
Sieg Alfbrecht |

Sieg sprints at one of the Froghemoths, grabbing it with his bare hands by one of the legs.
Grapple: 1d20 + 41 ⇒ (9) + 41 = 50
He slams it into the ground, hard.
1d20 + 18 ⇒ (8) + 18 = 26
1d8 + 27 ⇒ (8) + 27 = 35
He then punches it once, hard, in the side of the head when he has it subdued.
Sudden Attack: 1d20 + 28 ⇒ (10) + 28 = 38
Sudden Attack (Roll 2): 1d20 + 28 ⇒ (2) + 28 = 30
2d6 + 33 ⇒ (3, 2) + 33 = 38

Mikey Jay |

Mikey Jay fleetly speeds to the burnt froghemoth....
Fleet speedy furiously focused powerful Sword of Sif 1d20 + 40 ⇒ (7) + 40 = 47 deals 2d6 + 50 ⇒ (4, 5) + 50 = 59 slashing plus 3d6 ⇒ (1, 2, 3) = 6 acid, cold, and electricity damage....
The burnt froghemoth falls dead!
MJ speeds like a comet to the froghemoth in Sieg's iron grip....
Fleet speedy furiously focused powerful Sword of Sif 1d20 + 36 ⇒ (19) + 36 = 55 deals 2d6 + 57 ⇒ (4, 5) + 57 = 66 slashing plus 3d6 ⇒ (3, 3, 4) = 10 acid, cold, and electricity damage.... Confirm 1d20 + 36 ⇒ (1) + 36 = 37 deals 2d6 + 73 ⇒ (3, 3) + 73 = 79 slashing....
Fleet speedy furiously focused powerful Sword of Sif 1d20 + 36 ⇒ (4) + 36 = 40 cuts empty air an inch from the beast's frog like face....
Fleet speedy furiously focused powerful Sword of Sif 1d20 + 31 ⇒ (5) + 31 = 36 deals 2d6 + 57 ⇒ (6, 5) + 57 = 68 slashing plus 3d6 ⇒ (2, 2, 2) = 6 acid, cold, and electricity damage....
Pieces of froghemoth fly into Lake Hali or land with blood splatters on the sea wall.... Sieg is left holding a dismembered froghemoth leg....
We should BBQ that up, Sieg.... Good eatin'....

Marcus Greer |

Marcus sizes up the Froghemoths for a second.
"All right then, let's try something new."
He swipes his hand through the air, "tagging" all the spots the Froghemoths are standing.
Gravity immediately reverses in these areas, carrying unsecured objects and people up into the air.
16 10 ft. cubes should be enough to float each Froghemoth at least 10 feet in the air. A bit harder to figure without a map. Does the area have to be contiguous? If not, I can float 5 of them at 30 feet, and one at 10.

Dr. Hugo Grimm |

Grimm pops open one of the numerous vials from his bandolier immediately twitching and shaking in what seems to be fast forward motion and then transfers the energy to Derrik.
Cast haste on Derrick.

Radsworth |

Radsworth watches the Dragons approach, and calls out a warning to those below.
"Aerial enemies. Dragons. Black ones. Save the Acid, Paralysis and Sleep for another day!"
There were enemies coming, something that couldn't necessarily hurt those below but could be an extreme annoyance. Radsworth rattles off a few spells in quick succession. The fist was a bog standard spell, resistance to energy. In this case, it would be acid.
The second was a bit more complex. Travelers runes glow orange as he fires a round into the air, chanting in the language of conjuration. Short, powerful bursts of language meant to wrench life from where there was none.
As his bullet screams upwards, it is answered by the call of an elder being of the skies, summoned to Radsworths command.
Swift Action: Summon Monster 8 - Elder Air Elemental - Swift summons (1 MP)
Standard Action: Energy Resistance - 30 Acid Resist for 140 minutes
- As an Envoy of Balance, Radsworths summons of neutral alignment recieve the Counterpoised creature template.-
Table: Counterpoised Creature Defenses
Acid/Fire/Electric Resist 15
DR 10 Adamantine
Darkvision 60 ft
SR 17
Smite Bias 1/day as a swift action
(adds Cha bonus (0) to attack rolls and damage bonus equal to HD (16) against a foe that is chaotic evil, chaotic good, lawful evil, or lawful good; smite persists until the target is dead or the counterpoised creature rests).

