
Ungor the Dire |

"zzzzzzz...loud snore.....zzzzz….loud snore....zzzzz"
given that in human form I look like a hairy nature loving individual dressed in leaf / wooden looking clothes with no apparent weapons...can I assume that I'm still wearing my gear? or will there be a pile somewhere that I will need to get my stuff from?

Fenla Welci |

Not sure what I can see with Low-Light vision but here is my roll.
Perception: 1d20 + 14 ⇒ (5) + 14 = 19

chillblame |

Brother Hawthorne finishes his ogre and gives a thumbs up to Vrianna. But a pottery flask near the ogre is dislodged, making a sudden noise. The ogres wake up.
Round 1 starts. Moving to standard initiative.
Vakmu: 23
Rommin: 22
orc leader 2: 21
Brother Hawthorne: 16
Vriaana: 16
Fergus: 14
Frost Giant (Big Johann): 14
ogre leader 2: 14
ogres: 12
ogre leader 1: 6
orcs: 6
Fenla: 5
orc leader 1: 1
Vakmu and Rommin are up. Perception DC15 to determine what is going on. Brother Hawthorne and Vrianna don't need to, they are very aware. The ogres are still prone and flat-footed until they act, but the camp is now alerted. However, alerted does not mean they understand what is happening. Except for the ogres.

Vakmu Blackhorse |

As planned, it's wakeup call time for all our sleepy friends
Hearing the distinct crack of breaking pottery in the cool night air, Vakmu pops up from behind his rock, advances 20 ft Move action and then, as per the planning, casts a Thorny Entanglement. standard Action
DC18 for Chill's convenience, I have marked both the inner (green, entanglement) and outer (orange, damage) radii on the map. Next post will be a rather large stack of attack and damage rolls : "Any creature that moves within 15 feet of the spell’s area is attacked once on its turn by the animated plants. The plants use your caster level as their base attack bonus and add your spellcasting ability score modifier (Intelligence for witches; Wisdom for druids, rangers, and shamans) to the attack roll." as I assume everything in area is going to try to move... As a gameplay suggestion, assign the damage first, then you don't have to rolll the saves for all of the orcs...
I will move Fergus when his turn comes up - I currently plan a run action - 80' of movement, towards the action....
With regards to the map, I have left the green squares on the map to show Chill how I drew/lined up the circle. I'll delete them once he is good with the placement/drawing

