
chillblame |

Ogre leader one
reflex: 1d20 + 3 ⇒ (1) + 3 = 4
strength: 1d20 + 9 ⇒ (4) + 9 = 13
The ogre is held by the plants
damage: 2d6 ⇒ (3, 1) = 4
Ogre leader 2
reflex: 1d20 - 1 ⇒ (1) - 1 = 0
strength: 1d20 + 7 ⇒ (1) + 7 = 8
Held by plants
damage: 2d6 ⇒ (6, 2) = 8
Orc leader
reflex: 1d20 ⇒ 16
strength: 1d20 + 6 ⇒ (16) + 6 = 22
Bosh the basher gets out of the entangle.
orcs reflex: 1d20 + 0 ⇒ (8) + 0 = 8
strength: 1d20 + 3 ⇒ (15) + 3 = 18
orcs reflex: 1d20 + 0 ⇒ (12) + 0 = 12
strength: 1d20 + 3 ⇒ (10) + 3 = 13
orcs reflex: 1d20 + 0 ⇒ (10) + 0 = 10
strength: 1d20 + 3 ⇒ (11) + 3 = 14
The orcs are stuck
The four orcs on the far right flank decide to depart, and flee.
A dire boar charges Fergus
dire boar: 1d20 + 10 ⇒ (15) + 10 = 25 that's a hit
damage: 2d6 + 9 ⇒ (6, 3) + 9 = 18

Fenla Welci |

Fenla watched as the huge Frost Giant tore it's way through the plants trying to grip it's huge feet. Worried he would be charging at Fergus next Fenla dropped a pile of grease covering half the ground under the boar and in the frost giants path.
Casts Grease (+2 DC from Arcane Reservoir, +3 Fox's cunning) DC (Ref) = 20

Vakmu Blackhorse |

Big Johann ploughs forward, finally getting out of the entangle, though still in range of the thorns.
I presume that you'd like me to roll the attack, as I don't see it in thread
Thorny Entanglement attack on Big Johann: 1d20 + 12 ⇒ (20) + 12 = 32, and Potential Damage: 2d6 ⇒ (5, 3) = 8
Edit: Possible Crit!
Thorny Entanglement Crit confirm on Big Johann: 1d20 + 12 ⇒ (9) + 12 = 21, and Potential Damage: 2d6 ⇒ (4, 2) = 6

pad300 |
I have put a HP bar on Fergus's Icon. Chill, as Fenla completed her action (Enlarge Person) without interruption, he is now large, and you will need to make his icon bigger. I am not sure what this will do with how assorted "miniature bases" will be overlapped on the map...will it displace the characters icons? (involved - Fergus and either 1 dire boar or Rommin)

Ungor the Dire |

Ungor init: 1d20 + 3 => (1) + 3 = 4
Ungor wakes up and sees utter chaos around him but does take notice of the sudden emergence of a large target charging into the area Fergus. So he is not in any immediate danger.
"What in Gozreh's sacred wind is going on here?"
Spellcraft id Green spell: 1d20 + 10 ⇒ (5) + 10 = 15
Spellcraft id Purple spell: 1d20 + 10 ⇒ (5) + 10 = 15
"Hey! you there!" he points at the largest cell mate "Any idea of where the keys to this infernal cage are?"
Ungor then begins his morning ritual of being "spell prepared". i.e. all the hours per level spells
Source Advanced Class Guide pg. 186
School transmutation; Level druid 3, hunter 3, ranger 3
Casting
Casting Time 1 standard action
Components V, S, M (a pinch of dirt)
Effect
Range personal
Target you
Duration 1 hour/level (D)
Description
This functions as longstrider, except it gives you a +20-foot enhancement bonus to your base speed and a +10-foot enhancement bonus to your other modes of movement (burrow, climb, fly, swim, and so on). It does not affect movement modes you do not actually have—for example, if you do not have a swim speed, this spell does not grant you a swim speed.
as a MOVE action, he will maneuver around the cage boundary looking for any weaknesses or "they left the keys nearby".

chillblame |

chillblame wrote:Big Johann ploughs forward, finally getting out of the entangle, though still in range of the thorns.
I presume that you'd like me to roll the attack, as I don't see it in thread
[dice=Thorny Entanglement attack on Big Johann]1d20+12, and [dice=Potential Damage]2d6
Edit: Possible Crit!
[dice=Thorny Entanglement Crit confirm on Big Johann]1d20+12, and [dice=Potential Damage]2d6
That attack happens in your action, to my understanding.