Rynjin |

Heh. Worse for them if they actually try, really. I can Counter-Grapple, they provoke even if they have Greater Grapple, and I take no penalties from grappling or being grappled anyway. It will always be a worse tactic for an enemy to succeed against grappling me than vice versa, since they'll be taking penalties and I won't.

Derrik Stonesmith |

She however is not the smartest so it seems like something she would do. There are a few creatures Sieg would not want to grapple.. like a Balor.. or Pit Fiend... Especially a Balor.

Derrik Stonesmith |

Derrik feels the blessing from Dr. Grimm, nods to him and then becomes a crimson blur appearing above a Froghemoth and seeking to disembowel the creature on the way back to the ground.
Heroic Powerful Twin Aberration Bane Dawnbringer Strike of Destructive Justice: 1d20 + 27 ⇒ (7) + 27 = 341d8 + 25 + 2d6 + 2d6 ⇒ (8) + 25 + (1, 1) + (6, 3) = 44
Self Damage: 1d6 ⇒ 3
Heroic Powerful Twin Excalibur Strike of Destructive Justice: 1d20 + 26 ⇒ (19) + 26 = 451d8 + 20 ⇒ (6) + 20 = 26
Two Weapon Rend: 2d8 + 14 ⇒ (8, 2) + 14 = 24
Haste Heroic Powerful Twin Aberration Bane Dawnbringer Strike of Destructive Justice: 1d20 + 27 ⇒ (5) + 27 = 321d8 + 25 + 2d6 + 2d6 ⇒ (6) + 25 + (3, 2) + (5, 1) = 42
Self Damage: 1d6 ⇒ 4
Secondary Heroic Powerful Twin Aberration Bane Dawnbringer Strike of Destructive Justice: 1d20 + 22 ⇒ (1) + 22 = 231d8 + 25 + 2d6 + 2d6 ⇒ (4) + 25 + (6, 2) + (4, 6) = 47
Self Damage: 1d6 ⇒ 1
Secondary Heroic Powerful Twin Excalibur Strike of Destructive Justice: 1d20 + 21 ⇒ (7) + 21 = 281d8 + 20 ⇒ (3) + 20 = 23
Third Heroic Powerful Twin Aberration Bane Dawnbringer Strike of Destructive Justice: 1d20 + 16 ⇒ (6) + 16 = 221d8 + 25 + 2d6 + 2d6 ⇒ (6) + 25 + (4, 1) + (1, 6) = 43
Self Damage: 1d6 ⇒ 3
Mythic for Standard, use that to Move, Judgement, Full attack.
Confirm Heroic Powerful Twin Excalibur Strike of Destructive Justice: 1d20 + 26 ⇒ (10) + 26 = 361d8 + 20 ⇒ (4) + 20 = 24

Sieg Alfbrecht |

Sieg charges at the nearest Froghemoth, and grabs onto it.
1d20 + 43 ⇒ (3) + 43 = 46
He grabs it by one leg and whirls it around in a circle, flinging it at the nearest other Froghemoth, aiming to shove all 3 into a cluster next to each other.
Bull Rush (vs target Froghemoth): 1d20 + 25 ⇒ (18) + 25 = 43
That should push it 10 feet. The one I tossed moves with it, so they should be adjacent to each other, and 10 feet closer to the next one over.
Assuming they're still 15 feet apart from each other, that's plenty of distance to spare (I can throw someone I Grapple up to 60).
So they should be in a convenient bunch for anyone who wants to use a Cone or an AoE attack.
Wish the dragons were closer...would be fun to nail a dragon out of the air with a flying frog thing.

