
Kragg_Oldstone |

Kragg walked through the wall and stood invisibly before the group. His voice rumbled out in terran, explaining what he had seen. While in his elemental form it was the only language he could speak, a fact which at that moment hadn’t yet dawned on him.

Gage G |

Gage nods along, occasionally commenting. Gage doesn't bother translating anything until prompted several times.
"Anyway, I guess I'll just try to tie this rope to a stalagmite up here. I might need to hold on to it to let you guys go down... Think the dragon can be lured out of his hole? I'd like to just pelt him with arrows from way back here."

Oxnard Kettlebeak |

Also- keep in mind there is no light source in here, so you can see only your darkvision distance

Gage G |

Oh yeah. Luckily, Gage would forget even that with his 5 wisdom xD
Also, he'll want to come down to summon Ali :3

Oxnard Kettlebeak |

So I know invisible elemental Kragg can easily get down the slants; everyone else will need climb checks and stealth checks unless you have other means of advancing down the drop offs

Gage G |

assuming that there are places to tie rope, Gage will tie rope on every level to help us go down ^^

Rubius Halfbeard |

Can we climb stealthily using the ropes?
Climb: 1d20 + 9 ⇒ (15) + 9 = 24
Stealth: 1d20 + 22 ⇒ (12) + 22 = 34
Tawny stays a little farther back, not being the stealthiest, but at least present to possibly help this fight.
Climb: 1d20 + 13 ⇒ (11) + 13 = 24
Stealth: 1d20 + 4 ⇒ (1) + 4 = 5

Thurgrom Thunderhammer |

Climb: 1d20 + 8 - 7 ⇒ (20) + 8 - 7 = 21
Stealth: 1d20 - 7 ⇒ (6) - 7 = -1
Despite the incredible strength seen on Thurgrom, climbing a rope in half-plate; that same armor makes him as loud as a band of cackling goblins.

Gage G |

I forgot, can we double move on a single climb check?
For Gage out of combat, at least, I suppose it's a moot question:
Climb (take 10): 10 + 5 = 15
Gage easily shimmies down each rope in turn with support from the tiny cliffs. He measures and cuts rope from his sleeve at each step of the tiered cave: pulling, tying knots, lowering rope, and finally severing the rope from his magical garment to free himself to climb down.
Pulling out 30' of rope would take 3 rounds each time, during which Gage can look around for a place to tie the rope and move to it. Then it'd take... a full round action? to tie the rope. Another round to cut the rope and yet another round to climb down.
That's ~6 rounds per shelf, by my count :3
For simplicity we can say "within a minute" ^^
Stealth (take 10): 10 + 16 = 26 seems moot with Thurgrom's -1 xD

Tramontane |

"Hum..." Tram puts his hands together, asking for divine advice. He jumps down the hole, but his body doesn't fall - it gently flows downwards instead.
Stealth: 1d20 - 3 ⇒ (20) - 3 = 17
Levitate.

Oxnard Kettlebeak |

As you are beginning down, Thurgrom's plate makes the dragon aware of your presence.
Dvalin Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Kragg Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Rubius Initiative: 1d20 + 13 ⇒ (7) + 13 = 20
Thurgrom Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Gage Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Tramontane Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Dragon Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Round 1
Turn Order:
1. Kragg
2. Rubius
3. Dragon
4. Dvalin
5. Gage
6. Tramontane
7. Thurgrom
Kragg and Rubius will act before the dragon.

Gage G |

just about 60-70' away from Gage's spot at the edge of the new ledge.
I'll assume that Gage didn't yet get a chance to pull rope or move unless told otherwise ^^

Kragg_Oldstone |

Kragg moved up, keeping to the western wall. As he did so, he raised his hands. Diplomacy: 1d20 + 14 ⇒ (3) + 14 = 17
"Look, we don't want to fight. We came in peace last time, and we were the ones who were attacked. There doesn't need to be any further bloodshed."
He *really* didn't want to have to fight a dragon, for he was certain that it was going to lead to more than a few casualties. If there was a way to do this peacefully, then he reasoned that he had to try.

