
Lykàn Delĩss |

Round 4
The red haired elf backs up and watches his companions having some trouble in dispatching the elemental.

GM Wolf |

Round 4
Jorne gives as good as he gets smashing into the elemental. Jorne gets slammed only once. You see the blood well up on his face from the blow, much of it washing away and the cut seals itself soon after. The rest of your groups attacks seem to have no effect even if they hit.
21 Lykan
18 Jorne
16 Elemental
13 Jezebel
12 St. John
7 Quince
7 Dinenen
slam: 1d20 + 20 + 1 ⇒ (15) + 20 + 1 = 36
damage: 2d8 + 9 + 1 ⇒ (5, 4) + 9 + 1 = 19
slam: 1d20 + 20 + 1 ⇒ (15) + 20 + 1 = 36
damage: 2d8 + 9 + 1 ⇒ (2, 8) + 9 + 1 = 20
Round 6
slam: 1d20 + 20 + 1 ⇒ (9) + 20 + 1 = 30
damage: 2d8 + 9 + 1 ⇒ (2, 7) + 9 + 1 = 19
slam: 1d20 + 20 + 1 ⇒ (5) + 20 + 1 = 26
damage: 2d8 + 9 + 1 ⇒ (3, 2) + 9 + 1 = 15
Round 7
slam: 1d20 + 20 + 1 ⇒ (8) + 20 + 1 = 29
damage: 2d8 + 9 + 1 ⇒ (7, 5) + 9 + 1 = 22
slam: 1d20 + 20 + 1 ⇒ (8) + 20 + 1 = 29
damage: 2d8 + 9 + 1 ⇒ (4, 2) + 9 + 1 = 16
Round 8
slam: 1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 37
damage: 2d8 + 9 + 1 ⇒ (5, 4) + 9 + 1 = 19
slam: 1d20 + 20 + 1 ⇒ (4) + 20 + 1 = 25
damage: 2d8 + 9 + 1 ⇒ (7, 1) + 9 + 1 = 18

Jorne Fyrestone Stavian |

Round 5-8
He gives as good as he takes if not better than the elemental.
His strikes smash upon the water elemental. It almost looks like he is dancing and is having a good time.
+2 Cold Iron Halberd of defending, PA: 1d20 + 14 - 3 ⇒ (4) + 14 - 3 = 15
damage: 1d10 + 11 + 3d6 + 9 ⇒ (1) + 11 + (6, 1, 2) + 9 = 30 stance, acid, electricity damage
+2 Cold Iron Halberd of defending, PA: 1d20 + 14 - 3 - 5 ⇒ (14) + 14 - 3 - 5 = 20
damage: 1d10 + 11 + 3d6 + 9 ⇒ (2) + 11 + (5, 6, 3) + 9 = 36 stance, acid, electricity damage
Acid Gloves +1d6 acid
Weapon Augment crystal of electricity +1d6 (halberd)
Missing the second time as the first displaces a lot of water.
43 AC 31.
Round 6
+2 Cold Iron Halberd of defending, PA: 1d20 + 14 - 3 ⇒ (4) + 14 - 3 = 15
damage: 1d10 + 11 + 3d6 + 9 ⇒ (10) + 11 + (6, 6, 4) + 9 = 46 stance, acid, electricity damage
+2 Cold Iron Halberd of defending, PA: 1d20 + 14 - 3 - 5 ⇒ (20) + 14 - 3 - 5 = 26
damage: 1d10 + 11 + 3d6 + 9 ⇒ (7) + 11 + (6, 6, 5) + 9 = 44 stance, acid, electricity damage
13
Round 7
+2 Cold Iron Halberd of defending, PA: 1d20 + 14 - 3 ⇒ (17) + 14 - 3 = 28
damage: 1d10 + 11 + 3d6 + 9 ⇒ (7) + 11 + (2, 4, 2) + 9 = 35 stance, acid, electricity damage
+2 Cold Iron Halberd of defending, PA: 1d20 + 14 - 3 - 5 ⇒ (5) + 14 - 3 - 5 = 11
damage: 1d10 + 11 + 3d6 + 9 ⇒ (2) + 11 + (6, 3, 5) + 9 = 36 stance, acid, electricity damage
He finishes the battle and the elemental dissipates into harmless sulfuric water as he smashed it with his halberd.
After taking a sigh he quickly asks, "How are we on spells? What spells are active and how much longer is on them? Should we just wait for me to heal, who else is hurt?"
Likely by the end of the group responding he is fully recovered and walks over to the metal doors...

