
Aurora the Fairydragon |

Elektra gives her familiar a scroll of obscuring mist and casts then gaseous form on it as soon as she is in the mist. Then Aurora flys between the archer and the battle, providing cover.

Desmond Aeros |

Desmond grins as Grungsdi steps up to give him an easy flank. Good man. Desmond rolls his neck, then steps forward and unleashes a tornado of steel!
5 foot step to D2, full attack!
Attack: 1d20 + 22 ⇒ (4) + 22 = 26
Damage: 1d6 + 11 + 6d6 ⇒ (6) + 11 + (1, 3, 2, 3, 4, 2) = 32
Cold Damage: 1d6 ⇒ 5
Attack: 1d20 + 23 ⇒ (14) + 23 = 37
Damage: 1d6 + 12 + 6d6 ⇒ (2) + 12 + (6, 2, 1, 5, 2, 4) = 34
Attack: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 1d6 + 11 + 6d6 ⇒ (6) + 11 + (5, 2, 4, 3, 1, 6) = 38
Cold Damage: 1d6 ⇒ 6
Attack: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 1d6 + 12 + 6d6 ⇒ (2) + 12 + (6, 6, 1, 6, 4, 3) = 40
As soon as one attack hits, the debilitating injury will be a -2 to AC which is a -6 against Desmond.

baldwin the merciful |

baldwin the merciful |

Elektra gives her familiar a scroll of obscuring mist and casts then gaseous form on it as soon as she is in the mist. Then Aurora flys between the archer and the battle, providing cover.
Just making sure I have this correct: Felic gives Aurora a scroll of obscuring mist who cast the scroll, then Aurora flies ahead to provide cover form the archers. Then Felic casts gaseous form on herself. Is that correct?

Felicitas Sweetfingers |

No. Scroll to aurora sitting on her shoulder. Aurora casts obscuring mist. Felicitas casts Gasous form on aurora. Aurora is now in a fog cloud as mist, able to safely fly between the lower battle and the archers and immune to spells and bolts. Or as safe as I can make her. The idea is Felicitas can telephatically tell her where to fly to so that the archers and the demon have no chance to target our fight. They can fire blindly, but not surely. Well either this is stupid or brilliant. I hope for the latter.

Desmond Aeros |

Oh, my bad. I thought one of the black skeletons was actually Grungsdi. In that case I would have used acrobatics to get over, but it's your call if you'll allow retcon.

Kalim Gudlavaletti |

"Not my finest hour ..." the gravely wounded sorcerer says. Karnog, I'm going to need you ..."
He then encants Feeblemind DC 22, +4 if he casts arcane spells SR: 1d20 + 12 ⇒ (15) + 12 = 27 and falls to the floor.

baldwin the merciful |

RD: 2 Patrol Captain Luther
1 Grung, 2 Desmond: 1d2 ⇒ 1
The gravenknight begins to rage under his full plate death armor. He focuses his attention on Grung.
Att 1:
vicious dwarven warhammer: 1d20 + 31 ⇒ (17) + 31 = 48;damage: 1d10 + 19 ⇒ (7) + 19 = 26
acid: 3d6 ⇒ (1, 3, 1) = 5
Att 2:
vicious dwarven warhammer: 1d20 + 26 ⇒ (13) + 26 = 39;damage: 1d10 + 19 ⇒ (1) + 19 = 20
acid: 3d6 ⇒ (5, 2, 6) = 13
Att 3:
vicious dwarven warhammer: 1d20 + 21 ⇒ (5) + 21 = 26;damage: 1d10 + 19 ⇒ (7) + 19 = 26
acid: 3d6 ⇒ (3, 5, 1) = 9
----
vicious damage to self 3d6 ⇒ (1, 1, 6) = 8
Two of the three attacks hit Grung with bone crushing accuracy. "he grumbles withdrawal." His phantom steed will withdrawal using it's air and circles around into the obscurring mist, it's hooves seem insubstantial.
Grung, Karnog, and Desmond each get one AOO on Patrol Capt Luther, but you do not get one on the steed.

Karnog Kegmeister |

1d20 + 13 + 1 + 3 ⇒ (8) + 13 + 1 + 3 = 25 to hit; 1d8 + 4 + 3 + 1d6 ⇒ (7) + 4 + 3 + (3) = 17 bludgeoning & fire damage
Karnog whiffs on his swing, I presume.

Grungsdi |

what a coward!
having a hard time getting my profile to load on my phone right now, i will be at a lap top in like 20 minutes and i will post then

Grungsdi |

bah smart npc, gets ya overtime!
Grung lashes out with Croaker trying to end the demon dwarf
Croaker: 1d20 + 22 - 4 + 3 ⇒ (18) + 22 - 4 + 3 = 39 for 1d10 + 10 + 8 + 3 ⇒ (8) + 10 + 8 + 3 = 29

Grungsdi |

SOOOO CLOSE! aw man another crit would have been amazing

baldwin the merciful |

RD 2 Black Skeletons
D:3 attacks Demond with his two short swords
[dice-att]1d20+10+2[/dice];dam: 1d6 + 2 ⇒ (3) + 2 = 5
str: 1d3 ⇒ 1
[dice-att]1d20+10+2[/dice];dam: 1d6 + 2 ⇒ (3) + 2 = 5
str: 1d3 ⇒ 3
Then G:2 attacks Grung
[dice-att]1d20+10+2[/dice];dam: 1d6 + 2 ⇒ (3) + 2 = 5
str: 1d3 ⇒ 3
-----
RD 2 Zombies
A horde of zombies come shuffling out from gate and advance towards your position.
The horde are medium sized creatures but take up colossal size space. A horse is similar to a swarm but with medium sized creatures. I put one colossal sized creature on the bridge to represent the space.