Oxnard Kettlebeak |

You hear a low pitched voice, clearly casting a spell as the only answer.
Dragon casts a spell
Turn Order:
1. Kragg
2. Rubius
3. Dragon
4. Dvalin
5. Gage
6. Tramontane
7. Thurgrom
Everyone else can act in round 1, Kragg and Rubius would have actions then for round 2 as well before the dragon

Kragg_Oldstone |

"Well, here we fookin' go!" Kragg muttered...then much more loudly he said "FOR HEARTH AND HOME! SONS OF STONE, ATTACK!"
Waiting to see everyone's round 1 actions before I commit for round 2.

Gage G |

Is the spell casting time more than one standard action?
i.e. 1 round or more?
Gage still has Dispel Magic ready, as unlikely as it is to work, and might want to make a spellcraft check :3

Tramontane |

Did we finish descending down the pit? Do we see the dragon?

Gage G |

Kragg sees it, and I think Gage might. Everyone else might need to move closer to be within 60'

Oxnard Kettlebeak |

The dragon hears you in your first round of climbing down, so you have made it to the first ledge in your climb
No- the spell only takes a standard actions worth of arcane mumbling to cast; see my comment in discussion about your guess what it is

Gage G |

welp, even using 3d math instead of PF math, Gage is within 60' after that 5' step...
@GM: Also, I just remembered our Hunter's Blessing. Looks like Dvalin might get to act before the dragon too if you forgot to give us that +2 init bonus :D
@everyone else: We have a sacred +2atk/dmg vs dragons :3
Gage steps forward asking "Hey Kragg-" and then he sees the dragon and Kragg's earlier overture makes sense.
Instead of pulling out more rope, Gage pulls out Ali's tablet and summons her on the cliff below.
"Make 'im holy, Ali!" Gage commands.
previous Spells, HP, bardsong etc
62/83-21 HP
20/20 Normal Arrows
17/20 Silver Blanched Cold-Iron Arrows
160/160 Silver Blanched Cold-Iron Arrows (in a sack in the haversack)
10>0/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
21 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship:
* * 100/100 charges of fire elemental summoning remaining
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute
Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)
Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 18 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant ("while chanting" +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')
Bardic Performances:
. 19/27 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), language-dependent, mind-affecting; DC 20 will], Inspire Courage (Su, aud or vis) [language-dependent (if aud), mind-affecting; +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), language-dependent, mind affecting; DC 20 will]
Spells Known
. 4th (1/2/day) Dimension Door, Wall of Sound
. 3rd (1/4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (0/5/day) Glitterdust (DC 17), Heroism, Invisibility, Pyrotechnics (DC 17), Silence
. 1st (7/7/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark, Summon Instrument

"Ali" |

Buffs:
Stats:
AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
118/118 hp
Blood Pool: 10->9
Fort +12, Ref +11, Will +9; +4 vs poison
"As you will, master Gage." she replies before spreading her wings and launching herself at the dragon.
Acrobatics: 1d20 + 19 ⇒ (6) + 19 = 25 vs dragon's CMD to skip the AoO
The bloodlust is clear in Ali's face as she approaches more directly than usual.
Blood Rapier +Swordplay Style (counters Combat Expertise): 1d20 + 19 ⇒ (5) + 19 = 24
Damage +Improved Vital Strike: 1d8 + 20 + 2d8 ⇒ (5) + 20 + (5, 1) = 31
Swift: style
MA: move to attack, no need to charge :3
SA: stabbity stab
After possible AoO but until her next turn, Ali gets +5 AC from Combat Expertise + Swordplay Style.

Tramontane |

Tram goes wherever his companions go, slowing his pace or rushing if needed to be more or less with the bulk of the group.

Kragg_Oldstone |

acrobatics if it has an aoo due to it's reach: 1d20 + 6 ⇒ (7) + 6 = 13
AC29 with minor form
Seeing Ali go in, Kragg decided to make his move as well. Having come to terms that this might well be their last fight, he ran at the dragon, though he did so warily, for he could tell that it would be able to reach him far sooner than he it. One hand resembled a stone axe and gauntlet and the other a pick. Raising the pick over his head he brought it down into the dragon's side with all of the force that he could muster....
Hit: 1d20 + 13 ⇒ (20) + 13 = 33
Piercing: 1d6 + 12 ⇒ (3) + 12 = 15
Acid Damage: 3d6 ⇒ (2, 6, 5) = 13
Confirm: 1d20 + 13 ⇒ (17) + 13 = 30
Piercing: 1d6 + 12 ⇒ (2) + 12 = 14

Thurgrom Thunderhammer |

Thurgrom (as in all initiative rolls) follows the Gold Peak champions in the rear.

