
Ezreal Farlowe |

Ezreal quickly summons a disc of force and pulls a copper piece from a pocket.
I'm thinking they fall into Kn Dungeoneering and I don't have it.
Blessing of Fervor doesn't kick in until the bottom of this round so... cast shield - 11 minutes
I'll get light on that copper and toss it if we need a little more.

Gil |

Sorry, didn't consider when the blessing of fervor would be cast. Retcon: Gil will cast the extended haste to benefit the party and apply the displacement to Runzyl next round.
Spells in effect (corrected):
See Invisibility (Gil) Originally 2000 rounds, unsure of remaining duration
Mirror Image (Gil) 199 rounds
Haste (Whole party) 20 rounds

Sir Rolund ir'Kraal |

Rolund passes his everburning torch to the changeling then draws his sword. The familiar tarnished gleam of the blade is gone. In its place, a serrated fang from some monstrous creature; a blood groove drawing down its center.
With his free hand, the bone knight places hand upon the Valenar. “May your ancestors be righteous,” he quickly intones as the fury of his ancestors take hold of the elf once again.
Standard action: pass torch to Gil.
Move action: draw Caedes.
Swift action: Battle Blessing to cast righteous vigor. Without extended from blessing of fervor, the spell will only last 7 rounds.
Nevharath, then dolgrims

Janosz Frogshanks |

...I'm thinking they fall into Kn Dungeoneering and I don't have it...
After planning on top of the stair:
"
"As for dolgrims, they are dumb and ugly. However, they also have four arms and are surprisingly ferocious; they might look like profoundly f&!@ed-up goblins, but should be taken seriously. Dolgaunts are bigger, smarter and quicker; if in doubt, go for the bigger opponent."Knowledge (dungeoneering) 12+7+6(favoured enemy)=25 for some general pointers, like SR or energy resistances.

Aubrey the Demented/Malformed |

The dolgrims swarm forwards, trying to overwhelm the adventurers by sheer weight of numbers.
OK, everyone gets an AoO against their swarm if they have a weapon to hand - there's two, and the little line down the middle shows where the dividing line is, with mob 1 on the left and 2 on the right. Those at the dividing line can choose which swarm to AoO. After the AoOs are resolved, the swarms will simply run forward over the squares occupied by the adventurers. Unless the swarms are destroyed by the AoOs (unlikely) everyone takes 5d6 ⇒ (2, 1, 3, 3, 3) = 12 damage (DR applies). Everyone then takes trample damage of 2d6 + 3 ⇒ (4, 3) + 3 = 10 - you can have another AoO if you wish (and have one to spare) or try to halve the trample damage with a DC 27 Reflex save. Finally, they attempt a grapple - 1d20 + 28 ⇒ (11) + 28 = 39 v CMD.
Then it's Runzyl.

Gil |

I guess no one claimed the dagger from Gil, so her hands are full - dagger in one hand, torch in the other. She'll take the AoO with the dagger.
AoO: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d4 + 3 + 2d6 ⇒ (1) + 3 + (1, 4) = 9 Byeshk +1 Aberration Bane dagger
I'm tempted to use an action point on that attack roll, but I don't have my ECS near - didn't the die used or the number rolled change for us a level or two back?

Janosz Frogshanks |

I'll take two AoOs.
Attack 1: 8+14=AC 22, damage 1d8+4+6(favoured enemy)=16. I'll spend an action point here to use my Hated Enemy special ability, boosting my damage to 32. Damage is magical, crushing and byeshk.
Attack 2: 20!+14=AC 34, confirm roll 10+14=AC 24. Damage 1d8+4+6=14x3=42. Damage is magical, crushing and byeshk.
After that, I'm grappled. Ouch!

Runzyl Steelsong |

Janosz, I think you only get one AoO per round since you lack the Combat Reflexes feat... unless I'm missing something? Here's Runzyl's AoO: 1d20 + 21 ⇒ (9) + 21 = 30 to hit for 1d6 + 14 ⇒ (1) + 14 = 15 damage. Unfortunately, as I am not raging, the weapon is only +2 currently and does not bypass the byeshk DR. Since I also do not have Combat Reflexes, I will attempt the Reflex save to halve trample damage: 1d20 + 12 ⇒ (18) + 12 = 30 vs. DC 27. Runzyl is currently benefiting from Gil's displacement spell, so that should give a 50% miss chance on the grapple against me, yes? Otherwise it hits my CMD.

Janosz Frogshanks |

1. Everybody gets an AoO. After that, we can try to dodge the mob OR get another AoO. The Reflex DC is pretty high, even for Janosz, so I kept hacking away, especially as get grappled no matter what. Looks like I got in a good blow, so I'm happy.
2. You are not yet displaced. Gil casts that next turn. You are, however, under the effects of Righteous vigour and my Hunter's Bond ability.

