
Karrak Ironhand |

Amending what I am summoning if that is OK.
Karrak opens a link to the celestial plane calling for the aid of 1d3 ⇒ 1 eagles. bah
The eagle flies at one of Karrak's captors, attacking with claw and beak.
Celestial evil round 1/4 using smite evil to add +1 dmg.
talon blessed 1d20 + 4 ⇒ (13) + 4 = 17
damage1d4 + 1 ⇒ (4) + 1 = 5
2nd talon blessed 1d20 + 4 ⇒ (1) + 4 = 5
damage1d4 + 1 ⇒ (4) + 1 = 5
bite blessed 1d20 + 4 ⇒ (18) + 4 = 22
damage1d4 + 1 ⇒ (1) + 1 = 2
HP=15/30 and bleeding 1
Bless Round 8/40
Deflection Aura: Ended
Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Bless (USED)
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon (USED)
Silence (USED)
Summon Monster II (USED)

Chitleen Shudra |

Round 8: Bombs: 2/6 remaining, HP: 14/19, AC: 17
Chitleen forces himself back to his feet and rolls the dead bat off to one side. Reaching within his satchel he withdraws a pulpy mass held within a hessian bag held gingerly.
Move action stand, move action draw tanglefoot bag.

Hungry Voodoo |

Although their evil intent is evident, Lockjaw doesn't detect tangible evil in the lycanthrope nor does he land a telling blow. Chitleen rises to his feet and prepares to hurl a new concoction. Tangled in the nets, Karrak still manages to free a hand to invoke a summoning prayer. Tararr struggles in his weakened condition.
Karrak- summoning is a full round action so eagle appears at the start of your turn next round.
Still need Tararr's action.

Tararr Trollspiltter |

Cool.
Tarrar looks for something throw, but finding nothing at hand he moves to the paladin's side and attacks the beast he confronts.
Axe 1d20 + 6 ⇒ (6) + 6 = 12 DMG 1d8 + 2 + 2d6 ⇒ (4) + 2 + (1, 1) = 8
Lost track of where what was.

Hungry Voodoo |

Glancing around for anything to throw, Tararr finally just charges toward the remaining werebat struggling with Lockjaw, but his weakened state is telling as he fails to wound it. The bat turns on the barbarian, failing to bite, but slashing a jagged tear near the dwarf's throat. Tararr-10 slash, 1 bleed
The slavers continue flying upward with the captured priest to forty feet above the compound below. Abid hurls a glob of acid at Chitleen, but misses.
Round 9
Lockjaw
Chitleen
Karrak
Tararr
Bats

Chitleen Shudra |

Round 9: Bombs: 2/6 remaining, HP: 14/19, AC: 17
Judging that the slavers are unlikely to find it as easy to fly with wings covered with hardened sap - Chitleen steps forward and hurls the tanglefoot bag...
Move to F,9, toss Bag
Tanglefoot touch: 1d20 + 6 - 3 - 6 ⇒ (3) + 6 - 3 - 6 = 0 the negative 6 is for range...
But as he feared the range is far too great, and his weakened arm is sapped by the energy of the witches chest and the bag does not reach anywhere near to it's target.

Karrak Ironhand |

Tarrar didn't leave any boulders lying around after he was practicing with them earlier?
Karrak tries to find calm to heal himself and stop his bleeding (CLW).
Concentration DC 16 (spellcraft) 1d20 + 5 ⇒ (10) + 5 = 15 Doh!
HP=14/30 and bleeding 1
Bless Round 9/40
Deflection Aura: Ended
Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Bless (USED)
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon (USED)
Silence (USED)
Summon Monster II (USED)

Lockjaw Stoneshield |

Round 9
HP = 36/44
AC = 21/10/21 (+2 vs. Smite Foe)
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 3/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 1/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)
Lockjaw steps over to begin flanking the bat.
Move to -J4.
Mwk Waraxe Cold Iron Power Attack Bless Drain Smite: 1d20 + 7 ⇒ (13) + 7 = 201d10 + 9 ⇒ (2) + 9 = 11
Swift to LoH LoH: 2d6 ⇒ (4, 4) = 8

Tararr Trollspiltter |

RD 9, HP31/55 AC 15 Rage 7/16
Tararr continues the press on the batman between him and his brother in battle.
Axe+Flank 1d20 + 8 ⇒ (10) + 8 = 18 DMG 1d8 + 2 + 2d6 ⇒ (7) + 2 + (2, 3) = 14
Sorry, Karrak. I have bat guano for luck this round.

Hungry Voodoo |

Lockjaw staggers over the pile of corpses, but regains his footing and drawing upon divine might, heals his wounds as he hacks through the werebat's supernatural defenses. Tararr tries to circle around the foe, but his angle is bad and he fails to end its aberrant existence.
Chitleen hurls his viscous mass, but it falls far short and lands somewhere over the compound wall. Karrak attempts a quick healing prayer, but he is interrupted as the manbats suddenly drop him. He flails weightless in the air a moment before hitting the stone floor below. Karrak-15 hp fall damage.
The grievously wounded and surrounded werebat throws itself upon the paladin once more biting him with festering teeth as it collapses. Lockjaw-8 hp bite.
Above, Abid launches himself from the roof into the air as he calls upon the slavers to slay the dwarves. The slavers draw their scimitars, prepared to dive at the paladin and berserker that remain standing.
Round 10
Lockjaw
Chitleen
Karrak- unc
Tararr
Bats

Lockjaw Stoneshield |

Round 10
HP = 34/44
AC = 21/10/21 (+2 vs. Smite Foe)
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 1/5 (2d6)
Channel/day = 0/2 (2d6)
Smite Evil/day = 1/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)
Seeing his foe drop and the young priest turned into pavement decoration Lockjaw makes his way to a more defensible location.
Move to -F8 and Channel for 2d6 ⇒ (2, 4) = 6.
"Fort up boys!"