Rubius Halfbeard |

Round 1: Swift action bane for dragons!
Rubius orders the aether elementals to attack first. They fling rocks at the dragon while hovering invisibly.
Throw 1: 1d20 + 8 ⇒ (14) + 8 = 22
Throw 2: 1d20 + 9 ⇒ (19) + 9 = 28
Throw 3: 1d20 + 10 ⇒ (14) + 10 = 24
Throw 4, ToO: 1d20 + 10 ⇒ (1) + 10 = 11
Throw 5, ToO: 1d20 + 10 ⇒ (9) + 10 = 19
Throw 6, ToO: 1d20 + 10 ⇒ (10) + 10 = 20
Dam, maybe the 28 hits but I'm betting 24 does not: 2d6 + 2 ⇒ (4, 1) + 2 = 7
Then Rubius unleashes a volley of his own.
Normal attack bonus then divine power, volley fire, coordinated shot, heroism, hunter's blessing, bane.
Attack 1: 1d20 + 11 + 4 + 3 + 1 + 2 + 2 + 2 ⇒ (5) + 11 + 4 + 3 + 1 + 2 + 2 + 2 = 30
Attack 2, rapid shot: 1d20 + 11 + 4 + 3 + 1 + 2 + 2 + 2 ⇒ (9) + 11 + 4 + 3 + 1 + 2 + 2 + 2 = 34
Attack 3, divine power: 1d20 + 11 + 4 + 3 + 1 + 2 + 2 + 2 ⇒ (12) + 11 + 4 + 3 + 1 + 2 + 2 + 2 = 37
Attack 4, iterative: 1d20 + 11 + 4 + 3 + 1 + 2 + 2 + 2 - 5 ⇒ (5) + 11 + 4 + 3 + 1 + 2 + 2 + 2 - 5 = 25
Normal damage bonus then bane, divine power, hunter's blessing. The 1d4 is cold.
Dam 1: 4d6 + 11 + 2 + 4 + 2 + 1d4 ⇒ (2, 5, 1, 6) + 11 + 2 + 4 + 2 + (2) = 35
Dam 2: 4d6 + 11 + 2 + 4 + 2 + 1d4 ⇒ (4, 4, 4, 6) + 11 + 2 + 4 + 2 + (3) = 40
Dam 3: 4d6 + 11 + 2 + 4 + 2 + 1d4 ⇒ (2, 3, 3, 6) + 11 + 2 + 4 + 2 + (2) = 35
Dam 4: 4d6 + 11 + 2 + 4 + 2 + 1d4 ⇒ (3, 4, 1, 5) + 11 + 2 + 4 + 2 + (3) = 35
Round 2.
Then Rubius steps forward toward the stairs while the elementals keep firing and he follows suit.
Throw 1: 1d20 + 9 ⇒ (14) + 9 = 23
Throw 2: 1d20 + 10 ⇒ (2) + 10 = 12
Throw 3: 1d20 + 11 ⇒ (17) + 11 = 28
Throw 4, ToO: 1d20 + 11 ⇒ (19) + 11 = 30
Throw 5, ToO: 1d20 + 11 ⇒ (3) + 11 = 14
Throw 6, ToO: 1d20 + 11 ⇒ (10) + 11 = 21
Dam if 28 hits: 2d6 + 2 ⇒ (3, 3) + 2 = 8
Dam if 30 hits: 2d6 + 2 ⇒ (6, 3) + 2 = 11
Rubius keeps shooting as well!
Normal attack bonus then divine power, volley fire, coordinated shot, heroism, hunter's blessing, bane.
Attack 1: 1d20 + 11 + 4 + 3 + 1 + 2 + 2 + 2 ⇒ (10) + 11 + 4 + 3 + 1 + 2 + 2 + 2 = 35
Attack 2, rapid shot: 1d20 + 11 + 4 + 3 + 1 + 2 + 2 + 2 ⇒ (13) + 11 + 4 + 3 + 1 + 2 + 2 + 2 = 38
Attack 3, divine power: 1d20 + 11 + 4 + 3 + 1 + 2 + 2 + 2 ⇒ (3) + 11 + 4 + 3 + 1 + 2 + 2 + 2 = 28
Attack 4, iterative: 1d20 + 11 + 4 + 3 + 1 + 2 + 2 + 2 - 5 ⇒ (10) + 11 + 4 + 3 + 1 + 2 + 2 + 2 - 5 = 30
Normal damage bonus then bane, divine power, hunter's blessing. The 1d4 is cold.
Dam 1: 4d6 + 11 + 2 + 4 + 2 + 1d4 ⇒ (3, 6, 1, 2) + 11 + 2 + 4 + 2 + (4) = 35
Dam 2: 4d6 + 11 + 2 + 4 + 2 + 1d4 ⇒ (3, 3, 4, 4) + 11 + 2 + 4 + 2 + (1) = 34
Dam 3: 4d6 + 11 + 2 + 4 + 2 + 1d4 ⇒ (6, 4, 2, 3) + 11 + 2 + 4 + 2 + (4) = 38
Dam 4: 4d6 + 11 + 2 + 4 + 2 + 1d4 ⇒ (4, 5, 1, 3) + 11 + 2 + 4 + 2 + (3) = 35
Hopefully the dragon's AC isn't crazy high because my attack rolls are meh right now. My damage rolls are higher than my attack rolls. :/