Vakmu Blackhorse |

Vakmu Blackhorse wrote:That attack happens in your action, to my understanding.chillblame wrote:Big Johann ploughs forward, finally getting out of the entangle, though still in range of the thorns.
I presume that you'd like me to roll the attack, as I don't see it in thread
[dice=Thorny Entanglement attack on Big Johann]1d20+12, and [dice=Potential Damage]2d6
Edit: Possible Crit!
[dice=Thorny Entanglement Crit confirm on Big Johann]1d20+12, and [dice=Potential Damage]2d6
Nope, "Any creature that moves within 15 feet of the spell’s area is attacked once on its turn by the animated plants. " It's written that way so you can't run through the attack zone on your own turn, and not get attacked...

Ungor the Dire |

Ungor notices the the cage is secured by bolt, with a rope knot preventing its easy opening. Seems an orc thing.
so is that a knot I can untie or cut through to free us? Or will it take a skilled Disable Device check? What is this stuff that saves you from my punches?! curses you tiny knot!!

Vakmu Blackhorse |

Ok, as mentioned in the discussion thread, I am away for Christmas. Posting will be sporadic at best. If necessary, bot my actions. I should be back to a regular schedule on Jan 2.

chillblame |


Vakmu Blackhorse |

Vakmu continues with his slog forward, (move action, 20 ft) , and assesses the field. He says to himself, "Three of them against 1 boar and 1 frost giant, they should be good? Shouldn't they?" He casts another Thirsting Entanglement. (DC 19. Cast a spell standard action, I have drawn a slightly brighter 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. )
Chill, as you have not responded to my post above, I am leaving the saving throws (DC 19) with you : for the Thirsting entanglement cast this turn: 4 ogres, 3 orcs, 1 dire boar. If they fail, they take 1d2 con damage. Assorted people inside the areas of both thirsting entanglements need to take strength or escape artist checks to move, and will trigger con damage if they fail.
To save you some rolls, here are the attacks for the various folks inside the area of the thorny entanglement.
Inside primary area - need strength check or escape artist check to move:
Attack on OL1 when he tries to Move: 1d20 + 12 ⇒ (20) + 12 = 32 for Damage: 2d6 ⇒ (4, 2) = 6
edited in possible crit : 1d20 + 12 ⇒ (8) + 12 = 20 for Damage: 2d6 ⇒ (2, 5) = 7
Attack on OL2 when he tries to Move: 1d20 + 12 ⇒ (9) + 12 = 21 for Damage: 2d6 ⇒ (2, 5) = 7
Attack on Dire Boar when he tries to Move: 1d20 + 12 ⇒ (4) + 12 = 16 for Damage: 2d6 ⇒ (4, 1) = 5
Attack on Dire Boar when he tries to Move: 1d20 + 12 ⇒ (18) + 12 = 30 for Damage: 2d6 ⇒ (3, 4) = 7
Big Johan is outside the primary area, so he can move without restriction. However, by moving, he will trigger an attack on himself:
Attack on Johann when he tries to Move: 1d20 + 12 ⇒ (9) + 12 = 21 for Damage: 2d6 ⇒ (5, 2) = 7

Rommin Hawkridge |
Rommin steps to the side and shoots arrows at the boar.
Longbow attacks at the boar next to Fergu, rapid shot, deadly aim.
To hit 1d20 + 7 - 2 + 1 ⇒ (7) + 7 - 2 + 1 = 13, damage 2d6 + 12 + 1 ⇒ (3, 3) + 12 + 1 = 19
To hit 1d20 + 7 - 2 + 1 ⇒ (16) + 7 - 2 + 1 = 22, damage 2d6 + 12 + 1 ⇒ (6, 3) + 12 + 1 = 22
To hit 1d20 + 2 - 2 + 1 ⇒ (17) + 2 - 2 + 1 = 18, damage 2d6 + 12 + 1 ⇒ (5, 4) + 12 + 1 = 22
Active effects: shield, blur, mirror image (2 images), bulls strength and gravity bow.

Ungor the Dire |

Casts
this is small modification from my tactics post earlier...sacrificing the bite bump to make both claws bump +2
Magic Fang
School transmutation; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.
Magic fang can be made permanent with a permanency spell.
Magic Fang, Greater
School transmutation; Level druid 3, ranger 3
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 hour/level
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.
Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).
Greater magic fang can be made permanent with a permanency spell.
strength check: 1d20 + 2 ⇒ (2) + 2 = 4 DC 10
"Curses on this confounding bolt. You there! he points at the biggest companion prisoner get over here and help get this bolt out!" maybe get an assist?

