
Kaalul Bazt |

Sensing that his summoning headband is recharged, Kaalul summons a dire bat to harry the wizard from the sky.
The bat activates smite evil.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 4 + 4 ⇒ (1) + 4 + 4 = 9
If the snake is still alive, it also attacks the fire elemental.
Snake attack: 1d20 + 5 ⇒ (6) + 5 = 11
Frustrated that it seems he'll be unlikely to attack the flying halfling honorably, Kaalul silently snarls and readies himself to hurl his warhammer underhanded up at the halfling from below when he sees that he is starting to cast a spell.
Readying an action. Below is the attack for throwing a weapon incorporating the rules for using a weapon not meant to be thrown. As well as invisibility and various buffs.
Attack: 1d20 + 7 + 2 + 2 - 4 - 4 ⇒ (11) + 7 + 2 + 2 - 4 - 4 = 14
Damage: 1d8 + 4 + 4 + 2 ⇒ (8) + 4 + 4 + 2 = 18
Fire damage: 1d6 ⇒ 5
Cold damage: 1d6 ⇒ 3
Electricity damage: 1d6 ⇒ 1
Acid damage: 1d6 ⇒ 3
=========
ACTIVE EFFECTS
Communal Protection From Evil - All PCs
See Invisibility - Kaalul
Wrath (Kaalul) - 7/10
Bull's Strength - Kaalul
Shield Other - From Fizzbizzner to Martel
Snake Summons - 3/6
Lend Judgment (Stauntram) - 4/6
Summoning Headband cool down - 3/3

Kaalul Bazt |

Readying an action. Below is the attack for throwing a weapon incorporating the rules for using a weapon not meant to be thrown. As well as invisibility and various buffs.
Reading through my post again, I realized I forgot to mention that the halfling won't be able to use his Dexterity bonus for AC vs. Kaalul's first attack out of invisibility.

Stauntram Uthuan |

Dorn-Dergar, PA, SS, Lend Judgement: 1d20 + 10 - 2 + 2 + 3 ⇒ (3) + 10 - 2 + 2 + 3 = 16
Damage: 1d10 + 13 + 3 ⇒ (2) + 13 + 3 = 18
Acid: 1d6 ⇒ 6
Lightning: 1d6 ⇒ 4
Cold: 1d6 ⇒ 5
Fire: 1d6 ⇒ 3
Dorn-Dergar, PA, SS, Lend Judgement: 1d20 + 10 - 2 + 2 + 3 ⇒ (5) + 10 - 2 + 2 + 3 = 18
Damage: 1d10 + 13 + 3 ⇒ (8) + 13 + 3 = 24
Acid: 1d6 ⇒ 4
Lightning: 1d6 ⇒ 5
Cold: 1d6 ⇒ 2
Fire: 1d6 ⇒ 5

Elemental Forge GM |

The bat lands a decent blow on the halfling, who is quite annoyed by this. The wall of lightning then moves south, catching the halfling, Kaalul, the bat, and whatever small creature the halfling has had inside his jacket (8 dam each). Stauntram swings again at the fire elemental but misses him while Martel moves and Fizz heals. The wall stays in the same position and looks likely to pass north again in a few seconds (end of the round). Kaalul throws his weapon at the halfling, becoming visible again, but though his throw is reasonably accurate it can't hit the small flying target. The halfling flies 5 ft to get away from the bat and casts another spell. Suddenly, there are five extra halflings visible all flying in the same space!
Kaalul, will you put your bat on the map?
Lightning: 2d8 ⇒ (5, 3) = 8
Wall: 1d2 ⇒ 2
Images: 1d4 + 2 ⇒ (3) + 2 = 5
Fire elemental attack S: 1d20 ⇒ 18
Tentacles Fizz: 1d20 ⇒ 15
Dam: 1d6 + 4 ⇒ (1) + 4 = 5
Dam Stauntram: 1d8 + 2 ⇒ (1) + 2 = 3
Stauntram reflex: 1d20 ⇒ 1
rounds: 1d4 ⇒ 2
Fire: 1d8 ⇒ 8
The fire elemental strikes Stauntram lightly once (3 damage) but catches the sturdy dwarf on fire (8 damage)!
Stauntram has one more round of burn. Party GO!