Oxnard Kettlebeak |

Round 1
Rubius' elementals fire away, but all miss.
One of Rubius arrows gets through. The 37 hits before the shield goes up
Gage summons Ali, and as she moves in the dragon bites at her:
Bite: 1d20 + 26 ⇒ (13) + 26 = 39
Damage: 2d8 + 13 ⇒ (7, 4) + 13 = 24
Round 2
Kragg hits the dragon once. Not critical- but remember Ali's +4 to confirm criticals. Acid damage goes through- is the piercing magical? If so 10 more, but I'm applying the DR 10/magic here
Rubius and the elementals fire away, but with the Shield up now even Rubius' best shot is deflected away.
Turn Order:
1. Kragg
2. Rubius
3. Dragon
4. Dvalin
5. Gage
6. Tramontane
7. Thurgrom
Status:
Ali: --14 (after DR)
Dragon: -58
Pending Thurgrom and Dvalin's actions before the dragon- also Tramontane who I believe moved, but has a standard if there's one he needs to spend

Oxnard Kettlebeak |

Correct- with Mage Armor and Shield up 34 is a miss (38 is the highest number you've seen miss currently)
Status:
Ali: --14 (after DR)
Dragon: -68

Tramontane |

A standard? Alright, then...
Tram invokes one of his blessings upon his allies.
Blessing of Fervor. Because I think I'm still out of range to try a Dispel.

Thurgrom Thunderhammer |

Round 2
Thurgrom looks over the battlefield and notices a ramp going up to the dragon, but it also has defenders. The mynrughdaer runs up the ramp to meet the defenders.
Move Action, 25ft. Standard action: Held action until within melee of defenders.

Oxnard Kettlebeak |

those are rubius elementals which are flying above that- that's the riverbed at the bottom of the cliff

Thurgrom Thunderhammer |

Okay. Then I will double-move to my current location on the map and my turn is done.

Gage G |

I didn't see the map when Tramontane was casting, but I do know all targets must be within 30' of eachother. Did he buff all Dorfs minus Kragg with this Blessing of Fervor? :3

Tramontane |
1 person marked this as a favorite. |

Actually, I was planning to buff everyone but me (since I have little use for the bonuses). I just didn't notice Kragg, his avatar is too grey and me eyes skipped it. Don't worry, Kragg, I'll buff more or try to remove the Shield spell.