Ungor the Dire |

not much of a personable guy...maybe that is why I spend all of my time in bear form :)
intimidate: 1d20 - 1 ⇒ (18) - 1 = 17

Vakmu Blackhorse |

Ye gods. Another entangle.
Sorry, but my job is to lock up the battlefield so they can't mob us...
PS. Remember that things entangled can fight free with Str or escape artist checks (although failed checks lead to bad things...), and I am currently leaving saving throws to you...
pad300 |
"Bahamut aid me!" (Swift Action Lay on Hands, healing: 3d6 ⇒ (4, 1, 6) = 11 , edit Fergus HP are now 59/66 ) cries Fergus and a platinum glow surrounds him, as he adjusts his position to better protect the lady Fenla ( 5 ' step ). He strikes ferociously at the boar that had struck him ( Full Attack with Power Attack against a prone target ( -4 to AC against melee attacks; Chill, I have put this into the attack rolls as a +4 to hit...)
Attack 1: 1d20 + 7 + 3 - 1 + 4 - 2 + 2 ⇒ (9) + 7 + 3 - 1 + 4 - 2 + 2 = 22
+7 BAB, +3 Str, -1 size, +4 prone target, -2 power attack, +2 enhancement
Damage 1: 2d6 + 3 + 2 + 4 ⇒ (6, 5) + 3 + 2 + 4 = 20
large longsword 2d6 +3 str +2 enhancement +4 power attack
Attack 2: 1d20 + 7 + 3 - 1 + 4 - 2 + 2 - 5 ⇒ (20) + 7 + 3 - 1 + 4 - 2 + 2 - 5 = 28
+7 BAB, +3 Str, -1 size, +4 prone target, -2 power attack, +2 enhancement,-5 second attack
Damage 2: 2d6 + 3 + 2 + 4 ⇒ (3, 5) + 3 + 2 + 4 = 17
large longsword 2d6 +3 str +2 enhancement +4 power attack
Editing in possble Crit on the 2nd attack
Attack 2 Possible Crit: 1d20 + 7 + 3 - 1 + 4 - 2 + 2 - 5 ⇒ (9) + 7 + 3 - 1 + 4 - 2 + 2 - 5 = 17
Potential Crit Damage 2: 2d6 + 3 + 2 + 4 ⇒ (5, 1) + 3 + 2 + 4 = 15
Chill, note that Fergus is down to a 22 AC from enlarge, having lost 1 pt from reduced dex and 1 from size. Also, standing up from prone draws an AoO, and if the boar does so (assuming it survives that long, so as not to take a -4 to it's attacks), Fergus will take the AoO; I am rolling it here, so as not to have a delay later in play.
Attack 1: 1d20 + 7 + 3 - 1 + 4 - 2 + 2 ⇒ (10) + 7 + 3 - 1 + 4 - 2 + 2 = 23 Damage 1: 2d6 + 3 + 2 + 4 ⇒ (6, 6) + 3 + 2 + 4 = 21
Further Edit - I strongly suspect this AoO is unneccesary... but use it if needed for any AoO that Fergus takes...

Brother Hawthorne |

Brother Hawthorne moves east a bit, and slightly north. He has a huge grin on his face, as he announces to the party members during his approach, "By Charmalaine this is what it is all about! We got a lot of them before they discovered us. How goes it with you lot?"

chillblame |

Ogres and orc
bob ref: 1d20 ⇒ 16 Str: 1d20 + 5 ⇒ (1) + 5 = 6
Con damage: 1d2 ⇒ 2
bob ref: 1d20 ⇒ 1 Str: 1d20 + 5 ⇒ (18) + 5 = 23
Con damage: 1d2 ⇒ 1 second bite
jock ref: 1d20 ⇒ 16 Str: 1d20 + 5 ⇒ (11) + 5 = 16
strap ref: 1d20 ⇒ 19 Str: 1d20 + 5 ⇒ (5) + 5 = 10
Con damage: 1d2 ⇒ 1
harry ref: 1d20 ⇒ 3 Str: 1d20 + 5 ⇒ (14) + 5 = 19
orc archer 1ref: 1d20 ⇒ 1 Str: 1d20 + 3 ⇒ (12) + 3 = 15
Con damage: 1d2 ⇒ 1

chillblame |

Dire boar 4 ref: 1d20 + 4 ⇒ (1) + 4 = 5 str: 1d20 + 6 ⇒ (3) + 6 = 9
Con damage: 1d2 ⇒ 1
Dire boar 5 ref: 1d20 + 4 ⇒ (4) + 4 = 8 str: 1d20 + 6 ⇒ (14) + 6 = 20
Con damage: 1d2 ⇒ 1
Dire boar 6 ref: 1d20 + 4 ⇒ (20) + 4 = 24 str: 1d20 + 6 ⇒ (20) + 6 = 26
Con damage: 1d2 ⇒ 2
Dire boar 7 ref: 1d20 + 4 ⇒ (16) + 4 = 20 str: 1d20 + 6 ⇒ (9) + 6 = 15
Con damage: 1d2 ⇒ 2
Dire boar 9 ref: 1d20 + 4 ⇒ (3) + 4 = 7 str: 1d20 + 6 ⇒ (3) + 6 = 9
Con damage: 1d2 ⇒ 2