Quince Medvyed |

Round 5
Quince moves about waiting for a chance to strike. Slamming in with his sword shaking in about hoping to further disrupt the creature.
Flametongue 1: 1d20 + 13 ⇒ (7) + 13 = 20
Flametongue 2: 1d20 + 8 ⇒ (13) + 8 = 21
Damage 1; slashing, fire, and acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (3) + 7 + (5) + (2) = 17
Damage 2; slashing, fire, and acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (1) + 7 + (6) + (3) = 17
Round 6
Quince tries to take chunks from the side of the creature.
Flametongue 1: 1d20 + 13 ⇒ (6) + 13 = 19
Flametongue 2: 1d20 + 8 ⇒ (7) + 8 = 15
Damage 1; slashing, fire, and acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (8) + 7 + (1) + (6) = 22
Damage 2; slashing, fire, and acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (2) + 7 + (4) + (2) = 15
Round 7
Quince slams in.
Flametongue 1: 1d20 + 13 ⇒ (14) + 13 = 27
Flametongue 2: 1d20 + 8 ⇒ (20) + 8 = 28
Damage 1; slashing, fire, and acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (7) + 7 + (1) + (4) = 19
Damage 2; slashing, fire, and acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (6) + 7 + (2) + (2) = 17
Round 8
Quince moves about waiting for a chance to strike.
Flametongue 1: 1d20 + 13 ⇒ (7) + 13 = 20
Flametongue 2: 1d20 + 8 ⇒ (4) + 8 = 12
Damage 1; slashing, fire, and acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (6) + 7 + (4) + (5) = 22
Damage 2; slashing, fire, and acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (5) + 7 + (2) + (4) = 18
"Heal up. Anyone else need healing," he readies a wand.

Dinenen |

Round 5
Rope Dart ranged flurry 1 into melee w/ cover penalty included on roll: 1d20 + 11 - 4 - 4 ⇒ (2) + 11 - 4 - 4 = 5
Piercing w/ Caustic: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10
Rope Dart ranged flurry 2 into melee w/ cover penalty included on roll: 1d20 + 11 - 4 - 4 ⇒ (3) + 11 - 4 - 4 = 6
Piercing w/ Caustic: 1d4 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9
Round 6
Rope Dart ranged flurry 1 into melee w/ cover penalty included on roll: 1d20 + 11 - 4 - 4 ⇒ (5) + 11 - 4 - 4 = 8
Piercing w/ Caustic: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (3) = 9
Rope Dart ranged flurry 2 into melee w/ cover penalty included on roll: 1d20 + 11 - 4 - 4 ⇒ (1) + 11 - 4 - 4 = 4
Piercing w/ Caustic: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9
Round 7
Rope Dart ranged flurry 1 into melee w/ cover penalty included on roll: 1d20 + 11 - 4 - 4 ⇒ (10) + 11 - 4 - 4 = 13
Piercing w/ Caustic: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10
Rope Dart ranged flurry 2 into melee w/ cover penalty included on roll: 1d20 + 11 - 4 - 4 ⇒ (7) + 11 - 4 - 4 = 10
Piercing w/ Caustic: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8
Round 8
Rope Dart ranged flurry 1 into melee w/ cover penalty included on roll: 1d20 + 11 - 4 - 4 ⇒ (12) + 11 - 4 - 4 = 15
Piercing w/ Caustic: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12
Rope Dart ranged flurry 2 into melee w/ cover penalty included on roll: 1d20 + 11 - 4 - 4 ⇒ (17) + 11 - 4 - 4 = 20
Piercing w/ Caustic: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (4) = 11
"Sadly, yes, I still bear wounds." @30 of 50, IIRC
Holy . . .. 1, 2, 3, 5, 7, 10, 12, 17? Just over a 7 average on those D20 rolls.

Lykàn Delĩss |

Round 4-8
The Red haired elf watches his companions and decides that Jorne is the most dangerous if he ever had to hunt any of them with Dinenen a very close second.
Jorne didn't seem to need healing since he had some form of regeneration. The others though would need it but Quince never seemed to run out of spells or items to help. The way he pulled them out of his bag of tricks was astounding to say the list. What could a simple hunter like him offer? His bow and claws wouldn't be much help here.

Quince Medvyed |

Quince makes his way to the monk pulling out a wand to assist in the healing of the elf. He whispers a quiet prayer.
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Dinenen |

"Again, my thanks, My Lord. Water elemental seem to fit with what we have seen so far?"