Gage G |

it's been a while, he might not have cleared his browser cache to log in after that natural disaster struck Paizo's servers

Oxnard Kettlebeak |

Round 2
As the Dragon attacks, all creatures within 210 ft. need to make a DC 22 Will save or be shaken for 5d6 rounds; creatures with 4 of fewer hit dice are panicked instead
Frightful Presence Duration: 5d6 ⇒ (1, 4, 6, 1, 1) = 13
The dragon splits his attacks between Kragg and Ali.
At Kragg:
Bite: 1d20 + 26 ⇒ (17) + 26 = 43
Damage: 2d8 + 13 ⇒ (6, 8) + 13 = 27
Claw: 1d20 + 25 ⇒ (4) + 25 = 29
Damage: 2d6 + 9 ⇒ (1, 5) + 9 = 15
Wing: 1d20 + 23 ⇒ (12) + 23 = 35
Damage: 1d8 + 4 ⇒ (6) + 4 = 10 3 hits for 38
At Ali:
Tail Slap: 1d20 + 23 ⇒ (13) + 23 = 36
Damage: 2d6 + 13 ⇒ (6, 5) + 13 = 24
Claw: 1d20 + 25 ⇒ (15) + 25 = 40
Damage: 2d6 + 9 ⇒ (2, 6) + 9 = 17
Wing: 1d20 + 23 ⇒ (19) + 23 = 42
Damage: 1d8 + 4 ⇒ (1) + 4 = 5 Two hits for 21 after DR
Turn Order:
1. Kragg
2. Rubius
3. Dragon
4. Dvalin
5. Gage
6. Tramontane
7. Thurgrom
Status:
Kragg: 66/104
Ali: 73/108
Dragon: -68
That will bring up everyone again; Dvalin has both rounds actions available still

Kragg_Oldstone |

Kragg’s HP with previous wounds: 104 - 12 - 27 - 15 - 10 = 40 40hp left
Will: 1d20 + 8 ⇒ (19) + 8 = 27
Kragg felt the dragon’s claws rip and tear into him and in that moment he knew that he was outclassed. He didn’t really see a way for them to get out of this alive. Given it’s sheer size and power he wasn’t even able to defend himself. All he could do was hope that he could buy his companions time to...do something.
Rather than fish for 20 to hit will go full defense. AC33

Thurgrom Thunderhammer |

Will DC 22: 1d20 + 10 ⇒ (11) + 10 = 21 Are. You. G0DDAMN KIDDING ME?!?!?!
Thurgrom cursed his weak nature as he is shaken by the dragon's roar, once again showing cowardice in front of his countrymen. Yet in that anger, the mynrughdaer pushes himself to attack the draconic defender.
Storm's Edge, shaken, bull's strength, Gage's 'sacred' bonus: 1d20 + 21 - 2 + 2 + 2 ⇒ (14) + 21 - 2 + 2 + 2 = 37
Dmg.: 1d10 + 7 + 1d6 + 2d6 + 2 + 2 ⇒ (5) + 7 + (3) + (2, 4) + 2 + 2 = 25 3 electricity damage