Chitleen Shudra |

Round 9: Bombs: 2/6 remaining, HP: 14/19, AC: 17
Seeing the priest fall heavily to the floor and not get up, Chitleen hisses and does the only thing he can to aid him. Moving to stand astride Karrak, Chitleen readies one of his last two acid bombs to throw... timing it to meet the charge of the slavers.
Bomb: 1d20 + 6 - 3 ⇒ (1) + 6 - 3 = 4 for 2d4 + 4 ⇒ (4, 2) + 4 = 10
Move to G,10 - Waiting for the charge to happen then tossing, using Precise bomb to protect friendlies.
Edit: or not...

Karrak Ironhand |

Karrak has a moment of hope as he is released but then all is black.
HP=-3/30 and bleeding 1
Bless Round 10/40
Deflection Aura: Ended
Channel Energy 4/4 remaining
Deflection Aura 0/1
Touch of Good 6/6
Spells Remaining
Level 0 (unlimited):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Level 2
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)

Karrak Ironhand |

Sorry, I missed the channel and I think I was off by 1 or 2 somehow (I was bleeding 1/round but I think that stops when I get healed, right?) *I didn't even know he could do that!*
Karrak tries to clear his head as he comes to and struggles free of the net.
not sure if I need a roll but: Escape Artist 1d20 + 0 ⇒ (18) + 0 = 18
HP: 5

Hungry Voodoo |

Lockjaw moves quickly, running to his allies and channeling healing light. Chitleen hurries over to ward the fallen cleric with bomb in hand. Thankfully, the priest of Torag groans as he is painfully restored to consciousness by Lockjaw's healing burst. He struggles in the net, but is unable to untangle himself.
Tararr up.

Hungry Voodoo |

Yanking on the net does little to help Karrak's situation unfortunately. Two shapes dive from the darkness overhead assaulting Tararr from either side. Fortunately for the berserker, they land hard and he receives only a glancing blow from a scimitar. Tararr-5 slash
Round 10
Lockjaw
Chitleen
Karrak
Tararr
Bats

Lockjaw Stoneshield |

Round 10
HP = 34/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 1/5 (2d6)
Channel/day = 0/2 (2d6)
Smite Evil/day = 1/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)
"Tast ma pappies axe!"
-G7, -H8, Attack!
Mwk Waraxe Cold Iron Power Attack Bless Drain Flank: 1d20 + 7 ⇒ (7) + 7 = 141d10 + 5 ⇒ (4) + 5 = 9

Karrak Ironhand |

If possible while in the net...
Karrak grabs his holy symbol and channels positive energy.
Heal 2d6 ⇒ (5, 3) = 8
Bless Round 11/40
(if successful)
HP=5+8=13
Deflection Aura: Ended
Channel Energy 3/4 remaining
Deflection Aura 0/1
Touch of Good 6/6
Spells Remaining
Level 0 (unlimited):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Level 2
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)

Chitleen Shudra |

Round 10: HP: 14/19, AC: 17
Disdaining his bow for his talwar, Chitleen moves to engage that which attacks Tararr... even if he is unlikely to wound, he should serve as distraction enough.
Circle to H,8 to provide flank (or I,8 if H,8 is difficult terrain).
Talwar: 1d20 + 3 ⇒ (3) + 3 = 6 for 1d8 + 1 ⇒ (4) + 1 = 5 ... or not

Hungry Voodoo |

Lockjaw steps up to hack at one of the lycanthropes, but his axe fails to break through the chainmail links. Chitleen slips around the melee to engage the creature with his talwar providing a threat of harm if not any real harm. Tararr shifts to take advantage of Chitleen's position and lays into the bat slaver with the glowing urgrosh leaving the were-creature gravely wounded.
From the net, Karrak summons a burst of healing energy from Torag. Less injured than it was before, the bat withdraws with its companion to the roof and out of range of Tararr's lethal urgrosh.
Round 11
Lockjaw
Chitleen
Karrak
Tararr
Bats

Lockjaw Stoneshield |

Round 11
HP = 44/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 1/5 (2d6)
Channel/day = 0/2 (2d6)
Smite Evil/day = 1/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Bless, STR (-4)
Drained of strength and lacking a foe, Lockjaw prepares to assault the first bat that flies into range.
Ready to attack.
Mwk Waraxe Cold Iron Power Attack Bless Drain: 1d20 + 5 ⇒ (3) + 5 = 81d10 + 5 ⇒ (2) + 5 = 7

Karrak Ironhand |

Karrak mutters an incantation and feels his skin harden.
Barkskin
Long-duration spells (4 minutes) active: Bless, Barkskin
HP=13
AC: 20 (10 + 2 DEX + 6 armor +2 natural(spell))
Deflection Aura: Ended
Channel Energy 3/4 remaining
Deflection Aura 0/1
Touch of Good 5/6
Spells Remaining
Level 0 (unlimited):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Magic Weapon
Level 2
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level) (USED THIS ROUND)