
DM Alexander Kilcoyne |

2d4 + 10 ⇒ (2, 2) + 10 = 14
1d20 + 5 ⇒ (19) + 5 = 24
1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 5 ⇒ (2) + 5 = 7
Three of the four creatures become fascinated with the lights and colours Fenna conjures while one of them manages to resist.
Round 10-
Ordered Initiative-
Rigg (acted)- 35
Vormin (acted)- 21
Kip- 20
Kalev- 17
Spring Heeled Jack- 16
Troll- 15
Figure in Tower (acted)- 13a
Casimir- 13b
Tall Fey- 9a
Fenna- 9b
Malthir- 7a
Ricter- 7b
Map-
Init count 20
Notes-
All the courtyard of the keep (the grounds) is difficult terrain- luckily for you Casimir thought to use Feather Step on everyone so you ignore it...
Active Effects-
Protection from Evil- expires round 60 (Kip), 61 (Fenna), 62 (Casimir), 63 (Ricter), 64 (Malthir), 65 (Kalev).
Vanish- expires round 12 for both Kalev and Casimir.
Mirror Image- expires round 37 for Kip.
Malthir's Flaming Sword- expires round 66.
Bless on everyone- expires round 37.
Bestow Grace on Kip- expires round 49.
Hypnotic Pattern- Concentration + two rounds.
Action-
The south-east door opens and with a blur of motion a halfling sized individual comes rushing out. He sprints at supernatural speed around the central keep all the way to the south-west tower and then leaps up onto the west wall, a short sword in hand. Vormin holds his ground and maintains his defence, unwilling to enter the entangling roots and vines before him.

Ricter Vorsk |

Seeing their cover is blown, Ricter decides to go on the attack rather than wait for further fire spells.
Double move towards the armoured troll.
DC17 Reflex save vs Entangle: 1d20 + 3 ⇒ (6) + 3 = 9
Even with the help of Casimirre's magic, his armoured form is quickly entangled in the unnatural weeds.
"You only delay the inevitable, wretches!"

Kip Bendybrook |

I am going to assume Kip cannot see the speedy newcomer, but in case he can, or for when he does catch sight of him...
Knowledge (nature): 1d20 + 6 ⇒ (15) + 6 = 21
Not able to see any enemy combatants, other than the group of four on the wall, Kip's constantly moving, splitting and merging forms reach inside their packs and withdraw a potion move equiv. retrieve potion of fly and then pull the stopper and down the contents. standard action
Activating the message spell Kip reports for all to hear, Well done Fenna! Those are Forlarren on the wall, evil fey with some minor spell magic... they fear cold iron like all fey.
Turning to Ricter Kip adds, Ricter! Stay close to Fenna, let those inside deal with the trolls!
PS. Don't forget to add the +2 from PfE to your saves vs entangle and the flaming spheres. :)
Current status & effects:
AC: 20 (22 vs evil) HP: 48 of 48
Message (all Guardians): expires round 600
See Invisibility (Kip): expires round 99
Mirror Image (Kip + 4 images): expires round 37
Vanish (Kalev): expires round 12
Feather Step (Kip): expires round 100
Prot. from Evil (Kip): expires round 60
Bless (everyone): expires round 37
Bestow Grace (Kip): expires round 49
Fly (Kip): expires round 70

DM Alexander Kilcoyne |

Spoke to Bruno earlier so I know Kalev's intended actions.
The massive, invisible half-orc wrenches his leg free of the plants holding it and steps back a little further into the entanglement. Temporarily unentangled, he places a deadly enchantment on his bardiche, increasing its deadliness.
Lead Blades cast, expires round 40.
1d20 + 6 ⇒ (13) + 6 = 19 Strength check
1d20 + 11 ⇒ (20) + 11 = 31 Reflex success
The black robed figure leaps from the wall to the top of the south-east tower, vaulting again to the other end of the tower. Without knowing it, he is almost directly above Casimir in his new position.
The unarmoured Troll makes his way around to the left of the main keep, apparently unsure and looking a little confused as to what he should do.
The female figure in the window seventy feet above seems to watch events unfolding, but does nothing else.
Casimir is up.