Gage G |

hey Thurgrom. You still have Herosim for +2 to saves, remember? Too bad it overlaps with the +2 morale to saves from Inspire Courage...
Probably other buffs you're forgetting, but I'm not sure :P
Also, it's Dvalin's Sacred bonus from Hunter's Blessing :P
Gage's Heroism is a morale bonus :D
So that attack roll should be 4 higher (+2 from heroism, not shaken after all), for 41 to hit.
Also, Gage is above you in initiative, so you should probably get that +2 competence to atk/dmg as well as +1 from Haste for +3/+2 on top of the aforementioned buffs. Probably maybe.
.
@GM: Definitely 41 to hit at least, but maybe 44 to hit for 27?
Will vs Frightful Presence: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 Gage, on the other hand, is very well shaken for the entirety of this battle, haha...
Gage fails to swallow his fear and casts Haste. He tries to hide his trembling behind another rousing tale of Legendary Dwarven Accomplishment.
Inspire Courage for everyone who can hear Gage, which should be everyone but the cat, who might not understand common.
@everyone but Dvalin and Tramontane: Haste is on Tawny, Kragg, Thurgrom, Alitharlkian, and the blue/red elementals (orange is too far from Kragg, who needs it more)
(34 AC for you, Kragg!)
previous Spells, HP, bardsong etc
62/83-21 HP
20/20 Normal Arrows
17/20 Silver Blanched Cold-Iron Arrows
160/160 Silver Blanched Cold-Iron Arrows (in a sack in the haversack)
0/10 charges for Alitharlkian "Ali" the blood angel (in tablet o' doom)
21 unhealable damage (resets to Ali's current charge after rest)
Ali's powers/prices:
* she knows some things, basic waifu function requires 1 charge per day
* interface with the ship:
* * 100/100 charges of fire elemental summoning remaining
* 4 charges => cast Prayer CL 7th
* 2 charges/missile => cast a modified Magic Missile (identical except dealing lightning damage instead of force damage)
* 10 charges => Manifest: the Blood Angel manifests into the physical world for 1 minute
Extraordinary Abilities
. 1/1 uses/day Lore Master (take 20 on any knowledge check)
Supernatural Abilities
. 8/8 uses/day Silver Tongue (swift; +5 to Bluff to lie; DC 18 CL check to magically force truth or detect lies)
. 1/1 uses/day War Chant ("while chanting" +2 rounds; All allies within 30'; +1 Morale to Attacks, Fort saves, Will vs fear, and to skill checks to ride or march into battle; Allies moving in formation and performing no other actions may move +10')
Bardic Performances:
. 18/27 rounds per day (SA or MA to start); Countersong (Su, aud) [30'; language-dependent], Distraction (Su, vis) [30'], Fascinate (Su, aud, vis) [enchantment (compulsion), language-dependent, mind-affecting; DC 20 will], Inspire Courage (Su, aud or vis) [language-dependent (if aud), mind-affecting; +2 morale vs charm & fear; +2 competence to attack and damage], Inspire Competence (Su, aud) [30'; language-dependent; +3 competence to a kind of skill check], Suggestion (Sp) [SA; enchantment (compulsion), language-dependent, mind affecting; DC 20 will]
Spells Known
. 4th (1/2/day) Dimension Door, Wall of Sound
. 3rd (0/4/day) Dispel Magic, Fear (DC 18), Haste, Tiny Hut
. 2nd (0/5/day) Glitterdust (DC 17), Heroism, Invisibility, Pyrotechnics (DC 17), Silence
. 1st (7/7/day) Cure Light Wounds, Disguise Self, Feather Fall, Grease (DC 16), Silent Image (DC 16)
. 0 (at will) Detect Magic, Mage Hand, Mending, Open/Close, Spark, Summon Instrument

Thurgrom Thunderhammer |

hey Thurgrom. You still have Herosim for +2 to saves, remember? Too bad it overlaps with the +2 morale to saves from Inspire Courage...
Probably other buffs you're forgetting, but I'm not sure :P
Also, it's Dvalin's Sacred bonus from Hunter's Blessing :P
Gage's Heroism is a morale bonus :D
So that attack roll should be 4 higher (+2 from heroism, not shaken after all), for 41 to hit.
Also, Gage is above you in initiative, so you should probably get that +2 competence to atk/dmg as well as +1 from Haste for +3/+2 on top of the aforementioned buffs. Probably maybe.
Okay. So Thurgrom is not shaken. HOORAY!