chillblame |

orc archer 2ref: 1d20 ⇒ 15 Str: 1d20 + 3 ⇒ (17) + 3 = 20
Con damage: 1d2 ⇒ 2
orc archer 2ref: 1d20 ⇒ 17 Str: 1d20 + 3 ⇒ (2) + 3 = 5
Con damage: 1d2 ⇒ 2
orc archer 3ref: 1d20 ⇒ 17 Str: 1d20 + 3 ⇒ (19) + 3 = 22
Con damage: 1d2 ⇒ 2
orc archer 3ref: 1d20 ⇒ 15 Str: 1d20 + 3 ⇒ (1) + 3 = 4
Con damage: 1d2 ⇒ 2

chillblame |

Busy round.
Several monsters have broken free, including a couple of standard ogres, one of the ogre leaders and big Johann, who actually threw a rock. Looking bad for the others
Vakmu: 23 is up
Rommin: 22 is up
orc leader 2: 21
Brother Hawthorne: 16
Vriaana: 16 is up
Fergus: 14 is up
Frost Giant (Big Johann): 14
ogre leader 2: 14
ogres: 12
ogre leader 1: 6
orcs: 6
Fenla: 5 is up

Ungor the Dire |

to my cell mates ”Mind the boars. Don’t piss them off and they may leave you alone given the chaos that is out there. Free the other cage and I will get into a position to take on the big guys.”
Ungor moves to behind the other wagon and casts bark skin in prep for the fight that is coming.

Vakmu Blackhorse |

Vakmu continues his measured advance 20 ft standard move (I think I need more battlefield mobility...) and decides to try to cut down the knot of effective resistance developing in front of Sir Fergus. He cast Rainbow Pattern (DC 19 will save or be fascinated. Can affect up to 24 hd, starting with fewest HD first. Cast a spell standard action, I have drawn a bright blue circle on the map . And calls out to his allies, "Ignore the fascinated, finish the other ogres, rather than let them escape.

pad300 |
Big Johann moves clear, taking some damage as he goes, pulling out a rock from his pack. He hurls it at Fergus, his axe in one hand.
[dice=boulder]1d20 + 9
[dice=damage]1d8 + 13
Fergus contemptuously slaps the missile aside with his shield, and asks, "Rommin, Lady Fenla, please give me a little fighting room " he want's room to 5' step, left and back, on his turn...

Rommin Hawkridge |
Rommin continues his slow pull back, turning his aim to the enormous frost giant.
Longbow attacks at the frost giant, rapid shot, deadly aim.
To hit 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11, damage 2d6 + 12 ⇒ (3, 3) + 12 = 18
To hit 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25, damage 2d6 + 12 ⇒ (4, 3) + 12 = 19
To hit 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20, damage 2d6 + 12 ⇒ (3, 6) + 12 = 21
Active effects: shield, blur, mirror image (2 images), bulls strength and gravity bow.
Edit: Wow, two possible crits!
To confirm 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9, extra damage 4d6 + 24 ⇒ (1, 1, 1, 3) + 24 = 30
To confirm 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18, extra damage 4d6 + 24 ⇒ (1, 6, 4, 2) + 24 = 37

Fenla Welci |

Rommin continues his slow pull back, turning his aim to the enormous frost giant.
Longbow attacks at the frost giant, rapid shot, deadly aim.
To hit 1d20+7-2, damage 2d6+12
To hit 1d20+7-2, damage 2d6+12
To hit 1d20+2-2, damage 2d6+12Active effects: shield, blur, mirror image (2 images), bulls strength and gravity bow.
Edit: Wow, two possible crits!
To confirm 1d20+7-2, extra damage 4d6+24
To confirm 1d20+2-2, extra damage 4d6+24
Yikes! Nice shooting.
Hearing Fergus call out Fenla moves to the side and begins to summon a creature to aid the group in battle.
Casts summon monster III - Latern Archon

chillblame |

A ripple of colours lights up the area, drawing the attention of a dire boar and ogre. Big Johann ignores it.
By HD, only the dire boar and ogre are affected by the spell
dire boar: 1d20 + 2 ⇒ (1) + 2 = 3
ogre leader: 1d20 + 6 ⇒ (2) + 6 = 8
The ogre and boar are transfixed by the light, the ogre pawing in the air at it.

Vakmu Blackhorse |

Updated
Vakmu:
Rommin:
Brother Hawthorne: 16 is up
Vriaana: 16 is up
Fergus: 14 is up
Frost Giant (Big Johann): 14
ogre leader 2: 14
ogres: 12
ogre leader 1: 6
orcs: 6
Fenla: 5
Ungor: 1
Fixed the who's up and bolded issue...
Fergus is waiting for Vrianna and Brother Hawthorne, who might just clear the boar from his path to his destiny (an axe crit from Big J is my guess)