Casimir |

Casimir will very quietly take a fuse grenade from his bandoleer and hold it in his left hand. He will then ready an action to begin Inspire Courage if any allies enter melee before his next turn.
Entangle ref save (+2 from prot from evil) 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26

DM Alexander Kilcoyne |

The only Fey not fascinated by Fenna's magic concentrates, shifting the flaming sphere to Ricter.
Bear in mind the penalty to dex from entangled means your dex is 4 lower than normal, for -2. Your hit by this sphere before your init count though, so only a +2 applies from Protection from Evil.
3d6 ⇒ (6, 4, 3) = 13 Fire damage to Ricter, DC13 reflex save negates
After directing the sphere, the Fey shakes one of his allies out of it by hitting him in the face, giggling as she does so.
Fenna and Malthir are up. Two of the four fey on that section of wall are now no longer fascinated.

Fenna Thistleswade |

Seeing the evil fey break her companion out of the magical stupor, Fenna abandons concentration on her spell and rummages through her pockets to find a colourful feather as she moves further around the writhing roots.
Draw a feather token whip and single move further towards the main gates.

Malthir Al Dagon |

Swift action Lay on Hands 3d6 + 2 ⇒ (3, 2, 4) + 2 = 11
Well well well what do we have here. Enemies of all good creatures, so many gathered in one place.
You don't believe this yet, but this will be your last resting place. The champions of Kardas come to eradicate your evil from this world!
Charge flying to N1 I think, the map is a little hard to read but I think a fey that awakened the other is directly in front of me and attack it. I will be 5 feet off the ground.
+2 longsword pwr atk vs. Fey charge bless flaming 1d20 + 10 + 4 + 1 + 1 - 2 + 2 + 1 ⇒ (11) + 10 + 4 + 1 + 1 - 2 + 2 + 1 = 28 dam 1d8 + 4 + 4 + 4 ⇒ (3) + 4 + 4 + 4 = 15+ bane 3d6 ⇒ (3, 4, 6) = 13 last dice is fire if it matters
Current AC 25 with charge, 53/58 HP
Active effects:
Protection from evil ends round 64
Bless ends round 37
Sword flaming ends round 66
Expeditious retreat ends round 20
Fly ends round 39

Kip Bendybrook |

Those Forlarren are on the wall I believe. The surrounding towers are 40' tall, so I would suspect the walls are 20' tall (I don't think Alex has actually given their height).

Casimir |

As soon as the sound of Malthir's battlecry rings out, a disembodied voice answers it from the shadow of the South-east tower:
"Forth, Guardians! Together we shall defeat this nest of evil! Inspire Courage +1/+1