Fizzbizzner Thistletop |

Fizz frowns as the multiple images of the halfling appear. "Oh come off it ya pea-brained oaf!" he yells in frustration as he releases yet another Thoom! of healing magic.
5d6 ⇒ (4, 4, 4, 5, 5) = 22
Stauntram 0 -> -11 -> -6 -> 0
Fizz -29 -> -49 -> -17
Kaalul 0 -> -8 -> -3
Martel -12 -> -7
Bat 0 -> -8

Kaalul Bazt |

The bat attacks again while Kaalul steps over to wear his hammer landed.
Bat Attack: 1d20 + 5 ⇒ (8) + 5 = 13 (or "Battack," if you will)
Damage: 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14
Kaalul launches a blistering invective at the flying halfling.
"After we beat the magic out of you -- you sniveling, abyss-bound waste of refuse -- we're going to lay down so much righteous agony on you that you'll envy those wretches you've murdered!"
Intimidate to demoralize: 1d20 + 10 ⇒ (5) + 10 = 15
As per the spell and the Intimidate skill, anything within 30 feet that can understand Kaalul and that he's demoralized takes the following damage:
Fire Damage: 1d10 ⇒ 8 <-- Reflex DC 15 or catch on fire
=========
ACTIVE EFFECTS
Communal Protection From Evil - All PCs
See Invisibility - Kaalul
Wrath (Kaalul) - 6/10
Bull's Strength - Kaalul
Shield Other - From Fizzbizzner to Martel
Bat Summons - 5/6 - HP: 14/22
Lend Judgment (Stauntram) - 3/6

Kaalul Bazt |

What crappy rolls.
.
Anyway, bat added to the map.

Martel Wyvernjack |

I love Blistering Invective. Not too much damage, but it always feels good to deliver a sick burn.
How deep was the water trench? Can I run through, or do I need to clear it with a jump? I want to get everyone within my Close range(40feet) in one move.

Kaalul Bazt |

Oh yeah, how tall is the forge?

Elemental Forge GM |

Neither the fire elemental nor the halfling are intimidated. There is, however, a flash of fire from the halfling's jacket and a small winged creature, burned to death, falls out and falls to the ground. The halfling's eyes narrow in anger and he proclaims "You'll pay for that, Dwarf!"
The water is 10 ft deep. You'd need to jump across. The forge is 5 ft tall.

Kaalul Bazt |

Thanks GM.
I love Blistering Invective. Not too much damage, but it always feels good to deliver a sick burn.
I wasn't even going to use it, but when I noticed the halfling was worried about the electricity damage, I thought I'd give it a shot.
Also, unless the elementals can speak common, they couldn't be affected by the spell, which is why I haven't used the spell before now.

Stauntram Uthuan |

Stauntram smashes at the fire elemental, eager to see it destroyed.
Dorn-Dergar, PA, SS, Lend Judgement: 1d20 + 10 - 2 + 2 + 3 ⇒ (17) + 10 - 2 + 2 + 3 = 30
Damage: 1d10 + 13 + 3 ⇒ (10) + 13 + 3 = 26
Acid: 1d6 ⇒ 4
Lightning: 1d6 ⇒ 1
Cold: 1d6 ⇒ 1
Dorn-Dergar, PA, SS, Lend Judgement: 1d20 + 10 - 2 + 2 + 3 - 5 ⇒ (12) + 10 - 2 + 2 + 3 - 5 = 20
Damage: 1d10 + 13 + 3 ⇒ (2) + 13 + 3 = 18
Acid: 1d6 ⇒ 1
Lightning: 1d6 ⇒ 3
Cold: 1d6 ⇒ 2
Fire: 1d6 ⇒ 2
Dorn-Dergar, PA, SS, Lend Judgement: 1d20 + 10 - 2 + 2 + 3 ⇒ (18) + 10 - 2 + 2 + 3 = 31
Damage: 1d10 + 13 + 3 ⇒ (3) + 13 + 3 = 19
Acid: 1d6 ⇒ 3
Lightning: 1d6 ⇒ 6
Cold: 1d6 ⇒ 5
Fire: 1d6 ⇒ 5

