
Eltumal Woodsoul |

Sorry, my campaigns page wasn't showing updates for this campaign. I didn't know everyone had posted in response.

Shanosuke |

At Eltumal's "words" The kobold's jaw drops. He begins flailing his hands about clearly irrate
"What da hell! Ya kind is always comin here ta kill me just cause Imma kobold. I thought that's what ya do! Kill kobolds! You killem on your own initiative and when others goody goodys tell yas too but when I ask, its wrong! I'll pay ya! I give ya some majik stuff! Dose bastards have everone trapped in this place cause a dat fog an their agreement with some guy called Mermont! An ya don't want ta kill em! AYE! Ya know! I want ye gone. GIT!"
The Kobold starts squawking agrily at Eltumal hopping and flailing about.

Eltumal Woodsoul |

Eltumal puts a hand up to his companions. "We may want to reconsider, gentlemen. He says they have a pact with Mormont, and they're the ones who've put up the fog."
Sense Motive concerning what he said about the fog and other kobolds:1d20 ⇒ 17

Shanosuke |

He calms down a bit but crosses his arms glaring at you.
"Stupid, ignorant, bigoted, warm blooded mammals only care about honor and codes, easy way to say you only care about yerselves. Grrr. Fine talk. I just want dose bucker's dead! I tells em Mermont is bad news but dey no listen to me. Fools, they deserves ta die I say. Nothin ta discuss."

Eltumal Woodsoul |

" I don't know about that. I'm feeling really, really weak from our trek. I don't know what happened, but it really took the wind from my lungs. I think we need to rest up a bit, and set out tomorrow."

Shanosuke |

Okay, Going to summerize this part.
The kobold allows you to stay the night and rest up. Before you leave he concocts potions of Cure light wounds for you. You each get three of these potions.
The next day you feel rested and renewed. The kobold shows you where the tribe is located. The route you can take will take you to the Gypsy caravan village. The kobold points out that it is still active and that it seems quite safe. The Village is a bit more than a days journey from here. If you force march you can make it in a day. You'll be beat by the time you get there.
Decide:
Force March and arrive in one day.
Normal Travel and arrive tomorrow around noon.

Shanosuke |

You all bid the kobold farewell and proceed south to the gypsy camp. Progression is slow but you do manage to dodge a couple of dino nests on the way down.
You are forced to stop for the night. You all manage to forage some food from the vegetation in the area.
In the night during Jivaji's watch, you here a scream followed by a strange roaring noise.
You all wake to see a ten foot dino with a double crest atop its head looking down at you during your sleep. A large frill quickly opens up around its head and it begins to roar menacingly as it prepares to attack.
Initiative order:
Good guys
Dino
Round one. Remember. respond to each others actions before you go. Your order is the order on which you post.

Joe "Mac" MacGillicuddy |

"Well now, that shor' ain't pretty to look at it." He offers his opinion on the big glob of goop that just emerged from the beast as he charges it.
Mwk. Scythe w/PA: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 +2 for charging. If I can't, then just disregard the +2.
Damage: 2d4 + 10 ⇒ (4, 3) + 10 = 17
AC 14(16 if charging isn't applicable); Hp's 23

Tam Hardwick |

The demon ape lets out a terrible howl of fury and sidesteps to attempt to flank the dinosaur with another PC. Once there he raises one fist and pounds at the thing, attempt to smash any bones beneath the thick hide.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 +2 if flanking works
Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8

Silent, the boy |

As the wad of poisonous spit flies by his head, Silent takes in his packmates' actions. Pack hunting is in Silent's blood, and when he sees the ape move towards their foe, he mirrors his movements, approaching the dinosaur from the other side before lashing out with his blade.
Move to flank w/ Tam, tumbling to avoid AoO's
Acro to tumble 1d20 + 7 ⇒ (3) + 7 = 10
Temple Sword (two-handed) 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
---> Damage 1d8 + 7 ⇒ (7) + 7 = 14.
Are we supposed to be doing two rounds of actions at once?

Shanosuke |

No I decide two rounds at once was too much trouble.
The mutant ape is the only one to land a hit on the dino.
Silent tries to move past the dino, and takes a swipe from its claws for 7 damage.
The dino then turns to attack the ape and misses......horribly.
Suddenly, the other dino that Jivaji tried to lose has somehow managed to catch up.
Now there are two dinos. One is by Jivaji. The new dino is 25 feet from the nearest ally which is Joe. Jivaji is right next to the new animal 20 feet from Joe.
Your turns
In February I will have a computer I can use to do maps.

Jivaji Varesh |

Gonna try to side-step for a couple turns to put my dino between me and Joe
Jivaji claps his beak shut, now having to deal with his own problems. He slings his sword out of the scabbard and side-steps the dino. With a two-handed slice, he blurts out "I got another one here!"
Bastard Sword (2H) 1d20 + 4 ⇒ (1) + 4 = 5, dmg 1d10 + 3 ⇒ (6) + 3 = 9 S
Did we do crit fail confirms? I don't recall
->Confirm 1d20 + 4 ⇒ (5) + 4 = 9, dmg 1d6 + 3 ⇒ (4) + 3 = 7 S

Silent, the beast |

17/24 hp remaining
Silent's blade hisses as it lashes out twice at the creature. The pain flaring in his side, however, throws off his aim.
Flurry with temple sword, still with flanking.
Temple sword 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
---> Damage 1d8 + 5 ⇒ (5) + 5 = 10
.
Temple sword 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
---> Damage 1d8 + 5 ⇒ (6) + 5 = 11

Joe "Mac" MacGillicuddy |

"Dangit!" Joe exclaims as he misses with his last swing. "Let's try this again." Joe takes another swing, hoping he hits something other than the air.
Mwk. Scythe w/PA: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 2d4 + 10 ⇒ (1, 3) + 10 = 14
If flanking is applicable, then add +2.
I gotta admit, we are bustin' out with some bad single digit rolls. Well, 'cept for our friendly neighborhood Ape Man, as he has attested. (Which I just fell out on, btw!) :)

Shanosuke |

Sorry for the delay. Back to back shifts trying to pick up a few extra hours. I have the minis set up with Joe Flanking with Tam
Joe and Tam tag team the dino causing it great harm.
Silent moves in to attack more fully but misses with the first swing and the second simply slides off the beast's scales.
I decided not to do crit fails anymore.
Jivaji misses horribly as the newcoming monster startles him with it's sudden appearance.
Eltumal chucks another bomb but it misses the target and blows up a safe distance from anyone.
The dinos attack!
The first attacks Joe and misses
The second strikes Jivaji and deals 12 points of damage ow.
Your go. The first Dino is almost done.

Joe "Mac" MacGillicuddy |

"We're tearin' 'em up now, fellas! Let's keep at 'em!" Joe then swings again.
Mwk. Scythe w/PA: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Damage: 2d4 + 10 ⇒ (2, 3) + 10 = 15
If Eltumal's bomb kills the one I'm on(I'm assuming that's the one he's attacking) then, if it's cool, I'd like to move towards the other one and attack it. Of course, that would remove the +2 for flanking.
Edit @Eltumal: Cool. That's what I thought. Just wanted to make sure I had it right.

Shanosuke |

Eltumal's bomb blows apart the first dino's head and it collapses dead.
Joe turns to attack the new foe and lands a solid hit. The creature bellows in pain
Silent also moves in and lands a clean hit as well.
Jivaji and Tam both swing but miss.
The dino realizing that its quarry is too much for it attemps to flee moving more that 100 feet. All melee warriors get and AoO and then combat is over.