
Chitleen Shudra |

Round 4: 6/7 bombs used.
Thanking the Hunter that the tiny gremlins seem too stupid to realise the folly of bunching up together... Chitleen attempts to magnaminously instruct them. A vial of alkahest arcs forth...
Alkahest: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13 or 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
At R2 for 3d4 + 4 ⇒ (4, 1, 1) + 4 = 10 direct damage and 7 splash, DC 15 Reflex for half.

Lockjaw Stoneshield |

Round 4
HP = 53/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = None
Freed of his captivity Lockjaw continues his advance.
Move to R4.
MAW PA: 1d20 + 7 ⇒ (20) + 7 = 271d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Well then...

Hungry Voodoo |

Note: You'll have to reroll saves against the entangle spell so long as you are in the area of effect (until you get on the stairs). If you fail the save (Ref DC 14) you can't move, but can still attack with a -2 penalty. so Tararr can attack. Lockjaw fails his save and can't move.
Lockjaw is enmeshed by the flailing mycelium again as he attampts to reach the stairs. Chitleen hurls another bomb amongst the gremlins who all succumb to the holocaust of acid!

Karrak Ironhand |

I'm a little confused, are there any left? And the druid is out of sight up the stairs?
Karrak continues to struggle with the ensnaring tendrils.
Move action
1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (9) + 2 = 11
Another move action
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (10) + 2 = 12
Can we slice this stuff?
HP=34/35
Channel Energy 1/6 remaining
Deflection Aura 0/1
Touch of Good 0/6
Level 0 (5/day):
Read Magic
Create Water
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)
[strikethrough]Know the Enemy[/strikethrough]
[strikethrough]Sanctuary[/strikethrough]
Remove Sickness
Magic Weapon
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
[strikethrough]Spiritual Weapon [/strikethrough]
[strikethrough]Summon Monster II [strikethrough] (for CMW)
Remove Paralysis
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease
magical (+1) bolts: 19

Cap'n Voodoo |

Karrak continues to struggle against the fibrous tendrils. He imagines that even if he cut them, they would be replaced as quickly as they were sliced. The only way forward is to strain against them or slip their grip.
Above the smoking ruination of the gremlin squad comes the echo of the pugwampi priest's curses. A moment later a group of flittering shapes swoop down from the trap doorway of the room above. Nine bat-like creatures descend and in groups of three settle on the nearest targets. Tararr feels two sets of barbed legs grasp skin while the third batwinged bug gets caught up in the tendrils. Two more grab onto Lockjaw while one probes unsuccessfully at the stone armor. Finally, Chitleen gets mobbed but manages to duck two of the creatures.
Actually, Karrak is outside the pug aura now. Lockjaw may take an AoO (2 rolls)
Round 3
Tararr
R4
Lockjaw
Chitleen
Karrak
pugs

Chitleen Shudra |

Round 4: AC 14
Chitleen slings his satchel to one side and out of the way before drawing his talwar with a jerking half-motion wrought of his confinement. Awkwardly he tries to lance one of the bat-things...
Talwar: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20 or 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 for 1d8 + 1 ⇒ (7) + 1 = 8
Another -2 to the attack if I am grappled, otherwise Chitleen is trying to attack the one that did get it's barbs in him.

Lockjaw Stoneshield |

Round 5
HP = 53/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Entangled
"Torag's breath blast tha damn vermin!"
AoO: 1d20 + 9 ⇒ (9) + 9 = 181d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Happy to have something within reach, he then swings at one of the flying beasts again.
MAW: 1d20 + 9 ⇒ (10) + 9 = 191d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Hungry Voodoo |

Tararr manages to stoop enough to recover his weapon though he is still ensnared by the pale tendrils. Lockjaw finds that the large bugbats are easy to hit even as his grip seems to shift or the tendrils unfortunately pull the wrong way. He smacks one out of the air and then crushes another before it can sink its long beak into his skin. Chitleen pierces the creature that has hooked onto his arm.
Karrak up

Karrak Ironhand |

Strength: 1d20 + 2 ⇒ (19) + 2 = 21
Karrak gathers his energy and with a berserker-like roar summons the strength to break free. He fires his crossbow at one of the circling bat creatures.
1d20 + 7 ⇒ (8) + 7 = 15
damage1d8 + 1 ⇒ (5) + 1 = 6
He eyes the flying creatures, trying to identify if they are summoned creatures.
Kn. Arcana 1d20 + 5 ⇒ (16) + 5 = 21