Derrik Stonesmith |

Round 3
=======
Derrik, Felling another Froghemoth as he hits the ground, listens to Rad's warning and nods. He rrosses his weapons in front of him, then swings embedding both Excalibur and Dawnbringer into the ground on either side of him a good 5-6 inches. Reaching into his Ithaqua Device, he pulls two portions of his rifle, combining them to form the full weapon. The runes upon Dawnbringer fade somewhat but begin to float and attach to the rifle glowing a bright gold. The rifle morphs and shifts becoming greater in size and weight, Derrik's plated boots forming cracks in the ground before it fully reaches its makeup. A cannon, with the appearance one would find more likely on an M1A1 Abrams Tank than a human. Derrik, barely able to move as he targets one of the dragons and loads incendiary rounds into it. A name flashes along the side in runic scrawl: Longinus.
Each fire rocking the very ground around him.
Heroic Dragon Bane Incendiary Longinus Shot of Destructive Justice 400ft Touch: 1d20 + 16 ⇒ (20) + 16 = 361d10 + 7 + 2d6 + 1d6 ⇒ (6) + 7 + (6, 5) + (2) = 26
Haste Heroic Dragon Bane Incendiary Longinus Shot of Destructive Justice 400ft Touch: 1d20 + 16 ⇒ (15) + 16 = 311d10 + 7 + 2d6 + 1d6 ⇒ (5) + 7 + (5, 6) + (6) = 29
Secondary Heroic Dragon Bane Incendiary Longinus Shot of Destructive Justice 400ft Touch: 1d20 + 11 ⇒ (8) + 11 = 191d10 + 7 + 2d6 + 1d6 ⇒ (5) + 7 + (1, 6) + (4) = 23
Third Heroic Dragon Bane Incendiary Longinus Shot of Destructive Justice 400ft Touch: 1d20 + 6 ⇒ (1) + 6 = 71d10 + 7 + 2d6 + 1d6 ⇒ (8) + 7 + (5, 2) + (1) = 23
Free drop weapons, Mythic for extra standard, Swift Bane Rifle. Ful Attack 5 round clip, 4 round of Flaming left, 1 round in clip.
Confirm Heroic Dragon Bane Incendiary Longinus Shot of Destructive Justice 400ft Touch: 1d20 + 16 ⇒ (19) + 16 = 353d10 + 21 ⇒ (10, 3, 6) + 21 = 40
Third Heroic Dragon Bane Incendiary Longinus Shot of Destructive Justice: 1d20 + 6 ⇒ (6) + 6 = 12
Use Force of will to re-roll last attack.. so 141 damage total to.. one of them if they all hit touch

Koran "The Hammer of Thor" |

Koran laughs out loud as he sees the dragons coming down. They just don't know when they're beat.
He launches himself into the air, and comes back down upon the nearest froghemoth, shattering the poor things entire skeletal system with a series of quick blows from mjolnir.
Vs. first froghemoth
(Aerial) Attack 1: 1d20 + 36 ⇒ (2) + 36 = 38 Damage: 6d6 + 6d6 + 1d6 + 47 ⇒ (3, 3, 1, 3, 5, 3) + (5, 5, 5, 2, 3, 4) + (2) + 47 = 91
Attack 2: 1d20 + 36 ⇒ (20) + 36 = 56 Damage: 6d6 + 1d6 + 47 ⇒ (2, 6, 1, 2, 2, 4) + (6) + 47 = 70
Confirm Attack 2: 1d20 + 36 ⇒ (6) + 36 = 42 Damage: 12d6 + 2d8 + 130 ⇒ (5, 6, 4, 6, 2, 2, 6, 6, 1, 6, 3, 6) + (5, 4) + 130 = 192
353 to this one.
Will: 1d20 + 22 ⇒ (8) + 22 = 30
Koran shakes his head to clear the red fog of rage trying to enter his mind and leaps to his foes neighbor.
Vs. second froghemoth.
Attack 3: 1d20 + 31 ⇒ (19) + 31 = 50 Damage: 6d6 + 1d6 + 47 ⇒ (5, 4, 1, 3, 6, 5) + (1) + 47 = 72
Confirm attack 3: 1d20 + 31 ⇒ (13) + 31 = 44 Damage: 12d6 + 2d8 + 130 ⇒ (2, 5, 4, 5, 6, 3, 4, 2, 6, 4, 1, 6) + (8, 7) + 130 = 193
Wild fighting: 1d20 + 36 ⇒ (20) + 36 = 56 Damage: 6d6 + 1d6 + 47 ⇒ (2, 5, 3, 4, 6, 4) + (3) + 47 = 74
Confirm Wild fighting: 1d20 + 36 ⇒ (7) + 36 = 43 Damage: 12d6 + 2d8 + 130 ⇒ (4, 1, 1, 2, 2, 5, 1, 5, 3, 5, 1, 3) + (4, 2) + 130 = 169
408 to this one.
Will: 1d20 + 22 ⇒ (5) + 22 = 27
If there is another one within reach than target the last attack at that one.

Mikey Jay |

Momentarily considering drawing Barker, his +1 revolver, to fire off a shot at the downward-spiraling dragon, so inspiring was Derrik's display of mystical firepower, Mikey contains the urge and soars toward one of the black dragons still pumping its wings to close the distance....
Double moves 120 ft toward the black dragons....

Derrik Stonesmith |

Dragons tend not to be stupid and fly near enemies with Weapons Drawn and With Melee if they help it either. Because that can be potential suicide and they have breath weapons for a reason