
Lockjaw Stoneshield |

Round 13
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)
Thought Tararr cut Karrak free?
Seeing another about to be born aloft Lockjaw swings at the rope.
Mwk Waraxe Cold Iron Power Attack Bless Drain: 1d20 + 5 ⇒ (17) + 5 = 221d10 + 5 ⇒ (7) + 5 = 12

Hungry Voodoo |

Thought Tararr cut Karrak free?
I meant to be clearer, stressful week at work. Tararr just cut open the net to make it easier for Karrak to get out. Karrak still has to take an action to get untangled. I reduced the escape DC from 20 to 10 to account for the damage. He may take 10 to escape.

Hungry Voodoo |

Lockjaw Stoneshield |

Round 14
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)
Seeing a target in range Lockjaw swings.
Going for injured bat.
Mwk Waraxe Cold Iron Power Attack Bless Drain: 1d20 + 5 ⇒ (16) + 5 = 211d10 + 5 ⇒ (3) + 5 = 8
Hope this drain wears off soon but at least that hits (I hope).

Hungry Voodoo |

Hope this drain wears off...
oops. yep, duration of enfeeblement has been over. AoO was still a near miss though.
Lockjaw belatedly notes that his strength has returned as he drives his axe into the injured bat. The resulting wound is deep even against the supernaturally resistant foe.

Chitleen Shudra |

Round 14: 19/19 HP, AC 13
Knowing that his blade is unlikely to prove telling, Chitleen still sees benefit in the distraction he can offer for the dwarves to take advantage of...
Talwar: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 for 1d8 + 1 ⇒ (1) + 1 = 2 5ft to I,10 before swing
Crit? 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 for 1d8 + 1 ⇒ (7) + 1 = 8

Tararr Trollspiltter |

HP27/55 Rage 12/16
A renewed vigor seems to wash over the rager as he turns to engage the last of the bat men. "Now ya pay, hognose."
Axe head 1d20 + 10 ⇒ (19) + 10 = 29 DMG1d8 + 6 + 2d6 ⇒ (1) + 6 + (2, 6) = 15
Spear Head 1d20 + 10 ⇒ (16) + 10 = 26 DMG 1d6 + 6 + 2d6 ⇒ (5) + 6 + (1, 4) = 16

Hungry Voodoo |

In seconds, the other slaver falls bleeding out beneath the pale silver moonglow of Tararr's enhanced urgrosh. Above, Abid shrieks in frustration as his best warriors have been lost. The clapping wings above retreat deeper into the Grand Transept leaving the dwarves and remaining elf to deal with the dead.
Tamerk peers out from slave pens where the women and children have holed up and after checking the air space above, he begins separating the human forms as the dead werebats have resumed their natural shape. All in all, two dead dire bats and five lycanthropes are piled together against three dead former slaves and the defection of Daeron.

Tararr Trollspiltter |

End Rage 13/16 Fatigued for 13 rds HP19/47
Tararr leans heavily on his weapon, his face heavy with the strain of combat. "Sor....Sorry I couldn't save the elf, Chitl'en. They flogged me hard an' kept me away.",he says with labored breaths. Looking about at the carnage, he continues,"Looks like they lost their man folk." Tararr moves about the mess taking bits and pieces from his kills as trophies.

Chitleen Shudra |

Chitleen scoffs "He strode into their arms of his own volition... he is no longer an elf, merely another that has fallen to black and will be bled when the time comes." before clumsily rifling through the dead werebat's pockets to see what they bore. Absentmindedly he ventures "We should mount their heads on spears... announce that hunters have come to Zolurket and that we bring death." gesturing at the fallen lycanthropes.

Lockjaw Stoneshield |

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 = None
"Only four a' us now. Maight be tough."
Lockjaw claps Tararr on the back and channels the last of Torag's blessing he possesses this day.
LoH: 2d6 ⇒ (5, 1) = 6
"They'll nae be back toni'. Nets. We need nets."

Karrak Ironhand |

Karrak channels healing energy after gathering the injured.
2d6 ⇒ (1, 6) = 7
2d6 ⇒ (6, 4) = 10
"We should at least burn the human casualties, or bury them. I don't care what we do with the bats, as long as we get them out of our compound. Don't want to attract anything hungry. Maybe take them up there where the oozes live."
HP=30/30
AC: 18 (10 + 2 DEX + 6 armor )
Channel Energy 1/4 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

Hungry Voodoo |

The wise priest comes up with an innovative way to dispose of the bodies and a work detail of some of the women is quickly established to transport the dead to the water works where the enemy remains are disposed except for several heads that are posted around the compound walls.
It is decided by the human that their dead will be buried outside near the gardens and at first light, the weary women and children with Aktosh once more head outside to take care of their own.

Hungry Voodoo |

Aktosh soon returns with the humans. He takes chalk and slate to report that the manbats have raided the farm. He notes that this isn't the first time, but it will take time and effort to re-establish it.
It appears that food will be short for the time being, but it is fortunate that you are soon expecting the arrival of the bosses and hopefully more supplies.
any other actions for the day?

Hungry Voodoo |

The compound is secured long before dark and watch set with Aktosh taking Daeron's place in the order. He finds an alarm bell to ring should he see anything. Fortunately, neither bats nor other threats are seen through the night and the next morning the humans head out to the replant the gardens. Aktosh, whose mind seems to have healed through work at the forge has become a reliable member of the group and goes along as a guard.
consider everyone healed to full hp. plans?

Karrak Ironhand |

"Let's not wait for that bat-fiend to gather more strength, I saw we take the fight to him. Maybe catch him asleep in the daytime. Make sure you've got somethin' to throw or shoot at him if he takes to the air. "

Hungry Voodoo |

The adventurers inventory the selection of silvered weapons bearing in mind that ranged weapons will be far more effective against their flying foes. The gnolls had already stockpiled an assortment of silver arrows and bolts and Aktosh has plated a few hurled weapons with silver. A silver bar or rock for Tararr could be created, but that doesn't seem the best use of the valuable material.