Martel Wyvernjack |

Was waiting for an answer to my question about the water trenches
Martel makes a mad dash toward the center of the room before firing off his other big spell. Haste, I should be able to reach everyone from where I move to.
Acrobatics, only if I can’t just walk through the trench: 1d20 + 2 ⇒ (5) + 2 = 7

Elemental Forge GM |

DC 10 to leap the trench (which can't be waded) without a running start. Martel falls into the water. DC 10 swim check to stay afloat and climb out the other side. The square of water takes 20 ft of movement since you move at half speed. If you make the swim check, you can have 10 ft of movement after clambering out the other side.

Martel Wyvernjack |

Martel flounders in the water for a moment before popping up and firing off his spell.
Casting it here, though I won't be able to reach Kaalul from here, sadly.

Elemental Forge GM |

Lightning damage: 2d8 ⇒ (3, 4) = 7
Lightning position: 1d2 ⇒ 1
Attacks Kaalul: 1d20 ⇒ 19
Dam: 1d8 + 6 ⇒ (3) + 6 = 9
Grapple Fizz: 1d20 ⇒ 16
Dam: 1d6 + 4 ⇒ (1) + 4 = 5
The wall of lightning passes back over the halfling, Kaalul, and the bat (7 damage each). The halfling winces in pain and, seeing the fire elemental reduced to embers and hearing Martel splashing in the water, he snaps his fingers. A watery form rushes out of the forge, swims with great speed around the moat, and strikes at Martel! (9 damage to M) The tentacles keep a hold of Fizz and damage him slightly (5 damage). The halfling moves back somewhat and casts a spell to help defend himself.
The halfling cast protection from energy (lightning).
Party, GO!

Kaalul Bazt |

Kaalul unlimbers his repeating crossbow and loads it.

Kaalul Bazt |

Also!
Spellcraft: 1d20 + 4 ⇒ (10) + 4 = 14
With the elemental dead, Kaalul switches the judgement he's maintaining for himself and for Stauntram to Justice. Swift action. +3 to attack rolls.
The bat does it's thing to the halfling.
Bat Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11
=========
ACTIVE EFFECTS
Communal Protection From Evil - All PCs
See Invisibility - Kaalul
Wrath (Kaalul) - 5/10
Bull's Strength - Kaalul
Shield Other - From Fizzbizzner to Martel
Bat Summons - 4/6 - HP: 7/22
Lend Judgment (Stauntram) - 2/6

Martel Wyvernjack |

Spellcraft: 1d20 + 14 ⇒ (17) + 14 = 31
Swim: 1d20 + 1 ⇒ (1) + 1 = 2
Martel continues to struggle in the water, his robes dragging him down.
Swim: 1d20 + 1 ⇒ (11) + 1 = 12
But eventually he hoists himself up out of the trench.
Haste(5 more rounds): 1 Extra attack, +1 on attack rolls, +1 dodge to AC and Reflex, +30ft speed

Fizzbizzner Thistletop |

Fizz, still trapped in the mass of writing tentacles, emits another wave of healing.
5d6 ⇒ (2, 5, 3, 1, 3) = 14
Stauntram 0
Fizz -17 -> -32 -> -42 -> -18
Kaalul -3 -> -10 -> -5
Martel -7 -> -15 -> -10
Bat -8 -> -15

