
Brother Grergof Varsk |

I am more worried about it trying to push me off the walkway.
My worry with grease is that If I try to push it, I will need to walk through the grease and may well slip...
You all shielded me up, I think I should just attack this one with maybe Mr. Redgrave or that magic rock guy? Mr. Spugnoir maybe you throw bombs or acid from range?

Darius Redgrave |

"You're right!" Darius says and applies the Adamantine weapon blanche to his sword. "That extract would help as well. Then lets do this." Darius says swinging his sword and loosening up his old shoulders.

Brother Grergof Varsk |

Grergof carefully walks up to the beast ready to dodge the attack he knows is coming.
Then when he is close enough he swings his flail at it
Heavy Flail - Power Attack + Furious Focus - Fight Defensive: 1d20 + 12 - 2 + 2 - 4 ⇒ (20) + 12 - 2 + 2 - 4 = 28
Confirm Crit: 1d20 + 12 - 2 + 2 - 4 ⇒ (9) + 12 - 2 + 2 - 4 = 17
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22
Crit Damage: 1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13
AC 25 this round. Also Flail is Adamantium so I think it passes DR

Brother Grergof Varsk |

That was its readied action, does it get to attack again before I can swing again? Just want to know if I should wait for my companions and it, or only my companions before posting again.

Darius Redgrave |

Darius moves up alongside Grerof and with a two handed blow of his (now glistening like adamantine) sword, he hacks at the patchwork beast.
Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Confirm Crit: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

Stam Truthfinder |

"I am useless with these, my magic just cannot penetrate their hide!"
"Unless!"
Stam takes in a breath and starts to talk silently.
Ghost sound DC 14 will to disbelieve
"How dare you attack non trolls, I put you here to guard against the trolls and their kind."
I will also have sound like a bunch of people are walking down the bridge.

Brother Grergof Varsk |

Will: 1d20 + 8 ⇒ (1) + 8 = 9
Grergof looks up at where the noise is coming from.
Mr. Redgrave, watch out invisible enemies are coming!!!
Then he swings at the beast twice with his flail. Trying hard to take the thing down quickly before more engines approach.
Heavy Flail - Power Attack + Furious Focus: 1d20 + 12 - 2 + 2 ⇒ (16) + 12 - 2 + 2 = 28
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16
Heavy Flail - Power Attack: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18
Then he steels himself and calls forth a bit of Sarenrae's power to fortify himself for the now extetended fight.
Lay on Hands (Self): 3d6 ⇒ (3, 5, 6) = 14

GM Foxy |
Grergof dispatches the hound with two more hard hits.
The arched bridge ends at a small cobbled terrace with a curiouslooking iron door depicting a scowling sun being devoured by ravenous clouds. To the side, two hundred feet below, a huge waterfall plummets into the depths. The iron door is locked.
of the door.

Brother Grergof Varsk |

As the dog falls? Grergof looks around confused where these engines he was hearing are.
After hearing that it was a spell he stands quietly in thought as Spugnoir does his thing.

Brother Grergof Varsk |

Seeing Spugnoirs reaction Grergof steps up to protect him from whatever this thing is...
If it is in reach, Grergof Swings his flail at it, if not he readies to attack the creature as he comes near him or Spuginor.
Heavy Flail - Power Attack + Furious Focus: 1d20 + 12 - 2 + 2 ⇒ (12) + 12 - 2 + 2 = 24
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16

GM Foxy |
Just so nobody can say he didn't see it coming when someone dies.
You are standing on a ten feet wide bridge without rails. The bridge leads over a 80 feet drop into the roiling waters of a waterfall that falls another 120 feet down. In the air to the side of the bridge appears a large (10 feet cubed) air elemental that has the form of a whirlwind.[/ooc]
If you want to reconsider your action, now would be the time.

GM Foxy |
The bolt simply flies through the elemental without causing damage. The air elemental starts to turn faster and faster and moves towards the bridge. It simply passes through Grergof and Stam. Grergof lands a hits before that.
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Two DC18 Reflex Saves please. One to not take damage and one to not be picked up by the whirlwind attack.

Darius Redgrave |

Darius waves his hand and a longsword of white light flies before him at the elemental.
Casts Spiritual Weapon
School evocation [force]; Level cleric 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Effect magic weapon of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Brother Grergof Varsk |

Reflex: 1d20 + 6 ⇒ (8) + 6 = 14
Reflex: 1d20 + 6 ⇒ (4) + 6 = 10
Grergof tries hard to keep guarding Mr. Spuginor, but is swept away by the wirewind.
What the!?!?! Run you fools!
And very possibly: so ends our party....

GM Foxy |
The Air elemental moves over the waterfall and spits the two out.
Grergof
Acrobatics: 1d20 - 3 ⇒ (5) - 3 = 2
Falling Damage NL+L: 2d4 + 6d6 ⇒ (2, 4) + (6, 2, 4, 2, 1, 1) = 22
Stam
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
Falling Damage NL+L: 2d4 + 5d6 ⇒ (3, 1) + (1, 4, 3, 2, 3) = 17
(Grergof 6NL+16, Stam 4NL+13)
You are pulled towards the waterfall and with the water you go down. One round of actions for you before falling again.
Grergof
Acrobatics: 1d20 - 3 ⇒ (2) - 3 = -1
Falling Damage NL+L: 2d4 + 6d6 ⇒ (4, 3) + (2, 4, 2, 4, 4, 6) = 29
Stam
Acrobatics: 1d20 + 2 ⇒ (1) + 2 = 3
Falling Damage NL+L: 2d4 + 6d6 ⇒ (3, 2) + (3, 4, 5, 2, 1, 5) = 25
(Grergof 7NL+22, Stam 5NL+20)
In the churning waters it is hard to swim. (DC20 for three rounds then you drifted away from the waterfall and it becomes easier -> DC15)

Brother Grergof Varsk |

Single round action above waterfall:
Lay on Hands (self): 3d6 ⇒ (1, 6, 3) = 10
Then he tries to swim and reach out and touch Stam /Lay on hands on him:
Swim: 1d20 ⇒ 8
Lay on Hands (Stam): 3d6 ⇒ (6, 3, 5) = 14
Swift action Lay on hands self (2/8 for day), move action to try to swim, standard action Lay on Hands on Stam(3/8 for day)
Repeat the same actions below the waterfall action:
Lay on Hands (self): 3d6 ⇒ (2, 2, 4) = 8
Then he tries to swim and reach out and touch Stam /Lay on hands on him:
Swim: 1d20 ⇒ 13
Lay on Hands (Stam): 3d6 ⇒ (1, 1, 4) = 6
Swift action Lay on hands self (4/8 for day), move action to try to swim, standard action Lay on Hands on Stam (5/8 for day)
Swim: 1d20 ⇒ 11
Swim: 1d20 ⇒ 17
Swim: 1d20 ⇒ 2
Swim: 1d20 ⇒ 16
thats my attempt to save us, tell me what I'm successful at and what else I need to do.

Brother Grergof Varsk |

Stam, Thats assuming I can't heal you, right?