
Felicitas Sweetfingers |

Perc: 1d20 + 12 ⇒ (7) + 12 = 19
"Come, you ragged descendent of a couple of snails, you know just to well that we will rip up your hide and make new shoes out of it!"
Intimidate: 1d20 + 22 ⇒ (8) + 22 = 30

Karnog Kegmeister |

Karnog casts barkskin on Malcolm for RD 2
+4 Natural Armor for 90 min. And correct, ring of fire resist does not stack with resist energy (higher resistance takes precedent)
He then steps to the side (5') and opens the other door.

baldwin the merciful |

baldwin the merciful |

Full-Round Actions
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.
Full Attack
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.
Des to use two weapon fighting you need to take a full round action to do so. Unfortunately, the designers and the TWF feat should lay this out better, where we don't have to look through other rules to get the whole picture.

Olaus the Grey, Dragon |

Felicitas Sweetfingers |

Felicitas will cast Heroism on herself and orders Aurora to get some cover.
On the other side if the hydra can speak she could have been hit by my intimidate attempt

Karnog Kegmeister |

"Here come the troops! Evil dragon monster spawn, meet your angelic doom!"
Karnog chants in dwarven while glowing balls of goodness appear and begin zapping rhe hydra.
Standard Action: Summon Monster V for 1d4 + 1 ⇒ (4) + 1 = 5 !Lantern Archons. Move action: 5' step to the right
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

Karnog Kegmeister |

Ray 1 1d20 + 5 ⇒ (18) + 5 = 23 to hit; 1d6 + 2 ⇒ (3) + 2 = 5 damage
Ray 2 1d20 + 5 ⇒ (2) + 5 = 7 to hit; 1d6 + 2 ⇒ (2) + 2 = 4 damage
Ray 1 1d20 + 5 ⇒ (12) + 5 = 17 to hit; 1d6 + 2 ⇒ (1) + 2 = 3 damage
Ray 2 1d20 + 5 ⇒ (9) + 5 = 14 to hit; 1d6 + 2 ⇒ (5) + 2 = 7 damage
Ray 1 1d20 + 5 ⇒ (8) + 5 = 13 to hit; 1d6 + 2 ⇒ (4) + 2 = 6 damage
Ray 2 1d20 + 5 ⇒ (6) + 5 = 11 to hit; 1d6 + 2 ⇒ (4) + 2 = 6 damage
Ray 1 1d20 + 5 ⇒ (5) + 5 = 10 to hit; 1d6 + 2 ⇒ (3) + 2 = 5 damage
Ray 2 1d20 + 5 ⇒ (15) + 5 = 20 to hit; 1d6 + 2 ⇒ (6) + 2 = 8 damage
Ray 1 1d20 + 5 ⇒ (13) + 5 = 18 to hit; 1d6 + 2 ⇒ (5) + 2 = 7 damage
Ray 2 1d20 + 5 ⇒ (4) + 5 = 9 to hit; 1d6 + 2 ⇒ (3) + 2 = 5 damage
If 7 touches, 56 damage. If 9 touches, 52 damage. If 10 touches, 47 damage.

Kalim Gudlavaletti |

rta: 1d20 + 7 ⇒ (3) + 7 = 10Negative Levels: 1d4 ⇒ 3perception: 1d20 + 2 ⇒ (10) + 2 = 12Dunno if I still needed to make the check, but there it is.
Kalim tries again to move to have line of sight with the creature, firing a ray of enervation at it. "It speaks ...then we shall remember its last words."
Ooops, sorry, you posted that while I was typing it up. Disregard if necessary.

Karnog Kegmeister |

Consider my action declared pending further development then. I can spoiler if needed

Desmond Aeros |

I activated my quick runner's shirt which gives me an extra move action. I can only pull moving and full attacking one time a day with it.

Grungsdi |

Grung 5 fats and gets his croak on
Melee
Croaker: 1d20 + 1 + 17 - 3 ⇒ (17) + 1 + 17 - 3 = 32 for 1d10 + 1 + 8 + 7 ⇒ (9) + 1 + 8 + 7 = 25 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 1 + 12 - 3 ⇒ (12) + 1 + 12 - 3 = 22 for 1d10 + 8 + 1 + 7 ⇒ (3) + 8 + 1 + 7 = 19 +1 vs Monstrous Humanoid of Magical Creatures

Olaus the Grey, Dragon |

Grunt's, or Des, attack hits and slices through the body. There is a momentary silence then a sudden fiery explosion as the hydra's body bursts like a gigantic fireball.
damage: 12d6 + 12 ⇒ (4, 4, 1, 2, 6, 6, 5, 2, 3, 6, 3, 2) + 12 = 56
1/2 is divine Hellfire damage and not subject to resistance
Half the explosion damage dealt by a hellfire creature is treated as fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to firebased attacks.
Updated Map with Template added
30 ft everyone but Kalim and aurora need to make DC 22 Reflex save. Save for half damage.

Meath'd |

reflex: 1d20 + 0 ⇒ (10) + 0 = 10
The fireball engulfs the ogre in blaze of flame his skin chars; fortunately, he has the benefit of the endurance spell Karnog cast or head be unconscious and dying.
Karnog I wasn't sure if Meath'd had any of the fire resistance, if he did he took half the damage but is still pretty charred.