Elemental Forge GM |

Stauntram moves forward and readies an action to attack with his long chain should the water elemental approach.
Readied attack: 1d20 + 10 - 2 + 2 + 3 ⇒ (20) + 10 - 2 + 2 + 3 = 33
Dam: 1d10 + 13 + 3 ⇒ (4) + 13 + 3 = 20
Elemental damages: 4d6 ⇒ (4, 1, 4, 4) = 13
Confirm: 1d20 ⇒ 1
The wall of lightning rushes south, damaging the elemental, Fizz, Martel, and Stauntram!
Lightning dam: 2d8 ⇒ (6, 4) = 10
The elemental indeed rushes Stauntram and attacks him but can't quite manage to harm the sturdy dwarf.
Attack: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16
Dam: 1d8 + 5 - 5 ⇒ (2) + 5 - 5 = 2
Shout!: 5d6 ⇒ (2, 2, 6, 2, 3) = 15
Forts K, Bat: 2d20 ⇒ (6, 3) = 9
Deaf dur: 2d6 ⇒ (3, 1) = 4
Lightning position: 1d2 ⇒ 2
Since the bat managed to harm him again, the annoyed halfling flies back and up slightly then shouts with incredible power at the flying mammal and the dwarf! The bat drops dead while the dwarf is brutally deafened. The lightning shifts again and this time prepares to sweep through the eastern portion of the chamber as it races northward.
15 damage on failed saves by K and bat. Deafened for 4 rounds. If Kaalul is holding anything crystalline, it might break. Party, GO!

Fizzbizzner Thistletop |

Fizz hangs uselessly amidst the tentacles.
5d6 ⇒ (5, 2, 5, 2, 2) = 16
Stauntram 0 -> -10 -> -5 -> -0
Fizz -18 -> -33 -> -48 -> -22
Kaalul -5 -> ? -> ?-5
Martel 0 -> -5 -> -0

Kaalul Bazt |

15 damage on failed saves by K and bat. Deafened for 4 rounds. If Kaalul is holding anything crystalline, it might break. Party, GO!
I don't know what the area of effect for the spell the halfling cast was, but I want to confirm that the halfling is still 30 feet above the ground, the bat is at the same height as him, and Kaalul is still on the ground. Thanks.
Kaalul readies his action to fire a bolt at the halfling to try to interrupt his next spell.
Attack: 1d20 + 6 + 3 + 2 ⇒ (15) + 6 + 3 + 2 = 26
Damage: 1d10 + 2 ⇒ (10) + 2 = 12
=========
ACTIVE EFFECTS
Communal Protection From Evil - All PCs
See Invisibility - Kaalul
Wrath (Kaalul) - 4/10
Bull's Strength - Kaalul
Shield Other - From Fizzbizzner to Martel
Lend Judgment (Stauntram) - 1/6

Fizzbizzner Thistletop |

In that case, I'd like to retcon my action if possible.
Fizz accidentally shifts in the right direction and falls to the floor, "Oof!" With a quick roll to his feet, he leaps forward out of the tentacles. "Well now boyo, Iff'n ya got sumthin else, surrenderin' is still an option." With that, he jabs his thumb into his side and his wounds start closing.
CSW: 3d8 + 6 + 6 + 3 ⇒ (6, 2, 4) + 6 + 6 + 3 = 27
Stauntram 0 -> -10 -> -5
Fizz -18 -> -33 -> -48 -> -21
Kaalul -5 -> ? -> ?-5
Martel 0 -> -5 -> -0

Kaalul Bazt |

That bat was WAY annoying.

Elemental Forge GM |

Stauntram attack: 1d20 + 10 - 2 + 2 + 3 ⇒ (14) + 10 - 2 + 2 + 3 = 27
Dam: 1d10 + 13 + 3 ⇒ (4) + 13 + 3 = 20
Elemental damages: 4d6 ⇒ (1, 5, 3, 1) = 10
Stauntram attack: 1d20 + 10 - 2 + 2 + 3 - 5 ⇒ (20) + 10 - 2 + 2 + 3 - 5 = 28
Dam: 1d10 + 13 + 3 ⇒ (1) + 13 + 3 = 17
Elemental damages: 4d6 ⇒ (2, 1, 1, 5) = 9
Stauntram tears the large water elemental apart! The halfling twitches as if he can sense what happened on the other side of the barrier. He sneers down at the lot of you. "I suppose you're making me spend more of the Forge's power than I would like. Good for you." He snaps his fingers and two elementals rush out of the forge, attacking Kaalul! At the same time, a small orange bead flies down to between the three heroes on the western edge of the cavern and explodes in a great inferno.
Fireball: 7d6 + 7 ⇒ (4, 1, 5, 2, 3, 2, 4) + 7 = 28
Attack Kaalul: 1d20 + 14 ⇒ (3) + 14 = 17
Attack Kaalul: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
Both elementals somehow manage to miss Kaalul as he deflects their blows with his shield! But the inferno burns Martel, Stauntram, and Fizz.
28 fire damage each. DC 17 reflex for half. Party, GO!