Quince Medvyed |

"Let's get moving. I try to keep hope kindled that our mission is one that might rescue the people of Varnhold and not avenge them." He weakly smiles but looks up with steely eyes. "Though justice will come if they are lost to us."
As the group moves forward Quince looks between Dinenen and Lykan. "You two are interesting companions. A monk seeking to touch things beyond his senses to find what, some enlightenment, and a hunter who has honed those senses to a visceral point."

Dinenen |

Dinenen nods at Quince's statement. "Not to find enlightenment, as I don't believe there's a simple insight that will allow me to become more than I have been. More trying to find a way to stretch beyond who I have been. Seeking a way to grow, one step at a time, into something more than I was born." He seems to grow taller and more confident as he says this, but then immediately shrinks to less than he started. "I fail to extend myself far more often than I succeed. That's no excuse to quit trying though. If it were easy, the results would still be worth the effort. But those results wouldn't be much. I believe the path of self-improvement and constant testing that Irori defined for us will help me build myself into a better being." He returns to the appearance of his original stature as he discusses the reward and effort relationship of the task he has accepted.

Lykàn Delĩss |

As the group moves forward Quince looks between Dinenen and Lykan. "You two are interesting companions. A monk seeking to touch things beyond his senses to find what, some enlightenment, and a hunter who has honed those senses to a visceral point."
The Red hair elf crouches behind a rock outcropping.
"I'm but a simple hunter honed through my years of hunting the common riff-raff that plagues the forests and lands where I roam. However the world is vast as mysterious as Nature's will is. I have come across companions such as Jorne and yourself and I am somewhat relieved yet challenged that ones such as yourselves exist." He gives a grin that seems somewhat pained."And I do not relished the fact that my chances of hunting any of you will likely not be successful given the vast resources you have at your disposal. That also includes some of your rather impressive martial prowess I have witnessed myself."
"It's also now vexing that the more I search for my current quarry, the further I seem to be from their spoor."

Quince Medvyed |

"Well I hope we give you no reason to hunt us." He smiles a look in his eye shows he runs some of Lykan's words through his mind. "I once would have called myself simple enough. A son of a minor relative of the Medvyed lords. Providence sometimes strikes hard. I had no idea who would come to live in our frontier nation. Our hill giant Warden who joined our service is not the strangest."

Jorne Fyrestone Stavian |

He let the others heal and talk as he returned to the process of finding any traps, he finally gets to the doors and is about to comment...
...as the liche talks he inches his way forward looking for traps.

GM Wolf |

Then the laughing begins, it is a cold laugh that seems to have a hollowness to it.
As you open the bronze doors it opens into a throneroom. A cyclopian liche resides on the throne of bones and holds massive ruby where it's eye should be. This is the creature that is crackling out that horrid laugh.
"Oh I have been preparing for you but you will soon meet your demise!" He cackles. "But first we should have introductions and I will truthfully answer you each a question."

Quince Medvyed |

I guess we know him to be a lich.
Perception: 1d20 + 14 ⇒ (5) + 14 = 19 Additional foes and or things that look waiting to kill us.
Knowledge Arcana: 1d20 + 13 ⇒ (11) + 13 = 24
Knowledge Religion: 1d20 + 11 ⇒ (15) + 11 = 26
What do I know of liches?

GM Wolf |

"I am Vordakai cyclopian seer from a bygone age and your doom." He says with confidence and waits for you to introduce yourselves.
Beyond his throne room you see piles upon piles of coins and the hint of other items within the hoard.
You also see that the air between him and you seems to be distorting.
Paralyzing Touch (Su)
Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (with a DC equal to the lich’s save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Rejuvenation (Su)
When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster’s body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets, or similar items.

Jorne Fyrestone Stavian |

perception: 1d20 + 16 ⇒ (17) + 16 = 33
He continues to look for traps but looks up to respond to the main threat, "I am Jorne Fyrestone Stavian and we are undead's bane. I am an agent of the new nation of Greenwatch and this... this is my liege,
Quince Medvyed. Oh how civil, can we discuss before you or must we ask questions now?"
diplomacy check trying to be cordial: 1d20 + 17 ⇒ (5) + 17 = 22

GM Wolf |

The liche seems quite interested in your group, and responds well to Jorne's words, "Not at all. Please discuss and decide which questions you want, so then once I answer the five questions we shall begin. Thank you for asking and being such a cooperative guest. I see you have brought me one of my minions, it looks like Jezebel is quite angry for our contract. But before we begin I think I will terminate the contract, unless you can sweeten the deal for me?"