Karnog Kegmeister |

Yes, Meathead got resistance. Aurora did not (relying on evasion/movement for him)
1d20 + 6 ⇒ (17) + 6 = 23 reflex

Karnog Kegmeister |

Karnog take 14 damage.
Meathead should take 36.
"Drink your potions people. I will heal in a second but be on guard for more threats.
Karnog pulls his wand of CMW and channels to heal.
5d6 ⇒ (1, 3, 2, 5, 5) = 16 hp.
"Any parts left? We need some kind of proof it's dead!"

baldwin the merciful |

Everyone needs to make Will Save DC 22 for a partial save, except Malcolm. Fear based.
Failure is panic for 12 RDs
Success is shaken for 12 RDs
The sound of the hallway door slamming shut is all Kalim, felic, aurora, and meath'd can hear. The walls and floor seems to moving and oozing an aura of fear.

Meath'd |

Will save: 1d20 + 3 ⇒ (9) + 3 = 12
Meath'd suddenly drops his greatclub and flees towards the door you all came in...he is trembling .
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Grungsdi |

1d20 + 6 ⇒ (19) + 6 = 25 ref
Grung pulls behind his shield avoiding most of the blast taking 14

Grungsdi |

1d20 + 9 ⇒ (20) + 9 = 29 will +2 being near the paladin
that's creepy
lots happenned there

Karnog Kegmeister |

1d20 + 12 + 4 ⇒ (10) + 12 + 4 = 26 will vs fear
Karnog is

Kalim Gudlavaletti |

Will Save: 1d20 + 9 ⇒ (16) + 9 = 25
Know Arcana: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8
Know Dungeoneering: 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25
"Something isn't right. Can anyone calm Meathead?" Kalim is shaken uh, literally and wary.

Malcolm Cavendish |

Reflex: 1d20 + 6 ⇒ (20) + 6 = 26
Everyone within 30' has a +1 save vs. fear due to POF. My Ref successful. So, 1/56 = 28, and 1/2 of that not subject to resistance. So, I take 14, I believe.
Round 3, AC from POF, Barkskin, Smite and Barkskin (31), Resistance to Fire 20, Smite Evil, Potion of Bulls Strength (+2 to Hit and Dam), Power Att
Malcolm moves forward and attacks the Hydra.
BS Att: 1d20 + 17 + 2 - 3 + 2 ⇒ (12) + 17 + 2 - 3 + 2 = 30
BS Dam: 1d10 + 7 + 8 + 9 + 2 ⇒ (6) + 7 + 8 + 9 + 2 = 32

baldwin the merciful |

Malcolm the hydra exploded so it's just chunks of flesh clinging to everything, including your armor. Frustratingly, there is nothing to hit.
perception Malcolm: 1d20 + 7 ⇒ (1) + 7 = 8
Your eyes and hears don't pick up anything but instinct senses that this is strong sense of evil flooding into this cavern complex.

baldwin the merciful |

Meath'd, Felicitas, and Desmond are panicked (3/12RDs). Desmond moves to get near Malcolm, while felicitas stays in her niche in the cave protected by Kalim. Meath'd continues to claw and pound on the wall.
Grung, Kalim, and Karnog are shaken (3/12 Rds)
Malcolm is stoic
I let two rounds of panick/shaken conditions lapse, so we will being at the top of Rd 6.
-------
The creep of doom sinks into the room, just as you think the worst is over a 12 headed pyrohydra appears. It's heads move, glare and snap. the sound of fire in its rumbling gullet echos.
RD 6
Des -
Grung -
Pyrohydra
Feli
Karnog -
Meath'd
Malcolm
Kalim

Karnog Kegmeister |

See above. If there were two rounds between the blast and this new threat, everyone gets at least
5d6 ⇒ (1, 3, 2, 5, 5) = 16 hp.
"Drink up lads! Quaff those potions and heal up!"
Round 2 after hydra goes boom:
5d6 ⇒ (2, 3, 6, 3, 4) = 18 healing (5/7 channels remaining)

Karnog Kegmeister |

No problem. Was figuring I could heal up a bit in the rounds between the hydra exploding & the new threat appearing. If not, no worries.

Grungsdi |

Grung charges!
Croaker: 1d20 + 17 - 3 + 1 + 2 ⇒ (19) + 17 - 3 + 1 + 2 = 36 for 1d10 + 8 + 7 + 1 ⇒ (9) + 8 + 7 + 1 = 25
ton confirm Croaker: 1d20 + 17 - 3 + 1 + 2 + 2 + 1 ⇒ (9) + 17 - 3 + 1 + 2 + 2 + 1 = 29 for 2d10 + 16 + 14 + 2 ⇒ (2, 4) + 16 + 14 + 2 = 38
AC 32

baldwin the merciful |

Desmond is still panicked and hiding near his paladin friend.
Malcolm and Karnog see a wand, or stick, get picked up from among the treasure within this room, and it's being waved towards the Malcolm and the cowering rogue. Although you do not see what is holding the wand
Updated Map
* It's at O:24
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