
DM Stephen |

Wic turns and flees from the Dire Ape as the fear overcomes him.
The Dire Ape roars again in satisfaction as it attempts to render Kragnir's Dwarven flesh from bone.
bite atk on Kragnir 1d20 + 8 ⇒ (3) + 8 = 11 dam 1d6 + 6 ⇒ (3) + 6 = 9Hit
claw atk on Kragnir 1d20 + 8 ⇒ (3) + 8 = 11 dam 1d4 + 6 ⇒ (3) + 6 = 9 Hit
claw atk on Kragnir 1d20 + 8 ⇒ (8) + 8 = 16 dam 1d4 + 6 ⇒ (4) + 6 = 10 Hit
All three attacks hit their mark...and the Ape's claws rake down Kragnir's chest exposing fleshy meat and muscle...he sways on his feet a little but the stout Dwarf is still standing.
rend atk on Kragnir 1d20 + 8 ⇒ (9) + 8 = 17 dam 1d4 + 8 ⇒ (3) + 8 = 11 Hit. 39 points total.

Tragershen |

Round 4
Tragershen purses his lips in concern at the rending of the dwarf, and tries to delay the monstrous ape for a few critical moments to give the warrior a reprieve. With a flick of a finger, the elf sends a bit of tree sap into the air. With an arcane syllable from the wizard, the sap takes on a life of its own, expanding and propelling itself at he dire ape.
Casting Azlanti Glue. DC 17 reflex save.
School conjuration (creation); Level sorcerer/witch/wizard 2
Casting Time 1 standard action
Components V, S, M (pinch of tree sap)
Range close (25 ft. + 5 ft./2 levels)
Area One creature
Duration 1 round/level
Saving Throw Reflex (partial); Spell Resistance yes
A globe of sticky resin springs from your hand and strikes the target.
The subject is immediately held in place, effectively stuck to the ground. A failed reflex save means the creature gains the grappled condition and cannot move until the spell expires.
Each round they make attempt to break free by making a successful combat maneuver check or escape artist check at against the DC of the spell as a full round action.
A successful save means the subject gains the entangled condition for 1 round.

Niɱ |

Round 4 Init 8d
Nim dashes out of the tent and towards the dire ape (MA to H 11, provokes AoO) and slashes at it with his scimitar.
SA w/scimitar (two-handed): 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d6 + 8 ⇒ (6) + 8 = 14 +poison
injury; save Fort DC 20;frequency 1/round for 6 rounds; effect1d4 Str damage; cure 2 consecutive saves.
Current Status and Effects:
Nim AC: 13 HP: 50
Wic AC: 21 HP: 39
bull's strength expires in 5 min

Balani the Silent |

Round 4
Balani shaking her head at Kragnir rushing into battle in his small clothes. Feeling the boon of haste make her actions quicker, she fires twice at the ape while trying to remain hidden.
stealth check: 1d20 + 20 + 2 - 20 ⇒ (6) + 20 + 2 - 20 = 8
attack #1: 1d20 + 10 + 1 + 1 ⇒ (11) + 10 + 1 + 1 = 231d8 + 4 ⇒ (5) + 4 = 9
attack #2: 1d20 + 10 + 1 + 1 ⇒ (17) + 10 + 1 + 1 = 291d8 + 4 ⇒ (6) + 4 = 10
- whatever penalty there will be for cover from allies, I think Kragnir is the only one there at this time. I have precise shot so shooting into melee is not an issue.

Niɱ |

Nim isn't likely even wearing small clothes. But we won't dwell on that. (Right Ansha?) ;)

Kragnir Argak |

Spitting blood, Kragnir caved in the ape's knees, forcing it down, before swinging his hammer in a vicious vertical arc; aiming to snap its neck with the brutal blow.
Grahaha! Make my allies flee, would ye? More glory for the real king of the jungle here, beast. KRAGNIR ARGAK!
Attack 1: 1d20 + 10 ⇒ (16) + 10 = 26
Attack 1 Bit of Luck: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 2d6 + 11 + 6 ⇒ (6, 4) + 11 + 6 = 27
Attack 2: 1d20 + 10 ⇒ (6) + 10 = 16
Attack 2 Bit of Luck: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 2d6 + 11 + 6 ⇒ (6, 5) + 11 + 6 = 28
Thats 134 damage in total thus far, between us. Maybe more. I only went back as far as my first attack. Kragnir will 5 foot step back out of range if the ape is somehow still alive.