DM Alexander Kilcoyne |

Towers are from 20-40 feet dependent on state of ruin. Walls are 20 feet, the main keep is 70 feet. It was mostly mentioned in the long description but i'm aware it was a wall of text.
Malthir, your fifty feet from the creatures and twenty below them. As noted, you changed your action in round 9 to draw and drink a potion of Fly instead of a potion of Expeditious Retreat, meaning your Fly speed is 40 with no bonus from ER currently applying. No fly check necessary this turn but note the skill as other situations may call for one.
Fenna begins to make her way towards the main east gate, still walking alongside the edge of the entanglement at present.
Malthir soars over the entanglement, accelerating, ascending and then plunging his sword into the Fey creature that had just been shook out of the fascination effect, ending his charge in mid-air just by the wall. The blade crackles with energy and flame as the sword's potency is increased against Fey. The blow fells the Fey but also snaps the other two out of it.
Ricter moves away from the flaming sphere but unfortunately gets stuck in the entanglement swiftly.
You only used one move to enter it so i'll assume you use your standard as a move to try and break out.
1d20 + 4 ⇒ (16) + 4 = 20 Strength check success (no longer entangled)
1d20 + 5 ⇒ (15) + 5 = 20 Reflex success (Ricter begins next turn unentangled and can take his full turn before having to save again)
Round 11-
Ordered Initiative-
Rigg (acted)- 35
Vormin (acted)- 21
Kip- 20
Kalev- 17
Spring Heeled Jack- 16
Troll- 15
Figure in Tower)- 13a
Tall Fey- 9a
Fenna- 9b
Malthir- 7a
Casimir- 7b
Ricter- 7c
Map-
Init count 20
Notes-
All the courtyard of the keep (the grounds) is difficult terrain- luckily for you Casimir thought to use Feather Step on everyone so you ignore it...
Active Effects-
Protection from Evil- expires round 60 (Kip), 61 (Fenna), 62 (Casimir), 63 (Ricter), 64 (Malthir), 65 (Kalev).
Vanish- expires round 12 for both Kalev and Casimir.
Mirror Image- expires round 37 for Kip.
Malthir's Flaming Sword- expires round 66.
Bless on everyone- expires round 37.
Inspire Courage- +1 to attack rolls, damage rolls, saves VS charm and fear effects.
Malthir Fly- expires round 39.
Kip Fly- expires round 40.
Action-
The supernaturally quick figure on the western wall darts into the tower near Malthir, moves swiftly into the position of the last Fey he cut down and jabs at Malthir with incredible speed and finesse with a short sword, opening a shallow wound on the Paladin's arm, through the plate-mail.
1d20 + 18 ⇒ (7) + 18 = 25 (Hit due to -2 charge penalty)
1d4 + 2 ⇒ (3) + 2 = 5
The blade was obviously poisoned...
Here are the poison details, please track it yourself if you fail the initial save-
Type poison (injury); Save Fortitude DC 14
Frequency 1/round for 2 rounds
Initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save
After delivering the blow, the nimble quickling darts back into the tower and out of sight before Malthir can strike it.
Spring attack.
Vormin cries out in triumph as he hears Casimir's voice ring clearly out across the courtyard. He lunges with his massive, one handed lance- the implement smashing against the tower inches from Casimir.
Stop hiding! Vormin roars in frustration at his unseen foe, backpedalling fifteen feet, now even more wary.
1d20 + 10 ⇒ (19) + 10 = 29 Hit
3d8 + 7 ⇒ (5, 2, 2) + 7 = 16
1d100 ⇒ 25 1-50 misses
Kip and Kalev are up.

Malthir Al Dagon |

Poison save... Fortitude Save 1d20 + 12 ⇒ (4) + 12 = 16
closer than I would have liked...
Got it, fly speed of 40 due to medium load, will remove the ER on my turn...forgot about that one being there, just cut and pasted from my last action!

Kip Bendybrook |

Kip catches sight of the speedy fey as it slashes at Malthir. He plumbs the depths of his knowledge for information about this new foe. Knowledge (nature): rolled previously above = 21 :)
Kip's multiple forms lift into the air as he flies up following in Malthir's wake. move action 30' forward and 30' up (20' south of Malthir and 10' higher than the wall = R1?)
Somewhat concerned by the leaping black-skinned fey, Kip activates message once again, I will try to blind the black skinned one and then see about slowing down our speedy friend. If the four of you could get closer together we could haste the lot of you. Kip then turns his full attention to "Jack" and utters an arcane word, casting his spell. standard action cast blindness on Jack (DC 17 Fort save) ASF: n/a SR check (if required): 1d20 + 6 ⇒ (13) + 6 = 19
Current status & effects:
AC: 20 (22 vs evil) HP: 48 of 48
Message (all Guardians): expires round 600
See Invisibility (Kip): expires round 99
Mirror Image (Kip + 4 images): expires round 37
Vanish (Kalev): expires round 12
Feather Step (Kip): expires round 100
Prot. from Evil (Kip): expires round 60
Bless (everyone): expires round 37
Bestow Grace (Kip): expires round 49
Fly (Kip): expires round 70
PS Sorry for the delay in posting, my computer has fallen down and gone boom. Working to fix. :)