Gil |

Everyone gets an AoO. Only those with Combat Reflexes would get two in a single round. The Hunter's Bond should grant +3 to both attack and damage, right? And yes, unfortunately, I was not able to cast the second spell, Runzyl, so you do not have a displacement effect yet. And with that grapple check, it's going to be hard to deliver it next round.
How do I use an action point to augment a d20 roll?

Janosz Frogshanks |

Everyone gets an AoO. Only those with Combat Reflexes would get two in a single round.
Upon re-reading Aubrey's post, I see you're right. In that case, there would be no point in not trying to dodge the swarm. GM - can I use that 20 for my Reflex save, or do I save it for next round? Blah...

Nevharath |

Free action: activate Chain of Personal Superiority (+2 STR/CON)
Free Action: activate Chain of Defensive Posture (+2 AC)
Immediate action: manifest prowess (3pp, instantaneous, gives bonus AoO)
AoO 1: attack: 1d20 + 21 ⇒ (16) + 21 = 37 (this is a Sweeping Strike, so is applied to two enemies per swing)
damage: 4d6 + 21 ⇒ (1, 6, 1, 1) + 21 = 30
AoO2: attack: 1d20 + 21 ⇒ (16) + 21 = 37 (this is a Sweeping Strike, so is applied to two enemies per swing)
damage: 4d6 + 21 ⇒ (4, 4, 2, 6) + 21 = 37
ref save: 1d20 + 9 ⇒ (17) + 9 = 26 <- dang, just missed it
net changes:
+11 HP from CON increase
20 damage taken
+2 STR
+2 AC (total 20)
now grappled (feel free to fireball me, sir wizard

Sir Rolund ir'Kraal |

Rolund swings at the mass of bodies as a phantom shield appears in his left arm in a futile attempt to protect him from their numbers.
Free action: activate ring of force shield.
AoO (against Mob 2): 1d20 + 14 ⇒ (15) + 14 = 29. Damage: 1d8 + 4 ⇒ (4) + 4 = 8 plus bonecraft weapon 1d6 ⇒ 4 and 1 bleed damage (if possible against mobs).
Ref: 1d20 + 9 ⇒ (6) + 9 = 15.
(12-4=8) Attack + 10 Trample = 18 damage.
Rolund is grappled.

Sir Rolund ir'Kraal |

I have this fancy special ability called Hunters Bond (companions) that gives the party members half my Favoured Enemy bonus. So everybody can add +3 to their damage rolls against these guys.
We actually get half the bonus to your favored enemy to everything. So Bluff, Knowledge, Perception, Sense Motive, and Survival checks as well as attack and damage rolls increase by +3.
Unfortunately, you need to use a move action to activate Hunter's Bond (companions) and pick which mob as the target. Also, it will only last for 2 rounds (Wisdom modifier). Although, you did not take a move action at the beginning when you threw the alchemist's fire. Maybe Aubrey will give you a chance to add it in.
Hang tight guys because if we can't escape, Rolund is going to cut loose with some channel negative energy on the mobs.

Janosz Frogshanks |

Unfortunately, you need to use a move action to activate Hunter's Bond (companions) and pick which mob as the target. Also, it will only last for 2 rounds (Wisdom modifier). Although, you did not take a move action at the beginning when you threw the alchemist's fire. Maybe Aubrey will give you a chance to add it in.
Let's hope so. I misremembered how it was activated - I was thinking I had 'prepped' everyone by talking about dolgrims and their unpleasant habits as we headed down the stairs. Also, if I can keep the 20, my Reflex save is 37.

Aubrey the Demented/Malformed |

Upon re-reading Aubrey's post, I see you're right. In that case, there would be no point in not trying to dodge the swarm. GM - can I use that 20 for my Reflex save, or do I save it for next round? Blah...
Vattnisse, cheating again? Yes, you can use that 20. And we can assume that Janosz has ativated his Hunter's Bond.

Ezreal Farlowe |

Someone mentioned me having a torch in hand at some point. I think it is the same torch that Gil has so I don't have anything in hand but a penny at the moment. No AoO.
Reflex 1d20 + 10 ⇒ (16) + 10 = 26 +1 from an action point = 27 for half trample damage.
17 damage total. Grappled.