Hungry Voodoo |

NOTE: entangled doesn't mean that you are paralyzed, just that you can't move to a new space until you break free. If you stay put, you have to save or be entangled again next round.
Karrak fires at one of the stirges hovering over Chitleen, but misses. It swoops at the priest instead and landing digs into him. The corpses of the dead stirges remain so Karrak knows that they are of this plane and not another. The entangled stirge still struggles to grasp Tararr as its companions begin drinking. The tubular mouth of the one remaining on Lockjaw finds flesh and begins to feed as well. A final unattached stirge harasses Chitleen.
Tararr-2 Con damage, Lockjaw-1 Con damage
Round 4
Tararr
R5
Lockjaw
Chitleen
Karrak
stirges

Chitleen Shudra |

Round 5: AC 14
Chitleen takes grim satisfaction that two of the three that sought his blood are dead... but the sounds of the stirges greedily lapping up dwarven blood reinforces his resolve that his own should not be tasted. He attempts to bring the edge of his talwar to bear upon the remaining stirge assaulting him...
Talwar: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12 or 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17 for 1d8 + 1 ⇒ (8) + 1 = 9

Tararr Trollspiltter |

Str11d20 + 5 ⇒ (13) + 5 = 18 STR2 1d20 + 5 ⇒ (10) + 5 = 15
Tararr blast out of the tendrils even his vigor feels corrupted by the stirges' feeding. The only focus he has is for the druid and moves to destroy it.
Move to S3, 2 if possible and attack boss or whatever is in front of him
Axe Head 1d20 + 5 ⇒ (13) + 5 = 18 or1d20 + 5 ⇒ (4) + 5 = 9 DMG 1d8 + 8 ⇒ (3) + 8 = 11

Lockjaw Stoneshield |

Round 5
HP = 53/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Entangled, -1 Con
Lockjaw curses as the stirge latches on, then attempts to fix the problem.
MAW: 1d20 + 9 ⇒ (13) + 9 = 221d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Hungry Voodoo |

Ignoring the bloodsuckers, Tararr bursts out of the clutching tendrils and makes for the stairs. He immediately steps on a caltrop that slows him down, but manages to stagger up a stair or two. Lockjaw flattens the last stirge that bothers him. Chitleen narrowly misses his second stirge as a tendril unfortunately pulls his arm aside. It clamps on to the side of the elf's face in response. Karrak can't manage to reach the final stirge that feeds on the back of his neck.
Tararr-2 Con, Karrak-1 Con
From his position at the bottom of the stairs, Tararr spots two gremlins standing at the top. The one sitting on the big rat squeaks something in gnollish as the rat hops out of sight with him while the other, a leering creature with bat-wing like ears, makes a gesture greasing the stairs Tararr stands on.
Tararr- Ref DC 14 or fall off the stairs for 2 hp
Round 5
Tararr
R6
Lockjaw
Chitleen
Karrak
stirges

Chitleen Shudra |

Round 6: AC 14
Chitleen writhes about to try and lance the stirge that seeks his flesh...
Talwar: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22 or 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 for 1d8 + 1 ⇒ (1) + 1 = 2
Crit Conf: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 or 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18 for 1d8 + 1 ⇒ (2) + 1 = 3
... before barking back at his tormentor in the same yipping language.

Lockjaw Stoneshield |

Round 6
HP = 53/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Entangled, -1 Con
"Don't worra boys, I'ma comin'!"
STR DR 12: 1d20 + 3 ⇒ (1) + 3 = 41d20 + 3 ⇒ (20) + 3 = 23
Damn you pugwampis!
STR DR 12: 1d20 + 3 ⇒ (6) + 3 = 91d20 + 3 ⇒ (16) + 3 = 19
Curse them all! ;p

Karrak Ironhand |

Still struggling....
STR 1d20 + 2 ⇒ (3) + 2 = 5
Seriously?
Karrak can't break free from the tendrils but tries to hook his handaxe around at the stirge again.
attack 1d20 + 5 - 2d6 ⇒ (1) + 5 - (4, 2) = 0
Seriously?
"Help!"
Entangled. (-4 DEX?)
CON 11/12
HP=29/30 after the CON adjustment of -5 HP
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 1/6 remaining
Level 0 (5/day):
Read Magic
Create Water
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)
Remove Sickness
Magic Weapon
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease
magical (+1) bolts: 18