"Ali" |

@everyone but Kragg: Don't forget Blessing of Fervor as well. You can pick +2atk/ac/ref as one of your 5 options. So that might give Thurgrom another +1 to hit for 45 (it doesn't stack with the +1 from Haste) xD
@GM: I noticed her hp was listed as being out of 108. Which would be almost correct if she had 10 d12 hit dice. Should she have 10 d12s for 110 hp? Or 12 d10s for 120 hp?
Will vs Frightful Presence: 1d20 + 9 ⇒ (5) + 9 = 14
Buffs: Haste, Inspire Courage, Shaken
Stats:
AC 24+1, touch 14+1, flat-footed 20 (+4 dex, +10 natural, +1 dodge (Haste))
85/120 hp
Blood Pool: 9->8
Fort +12, Ref +11, Will +9; +4 vs poison
Alitharlkian flinches in spite of herself as the dragon beats down hard.
"Your death is required." she states as she begins trading blows with the scaly beast.
Blood Rapier +Haste +IC -Shaken: 1d20 + 19 + 1 + 2 - 2 ⇒ (1) + 19 + 1 + 2 - 2 = 21
Damage +IC: 1d8 + 20 + 2 ⇒ (1) + 20 + 2 = 23
Blood Rapier (Haste) +Haste +IC -Shaken: 1d20 + 19 + 1 + 2 - 2 ⇒ (5) + 19 + 1 + 2 - 2 = 25
Damage +IC: 1d8 + 20 + 2 ⇒ (8) + 20 + 2 = 30
Blood Rapier (iterative 2) +Haste +IC -Shaken: 1d20 + 14 + 1 + 2 - 2 ⇒ (2) + 14 + 1 + 2 - 2 = 17
Damage +IC: 1d8 + 20 + 2 ⇒ (5) + 20 + 2 = 27
Blood Rapier (iterative 3) +Haste +IC -Shaken: 1d20 + 9 + 1 + 2 - 2 ⇒ (16) + 9 + 1 + 2 - 2 = 26
Damage +IC: 1d8 + 20 + 2 ⇒ (8) + 20 + 2 = 30
FRA: stabbity stab
26 is a whiff, isn't it? xD

Rubius Halfbeard |

Will save: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30Normal bonus +2 morale from heroism.
Tawny attacks at +12 normal+2 competence+1 haste+2 sacred+3 luck.
Bite 1: 1d20 + 20 ⇒ (5) + 20 = 25
Claw 1: 1d20 + 20 ⇒ (3) + 20 = 23
Claw 2: 1d20 + 20 ⇒ (20) + 20 = 40
Bite 2: 1d20 + 20 ⇒ (14) + 20 = 34
Claw 2 confirm: 1d20 + 20 ⇒ (15) + 20 = 35
Grab from claw 2: 1d20 + 28 ⇒ (5) + 28 = 33
Claw 2 damage assuming no crit: 1d6 + 12 + 2 + 3 + 2 ⇒ (5) + 12 + 2 + 3 + 2 = 24
Each get to make 3 attacks now thanks to haste and target of opportunity. All at the same bonus of +14 except for the last 2 by the unhasted elemental at +13.
Elemental attacks: 8d20 ⇒ (6, 17, 2, 9, 18, 10, 18, 6) = 86
Turning off deadly aim for Rubius.
Fire 1, normal: 1d20 + 29 ⇒ (13) + 29 = 42
Fire 2, rapid shot: 1d20 + 29 ⇒ (1) + 29 = 30
Fire 3, divine power: 1d20 + 29 ⇒ (5) + 29 = 34
Fire 4, iterative: 1d20 + 24 ⇒ (4) + 24 = 28
Yuck. Terrible rolls.
Dam 1: 4d6 + 21 + 1d4 ⇒ (4, 5, 4, 1) + 21 + (4) = 39
Ack. Forgot Tawny and elemental will saves and don't want to doctor the order of rolls.
Tawny will save: 1d20 ⇒ 11
Elemental will saves: 3d20 ⇒ (19, 15, 20) = 54
Ok so the second elemental's attacks never happened. He is panicked and flies out of the chamber. Tawny is shaken, I think, but that doesn't affect anything he did.
Tawny flinches at the dragon's roar but steps closer and begins trying to land a blow on the mighty dragon. He manages to strike it with one claw. Two of the medium aether elementals keep flinging rocks at the dragon with increasing efficiency but don't manage to land any of their shots while one of them flies away in terror. Rubius, meanwhile, doesn't even blink and keeps firing. Unfortunately, he only manages one good shot on the heavily defended dragon.
Summary assuming 42 hits but 35 misses and 33 fails to grapple on the grab: One claw for 24 non-magical b/s and one arrow for 35 piercing from a +3 bow and 4 cold.