Dinenen |

Perception: 1d20 + 14 ⇒ (1) + 14 = 15
Knowledge (religion): 1d20 + 10 ⇒ (6) + 10 = 16
Facepalm
Names have power. Do not yield power unless you must. "I am a simple elf of no consequence, a follower of Irori seeking to better himself. My name is pointless. Call me monk if you need address me, please."
He then turns his back on the liche, preparing for the conversation he thinks is about to start. "I am afraid there will be no end to this but violence. I see no reason to expect beneficial answers to our questions. I would neither treat with nor trust this . . . thing in the least. Though it might be amused to answer questions about the apparent demise of the local population?"

Lykàn Delĩss |

The red haired elf ponders what his companions have to say.
"I am Lykàn." He pauses to see if anything else would happen.

Quince Medvyed |

Quince smirks and looks at Jorne, "I had a whole other answer waiting. Something about death come to finish the job, but your diplomacy might help us find more about the people we wish to find. Do they live, where are they. Questions we probably want answered." Quince speaks quieter, "The lich even if defeated will linger till we find its phylactery a box or container of some kind. Its touch can paralyze, cold or electricity damage cannot harm it. Also there is something happening in the air between us and the lich be wary it is likely a defense." He looks at the others and speaks again as if they had all be talking amongst each other the whole time, "That is a good question let's ask that. Any other questions." As he speaks he rather absently and benignly pulls fort his scepter holding it and moving it in his hand like it is an extension of his communications and normal gestures. He listens for any additional questions from the others but he looks toward the lich noting the distortion in the air.
Not trying anything fishy with the scepter just want it in hand and am aiming to look more official.
Knowledge Arcana: 1d20 + 13 ⇒ (16) + 13 = 29 Nature of the distortion. Is it a wall, a ring, or semicircle.

Lykàn Delĩss |

"Then I'll go first." The red haired elf states as he turns to the liche.
"Where can I the missing city??" he asks.

Quince Medvyed |

As Lykan steps forward to speak Quince whispers to those close to the group. "The distortion between us and the lich. Some sort of invisible semicircle. Might be additional enemies."

Lykàn Delĩss |

Forewarned, The elf waits and focus on the space before the lich.
Perception, let's see if I can see these invisible ppl. 1d20 + 14 ⇒ (14) + 14 = 28
"I speak of Varnhold." he replies while considering the placement of the lich.

Quince Medvyed |

Frustrated and trying not to boil over with agitation himself Quince blurts, "Do any of Varnhold live still, and no I do not consider undeath 'living'?"

Dinenen |

"It appears my question is different from that of my companions. Why should we trust that any of your answers reflect the truth of the situation in question?"

Lykàn Delĩss |

The red haired elf prepares himself.
It seems that this lich was only playing with them.

GM Wolf |

He answers Quince, "Yes, I hold at least a dozen, maybe three, still alive."
Then to Dinenen he responds, "For those who will soon come into my fold through undeath, what would I gain from lying? You have amused me up to this point so I promised to answer your question truthfully." He seems sincere and analytical.

Jorne Fyrestone Stavian |

With the rest of them having asked their question, he focuses on the question they agreed upon, "Where are those from Varnhold, where do they reside?"

GM Wolf |

He nods his head and surprised says, "That is a very good question. Each of their souls and bodys reside in the soul jar cabinet just in the other room. Alright shall we begin?" The liche stands but does not leave his throne. He moves his hands casting a quickened spell, his red eye glows and stays glowing, and prepares another spell.
1d20 + 7 ⇒ (2) + 7 = 9 Jorne
1d20 + 6 ⇒ (20) + 6 = 26 Quince
1d20 + 5 ⇒ (1) + 5 = 6 Lykan
1d20 + 4 ⇒ (13) + 4 = 17 Dinenen
1d20 + 4 ⇒ (20) + 4 = 24 Vordikai
1d20 + 1 ⇒ (9) + 1 = 10 skeleton
26 Quince
24 Vordikai
17 Dinenen
10 skeleton
9 Jorne
6 Lykan

Quince Medvyed |

Any chance we know what he cast quickened I assume before initiative.
Spellcraft: 1d20 + 13 ⇒ (7) + 13 = 20

GM Wolf |

He will be casting them on his turn, Quince goes first before he casts the spells. So Quince won't know what they are on his turn.
Shield, it must have been quickened.
Waves of fatigue but just readied.
Everyone post what you plan to do and then we will see where everything lands.