DM Stephen |

Kragnir's massive blows shatter so many bones in its leg, the great ape starts to fall forward as the final blow to the head caves its skull in. Nim rushes out just to see the end of the ape.
The jungle grows quiet for a moment.
Nim, any change to your action? We will remain in actions for the moment. The Ape is dead...as far as you can tell.

Niɱ |

Nim shakes his head slightly at the dwarf's boasting.
The Ape is dead...as far as you can tell.
Time to meet the puppeteer methinks. :P

DM Stephen |

The silence of the jungle grows oppressive...then the body of the dire ape seems to shudder for a second before a raspy voice speaks out to you from the edge of the darkness, likely from NE of your current position
Yesss human, go after your friendssss, they need your help. I will delight in eating their ssssucculent flessssh!
Order of Combat Round 5:
Balani 25
Mihai 9
Corbrius 8a fleeing
Tragershen 8b
Kragnir 8c
Nim 8d
Wic 8e fleeing
Dire Ape 7
You don't see this new enemy, but the voice came from the NE. As Corb is up the darkness returns to the camp but is alleviated by two of the colonial warriors lighting torches.
Map update later tonight. Balani, you don't have a target at the moment and your new light only goes 20', 20' dim lighting. You think the voice was beyond that.
Kragnir doesn't see anything with his Darkvision either, so it might be beyond that range.

Balani the Silent |

Round 5
Balani, having grown somewhat used to the ferocity of the dwarf's attacks, is still taken aback that the fight is over so quickly and decisively. She then recalls the unnatural darkness, Unless that was one extra-ordinary ape there must be someone else nearby! Just as her thought finishes she hears the menacing voice.
She briefly intones something under her breath and feathers sprout from her temples as her eyes widen.aspect of the falcon She then uses the confusion of the moment to melt back into the night and begins to search for the speaker of the voice. MA towards the voice, maintaining cover but moving faster than half speed.
stealth with a -5: 1d20 + 20 + 2 - 5 ⇒ (6) + 20 + 2 - 5 = 23
perception to notice the speaker: 1d20 + 11 + 2 + 3 ⇒ (3) + 11 + 2 + 3 = 19
if it happens to be a monstrous humanoid another +2.
I will try to stay out of the unnatural darkness. What I've found says lowlight vision makes starlight or moonlight look like daylight. Is that your take?
AC 19/16/13
HP 41
extended Haste rnd 2/10
aspect of the falcon 5 min

DM Stephen |

Hi all. My PC had a meltdown on Friday. Keep crashing. So far I haven't been able to figure out the issue, might be a bad hard drive. Looks like I might have to have someone else look at it...so maps will not be an option for the moment.
Chance of moonlight light with no or little cloud cover 50% 1d100 ⇒ 59 It is a cloudy night and the sliver of moon is covered.
Balani moves forward, but is not able to see anything in the darkness. Mihai moves up and heals Kragnir.
Tragershen and the rest to go.

Tragershen |

Tragershen draws forth a sunrod and strikes the end of it against the ground, causing it to burst into bright light. He holds it high to help illuminate the area.

DM Stephen |

As you all peer in the direction of the voice a small bead of flame appears in the distance. It floats for a moment...you can almost make out a large shadowy figure behind it before the bead speeds towards your position before exploding among you all leaving the creature in the darkness again!
Fireball 10d6 ⇒ (3, 3, 5, 3, 6, 3, 3, 5, 6, 5) = 42 centered on J/K,9/10
Nim, Kragnir, Tragershen, Mihai all need to save. Rolled well...this could really hurt.
The fireball is not completely real...you only suffer 8 damage and get the reflex save as well for half that damage.
DC 19 Reflex Save for half.
Roasssted human...you dessserve worssse it rasps at you from the darkness. Kragnir, you spot the thing at the edge of your darkvision. It is about 50ft away now to the NE.
Two of the tents catch on fire and you hear the screams of several guardsmen. You can hear the horses trying to move away from the light as well.
Order of Combat Round 5:
Balani 25
Mihai 9
Corbrius 8a fleeing
Tragershen 8b
Kragnir 8c
Nim 8d
Wic 8e fleeing
New Creature???? 7
No map, PC is still down. Hope to get it fixed this weekend.