Tararr Trollspiltter |

Damn it. Ate my post.
DC 14 1d20 + 4 ⇒ (13) + 4 = 17 or 1d20 + 4 ⇒ (4) + 4 = 8
For a moment Tararr holds his footing then zips over the edge. Landing with a solid thud, but but no worse for the wear he rises and hacks at a stirge.
Axe 1d20 + 11 ⇒ (4) + 11 = 15 or 1d20 + 11 ⇒ (7) + 11 = 18DMG 1d8 + 8 ⇒ (2) + 8 = 10

Hungry Voodoo |

The aura of misfortune continues to haunt Tararr and he slips on the stairs, tumbling down and landing back in the writhing trash. His inherent toughness ameliorates any wounds and he stands again. Nearby, Lockjaw is stuck in place. Every time he tries to move forward either slipping or pulling the wrong way.
The ill effects of the pugwampi's hated unluck seems to continue to hinder Karrak and he nearly loses his axe swinging at the tiny beast on his back. Chitleen finishes off the final stirge hanging onto his face and yells a response at the pug above. A squeaking voice comes back and the stirges on Tararr and Karrak continue feeding.
Tararr- new saves against being entangled, ref DC 14
Tararr-2 Con, Karrak-1 Con. remember to apply con penalty and hp loss (T-15, K-5)
Round 6
Tararr
R7
Lockjaw
Chitleen
Karrak
stirges

Chitleen Shudra |

Round 7: AC 14
Having dealt with his own stirges and feeling it unworthy of the breath it would take to respond to those above, Chitleen tries to swipe the stirge that is sucking Karrak dry...
Talwar: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 or 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10 for 1d8 + 1 ⇒ (6) + 1 = 7

Tararr Trollspiltter |

DC14 1d20 + 4 ⇒ (18) + 4 = 22 or 1d20 + 4 ⇒ (8) + 4 = 12
Knowing he will be stuck in place again, Tararr focuses on the bat boys.
Axe against one 1d20 + 9 ⇒ (12) + 9 = 21 or 1d20 + 9 ⇒ (3) + 9 = 12 DMG 1d8 + 6 ⇒ (2) + 6 = 8
Spike other 1d20 + 9 ⇒ (5) + 9 = 14 or 1d20 + 9 ⇒ (19) + 9 = 28
DMG 1d6 + 6 ⇒ (2) + 6 = 8

Lockjaw Stoneshield |

Round 7
HP = 53/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Entangled, -1 Con
Lockjaw continues his attempts to break free, now attempting to move up the stairs as most of the stirges are dead.
STR DC 12: 1d20 + 3 ⇒ (11) + 3 = 141d20 + 3 ⇒ (19) + 3 = 22
Breaking free he moves 20' towards the druid.

Karrak Ironhand |

The unfortunate cleric tries to break free and then hacks at the stirge on his back.
STR 1d20 + 2 ⇒ (5) + 2 = 7
attack 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
damage 1d6 + 2 ⇒ (6) + 2 = 8
CON 10/12
HP=29/30 (35) after the CON adjustment of -5 HP
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 1/6 remaining
Level 0 (5/day):
Read Magic
Create Water
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)
Remove Sickness
Magic Weapon
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease
magical (+1) bolts: 18

Hungry Voodoo |

BBB-Good luck with the job hunt.
Tararr is hindered by the binding fungal tendrils, but manages to spike one of the pernicious pests reclaiming his blood in a burst that covers him. Lockjaw breaks free of the horrible hyphae and moves up the stairs where he encounters a dangerous greased area. Karrak is finally able to chop off the feeding stirge as Chitleen's narrow miss causes it to move into range.
only 1 stirge left on Tararr-1 Con.
Lockjaw- Acrobatics DC 10

Lockjaw Stoneshield |

Round 8
HP = 49/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Entangled, -1 Con
Sorry that last update took me so long, I was thinking to fold it into my next post (this one), then realized you were waiting for me before continuing. In such situations I have no problems with you rolling for me to keep the game going rather than wait for me to post a roll. I'll do my best to make sure we don't wait like that again, but I'm sure it'll happen.
STR DC 12: 1d20 + 3 ⇒ (6) + 3 = 91d20 + 3 ⇒ (20) + 3 = 23
STR DC 12: 1d20 + 3 ⇒ (18) + 3 = 211d20 + 3 ⇒ (10) + 3 = 13
Lockjaw rips himself free of the garbage, standing again at the base of the stairs.

