crosses his face. Not for much longer! as he waves a piece of gore hanging from his morningstar at Berashel.
I will move Ranim and start Inspire Courage since she has not posted.
Round 1 - recap
Like a well oiled machine, ok, perhaps a slightly rusty and in need of maintenance machine, the party once more springs into action.
First, with a roar like an attacking dragon, the not-quite-an-elf springs forward landing a vicious blow that practically disembowels the first guard leaving him bleeding out on the ground.
Then the judgment of the miniature wizard is brought into question as he charges forward, only to stop just before the first crossbowman, magically fly off his ponydog and then attempt to distract the second crossbowman. Despite attempting to shake off the distraction, the guard appears to simply stand confused and not doing anything.
Guard 1 - Will Save: 1d20 ⇒ 12
Next the easily distracted bard move up and sees what is going on down the hall at which point she begins to sing a light comedy song which seems to relate to a love that was never to have been between a red dragon and a butterfly.
Once the song has begun, Arindale charges forward leaping across anything in his path as though it is nothing but dust. When he reaches the next crossbowman, he swings his heavy morningstar landing a massive blow on the head of the guard. Although a solid shot, the guard remains standing.
Not to be outdone by his Drunken Hero worshipping companion, Tybek moves forward and manages to leave a nasty slash across the midsection of the guard. Although still standing, the man does not appear to have much left in him.
Finally, the slightly wiser than the rest of the party druid, carefully moves over and causes a burst of light to appear before the guard being attacked by Arindale and Tybek. This leaves the guard blinking his eyes.
Guard 0 - Fort Save: 1d20 + 4 ⇒ (1) + 4 = 5
Once the party has finished its initial assault, the second guard remains standing dazed and confused. The first guard, despite the wounds taken, drops his crossbow and draws his sword in one smooth motion after which he swings at the surely dwarf.
Tybek blushes slightly under his beard at the unexpected praise. "Well obviously its mae natural skill wid an axe. Yae dae ken that Ahh've been practicin a gud deal on goblins. Its nae much different wid the big anes, except their knee caps are a wee bit higher!"
Sorry for the delay. Been driving around the west coast and doing in-law/Thanksgiving stuff.
Round 2 - recap
The party continues to move forward. With a quick flick of his dwarven wrist, Tybek dispatches of another guard and then moves forward to engage the next one. Likewise, Arindale moves up to engage the next guard as well.
Arindale, I only moved you to AM/56 as I assume that you do not wish to take AoO unnecessarily.
The rest of the group moves up behind in the not-so-narrow passage.
The last to move are the unerringly absentminded bard and the apparently apprehensive to engage anyone druid. Both continue to wisely hide behind the fighters while tossing a variety of magic at the guards.
Guard 2-Will Save vs sleep: 1d20 ⇒ 13
Guard 6-Will Save vs sleep: 1d20 ⇒ 7
Guard 1-Will Save vs Flare: 1d20 ⇒ 3
Two guards farther up the passage are seen collapsing to the ground while the one facing Arindale and Tybek blinks its eyes unable to focus as well as he would like. Nonetheless, the guard swings and attempts to hit the wily dwarf.
It is a valiant swing, but is well wide of its mark and causing no harm to the dwarf.
Farther down the passage, you suddenly a voice shout out:
Karn and Gerd, wake up those sleeping fools. A moment later, two more guards suddenly appear next to the two sleeping guards and give them a good kick bringing the sleepers out of their slumber.
Two guards are performing Aid Another to wake the sleeping guards.
N Size celestial/fiendish animal
Init +1; Senses darkvision, low-light vision, scent; Perception +8
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6  (1d8+2) [d+]
Fort +4 [+6], Ref +3, Will +1
Celestial - Resist acid, cold, and electricity 5;
Fiendish - Resist cold and fire 5
Speed 40 ft.
Melee bite +2 [+4] (1d4+1) [1d4+3]
Special Attack smite evil/good
Str 13 , Dex 13, Con 15 , Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0 [+2]; CMD 11  (15  vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Smite evil/good 1/day as a swift action (adds Cha bonus (0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
The ability score if augmented by the Augment Summoning feat. Augment Summoning grants each creature you conjure with any summon spell a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Braden's dog shows up with a divine glow and moves to engage the first sleeper and kicker.(AJ56 to AG55)
Braden moves up behind Tybek and next to Barashel (AN55) and begins casting again. Another, but larger, dimensional rift begins to form up the hall.
Full round Monster Summoning 2
Braden's summoned dog goes for the prone guard.
bite/damage:1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 271d4 + 3 ⇒ (1) + 3 = 4
Braden will urge his dog to help his smaller brother as soon as the nearest guard is down.
Posted in a hurry this morning--so wanted to fix a few things. Braden steps only five feet up to cast a full round spell. Dog adds +1 damage from Ranim's spell--dog also will try to smite evil (+1 damage if guard evil). Too much holiday cheer for me!!
Round 3 - recap
The party continues to make its way down the barrel strewn and guarded passage. After confidentially finishing off a guard a few moments earlier, Tybek swings both of his dwarven axes at the next guard. The guard almost laughs as both swings pass well wide of their mark.
Then the drunken priest wisely moves to the side and swings at the guard just missed by Tybek. His swing is accurate and leaves a nasty mark, but fails to bring the guard down.
Seeing his companions unable to eliminate this simple minded human, the not-quite-an-elf moves forward and swings his gigantic blade.
Unfortunately as with Tybek, the paladin's swing is well wide of its mark.
Hoping to disorient the guard, Maegge calls upon the forces of nature which respond with a quick flash of light before the guard which leaves the guard blinking its eyes and unable to focus very well.
Fort Save-guard 1:1d20 + 4 ⇒ (3) + 4 = 7
Finally, the miniature wizard once more causes a gap in space to appear from which a fluffy white puppy with nasty teeth and a really annoying yappy bark appears. The puppy lands a bite just above the top of the guards boots which clearly injures the guard, but appears to be more of an annoyance than a serious wound.
The guard that was wounded by the puppy takes a swing at the puppy with his longsword. However, the swing is just as wild as that of Tybek and Berashel moments earlier.
The guard then steps back alongside his companion while several more guards are seen moving behind the front two. You see the other two guards move out of sight behind the front two, they appear to be carrying polearms or some type. You also see another guard with what appears to be slightly better equipment come into sight in the room. He appears to be the one barking orders.
Karn, Sythe, defensive positions. Cal, Gerd, hold the front.
You then hear him shout behind him: Victril, wake your men. Get the master.
Finally, the guard in the front once more attacks Tybek apparently unaware, or uncaring, of the fact that he is surrounded.
Braden + friends Round 4
Braden completes his portal, and a large creature of earth is created on the other side of the guard flanking with Tybek.
Small Earth Elemental:
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref –1, Will +3
Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d6+8)
Special Attacks earth mastery
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
The earthen creature provides the dwarf flanking support, and swings at the guard with arms of hard clay hitting with a sickening crunch. The lingering song from Ranim still reverberates.
If earth elemental KOs guard:
Earth elemental moves 20' north to AG56 with Dworkin right behind
The dog advances (AG55)to try and bite the same guard again.
bite/damage:1d20 + 5 ⇒ (10) + 5 = 151d4 + 4 ⇒ (3) + 4 = 7+1 damage if evil
Braden calmly steps another five feet forward to summon another creature. The portal that released the earthen creature begins to reform again.
Five foot step and Monster Summoning 2 again (full round cast).
Earth elemental = 3 more full rounds (17/17hp) Summoned dog=2 more full rounds (8/8hp)