DM Alexander Kilcoyne |

Added a line on the map to get Kip on. See the DC16 spoiler above and i'll add more info in a spoiler here for your DC21 information.
1d20 + 4 ⇒ (13) + 4 = 17
Spring heeled Jack seems to visibly strain and almost falls from the top of the tower from the effort of resisting the power of Kip's magic compelling him to be struck blind; but he does not succumb to the spell.
In addition to the information listed in the DC16 information, you know the following about Quicklings-
They are extremely vulnerable to a slow spell. It loses its supernatural speed and all the abilities that come with it, as well as sickening the creature for the duration of the spell. Their spell-like abilities include shatter, levitate, flare, dancing lights and ventriloquism. As Fey their will is strong and even without their supernatural speed they arecapable of displays of incredible dexterity. They are also often tinkerers and trapmakers, enjoying setting dangerous and violent traps.

Kalev Lehola |

Move to G/H12/13, activate Ranger's Focus, then attack Vormin.
Kalev, still invisible makes his way out of the entanglement, drawing upon his experience with fighting large creatures, then swings his large, deadly weapon in a powerful arch, shimmering into view as the blade digs into the troll.
Attack: 1d20 + 17 ⇒ (5) + 17 = 22 against flat-footed AC
Damage: 3d8 + 21 ⇒ (5, 6, 4) + 21 = 36

DM Alexander Kilcoyne |

The bardiche slips past Vormin's hastily raised shield and cuts through the chain shirt, but the troll's incredibly tough skin resists the blade, albeit barely.
Spring heeled Jack leaps up into the air, floating down onto the wall as though under the effects of a feather fall spell, cloak billowing out behind him. Stood on the edge of the eastern wall, his malevolent gaze becomes apparent, with fiery eyes that seem to inspire fear by their very nature. He confidently makes a second leap, landing right in front of Malthir.
Anybody who begins their turn within ten feet of Jack must make a save VS a fear-based Gaze attack. You may avert your eyes to gain a 50% chance of not having to make the save but then you give Jack concealment to you.
With an enemy finally in sight and out of the entanglement, the second troll starts working his way back around the keep to aid Vormin. The figure in the window disappears from view in the main tower above.
Awakened from their stupor, the three tall Fey turn their wrath to Malthir. Two of them use their innate magic to attempt to heat Malthir's magical armour and shield and Kip's chain shirt. Although Malthir's shield and Kip's armour resist the spell with the aid of their wearers, Malthir's full plate starts to become unbearably hot. Another flaming sphere winks into existence over the Paladin but he is just about able to float away from the fiery ball.
1d20 + 3 ⇒ (16) + 3 = 19 Defensive Casting VS DC16 (pass)
1d20 + 8 ⇒ (3) + 8 = 11 Reflex (fail)
1d20 + 8 ⇒ (9) + 8 = 17 Reflex (pass)
1d20 + 12 ⇒ (17) + 12 = 29 Reflex (pass)
1d20 + 8 ⇒ (5) + 8 = 13 Reflex (pass)
Fenna, Malthir, Casimir and Ricter are up.

Casimir |

At a stag party all - phone only, AK please fill in the blanks.
From behind Vormin, Cas yells: HEY UGLY, SEE THAT THING DOWN THERE. THATS ABOUT TO GO BOOOM! MOVE OR BURN.