Jorne Fyrestone Stavian |

Round 1
He picks up his halberd and moves towards the liche, when he comes in contact with something solid he swings the halberd there. The halberd grazes that which he can't see.
low miss: 1d100 ⇒ 11

Lykàn Delĩss |

Round 1
What the heck? My init is last lol.
Is there a path to that room he mentioned?
Lykàn's body tenses as what he expected occurs, with swift movements he tracks the place where the lich said contained bodies and souls. With any luck perhaps he could find where he stored his?
Spellcraft 1d20 + 13 ⇒ (12) + 13 = 25
Spellcraft 1d20 + 13 ⇒ (16) + 13 = 29
"A spell to shield oneself from damage and a spall to tires us out."

Dinenen |

Given what he's been told, Dinenen will swing out to the right in a big arc (as much as the room will allow that still lets him get there the first round), attempting to get to the lich without running afoul of whatever is between us and it.

Quince Medvyed |

Round 1
Quince lifts his scepter and casts a blessing of good hope over he and his allies.
Using Suzerain Scepter to Cast Good Hope The sceptre is caster level 7 so I have enough for all of us. "This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls."

Dinenen |

I hadn't answered this yet? Sorry. I was just walking around the arc. I don't see anything to avoid, you know?

Lykàn Delĩss |

Same. Looking to sneak in and see if I can get my hands on his phylactery.

Lykàn Delĩss |

Same. Looking to sneak in and see if I can get my hands on his phylactery.

GM Wolf |

Round 1
Quince lifts his scepter and grants the group a blessing. Vordikai casts his two spells, the second one being held in his hands. Dinenen moves along one wall as Lykan moves along the other. They each soon find a skeletal monstrosity before them. As the invisibility spells drops from the bloody skeletons attack. You quickly see that they are skeletons of dinosaurs, megaraptors you believe. But there is something even more sinister about them than just being a skeleton. Flesh holds to the bones giving them more strength. The stench of rotting flesh is more awful as they move. Tentacles or tongues lash out from the mass of flesh within each of the megaraptors bodies as they bite at you.
Lykan, Jorne, and Dinenen have used a move action so far. Please post any other actions now that you have visible threats before you.
Vs. Lykan
Megaraptor undead bite: 1d20 + 13 ⇒ (15) + 13 = 28
bite damage: 1d8 + 10 ⇒ (5) + 10 = 15
Grab if bitten CMB: 1d20 + 13 ⇒ (18) + 13 = 31
tongue: 1d20 + 10 ⇒ (6) + 10 = 16 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
Vs. Jorne
Megaraptor undead bite: 1d20 + 13 ⇒ (11) + 13 = 24
bite damage: 1d8 + 10 ⇒ (5) + 10 = 15
Grab if bitten CMB: 1d20 + 13 ⇒ (12) + 13 = 25
tongue: 1d20 + 10 ⇒ (13) + 10 = 23 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
Vordikai does not seem to even move until he releases his spell. The waves of fatigue wash over the front line making the three of you fatigued. No save but if you have spell resistance that could work.
Round 2
Vordikai casts another spell wreathing his hand in an unholy red flame.
Vs. Lykan
Megaraptor undead bite: 1d20 + 13 ⇒ (2) + 13 = 15
bite damage: 1d8 + 10 ⇒ (6) + 10 = 16
Grab if bitten CMB: 1d20 + 13 ⇒ (14) + 13 = 27
tongue: 1d20 + 10 ⇒ (12) + 10 = 22 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
talon: 1d20 + 13 ⇒ (18) + 13 = 31
talon damage: 2d6 + 10 ⇒ (5, 1) + 10 = 16
talon: 1d20 + 13 ⇒ (6) + 13 = 19
talon damage: 2d6 + 10 ⇒ (3, 2) + 10 = 15
foreclaw: 1d20 + 8 ⇒ (6) + 8 = 14
talon damage: 1d6 + 5 ⇒ (1) + 5 = 6
foreclaw: 1d20 + 8 ⇒ (14) + 8 = 22
talon damage: 1d6 + 5 ⇒ (6) + 5 = 11
Vs. Jorne
Megaraptor undead bite: 1d20 + 13 ⇒ (9) + 13 = 22
bite damage: 1d8 + 10 ⇒ (1) + 10 = 11
Grab if bitten CMB: 1d20 + 13 ⇒ (13) + 13 = 26
tongue: 1d20 + 10 ⇒ (5) + 10 = 15 melee touch (paralysis)
paralysis (1d4 minutes, DC 21)
talon: 1d20 + 13 ⇒ (7) + 13 = 20
talon damage: 2d6 + 10 ⇒ (6, 3) + 10 = 19
talon: 1d20 + 13 ⇒ (12) + 13 = 25
talon damage: 2d6 + 10 ⇒ (4, 3) + 10 = 17
foreclaw: 1d20 + 8 ⇒ (3) + 8 = 11
talon damage: 1d6 + 5 ⇒ (3) + 5 = 8
foreclaw: 1d20 + 8 ⇒ (6) + 8 = 14
talon damage: 1d6 + 5 ⇒ (5) + 5 = 10