Dvalin Fafnirson |

Round 1: For sake of not retconning anything, simply double-fly to within 15 feet, so that I am out of his reach, but can 5-foot step to attack-range.
Will Save DC 22: 1d20 + 12 ⇒ (18) + 12 = 30
Attack 1: 1d20 + 11 + 2 + 2 + 2 + 2 + 2 + 2 + 3 ⇒ (14) + 11 + 2 + 2 + 2 + 2 + 2 + 2 + 3 = 40 Damage: 3d6 + 8 + 2 + 3 + 2 + 2 ⇒ (3, 4, 4) + 8 + 2 + 3 + 2 + 2 = 28
Attack Divine: 1d20 + 11 + 2 + 2 + 2 + 2 + 2 + 2 + 3 ⇒ (10) + 11 + 2 + 2 + 2 + 2 + 2 + 2 + 3 = 36 Damage: 3d6 + 8 + 2 + 3 + 2 + 2 ⇒ (1, 4, 4) + 8 + 2 + 3 + 2 + 2 = 26
Attack Iterative: 1d20 + 6 + 2 + 2 + 2 + 2 + 2 + 2 + 3 ⇒ (19) + 6 + 2 + 2 + 2 + 2 + 2 + 2 + 3 = 40 Damage: 3d6 + 8 + 2 + 3 + 2 + 2 ⇒ (6, 3, 4) + 8 + 2 + 3 + 2 + 2 = 30
+2 to all attacks if he has Darkvision and Blindsense, but not Blindsight(due to Druchiite Material for Axe). Another +1 to all attacks if I was included in Haste after moving.
Attack+Extra Strenght+Heroism(Morale)+Inspire Courage(Competence)+Arcane Pool+Hunters Blessing(Sacred)+Blessing of Fervor(Untyped)+Divine Power(Luck)
Not including Haste, as I was excluded...but possible if I moved in the previous round I should be covered, too?)
Damage+Strenght+Hunters+Divine+Arcane Pool+Inspire Courage
The large fey-like Woman approaches swiftly, flying, then holds just outside the range of the Dragon.
As the Wyrm lashes out against Dvalins allies, he speaks up:"We came to you twice, willing to talk. Twice, you attacked us. Now your feeble magics will not protect you against our wrath."
With that, the large axe she is wielding flashes forward multiple times, biting deep into the scales of the creature.
AC is -2, -1 from Dex, -1 from Size.

Gage G |

if you were within 30' of Kragg after moving, you'd have Haste (in addition to BoF from Tramontane's casting before you moved, I believe)
So you might have both Haste and Blessing of Fervor :3
Edit: you're within 20' after that step into combat, you were definitely within 30' when I cast had Haste :3

Dvalin Fafnirson |

Aye, so ideally looking at 43/39/43 for those attacks, then...if memory serves only very old dragons get blindsight and only have blindsense before. Not a guarantee, but definitely worth hoping for.

Oxnard Kettlebeak |

Round 2
Dvalin hits three times thanks to the power of your combined magics.
Ali stabs at the dragon, but misses.
Gage casts Haste.
Thurgrom brings Storm's Edge down on the dragon's neck, though it resists the lightning damage.
Round 3
Kragg defends himself.
Tawny gets a bite in on the dragon, and a final shot from Rubius bow kills the beast!
Turn Order:
1. Kragg
2. Rubius
3. Dragon
4. Dvalin
5. Gage
6. Tramontane
7. Thurgrom
Status:
Kragg: 66/104
Ali: 73/108
End of Combat

Tramontane |

Will Save, IC: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
+5 hp to Kragg, -5 hp to Tram
Tram gets a bit closer, resisting the instinct to run away, and calls for divine aid again.
BoF this round is +30ft movement. Move, then Prayer (+1 luck to attacks, damage, saves and skills, -1 to enemies, 40ft radius), then Shift (Wizard School Power) 25ft as a swift action.
Current HP 98/103

Oxnard Kettlebeak |

As Combat ends I need everyone to make a DC 28 will save against a mind affecting (memory) effect

Thurgrom Thunderhammer |

Thurgrom looks around the devastated battlefield. The storm dwarf scion could not help but laugh with confused, nervous happiness. They did it! The Heroes of Gold Peak fell a dragon!! Thurgrom then rushes to Kragg's side to see how his countryman was.