
Rush: Weather Wise |

Summoning forth the elements and forcing them together, water mixes with dirt, then pushes up to form a shape vaguely humanoid. Smash the apes! Rush says under his breath.
Mud Elemental Round 1:
Attack vs. the big one in flanking (the Chief?)
Slam Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Slam Damage: 1d6 + 3 ⇒ (1) + 3 = 4 and ENTRAP DC 12
Rush then reaches out his hand to Sunyata. Still invisible, none of the others can see his hand shaking as he continues to expend magical power so quickly. But Rush can feel the hand shaking and pushes the feeling down so he can help his crew.
Cure Light Wounds spell: 1d8 + 4 ⇒ (5) + 4 = 9 for Sunyata

GM Nayr |

Fort save chief: 1d20 + 7 ⇒ (16) + 7 = 23
Glitterdust save chief: 1d20 + 5 ⇒ (13) + 5 = 18
The chief grunts as he is finally able to blink away the effects of Tap's spell. He roars as the mud elemental clamps down upon him. Though he's able to pull free from the creature's grasp, he turns to face this new threat, putting his back to the dangerous Sunyata.
Sunyata up!

Sunyata |

Sunyata's eyes no longer focus so well on who is who now that she is altered in another state completely as if she doesn't feel pain, her whole body is a response to instincts finely honed to subdue in many shades and to kill when necessary.
She eyeballs the chief with a dangerous hint of glee in her eyes. Her white hair looks like air moving as she slides towards the chief ape and bull rushes him in a double lion grab, driving him to the ground with her head and shoulder. Her powerful build is made to be aimed and shot forth like a ray of energy, wrap and strangle, break or crush in a deathly embrace. Goes for a takedown with a wrapped choke with his neck in a triangle of death.
Attack: 1d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (9) + 4 = 13
damage: 1d8 + 2 ⇒ (6) + 2 = 81d8 + 2 ⇒ (8) + 2 = 10
Unfortunately she doesn't quite achieve perfect grace as her body is quite tired from the extreme boost to her energy... She settles with putting the ape in a control submitted position.

GM Nayr |

Sunyatta rushes at the chief, but the mighty Charau-ka is not done yet, he slips away from the smaller woman's rush, and swipes down with his club in a downward strike.
Attack: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d12 + 6 ⇒ (12) + 6 = 18
The remaining dire ape sees an opening at Sunyata's back, and it roars as it moves to slash and bite at the woman with wild rage-filled eyes.
Claw1: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw2: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Bite: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
The chief's strike slams down on Sunyata's shoulder, cracking bone and tearing ligaments. Her clavicle and upper arm and nearly useless as lancing pain nearly forces her to her knees.
From behind, the dire ape slashes away, opening bloody streaks on Sunyata's back.
I show Sunyata is at 13/39 HP. Tap is up!

TapTap |

Growling, Tap continues his song while sending arrows into the apes gut.
Attack 1: 1d20 + 8 + 1 + 1 - 2 + 1 - 4 ⇒ (13) + 8 + 1 + 1 - 2 + 1 - 4 = 18
Damage 1: 1d4 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8
Fire: 1d6 ⇒ 4
Attack 2: 1d20 + 8 + 1 + 1 - 2 + 1 - 4 ⇒ (16) + 8 + 1 + 1 - 2 + 1 - 4 = 21
Damage 2: 1d4 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
Fire: 1d6 ⇒ 3
-4 to hit rolls becausethey are in melee

Sunyata |

Sunyata isn't ready to back down since not defeating this chief might make a messy comeback later. She hates complicated twists she has to scramble for winging it with whatever is available. She resists twisting in pain and focuses real hard to make herself functional at least enoigh to not get finished off by the smelly beast.. She takes stock of her physical condition mentally noting what and where feels broken or damaged. She is seriously wounded.

GM Nayr |

Tap's two arrows slam into the back of the ape that had just slashed away at Sunyata. Its howls mingle with sizzling fur and skin as it reels from the mighty blows. It falls almost instantly, one of Tap's arrows seeming to shut off locomotion - perhaps severing the spine. Once it hits the ground, it lay there and burned...dying and unable to do anything about it.
The last of the smaller Charau-ka look at the great, fallen beast at Sunyata's back. They each screech out a howl, and run back towards the presumed safety of their cave.
Two on the run! Only one left in combat is the chief. Jack, Rush, Sunyata up.

Rush: Weather Wise |

The mud elemental continues its assault, mutely following it's last command.
Slam attack: 1d20 + 5 ⇒ (8) + 5 = 13
-if it hits-
Slam damage: 1d6 + 3 ⇒ (3) + 3 = 6 and ENTRAP DC 12
And Rush will continue his minstrations. Still invisible, he mutters a prayer to Gozreh. "All things die in their due time. But Lady Vampire is already dead. So you can't have her."
Cure Light Wounds: 1d8 + 4 ⇒ (5) + 4 = 9