Kaalul Bazt |

I had a readied crossbow attack against the halfling for when he cast a spell.

Elemental Forge GM |

Ah yes. Thanks for the reminder, Kaalul. Sorry I forgot.
Concentration: 1d20 + 10 ⇒ (1) + 10 = 11Wow... he only took 2 damage after DR but still failed the conc check.
The orange bead flies toward Kaalul's allies but fails to explode as the wizard is distracted by the slight pain of Kaalul's bolt!
No fire damage then. My poor wizard. XP

Martel Wyvernjack |

“Nice shot, Kaalul!”
Following a hunch educated guess, Martel uses his enhanced speed to leap the trench and make a dash for the forge!
Acrobatics(+12 from haste): 1d20 + 2 + 12 ⇒ (3) + 2 + 12 = 17
Reaching the glowing artifact, he places his hand upon it, attempting to assert some control, or at least disrupt the evil wizard’s power.
Rolling to see if I can figure something out quickly
Knowledge(Arcana): 1d20 + 14 ⇒ (20) + 14 = 34
Spellcraft: 1d20 + 14 ⇒ (8) + 14 = 22
3 rounds left on Haste

Elemental Forge GM |

The summoned elementals slow down and pause in confusion, apparently unsure why they are attacking Kaalul. Martel determines that he can keep them from being controlled by the halfling if he keeps his hand on the forge and manipulates the correct Eldritch frequencies.
Standard action and DC 15 Spellcraft every round.

Kaalul Bazt |

Dang, that was a lucky-for-us concentration check. I didn't realize the halfling had DR, but it makes sense.
Does Kaalul have line of sight to the halfling from his position? It looks like there's a large enemy and the Forge in the way. I'm not sure how high up the wizard is flying and how much cover this currently non-threatening elemental is providing. Life can be so confusing for a poor dwarf zealot.
"Keep the halfling off of Martel!" Kaalul barks.

Fizzbizzner Thistletop |

Fizz thrusts his fist forward in celebration as the halfling loses concentration on its spell. "Take tha' ya darn fool!" He then jabs himself once more with his healing thumb.
CMW: 2d8 + 6 + 4 + 3 ⇒ (3, 2) + 6 + 4 + 3 = 18
Stauntram -5 -> 0
Fizz -21 -> -26 -> -8
Kaalul 0
Martel 0

Kaalul Bazt |

Temporarily cradling his crossbow behind his shield, Kaalul stoops down to pick up his warhammer. Move action to pick up a dropped item.
If the elementals attack him (if they take an AoO), then he'll drop his crossbow and attack with his warhammer. standard action
Otherwise, he'll squeeze between the two elementals and move to Martel and the Forge, "sheathing" his hammer in the loop on his belt. A move action within another moved action.
I've moved on the map assuming I could squeeze past. If that can't happen, I'll move him back.
=========
ACTIVE EFFECTS
Communal Protection From Evil - All PCs
See Invisibility - Kaalul
Wrath (Kaalul) - 3/10
Bull's Strength - Kaalul
Shield Other - From Fizzbizzner to Martel

Kaalul Bazt |

Lend judgement from Kaalul to Stauntram has expired. The paladin no longer gets that +3 to attack.

Stauntram Uthuan |

I'm not sure if Stauntram is in the position he's marked on the map. If so, is he in a position to charge at either the halfling, or move around the forge to strike at the air elemental?