Ricter Vorsk |

Seeing battle joined in ernest, Ricter redoubles his efforts to get through the grasping undergrowth.
Taking a run action, trying to at least get onto the blasted map. If possible, moving in to threaten the gang of tall fey.
Reflex vs Entanglement: 1d20 + 5 ⇒ (15) + 5 = 20

Fenna Thistleswade |

Fenna half considers following Ricter, sprinting towards the battle, but realising that she would unlikely be able to free herself should the vines get hold of her, she continues to skirt cautiously around the edge of the spell.
Double move around the entangle

Malthir Al Dagon |

You think that you can strike fear into one of Iomedae's warriors? Think again! he grins at the little warrior. Assume Aura of courage negates the fear attack.
Swift Action Lay on Hands 3d6 + 2 ⇒ (1, 5, 5) + 2 = 13
+2 longsword pwr atk vs. Fey bless inspire flaming 1d20 + 10 + 4 + 1 + 1 - 2 + 1 + 1 ⇒ (5) + 10 + 4 + 1 + 1 - 2 + 1 + 1 = 21 dam 1d8 + 4 + 4 + 4 + 1 ⇒ (2) + 4 + 4 + 4 + 1 = 15+ bane 3d6 ⇒ (5, 4, 2) = 11 last dice is fire
+2 longsword pwr atk vs. Fey full 2nd attack bless inspire falming 1d20 + 10 - 5 + 4 + 1 + 1 - 2 + 1 + 1 ⇒ (10) + 10 - 5 + 4 + 1 + 1 - 2 + 1 + 1 = 21 dam 1d8 + 4 + 4 + 4 + 1 ⇒ (3) + 4 + 4 + 4 + 1 = 16+ bane 3d6 ⇒ (6, 5, 4) = 15 last dice is fire
Dice are sucking again big time....grrrrr if AC 21 hits though he is in a world of hurt.
Current AC 27, 58/58 HP
Active effects:
Protection from evil ends round 64
Bless ends round 37
Sword flaming ends round 66
Fly ends round 39
Inspire Courage +1/+1

DM Alexander Kilcoyne |

Something I forgot because I didn't have the map in front of me- Malthir you aren't on the wall, your essentially currently hovering by the fully occupied by Fey wall; the only reason Jack took the risk to jump to that position was to deny you a foothold. See both the Fly spell and the Fly skill- to make a full attack you will need to pass a DC15 fly check (both the bonus to Fly from the spell and your massive ACP apply) to hover. The bonus from Fly assumes the mininum level caster for the potion, which is 2, thus +2. Your ACP is -7 from both your armour and your shield and thus you can only manage the check to Hover on a 20. You can either attempt the hover check or revise your action- moving onto a wall will negate the need for a Fly check regardless of whether you moved half speed+ or less. You could make an attack and a move but moving anything less than your full 40 feet fly speed will mean you need to make a DC10 fly check. There are no squares available on this wall where you could land and attack one of the four Fey (squares with more than half a square of one wall are enough to stand on), but a powerful bull rush could make you room and potentially knock one of them off as well; if your attempt survives the AOO's it will incur. I'm on MSN for a little longer if you want me to clarify anything.
You would need to make the Hover check before making the full attack. Note that if you do end up taking on the check and failing it, you won't plummet to the ground and take damage. As per the Fly spell, you will lose your altitude gently and land in the entanglement.

Kip Bendybrook |

It is my reading that the Fly spell also grants "good" maneuverability for an additional +4. (I have heard the counter argument, but I'm not sure why the spell would reference maneuverability at all if the bonus doesn't apply). The fly spell already trumps natural flight in that you can descend at double speed with the spell but only normal speed with the natural flight. It would only make sense to me if the maneuverability bonus applied. But that is just my opinion. :)
And in Kip's case, he gets another +2 for being size small. This makes Kip's total fly modifier +10 for his checks if my reading/math is correct.
(+2 dex +2 small +2 fly spell (CL2) +4 good man. -0 ACP = +10)
It is also interesting to note that the text of the fly skill says that "Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed." And then the chart on the same page reads "Move less than half speed and remain flying: DC 10". If my fly speed is 60' and I move 30' do I need to make a check? By the text? Yes. By the chart? No? Hmmmm. :P
I think the text should read "...so long as it moves a distance of half its speed or greater." But there again, that is my opinion. What do you say Alex? :)

DM Alexander Kilcoyne |

It already implies half speed or greater so agreed. Good catch on the maneuvrability, Malthir has another +4 to Fly. He can hover on a 16+ :P. I haven't needed a Fly check from Kip yet and with +10 don't think you'll need to roll one unless your pulling off some fancy flying or hovering.

