
James "Madman Jim" Patterson |

Jim dodges in to set up a flank with Kaul before striking.
Acrobatics check to avoid AoO: 1d20 + 12 ⇒ (13) + 12 = 25
Flanking rapier PA: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Damage, if applicable, including shock: 1d6 + 12 + 1d6 ⇒ (2) + 12 + (2) = 16

Corliss Blackboots |

"Me either!" Corliss replies in his usual jovial tone. "Fer a second there, I think I even thought the beastie might be undead! Thunderation! Eh--when in doubt, stab fer its 'eart!"
The brain-scrambled priest scoots forward and attempts to stab the conjured monster with his magicked rapier.
Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (18) + 7 = 25 for magic, piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3 (18-20)
Corliss Blackboots +1 rapier (Confirm?): 1d20 + 7 ⇒ (6) + 7 = 13 for additional magic, piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3

Cap'n Voodoo |

Jim moves up opposite Kaul and lunges at the goatman. His crackling blade scores a hit but the supernaturally tough hide of the creature defies the thin blade resisting the thrust and dissipating its electrical charge.
Corliss thinks the creature is a fiend but Dingus isn't sure what it is. Dingus casts a hastening spell and Corliss charges in. He lands a direct hit but it isn't enough to injure it.
The goatman gives a bloodcurdling scream and hacks Jim with its halberd. Jim- 12 slash. Riemme gives a strangled cry as the chains dangling against the pillar behind him come alive and begin constricting him in iron coils!
Round 2
Kaul (h-+1 att,+1 ac)
Riemme
Jim (h)
Dingus
Corliss (h)
R3
Screaming Goatman

James "Madman Jim" Patterson |

The Taldan grunts at the impact, then strikes repeatedly at the fiend, trying to keep its attention on him so Kaul can take it down.
Rapier PA, incl. flank and haste: 1d20 + 12 + 2 + 1 ⇒ (4) + 12 + 2 + 1 = 19
Iterative rapier PA, incl. flank and haste: 1d20 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 15
Hasted rapier PA, incl. flank and haste: 1d20 + 12 + 2 + 1 ⇒ (4) + 12 + 2 + 1 = 19
Well, that sucks. If any of them hit, he does 1d6 + 12, assuming that the shock is ineffective.

Corliss Blackboots |

Corliss performs a double stab in the hopes that he can hit a tender spot.
Corliss Blackboots +1 rapier (haste): 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 for magic, piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7 (18-20)
Corliss Blackboots +1 rapier Bonus Haste Attack (haste): 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 for magic, piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8 (18-20)

"Keelhaul" Kaul |

Sorry been slammed @ work and home
Round 2
Kaul obliges with two more quick cuts o' the axe:
Quick & The Dead - Ragin' Hastey Melee: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Lopper Chop - Ragin' Warax (S) Damage: 1d10 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Ragin' Hastey Melee 2: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Ragin' Warax(S)Damage: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Cap'n Voodoo |

The enquickened crew converge on the summoned goatman. Lopper snicker-snacks. The first blow is hard but inaccurate. The follow-up hits sneak: 3d6 ⇒ (4, 1, 6) = 11 leaving a gash in the uncanny hide. Jim assaults it from the opposite side. Jim's thin quick blade makes the most of an exposed side rapier: 2d6 + 14 ⇒ (2, 4) + 14 = 20 and the creature pops back out of existence.
Corliss and Dingus still have actions- Riemme struggles weakly in the grasp of iron chains that have now sprouted barbs that are freely flensing him.
Round 2
Dingus
Corliss (h)
R3
Chains
Kaul (h-+1 att,+1 ac)
Riemme
Jim (h)

Corliss Blackboots |

Not certain what might or might not work on the chains killing the stranger, Corliss sighs and casts a searing light spell, targeting areas of the chains not currently wrapped around or flensing their victim.
Corliss Blackboots searing light ranged touch: 1d20 + 6 ⇒ (3) + 6 = 9 for magic damage: 3d6 ⇒ (3, 5, 5) = 13

Cap'n Voodoo |

A bright beam of light erupts from Corliss' palm and strikes the binding chains above Riemme seeking to sever them. The chains grow red hot but are not broken by the burning light. Riemme stops moving as his head is nearly severed by the barbed chains cutting through his neck.
The chains dangling from the columns throughout the room rattle as if a psychic wind blew through them. A death rattle laugh stirs from the dead throat of one of the corpses hanging from the big central column and then it is pulled upward by its chains about fifteen feet toward the ceiling. From what can be made out beneath its shroud of chains, there is something familiar about the pale corpse dressed in dour black clothes.
Barbed chains from the pillars closest to Jim and Kaul hurl forward to slash at them. Jim dodges his pair, but one catches Kaul. Kaul- 8 slash
Round 3
Kaul (h-+1 att,+1 ac) (still down 7- another 8, i think?)
Riemme
Jim (h)
Dingus
Corliss (h)
R4
Chains