Vakmu Blackhorse |

I count 35 in the attack area. Attack rolls are at +12 ( +7 caster level, +5 Wis ), against a flat footed (and potentially non-armored if they were sleeping w/o armor) AC. Damage is 2d6 piercing. Targeting is in initiative order – ie when they will move
Orc Leader 2
Thorny Entanglement Attack: 1d20 + 12 ⇒ (18) + 12 = 30 TE Damage: 2d6 ⇒ (5, 2) = 7
Frost Giant
Thorny Entanglement Attack: 1d20 + 12 ⇒ (1) + 12 = 13 TE Damage: 2d6 ⇒ (3, 1) = 4
Ogre Leader 2
Thorny Entanglement Attack: 1d20 + 12 ⇒ (9) + 12 = 21 TE Damage: 2d6 ⇒ (1, 4) = 5
Ogre Leader 1
Thorny Entanglement Attack: 1d20 + 12 ⇒ (15) + 12 = 27 TE Damage: 2d6 ⇒ (2, 3) = 5
Assorted Orcs and Dire Boars
Thorny Entanglement Attack: 1d20 + 12 ⇒ (20) + 12 = 32 TE Damage: 2d6 ⇒ (3, 5) = 8
Edit in Potential Crit
Thorny Entanglement Critical Chance: 1d20 + 12 ⇒ (19) + 12 = 31 TE Damage: 2d6 ⇒ (3, 4) = 7
Thorny Entanglement Attack: 1d20 + 12 ⇒ (3) + 12 = 15 TE Damage: 2d6 ⇒ (3, 2) = 5
Thorny Entanglement Attack: 1d20 + 12 ⇒ (7) + 12 = 19 TE Damage: 2d6 ⇒ (2, 3) = 5
Thorny Entanglement Attack: 1d20 + 12 ⇒ (6) + 12 = 18 TE Damage: 2d6 ⇒ (1, 6) = 7
Thorny Entanglement Attack: 1d20 + 12 ⇒ (4) + 12 = 16 TE Damage: 2d6 ⇒ (3, 4) = 7
Thorny Entanglement Attack: 1d20 + 12 ⇒ (16) + 12 = 28 TE Damage: 2d6 ⇒ (6, 4) = 10
Thorny Entanglement Attack: 1d20 + 12 ⇒ (7) + 12 = 19 TE Damage: 2d6 ⇒ (5, 6) = 11
Thorny Entanglement Attack: 1d20 + 12 ⇒ (1) + 12 = 13 TE Damage: 2d6 ⇒ (2, 3) = 5
Thorny Entanglement Attack: 1d20 + 12 ⇒ (3) + 12 = 15 TE Damage: 2d6 ⇒ (4, 2) = 6
Thorny Entanglement Attack: 1d20 + 12 ⇒ (13) + 12 = 25 TE Damage: 2d6 ⇒ (1, 6) = 7
Thorny Entanglement Attack: 1d20 + 12 ⇒ (13) + 12 = 25 TE Damage: 2d6 ⇒ (5, 5) = 10
Thorny Entanglement Attack: 1d20 + 12 ⇒ (7) + 12 = 19 TE Damage: 2d6 ⇒ (5, 6) = 11
Thorny Entanglement Attack: 1d20 + 12 ⇒ (4) + 12 = 16 TE Damage: 2d6 ⇒ (3, 6) = 9
Thorny Entanglement Attack: 1d20 + 12 ⇒ (20) + 12 = 32 TE Damage: 2d6 ⇒ (2, 1) = 3
Edit in Potential Crit
Thorny Entanglement Critical Chance: 1d20 + 12 ⇒ (16) + 12 = 28 TE Damage: 2d6 ⇒ (4, 1) = 5
Thorny Entanglement Attack: 1d20 + 12 ⇒ (16) + 12 = 28 TE Damage: 2d6 ⇒ (6, 5) = 11
Thorny Entanglement Attack: 1d20 + 12 ⇒ (8) + 12 = 20 TE Damage: 2d6 ⇒ (3, 5) = 8
Thorny Entanglement Attack: 1d20 + 12 ⇒ (9) + 12 = 21 TE Damage: 2d6 ⇒ (5, 5) = 10
Thorny Entanglement Attack: 1d20 + 12 ⇒ (15) + 12 = 27 TE Damage: 2d6 ⇒ (2, 6) = 8
Thorny Entanglement Attack: 1d20 + 12 ⇒ (2) + 12 = 14 TE Damage: 2d6 ⇒ (1, 4) = 5
Thorny Entanglement Attack: 1d20 + 12 ⇒ (15) + 12 = 27 TE Damage: 2d6 ⇒ (2, 1) = 3
Thorny Entanglement Attack: 1d20 + 12 ⇒ (1) + 12 = 13 TE Damage: 2d6 ⇒ (5, 1) = 6
Thorny Entanglement Attack: 1d20 + 12 ⇒ (11) + 12 = 23 TE Damage: 2d6 ⇒ (5, 6) = 11
Thorny Entanglement Attack: 1d20 + 12 ⇒ (5) + 12 = 17 TE Damage: 2d6 ⇒ (3, 3) = 6
Thorny Entanglement Attack: 1d20 + 12 ⇒ (12) + 12 = 24 TE Damage: 2d6 ⇒ (6, 3) = 9
Thorny Entanglement Attack: 1d20 + 12 ⇒ (18) + 12 = 30 TE Damage: 2d6 ⇒ (3, 3) = 6
Thorny Entanglement Attack: 1d20 + 12 ⇒ (18) + 12 = 30 TE Damage: 2d6 ⇒ (2, 3) = 5
Thorny Entanglement Attack: 1d20 + 12 ⇒ (7) + 12 = 19 TE Damage: 2d6 ⇒ (2, 2) = 4
Thorny Entanglement Attack: 1d20 + 12 ⇒ (12) + 12 = 24 TE Damage: 2d6 ⇒ (2, 3) = 5
Thorny Entanglement Attack: 1d20 + 12 ⇒ (16) + 12 = 28 TE Damage: 2d6 ⇒ (5, 3) = 8
Thorny Entanglement Attack: 1d20 + 12 ⇒ (6) + 12 = 18 TE Damage: 2d6 ⇒ (1, 3) = 4
Orc Leader 1
Thorny Entanglement Attack: 1d20 + 12 ⇒ (5) + 12 = 17 TE Damage: 2d6 ⇒ (4, 3) = 7
I’m assuming the dire boars are acting on the same init as the orcs who ride them…