Tararr Trollspiltter |

Rage 8/18, Con down 7, Hp45/72, AC15
Axe 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19 or 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13 DMG 1d8 + 6 ⇒ (3) + 6 = 9
Spear1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13 or 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
DMG 1d6 + 6 ⇒ (4) + 6 = 10
Tararr again swings about at the blood sucker seeking to free himself from its horrid feeding.

Hungry Voodoo |

The bloated stirge releases Tararr and attempts to clumsily flutter off, but is axed and plummets spraying dwarf blood into the trash. There is a shriek of rage from above.
Lockjaw again rips himself free of the moldy tendrils and moves to the stairs though he stops short of the hazardous grease spot. At the top of the stairs, a trio of the bat-eared gremlins scowl at him with tiny crossbows readied.
R8
Chitleen
Karrak
gremlins

Chitleen Shudra |

Round 8: 7/7 bombs used.
As the stars align and three bat-eared adversaries line up for him, Chitleen assesses he will not get a similar opportunity again and unleashes the last of his prepared acid for the day...
Alkahest: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8 or 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
At the three for 3d4 + 4 ⇒ (2, 3, 1) + 4 = 10 direct damage and 7 splash, DC 15 Reflex for half.

Karrak Ironhand |

Karrak struggles with the fungus before finally breaking free.
1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (19) + 2 = 21
2 move actions
Entangled. (-4 DEX?)
CON 10/12
HP=29/30 (35) after the CON adjustment of -5 HP
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 1/6 remaining
Level 0 (5/day):
Read Magic
Create Water
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)
Remove Sickness
Magic Weapon
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease
magical (+1) bolts: 18

Hungry Voodoo |

Chitleen's throwing arm catches and his vial hooks badly to land midway up the stairs leaving a cloud of acrid mist that harms no one. Karrak pushes forward to the stairs next to Lockjaw. The trio of gremlins bare pointy little teeth, but hold their ground in the room above the stairs.
Tararr and Chitleen remain in the briar patch.
Round 9
Tararr
R10
Lockjaw
Chitleen
Karrak
stirges

Tararr Trollspiltter |

Rage 9/18, Con down 7, Hp45/72, AC15
Str 1d20 + 5 ⇒ (10) + 5 = 15 or 1d20 + 5 ⇒ (12) + 5 = 17
Acro for slope 1d20 + 10 ⇒ (1) + 10 = 11
Tararr moves to engage the wee bastards ready to use them as weapons upon each other if he must.
Not sure if I have an attack or not,but please roll for me with the axe head if so. +11 for the attack +8 for dmg.

Lockjaw Stoneshield |

Round 10
HP = 49/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Entangled, -1 Con
Lockjaw, knowing his chances of clearing the great are nil, looks for a way around or to neutralize it.
Any way to avoid or crawl through the grease? At -6 Acrobatics there's no way I'll roll 16+ twice.

Hungry Voodoo |

Not to be left behind, Tararr bursts from the weeds and up the stairs. He almost loses his footing on the grease slick, but recovers only to take a hail of bolts from the skinny gremlins with big ears. The bolts are aimed for his most vulnerable spots and the barbarian can do little to protect himself as he gingerly negotiates the slick.
Tararr- 12, 10, 10
R10
Lockjaw
Chitleen
Karrak
stirges

Karrak Ironhand |

I had started to use Sanctuary (for CLW) and 2 Touch of Good to treat mine and Lockjaw's caltrop wounds but changed the actions in the surprise round. So I assume I still have those left.
Karrak prays for Sanctuary, and feels a protective aura about him. He stows his handaxe.
Sanctuary round 1/5. Will save DC 14 to attack me.
Injured from caltrop (half move until healed)
CON 10/12
HP=29/30 (35) after the CON adjustment of -5 HP
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 1/6 remaining
Touch of Good 2/6
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Sanctuary
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)
Remove Sickness
Magic Weapon
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease
magical (+1) bolts: 18