Jorne Fyrestone Stavian |

Round 1
fort vs. paralysis from lick, DC 21: 1d20 + 17 ⇒ (10) + 17 = 27
As the bite from the raptor closes in on he shouts out a 'Warning Roar'.
Make an opposing Diplomacy check to negate an enemy’s attack on a nearby ally.
diplomacy: 1d20 + 17 ⇒ (9) + 17 = 26 Sooo close!!!
26 Quince
24 Vordikai
17 Dinenen
10 skeleton
9 Jorne
6 Lykan
Being after the skeletons they get to rip into him... or not as he dodges all of the blows and then swings his halberd into the creature again! Now seeing it he should hit...
+2 Cold Iron Halberd of defending: 1d20 + 14 ⇒ (14) + 14 = 28
damage: 1d10 + 11 + 2d6 ⇒ (4) + 11 + (4, 6) = 25 electricity and stance damage (/x3)
+2 Cold Iron Halberd of defending: 1d20 + 14 - 5 ⇒ (10) + 14 - 5 = 19
damage: 1d10 + 11 + 2d6 ⇒ (8) + 11 + (5, 1) = 25 electricity and stance damage (/x3)

Quince Medvyed |

Round 2
Quince calls out in Celestial, "Keep on this side of the burn." Quince pulls out a wand and speaks a word. Any question to what he meant is answered by a ring of crimson flames erupting among the skeletal dinosaurs and around the lich.
Wand of Wall of Fire Outside of the ring is the "Curtain of Fire" the pink is the direction of the flames. I am assuming the ring facing inward blocks the waves of heat from the opposite interior wall. Meaning the heat given off by the ring behind the lich wouldn't come through the outside of the ring by my allies. My solution would be make it bigger if the heat bleeds through.
Those IN the wall x2 to Undead: 2d6 + 7 ⇒ (3, 6) + 7 = 16
Within 10 feet of the ring: 2d4 ⇒ (2, 3) = 5

Lykàn Delĩss |

Round 1
Fort save 1d20 + 11 ⇒ (3) + 11 = 14
The Elf finds himself paralyzed and pulled closer to the creature's jaws. Defenceless, the hunter prepares himself for death.
Round 2.
The Creature's attacks batters Lykàn relentlessly and leaves the elf bloodied and unmoving. To his credit, the elf took all the blows without uttering a grunt of pain.
welp that didn't last long with that kind of pathetic dice rolls.
79 damage. Yep One Dead Elf.

Dinenen |

Rd 1
Dinenen attempts to assist the undead dinosaur return to dead.
Flurry of Blows 1: 1d20 + 10 ⇒ (19) + 10 = 29
Bludgeoning, Magic w/ Acid: 1d10 + 2 + 1d6 ⇒ (5) + 2 + (3) = 10
Flurry of Blows 2: 1d20 + 10 ⇒ (2) + 10 = 12
Bludgeoning, Magic w/ Acid: 1d10 + 2 + 1d6 ⇒ (10) + 2 + (1) = 13
Rd 2
Hearing the warning, Dinenen pauses for a second, and then steps back from the wall. He can't attack into the ring without hurting himself, so he has to give the undead thing space to come at least partially through before he can properly respond. He'll put himself on Full Defense while he waits for the thing to either move forward or die . . .. With his Acrobatics Training, that's a +6 to his AC, for AC29/T29/F18/CMD36+. Still within their range to get me, sadly.
"It just tore through Lykan like a rag doll!"

Jorne Fyrestone Stavian |

Round 2
Fear the Reaper: Counter: Intimidate an opponent into missing an ally.
With a flex of his physique he tries to Intimidate the skeleton attacking Lycan. Making the tongue not hit.
Intimidate: 1d20 + 16 ⇒ (7) + 16 = 23
He urges the others, Get behind me, Quince I think it is time to channel!