Malthir Al Dagon |

It already implies half speed or greater so agreed. Good catch on the maneuvrability, Malthir has another +4 to Fly. He can hover on a 16+ :P. I haven't needed a Fly check from Kip yet and with +10 don't think you'll need to roll one unless your pulling off some fancy flying or hovering.
BTW my ACP is -5 not -7.
Darkwood Heavy Wooden shield has an ACP of 0, full plate is MW so only -5. My total check with the Fly spell is +1 so at least I can try to make a 10 to do a 5 foot move and then attack. Assume 5' of movement will be a move action, not a 5' step allowing me to still attack the little creature.fly 1d20 + 1 ⇒ (18) + 1 = 19
I guess I should have tried to hover, this move will draw AOO's from 2 of them I think.

DM Alexander Kilcoyne |

Ok cool. Missed that the shield was darkwood. Had a really busy few days sorry for slow pace
Malthir flies a little to his right, drawing an attack from both Jack and the Forlarren threatening him- he is able to take both strikes on his shield as he passes, turning and slashing Spring Heeled Jack across the middle; the Fey winces in shock and pain from the power of the blow and the magic coursing through him but remains standing, apparently still having some fight left in him.
1d20 + 11 ⇒ (10) + 11 = 21 Miss
1d20 + 4 ⇒ (12) + 4 = 16 Miss
Fenna your a double move from passing into the keep via the portcullis if that helps you plan your action. Bear in mind that theres a troll with a reach weapon that is currently threatening the entrance.
Round 12-
Ordered Initiative-
Rigg (acted)- 35
Vormin (acted)- 21
Kip- 20
Kalev- 17
Spring Heeled Jack- 16
Troll- 15
Figure in Tower)- 13a
Tall Fey- 9a
Fenna- 9b
Malthir- 7a
Casimir- 7b
Ricter- 7c
Map-
(Init count 20)
Notes-
All the courtyard of the keep (the grounds) is difficult terrain- luckily for you Casimir thought to use Feather Step on everyone so you ignore it...
Active Effects-
Protection from Evil- expires round 60 (Kip), 61 (Fenna), 62 (Casimir), 63 (Ricter), 64 (Malthir), 65 (Kalev).
Vanish- expires round 12 for Casimir.
Mirror Image- expires round 37 for Kip.
Malthir's Flaming Sword- expires round 66.
Bless on everyone- expires round 37.
Inspire Courage- +1 to attack rolls, damage rolls, saves VS charm and fear effects.
Malthir Fly- expires round 39.
Kip Fly- expires round 40.
Action-
There is no sign of the supernaturally fast Quickling, having entered the tower last round and not emerging as you might expect him to.
Vormin the troll sees the lit fuse grenade by his feet and apparently recognises it. He takes a mighty lunge for Kalev, shouting-
FOR THE GLORY OF HARGULKA!
1d20 + 10 ⇒ (13) + 10 = 23 Hit
3d8 + 7 ⇒ (1, 4, 1) + 7 = 13 Damage
... managing to stab the oversized weapon right through Kalev's guard and breastplate, almost threatening to pin the Ranger against the stone tower with the force of the blow. With a grunt and a mighty heave, Kalev removes the weapon from his bosy and his armour, just in time to react to Vormin's retreat...
Both Kalev and Casimir receive one AOO- remember arcane strike was a swift action so you can't activate it for this as its not an immediate.
1d3 ⇒ 1 Explodes round 13!
Kip and Kalev are up. Remember theres a lit fuse grenade that could explode at the start of Casimir's next action... In case its unclear Kalev will need to move ten feet to attack, so no full attack. Same for Casimir- who will become visible at the end of his turn, if not before when taking the AOO.