James "Madman Jim" Patterson |

"Feck! Idiot never should've run in here!" Jim drops his rapier, draws his bow, and sends an arrow up at the apparent corpse.
Arrow attack: 1d20 + 11 ⇒ (8) + 11 = 19
Damage, if applicable: 1d8 + 2 ⇒ (3) + 2 = 5

"Keelhaul" Kaul |

Kaul moves toward the chain-corpse with grim purpose;
Axe and claw readied he bellows a challenge, hoping the links will come to him...
"Come on ye chain-rattlin' rancid! Come to Ol' Kauly! He'll cut ye like ye links in a butchers!"
Intimidate: 1d20 + 18 ⇒ (9) + 18 = 27
No idea if Intimidate can be used to make someone attack?

Cap'n Voodoo |

"Come on ye chain-rattlin' rancid! Come to Ol' Kauly! He'll cut ye like ye links in a butchers!"
[dice=Intimidate]1d20+18
No idea if Intimidate can be used to make someone attack?
Usually, intimidate is for taking the fight out of an opponent or cowing them so that they'll take actions you want, but actions leading to self-endangerment are specifically called out as a no, so best get Dingus to levitate you up there. I don't think, he'll object since all his high level spells have been used.

Corliss Blackboots |

Corliss casts call lightning, his first bolt targeting the monster mummified in chains.
Corliss Blackboots call lightning bolt #1 electricity, magic damage: 3d6 ⇒ (4, 5, 5) = 14 (Ref DC 16 half)

"Keelhaul" Kaul |

Round 3
As he floats upward Kaul chuckles to himself and Lopper bobs excitedly;
"Hur... Hur... Hur..."
He swipes at the chain rattler with some wild swings;
Melee Power Attack - Lopper +1 Keen Adamantine Ax: 1d20 + 7 ⇒ (2) + 7 = 9
Melee Power Attack #2 - Lopper +1 Keen Adamantine Ax: 1d20 + 7 ⇒ (4) + 7 = 11
Damage... Not bleedin' likely with those rolls... :S

Cap'n Voodoo |

Boo. Get those low rolls out of your system.
Overeager and a bit off-balance as he dangles from the levitation spell, Kaul swings wildly, missing his foe. Corliss begins calling for lightning, waving his arms as the air thickens in the chamber and there is the smell of ozone.
The chains rattle and pull back from the stranger's face revealing pale, puffy skin, stringy black hair that drip salt water, and eyes with a corpse light glow. the Groom gives a wet chuckle as his cold gaze passes over his former comrades.
All but Dingus- Will save DC 15 or shaken
A pair of barbed chains fly out from the pillar and one strikes Kaul. Kaul-7 slash While another pair flail at Jim, but grate off his armor as he dodges.
Round 4
Jim (h-+1 att,+1 ac)
Dingus
Kaul (h)(-22 hp)
Corliss (h)-bolt is shot
R5
Chains

James "Madman Jim" Patterson |

Will save: 1d20 + 5 ⇒ (18) + 5 = 23
Jim is unshaken by the sight, but not unmoved. "Aw, feck, Groomy--what'd you do to yourself?" Wait a minute--how did he even get here? Despite the resemblance to his old friend, Jim sends another pair of arrows his way.
Arrow #1: 1d20 + 11 ⇒ (17) + 11 = 28
Arrow #2: 1d20 + 6 ⇒ (18) + 6 = 24
Assuming a -4 for shooting into melee, both of them might still hit.
Arrow #1 damage: 1d8 + 2 ⇒ (8) + 2 = 10
Arrow #2 damage: 1d8 + 2 ⇒ (3) + 2 = 5

Cap'n Voodoo |

Jim quickly releases a pair of arrows at what appears to be a chain-wrapped Groom. The first arrow sticks but doesn't seem to sink as deeply as would be expected at close range, the next almost hits but deflects off the iron links.
Corliss calls a bolt of lightning from the roiling mist near the ceiling and it strikes the pillar as the rattling menace dodges. Still the current courses through the chains to have some effect.
Dings and Kaul up.