TapTap |

Tap fires off two flaming arrows at the brute.
Attack into meelee 1: 1d20 + 8 + 1 + 1 - 2 + 1 - 4 ⇒ (6) + 8 + 1 + 1 - 2 + 1 - 4 = 11
Damage 1: 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
Fire: 1d6 ⇒ 1
Attack into meelee 2: 1d20 + 8 + 1 + 1 - 2 + 1 - 4 ⇒ (9) + 8 + 1 + 1 - 2 + 1 - 4 = 14
Damage 2: 1d4 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8
Fire: 1d6 ⇒ 2

xeyed-jack |

I am useless here, really.
Grumbling, Jack resolves to position himself to flank the creatures between him and his companions. But how? He considers running through the Tap's sparkling cloud. I don't remember what's there. Run into a tree most likely Instead, Jack takes a running leap, catches on a branch of the bush and swings himself around, and lands in a somersault behind the creatures, close enough to smell them.
Jack is using his acrobatics skill to move through enemy's controlled squares.
acrobatics: 1d20 + 11 ⇒ (17) + 11 = 28
Jack doesn't get an attack. However, if he is attacked (not for the AoO if failing the acrobatics check, but for the regular attacks this round), he will expend 1 panache for Opportune Parry and Riposte. Assuming that is the case, here are his rolls
parry: 1d20 + 9 ⇒ (18) + 9 = 27
riposte: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d6 + 1d6 + 7 ⇒ (5) + (1) + 7 = 13

GM Nayr |

Sunyata launches into another attack. Though she'd taken heavy damage from the thickly muscled ape, she had the will to continue and a blind rage to push her. She launches herself at the chief, swinging with controlled strikes.
Attack1: 1d20 + 4 ⇒ (1) + 4 = 5
Attack2: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

GM Nayr |

The chief roars in pain as Jack's blade bites into its flesh and then Sunyata hits it with a knife hand strike that is just slightly off target. He doesn't give a thought to retreat, even though blood oozes from his wounds. Instead, he seems intent upon taking Sunyata down with him.
attack: 1d20 + 12 ⇒ (12) + 12 = 24
damage: 1d12 + 6 ⇒ (11) + 6 = 17

GM Nayr |

As Rush flies about the battlefield, Jack darts in with a deft stab, skewering the raging chief. Sunyata is bolstered by Rush's aid, and she attack the chief, missing once, then connecting with a strike.
Rush's mud beast attacks again, but again to no avail as the chief simply swats it aside.
The chief responds by swinging his massive club around to swat Sunyata back, crushing several ribs in the process. One rib juts out of her skin at a gruesome angle, its tip dripping blood.
Jack, used your riposte roll as your attack, since you didn't have to move far - hope that's okay. Sunyata was healed for 9, then hit for 17 more, so back down to 5 HP!
Tap fires two arrows at the beast, but the close nature of the battle throws off his aim, and both arrows miss.
Jack, Rush, and Sunyata again.

TapTap |

Sunyata, withdraw!
I recommend Sunyata do a full-round withdraw to escape without eliciting an attack of opportunity

xeyed-jack |

Idiot beast! You stink worse than a latrine! Jack shouts, trying to intimidate the chief, failing miserably. Nonetheless he presses his attack.
intimidate: 1d20 + 10 ⇒ (1) + 10 = 11
attack: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 Sunyata, you are flanking creature, so +2 bonus to attack rolls
crticonfirm: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
damage: 1d6 + 1d6 + 7 ⇒ (6) + (3) + 7 = 16

GM Nayr |

That's a solid hit, and spells doom for the chief!
Jack moves forward on his previous momentum, and slides around the great ape. Though he's not overly intimidating, the chief registers pain, then great rage, as Jack skewers him through at the waist, his blade rising up into the ape's torso, piercing the heart. The massive ape falls to his knees, then over on its side, bleeding out.
Nice! Slight break in the action - the other Charau-ka are back at the cave now, and headed inside. Do you pursue?

TapTap |

Nice skewer Jack. Like you were in the kitchen!
Can Tap's bow reach them?

TapTap |

Tap nods. Take these. But let me heal you first with a a little dance, and see how you feel after that. Tap hands Sunyata two little bottles, cure light and cure moderate wounds. Then he does a funny little jig to make her feel better. A real charmer.
CLW Spell Level 4: 1d8 + 4 ⇒ (4) + 4 = 8
A think we have a wand of clw somewhere.
Sunyata, 1 CLW and 1 CMW is added to the loot sheet on the tab named Sunyata. The link to the loot sheet appears next to my name in the posts.

TapTap |

Jack, you pirate. Yes, we are just going to go right in.

TapTap |

Let's just assume they are stupid and go right in. I'm too tired to think of something clever.

GM Nayr |

Collecting yourself as best as you can, you make your way around the trees, and find yourselves looking into a deep, dark cavern. There's no light down below, and no sounds comes forth from the dark depths.
It's deep, and dark - there's no light and no sign of the Charau-ka. The cavern sloops down pretty quickly, then turns to the right.

TapTap |

Tap halts and after a second pulls out a short stick. He taps his arm with it and three of him appeared. You may call me Taptaptaptap. Its good defense magic but unfortunately it only works one one who can use a wad. If any of you have the skill you are welcome ro try
mirror image: 1d4 ⇒ 3

TapTap |

Lightning, tidewater, light sword. Let's go flush them out.

GM Nayr |

Jack fearlessly leads the way into the darkness, his blade leading. However, just before you turn the corner ahead, an ear-splitting wailing sound assails you from just ahead. Your heads ring, eardrums seemingly going to burst as the sound comes from what looks to be a small monkey skull, painted red with blood.
Sonic damage: 4d4 ⇒ (4, 3, 2, 4) = 13
You've triggered a Demonic chime trap - sonic damage in a cone that will effectively get you all. Roll Reflex save DC13 for half damage. The wailing doesn't stop.

TapTap |

Taptap grunts. My fault, I should be looking for traps.
Reflex: 1d20 + 9 ⇒ (5) + 9 = 14

Rush: Weather Wise |

Sighing in relief from the silence, Rush draws a wand and begins tapping.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6 - - - For Rush
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9 - - - For Jack
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9 - - - For Sunyata
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3 - - - For Tap
Anyone need any more?