Karnog Kegmeister |

"Felicitas, get Kalim back up on his feet! I'll hold off these zombies!"
Karnog casts holy ice , forming a wall of ice between the horde of zombies and the back of the black skeleton.

Grungsdi |

Croaker: 1d20 + 22 - 4 + 3 ⇒ (17) + 22 - 4 + 3 = 38 for 1d10 + 10 + 8 + 3 ⇒ (6) + 10 + 8 + 3 = 27
Croaker: 1d20 + 17 - 4 + 3 ⇒ (14) + 17 - 4 + 3 = 30 for 1d10 + 10 + 8 + 3 ⇒ (1) + 10 + 8 + 3 = 22
Croaker: 1d20 + 13 - 4 + 3 ⇒ (2) + 13 - 4 + 3 = 14 for 1d10 + 10 + 8 + 3 ⇒ (3) + 10 + 8 + 3 = 24
die again skeletons

Karnog Kegmeister |

Karnog put up a holy ice wall between the Black Skeletons & the zombie horde.

baldwin the merciful |

Grung crushes his black skeleton while Karnog puts some holy ice on the bridge.
Holy Ice Wall: This functions like wall of ice (hemisphere or plane). Any creature that takes damage from holy water takes 1 point of damage every time it touches or attacks the ice wall with melee attacks; extended contact with the wall (such as standing or walking on it) deals 1d6 points of damage. Even when the ice has been broken through, a sheet of frigid holy air remains. Any creature that steps through it (including the one who broke through the wall) takes 1d6 points of damage + 1 point per caster level (no save); half of this damage is cold damage, half is damage from holy water (creatures unharmed by holy water do not take the damage).
Karnog what is the reflex saving throw DC? The Black Skeleton and zombie horde will need to make one.
black skeleton: 1d20 + 6 ⇒ (4) + 6 = 10
zombie horde: 1d20 + 6 ⇒ (17) + 6 = 23

baldwin the merciful |

Karnog Kegmeister |

Reflex Save is DC 21

Desmond Aeros |

With the +1 from haste those attacks will both miss.
Seeing that his main target is gone and only little things are left, Desmond flips away from the front line and goes to help their downed sorcerer. He takes out one of his emergency healing potions and forces it down his throat. He's also hoping the mist makes the captain lose sight of him.
Move action to go to D0. Acrobatics to avoid AoO and stealth to hopefully become hidden from the undead knight, since I believe he lost line of sight from the obscuring mist. Using standard action to put a potion down Kalim's throat.
Acrobatics: 1d20 + 23 ⇒ (6) + 23 = 29
Stealth: 1d20 + 27 ⇒ (9) + 27 = 36
CLW: 1d8 + 3 ⇒ (8) + 3 = 11

baldwin the merciful |

Des avoid the AOO from the BS. It's looking very splintered right now.
Des moves acros away, then standard action draws potion. The taking the potion is another action, so Kalim is not healed at this time. Hate permits one extra attack when making a full round action.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
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.

baldwin the merciful |

Felicitas is up, kalim is unconscious and dying he needs to try to stabilize.
A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.

Karnog Kegmeister |

Much as I hate to do it: the zombies save against the holy ice wall, which disrupts the spell & causes the wall to fail. Sad dwarf time.

baldwin the merciful |

Kalim I assume you grab and drink the heal potion Desmond offers.
Initiative Order: RD 3
Felicitas - heals Kalim with 13 HP
Kalim- grabs Des motion and drinks it 11 HP. That will put you at 22 HP
Desmond - moves to Des, draws a heal potion for Kalim
Patrol Capt Luther - receiving some undead healing
Black Skeletons -
Zombies -
Karnog
Grung
I'll take the remaining BS and the zombie horde's action soon. I need to update the map.

baldwin the merciful |

Everyone gets an AOO on the Zombie horde.
The shuffling horde of undead swamps the entire party. The horde attacks as a ruthless mob, intent only on tearing apart those that fall into their clutches.
feral rage damage: 6d6 ⇒ (2, 5, 5, 3, 5, 4) = 24
*Everyone takes damage (except Aurora, I assume he is high enough to be out of the grasp.
Hordes are not so called because of the size of the group but rather the size of the creatures that compose the horde. Unlike normal swarms, hordes are composed of Medium creatures which are usually a normal version of a creature but otherwise behave in a swarm-like manner. There are usually around 50 creatures in a horde. The net effect is that they take only half damage from piercing weapons but take normal damage from other weapons. In addition when the swarm is reduced to 0 hit points or lower and breaks up, unless the damage was dealt by area-affecting attacks, then 2d6 surviving members of the horde continue their attack, though now only as individual creatures. Otherwise, a horde conforms to all of the other swarm traits.
The horde attacks as a ruthless mob, intent only on tearing apart those that fall into their clutches. This frenzy prevents them from using any sort of tactics, and frees them from any form of control by other beings. However, the sheer force of the wave attack allows them to deal 6d6 points of damage to any creature whose space they occupy at the end of their move. This ability is lost if the horde is broken up.

Karnog Kegmeister |

AoO: 1d20 + 17 ⇒ (2) + 17 = 19 to hit; 1d8 + 4 + 3 + 1d6 ⇒ (2) + 4 + 3 + (1) = 10 bludgeoning & fire damage.