Sir Rolund ir'Kraal |

Vattnisse, cheating again? Yes, you can use that 20. And we can assume that Janosz has ativated his Hunter's Bond.
So add +3 to attack and damage to Gil's, Runzyl's, Nevharath's, and Rolund's rolls.
Also, if Runzyl struck he gains 1d8 temporary hit points (max. 20 hps) and his next attack gains a +1 morale bonus (max. +4). He also forgot to mention which mob his AoO was targeting.
Runzyl, then Rodergo. Both of whom are grappled.
Grappled condition:
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Gil |

OK, so final numbers for Gil's attack was a hit against AC 19 for 12 points of damage against Mob 2.
Since she had no eligibity for a second AoO, I guess I should rolls to see how badly her Reflex save comes out.
Reflex DC 27: 1d20 + 8 ⇒ (3) + 8 = 11
LOL, missed it by THAT much! 22 points of damage.

Runzyl Steelsong |

Apply my AoO to Dolgrim Mob 2 on the map, please.
Besieged by the grasping limbs of the dolgrims, the Valenar releases a primal scream and attempts to throw off his aggressors.
Free action to begin raging, CMB to break free inluding +1 for righteous vigor and +1 more for haste. CMB: 1d20 + 20 + 1 + 1 ⇒ (13) + 20 + 1 + 1 = 35 vs. CMD. Let's add an action point too, just to be sure: 2d6 ⇒ (5, 4) = 9 for a total of 40. If successful, I will use my move action to go to J18, using Acrobatics to avoid AoOs if possible. Acrobatics: 1d20 + 18 ⇒ (14) + 18 = 32.

Janosz Frogshanks |

From Rolund's post above:
...A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform...
I'm thinking I'll just stay in the scrum, take the -2 penalty and hammer my way out. However, for Runzyl and Nevharath, how do you interpret the 'two-handed action'? Does it make use of two-handed weapons impossible when grappled, or is it possible, as the attack action does not require two hands as such?

Nevharath |

Grapple wrote: Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you.

Runzyl Steelsong |

I'm thinking I'll just stay in the scrum, take the -2 penalty and hammer my way out. However, for Runzyl and Nevharath, how do you interpret the 'two-handed action'? Does it make use of two-handed weapons impossible when grappled, or is it possible, as the attack action does not require two hands as such?
We can't use our two-handed weapons in the grapple. If Runzyl can't break out, he'll have to resort to using his dagger... which is quite sub-optimal.

Rodergo Xativa |

Additionally,....
"Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell."
So, ergo no "blessing of fervor" this round; I'm going over my options with a fine toothed comb.

Sir Rolund ir'Kraal |

I'm thinking I'll just stay in the scrum, take the -2 penalty and hammer my way out. However, for Runzyl and Nevharath, how do you interpret the 'two-handed action'? Does it make use of two-handed weapons impossible when grappled, or is it possible, as the attack action does not require two hands as such?
The danger is if we can't break free from the grapple or if we can't kill them before their turn next round, the mobs will get a +5 circumstance bonus to continue grappling and will be able to pin or move us. (I suspect they'll pin us first then move us.)
At that point, our actions will be limited to escape actions or verbal and mental actions. Nevharath's powers should come in handy at this point. Assuming he's got any AoE powers to hit them with but he'll still have to make concentration checks to use them.
Also, if Rod can make his concentration check to cast his blessing of fervor spell, our spellcasters will be able to cast any 2nd level spell or lower as stilled. This may be of some help in the event we're pinned.
Rodergo

Rodergo Xativa |

"Grappled condition"
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell."
vs. "actions in combat.......grapple."
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
This is another case of the "actions in combat" vs. "conditions" being somewhat confusing. The description from "actions in combat," though, specifically states that you gain the "grappled condition," which specifically states that you cannot cast spells with somatic components.

Gil |

Gil's PrC should help her here if I can figure out what spell would be useful. She has a few free Still Spell usages and effectively has Eschew Materials. I have not had time to look at her spell options yet.

Nevharath |

unfortunately, Psychic Warrior doesnt really get a lot of AoE abilities, and the ones they do get are much higher level than we are. as such, all i can really do is dimension slide out of the grapple and start hacking away at the back. perhaps i could increase size, but i dont think that is significant enough of a bonus to give me an honest shot at getting un-grappled

Sir Rolund ir'Kraal |

Gil's PrC should help her here if I can figure out what spell would be useful. She has a few free Still Spell usages and effectively has Eschew Materials. I have not had time to look at her spell options yet.
Freedom of movement. Get free first, then prepare to use it again to free others (I suggest Farlowe) or go invisible and wait for an opportunity to rescue us.

Ezreal Farlowe |

I'll dimension door out (Verbal only) and then fly.
EDIT: I take it back. Concentration DC 42? 39 is the most I could possibly roll, but anything less than a 20 and then a decent AP roll would just lose the spell.