Rommin Hawkridge |
Perception 1d20 + 21 ⇒ (3) + 21 = 24
Rommin smiles when he hears the sound. So, they won't have all of the fun after all. His hand drops, signaling to the others that the jig is up.
As his hand drops, it goes to his quiver. Drawing forth a long shaft, he nocks it, draws and releases it, hoping to end an ogre before it can even rise.
I believe I have a clear line to one of the ogres, who is backlit by the fire for me. Rapid shot, deadly aim bow attack.
Longbow shot with deadly aim 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10.
Damage 1d8 + 10 ⇒ (3) + 10 = 13
Longbow shot with deadly aim 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20.
Damage 1d8 + 10 ⇒ (8) + 10 = 18

Vakmu Blackhorse |

Heck, I missed splitting out the Mammoth because he is not on the init order. Steal the last orc attack, before Orc Leader 1 and tag it to the mammoth

Vakmu Blackhorse |

Ok, in the interests of letting GM Chill get through all his monsters tonight, I have marked a pink X on the map, where Fergus's 80' of movement (run full round action) will get him to. So anyone, Chill included, can move Fergus there, once it's his point in the initiative order and we can get on with the turn, rather than wait for me to wake up and see the thread...

Vakmu Blackhorse |

Think of it as me doing you a favor, so now you don't have to worry about moving so many icons...
late here. i'll sort out the rest when I wake
Have you rolled the saving throws (DC 18) for entanglement? Are you going to mark the icons of those entangled or do we have to make some sort of a perception roll to see that?
Just to confirm, you have't acted for Orc Leader 2 yet, so Hawthorne, Vrianna and Fergus will only go after you do.

Ungor the Dire |

and I will continue to snore until I'm told the battle wakes me up; puts me on the board; and I see an initiative :)

chillblame |

Orc leader one (Bosh the basher) wakes with a start to a loud noise. Then plants tried to eat him (he's not too bright). Darts and thorny branches lash over him, but he takes no damage. He tries to get up.
reflex: 1d20 ⇒ 3
That does not go well.
That also does not go well
damage: 2d6 ⇒ (3, 6) = 9

Vrianna |

Equally as confused as her partner in stealth by the paladin's behavior, Vrianna somehow manages to shrug as the two keep running to lead any pursuers to their traps. "At least he waited for us to finish." She says in what might have been an attempt at a joke.

chillblame |

Fergus charges across the plain, screaming warcries.
Big Johann attempts to live up to his name
reflex roll: 1d20 + 3 ⇒ (9) + 3 = 12
strength roll: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 2d6 ⇒ (6, 5) = 11
With a mighty roar, Big Johann lives up to his name, ripping the plants around him free of the ground. As more plants seek to hold him, he staggers forward, towards the charging warrior
One of the ogre leaders attempts to break out of the plants
reflex: 1d20 - 1 ⇒ (19) - 1 = 18
strength roll: 1d20 + 7 ⇒ (4) + 7 = 11
But he fails dismally
damage: 2d6 ⇒ (4, 5) = 9
The other attempts the same
reflex: 1d20 + 3 ⇒ (7) + 3 = 10
strength roll: 1d20 + 9 ⇒ (20) + 9 = 29
He rips himself free and advances. But not far, as the plants impede his efforts