DM Alexander Kilcoyne |

BAB+5, Str +1, Bless +1, Inspire Courage +1, Attacking from Invisibility +2, +5= 15. You CAN use weapon finesse to make trip maneuvers with dex but it requires a finessable weapon and it has to have the trip quality (I believe). Anyone know any different? I have to head to bed so don't have the time to look it up.

Dan E |

If I have Weapon Finesse, can I apply my Dex bonus to my combat maneuver checks instead of my Strength bonus??
It depends on what combat maneuver you're attempting. Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver, and therefore the weapon’s bonuses apply to the roll. Therefore, if you're attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you're using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).
The Agile Maneuvers feat applies to all combat maneuvers, not just disarm, sunder, and trip, so it is still a useful option for a Dex-based creature that uses combat maneuvers.If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?
No. When making a trip combat maneuver, you don't have to use a weapon with the trip special feature--you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature. Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.
On a related note, you don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon.
[Source]
*pops in* Think the combination of these is that you can use a finessable weapon even without trip quality. *pops out*

Kalev Lehola |

Was that supposed to hurt, Kalev taunts biting back the pain, before swinging Cleft at the retreating troll.
Attack: 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 3d8 + 21 ⇒ (6, 2, 1) + 21 = 30
Assuming it is still standing:
Kalev dashes after the wounded troll, lowering the weapon in an attempt to impale his opponent.
Charge to E/F 13/14
Attack: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 3d8 + 21 ⇒ (1, 3, 7) + 21 = 32
40/53 HP
Enlarge 7 rounds left

DM Alexander Kilcoyne |

Thanks Dan. Ok so total bonus would be as I posted above plus an additional 4 for Casimir's dexterity. Specific bonuses with the aldoriduelling sword such as weapon focus and Sword Scion don't apply as its not a trip weapon. So 4 higher makes 19 total, respectable but not enough. Enough to not be tripped in turn though.
The haft of Casimir's blade slams into the Troll's trunk-like leg as he materialises next to it, spinning as he delivers the blow with more finesse than power. Despite being caught off guard, Vormin is just about able to keep his footing and make his escape- Kalev's strike glancing off Vormin's tough natural armour after getting past his shield and chain shirt. Kalev refuses to be denied though, and rushes the Troll immediately, leaving a deep gash across its midriff from Kalev's lowered bardiche.
Kip is up.

Kip Bendybrook |

Kip's hand reflexively tugs up his shirt collar as his chain shirt momentarily warms up, realizing that it must be visible from beneath his clothes. How did they see... ;) Kip cuts himself off to concentrate on the task at hand.
Disappointed at his failure to blind "Jack", Kip switches tactics, as the multiple images of Kip begin gesturing and uttering the arcane words to slow those on the wall, standard action cast Slow on Forlarren and Jack (DC 18 will save) ASF: 1d100 ⇒ 42 success before flying over the wall and into the courtyard above Ricter. move action fly to J 9 (altitude 30').
Kip activates message as he flies, Slowing those on the wall. Malthir get close to the others if you can and I'll cast Haste! Cas mind that bedroll, it might hide a trap...
Current status & effects:
AC: 20 (22 vs evil) HP: 48 of 48
Message (all Guardians): expires round 600
See Invisibility (Kip): expires round 99
Mirror Image (Kip + 4 images): expires round 37
Vanish (Kalev): expires round 12
Feather Step (Kip): expires round 100
Prot. from Evil (Kip): expires round 60
Bless (everyone): expires round 37
Inspire Courage (everyone): active
Bestow Grace (Kip): expires round 49
Fly (Kip): expires round 70
Slow: expires round 18