Tragershen |

Will save 1d20 + 4 ⇒ (3) + 4 = 7
Damage 1d20 + 5 ⇒ (13) + 5 = 18
The elven wizard's scream echoes in the jungle night, but only for a brief moment before it stops abruptly. The smouldering elf drops to the ground unmoving.
Tragershen is automatically dead at -15.

Balani the Silent |

Will: 1d20 + 2 ⇒ (18) + 2 = 20
Should I have rolled that will? Was a great roll I used up:)
Balani, the bright spark momentarily allowing her better vision, moves silently toward the source of the spell hoping to get a bead on the attacker.
Will double move up as far as able and remain hidden unless I get a shot with only one MA then will take it. Just let me know.
stealth: 1d20 + 20 + 2 ⇒ (4) + 20 + 2 = 26

DM Stephen |

Balani, you are correct, you were in the radius of the Fireball as well. You made the will save, just need a reflex from you now.
Unless someone supplies a light source near the creature you won't be able to attack except in dim illumniation since it is beyond 40'. You can make the attack, just a 20% miss chance.

Kragnir Argak |

Invigorated by the healing provided by Mihai and now the size of a giant, Kragnir only seemed singed by the fireball; and in his battle-roused state was fairly oblivious to the plight of his allies.
You call that a fireball? My grandfather's forge is hotter than that!
Will VS Spell: 1d20 + 5 + 3 ⇒ (17) + 5 + 3 = 25
Reflex VS Spell: 1d20 + 1 + 3 ⇒ (6) + 1 + 3 = 10
Do I have a clear charge line?

Balani the Silent |

reflex: 1d20 + 12 ⇒ (17) + 12 = 29 Haste is in effect so not sure if I can get within 30'.
Balani easily escapes the centre of the blast and is only lightly singed.
We have a tricky one here do we..., she thinks to herself as she continues to make her way to the foe. She can barely make him, it, out but decides to test their foe's resistance to sharp, pointy things anyway.
20%, low misses: 1d100 ⇒ 44
ranged attack: 1d20 + 10 + 1 + 1 ⇒ (7) + 10 + 1 + 1 = 191d8 + 3 ⇒ (3) + 3 = 6 If within 30' add another +1 to attack and damage. the other ones are for haste and aspect of the falcon
AC 19/16/13
HP 37/41
extended Haste rnd 3/10
aspect of the falcon 5 min

DM Stephen |

Kragnir and Balani at this point see the following.
Red eyes seeem to float amongst the darkness that surrounds this creature. You see within the shadows teeth and claws that seem to be solid, the rest seems...insubstancial and lost in the darkness. A pair of shadowy, bat-like wings poke out from the large creatures back. This is clearly not something from our world...
Balani's arrow hits it mark, though the arrow disappears into the darkness.

Kragnir Argak |

Moving to a distance of 15 feet from the shadowy form, the stout Dwarf hefted his enlarged hammer and made a massive overhead swing seeking to crush the thing in one powerful blow.
Longhammer Attack (Power Attack, Haste, Desperate Battler): 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 3d6 + 21 ⇒ (4, 3, 4) + 21 = 32

DM Stephen |

Only Kragnir (Darkvision) and Balani (Low Light Vision) can see the creature at the moment due to the darkness and what his hammer did to the creature.
Kragnir's heavy blow strikes the creature, it recoils from the hammer but it is hard to tell how much your blow affected it though.

Niɱ |

No idea what/where/who. :P Can I see Kragnir?
Nim casts light upon his scimitar, before holding it up, hoping to see what lurks in the dark while drawing a potion from his pack. (haste)
AC: 13 HP: 42 of 50

DM Stephen |

Dwarrrrfff sssscum, you will pay for damaging my being!
The creature seems to blend into the shadows before you disappearing completely!
Stealth 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Within the shadows you see movement as something large slithers into the ground. Kragnir can take an AOO if he makes this check. There is also a 50% miss chance still but you catch enough sound and movement to know it is leaving the square.