chillblame |

An orc archer shoots at Brother Hawthorne
shortbow: 1d20 + 2 ⇒ (1) + 2 = 3
But the shadowy, darting figure is a hard target.
Some orcs attempt to break free of the entangle
reflex: 1d20 + 0 ⇒ (6) + 0 = 6
strength roll: 1d20 + 4 ⇒ (1) + 4 = 5
reflex: 1d20 + 0 ⇒ (19) + 0 = 19
strength roll: 1d20 + 4 ⇒ (17) + 4 = 21
One takes damage damage: 2d6 ⇒ (4, 2) = 6 and promptly expires. Others scurry away
The dire boars attempt to break free.
reflex: 1d20 + 4 ⇒ (12) + 4 = 16
strength: 1d20 + 6 ⇒ (20) + 6 = 26
reflex: 1d20 + 4 ⇒ (17) + 4 = 21
strength: 1d20 + 6 ⇒ (11) + 6 = 17
reflex: 1d20 + 4 ⇒ (2) + 4 = 6
strength: 1d20 + 6 ⇒ (7) + 6 = 13
reflex: 1d20 + 4 ⇒ (8) + 4 = 12
strength: 1d20 + 6 ⇒ (18) + 6 = 24
reflex: 1d20 + 4 ⇒ (12) + 4 = 16
strength: 1d20 + 6 ⇒ (9) + 6 = 15
two take damage
damage: 2d6 ⇒ (1, 1) = 2
damage: 2d6 ⇒ (2, 5) = 7

Fenla Welci |

Trying to remain unseen Fenla moves to the bushes beside Rommin to get near the charging Fergus.
Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
*Casts Enlarge on Fergus*
+4 size bonus to Strength (+4 with Fenla Archetype)
-2 size penalty to Dex
-1 penalty on attack rolls and AC
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage).
Long Sword goes from 1d8 to 2d6 damage.

Vakmu Blackhorse |

Hearing and seeing the crazy human rushing headlong into the fight, Brother Hawthorne comments to Vrianna, "that fool will get himself killed some day!"
Equally as confused as her partner in stealth by the paladin's behavior, Vrianna somehow manages to shrug as the two keep running to lead any pursuers to their traps. "At least he waited for us to finish." She says in what might have been an attempt at a joke.
A little respect you pair of sneaky rats - here he is, doing his damnedest to draw attention away from your knife in the dark antics. He's hustling hard to put his metal plated butt on the line, to hold assorted ogres, dire boars and so forth away from Fenla and Rommin...

Vakmu Blackhorse |

Ungor, I see in the Roll20 chat you think you will need a huge bear icon in a couple of seconds... I would think carefully about that. I'm not quite sure that picking a no-equipment fight with 6 dire boars, and the rest of the party out of supporting range is really a good plan...

chillblame |

Ungor, your character is in the wagon. Top left of the map, look for the rectangles. May I suggest you increase its size when you transform. Other people are in the wagons, BTW
Ungor wakes up and notes several things. One, he is in a cage, with a few other people. Two, there is a pile of dead orcs nearby. Three, there are bestial screams and moving plants near him. Last he has a really bad headache, and someone stole the barrel of mead he had. Oh, and there are several dire boars standing nearby.
It will require a DC 25 strength check to burst the cage. You cannot see your equipment anywhere.

Vakmu Blackhorse |

Vakmu continues with his measured advance, (move action, 20 ft) , and pauses to survey the battlefield. He casts a Thirsting Entanglement (DC 19. Cast a spell standard action, I have drawn a purple circle on the map (again, the green boxes are to show Chill how I placed it, and I will delete them after he has seen them. )