DM Alexander Kilcoyne |

1d20 ⇒ 1 Unrelated perception check for Fenna...
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 6 ⇒ (20) + 6 = 26
All of the Forlarren are slowed while Jack resists Kips magic with ease. The wounded, black-skinned Fey opens his mouth and unleashes a torrent of flame over Malthir, much of the fire missing the Paladin.
3d6 ⇒ (1, 3, 4) = 8 Reflex DC16 half
As the flames clear, Jack is already leaping clear faster than Malthir can bring his blade to bear; leaping up onto the east wall and away from the dangerous Paladin. The second Troll continues to move around the central tower, undergrowth and vegeation slowing him down, becoming visible to Malthir through the central room.
The three Forlarren try to keep Malthir off the wall while using their magical tricks- the flaming sphere is placed upon Malthir once more while simultaneously the magical heating of his armour rises in temperature...
3d6 ⇒ (1, 2, 1) = 4 DC13 negates (flaming sphere)
1d20 + 9 ⇒ (8) + 9 = 17 Save Made (flaming sphere)
1d4 ⇒ 2 Fire damage from Heat Metal
1d20 + 4 ⇒ (12) + 4 = 16 Defensive Casting VS DC15 (success)
The Forlarren Malthir is threatening almost fumbles the magic he is channeling, worried about the Paladin's blade as she finishes the incantation. The other is in a safer position, and both try to heat Liberator again...
1d20 + 9 ⇒ (19) + 9 = 28 Save passed
1d20 + 9 ⇒ (4) + 9 = 13 Save failed
Malthir is able to avoid the flaming sphere but the blade in his hand seems to be getting hotter, just like his armour...
Meanwhile, the fuse grenade Casimir dropped seems to have burnt through its fuse a little quicker than he would have liked- the device explodes, hurting both Casimir and Kalev.
2d6 ⇒ (6, 1) = 7 Bludgeoning Damage,1d6 ⇒ 1 Fire Damage,DC15 reflex save for half damage.
Ricter, Casimir, Fenna and Malthir are up...
Map Update-

Casimir |

Only slightly injured by the explosion, Casimir calls out: "Onwards, Guardians. These wicked fey and their troll allies will all fall to our might!" - Maintain IC
He then begins casting a spell, careful not to give Vormin an opening to strike at him.
Defensive casting - Vanish 1d20 + 13 ⇒ (17) + 13 = 30 vs DC 17 - succes
His spell complete, Casimir once again disappears from sight for all except Kip.
Move around the bedroll to -A11.
AC 27, hp 42/46, 3 rounds of performance spent

Malthir Al Dagon |

Reflex Save vs. flame breath PFE 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Swift Action Lay on Hands 3d6 + 2 ⇒ (4, 2, 1) + 2 = 9
Malthir speeds after the little Fey trying to escape, ignoring the pain from the flames.
Move 20 to M6 and 5' up so 30' of movement and attack from higher ground for +1, may draw an AOO from a 1 or 2 of the Fey and jack black
Goodbye little one.
+2 longsword pwr atk vs. Fey bless inspire flaming higher ground1d20 + 10 + 4 + 1 + 1 - 2 + 1 + 1 + 1 ⇒ (15) + 10 + 4 + 1 + 1 - 2 + 1 + 1 + 1 = 32 dam 1d8 + 4 + 4 + 4 + 1 ⇒ (2) + 4 + 4 + 4 + 1 = 15+ bane 3d6 ⇒ (2, 4, 1) = 7 flaming last dice
Current AC 27, 57/58 HP
Active effects:
Protection from evil ends round 64
Bless ends round 37
Sword flaming ends round 66
Fly ends round 39
Inspire Courage +1/+1
Not sure I can roll any lower on 3d6's....twice
item roll 1d4 ⇒ 1
Reflex Save 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25

Fenna Thistleswade |

Fenna continues to hurry towards the portcullis, though seeing the massive guardian standing just within she slows her pace slightly to avoid rushing headlong into the vicious looking weapon.
Double move to (C,17), or as close to it as possible without provoking an attack of opportunity from the Troll.

Ricter Vorsk |

As Kalev emerges in spectacular fashion and the detonation of the fuse grenade echoes around the courtyard, Ricter reduobles his efforts to reach the now-raging battle.
Attempting to double move so as to occupy the same square as the sadly deceased fuse grenade.
Reflex vs Entanglement: 1d20 + 5 ⇒ (15) + 5 = 20