Vakmu Blackhorse |

These ended turn inside the primary Thorny Entanglement area, and thus attacked when they try to move next turn for 2d6:
Attack Orc Leader 1: 1d20 + 12 ⇒ (7) + 12 = 19 ; Damage for Orc Leader 1: 2d6 ⇒ (5, 1) = 6
Attack Orce Leader 2: 1d20 + 12 ⇒ (9) + 12 = 21 ; Damage for Orc Leader 2: 2d6 ⇒ (2, 3) = 5
Attack Ogre Leader 1: 1d20 + 12 ⇒ (14) + 12 = 26 ; Damage for Ogre Leader 1: 2d6 ⇒ (6, 4) = 10
Attack Ogre Leader 2: 1d20 + 12 ⇒ (1) + 12 = 13 ; Damage for Ogre Leader 2: 2d6 ⇒ (5, 3) = 8
Attack Johann: 1d20 + 12 ⇒ (15) + 12 = 27 ; Damage for Johann: 2d6 ⇒ (1, 6) = 7
Attack Boar 1: 1d20 + 12 ⇒ (9) + 12 = 21 ; Damage for Boar 1: 2d6 ⇒ (1, 5) = 6
Attack Boar 2: 1d20 + 12 ⇒ (5) + 12 = 17 ; Damage for Boar 2: 2d6 ⇒ (1, 5) = 6
Attack the Orc Lookout: 1d20 + 12 ⇒ (16) + 12 = 28 ; Damage for Orc Lookout: 2d6 ⇒ (3, 4) = 7
Ended turn inside the secondary Thorny Entanglement area, and thus being attacked at 12 for 2d6:
Attack the Mammoth: 1d20 + 12 ⇒ (4) + 12 = 16 ; Mammoth Damage: 2d6 ⇒ (5, 2) = 7

Rommin Hawkridge |
Rommin steps out from behind the boulder to get a better view of the battle. He scans above the flailing plants for a foe to target, and the massive frost giant poses an irresistible target.
Prescience 1d20 ⇒ 19, 1 of 6.
Longbow attacks at the frost giant, rapid shot, deadly aim.
To hit 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22, damage 2d6 + 12 ⇒ (3, 4) + 12 = 19.
To hit 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19, damage 2d6 + 12 ⇒ (4, 1) + 12 = 17.
To hit 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5, damage 2d6 + 12 ⇒ (3, 4) + 12 = 19.
Edit: Let's substitute that 19 prescience roll for the 5 on the last to hit roll. That gives him a 19 to hit with it.
The numbers look different this time because I forgot to include his buffs last time.
Active effects: shield, blur, mirror image (1d4 + 1 ⇒ (1) + 1 = 2 images), bulls strength and gravity bow.

chillblame |

orc save: 1d20 + 0 ⇒ (1) + 0 = 1
orc save: 1d20 + 0 ⇒ (14) + 0 = 14
orc save: 1d20 + 0 ⇒ (13) + 0 = 13
orc save: 1d20 + 0 ⇒ (6) + 0 = 6
ogre save: 1d20 + 0 ⇒ (2) + 0 = 2
ogre leader 2 save: 1d20 - 1 ⇒ (4) - 1 = 3
dire boar: 1d20 + 4 ⇒ (12) + 4 = 16
dire boar: 1d20 + 4 ⇒ (15) + 4 = 19
dire boar: 1d20 + 4 ⇒ (10) + 4 = 14
dire boar: 1d20 + 4 ⇒ (11) + 4 = 15
dire boar: 1d20 + 4 ⇒ (11) + 4 = 15
dire boar: 1d20 + 4 ⇒ (19) + 4 = 23
dire boar: 1d20 + 4 ⇒ (9) + 4 = 13
well that is depressing, only one saved

chillblame |

More plants explode into life, twisting and grasping at the creatures near them, a terrifying display of power. These plants lack thorns but have a sickly, hungry cast.
life leech: 1d2 ⇒ 2
life leech: 1d2 ⇒ 1
life leech: 1d2 ⇒ 2
life leech: 1d2 ⇒ 2
life leech: 1d2 ⇒ 1
life leech: 1d2 ⇒ 1
life leech: 1d2 ⇒ 2
life leech: 1d2 ⇒ 1
life leech: 1d2 ⇒ 1
life leech: 1d2 ⇒ 2
life leech: 1d2 ⇒ 1
life leech: 1d2 ⇒ 1
life leech: 1d2 ⇒ 2
One orc lapses into unconsciousness as the plants leech away his life essence. The others continue to struggle

pad300 |
Chill, don't forget saves against re-entanglement (because they ended in the area) for Ogre Leader 2 and Big Johann; reflex DC 18), they might need to break free again this turn...
Fergus slows his headlong run to protect the vulnerable, taking a position to block a charge on Rommin and Fenla. Stomping his feet, he sets himself to meet the charge of the dire boars.
I have moved Fergus for this round : a 40' double move as a full round action.