GM Hands of Fate |
Brodin's first arrow hits solidly, but only a small crack appears in the creature's stony hide. The creature dodges the second shot.
gargoyle claws Reynaud AC 12: 1d20 + 6 ⇒ (3) + 6 = 9 for 1d6 + 2 ⇒ (6) + 2 = 8
gargoyle bite Reynaud AC 12: 1d20 + 6 ⇒ (3) + 6 = 9 for 1d6 + 2 ⇒ (5) + 2 = 7
gargoyle gore Reynaud AC 12: 1d20 + 6 ⇒ (7) + 6 = 13 for 1d6 + 2 ⇒ (4) + 2 = 6
gargoyle claws Garrosh AC 21: 1d20 + 6 ⇒ (14) + 6 = 20 for 1d6 + 2 ⇒ (4) + 2 = 6
gargoyle claws Garrosh AC 21: 1d20 + 6 ⇒ (9) + 6 = 15 for 1d6 + 2 ⇒ (5) + 2 = 7
gargoyle bite Garrosh AC 21: 1d20 + 6 ⇒ (7) + 6 = 13 for 1d6 + 2 ⇒ (5) + 2 = 7
gargoyle gore Garrosh AC 21: 1d20 + 6 ⇒ (9) + 6 = 15 for 1d6 + 2 ⇒ (6) + 2 = 8
The first gargoyle rakes into Reynaud and gores at the warrior with it's horn, the second one takes a five-foot-flap to get close to Garrosh, but it's attacks are ineffectual.
Reynaud, 9 damage from claw and horn.
UP NEXT: Reynaud, Seir, Tony and Belle to finish round 3.
Seir of the Dawnflower |
SW: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 1 ⇒ (3) + 1 = 4
Crit?: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 1 ⇒ (4) + 1 = 5
Seir's force sword lands an especially strong hit, while he circles around the other gargoyle and his weapon bursts into flame.
Sun metal
Reynaud La Croix |
Mage Armor is probably the better option.
Looks like this is where it ends. I only hope I can keep at least one other alive.
Reynaud slashes the gargoyle that wounded him.
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
sigh
Tony Tanner |
"Belle! Raynaud! Come to us!"
Seeing the Garrosh engaging and distracting the gargoyle. Tony tumbles back in and plunges his dagger in its back side, but still focusing on avoiding of its wretched claws.
Acrobatics: 1d20 + 12 ⇒ (14) + 12 = 26
+3 Dagger: 1d20 + 10 + 2 - 4 ⇒ (16) + 10 + 2 - 4 = 24
Debilitating Blow (Bewildered): 1d4 + 5 + 3d6 ⇒ (1) + 5 + (6, 1, 1) = 14
Tony back to AC 24. And Southern Gargoyle takes -2 to AC, -4 from Tony. Effects last for 1 round.
Belle PBP |
"In a sec. Reynaud, you are in no shape to take this thing on alone. Go join the others. I'm safer than you right now."
Belle draws her wand, takes a 5 footer, and taps Reynauld with Mage Armor.
Belle and the spiritual weapon are occupying the same space. I moved it over the gargoyle for convenience.
GM Hands of Fate |
Seir's force weapon cuts deeply into the gargoyle's stony hide. Reynaud staggers back and lashes out, but fails to hit. Tony tumbles in under the gargoyle, standing and plunging the magical dagger into the creature's back. With a gravelly scream, the creature collapses to the ground, convulses and grows still. The cracks in it's hide deepen as the creature breaks apart into hunks of rock. It's eyes, two large emeralds, roll onto the ground, sparkling in the firelight.
gargoyle perception to pinpoint Belle: 1d20 + 7 ⇒ (14) + 7 = 21
gargoyle claws Belle: 1d20 + 6 ⇒ (16) + 6 = 22 for 1d6 + 2 ⇒ (3) + 2 = 5
miss chance: 1d100 ⇒ 61, 1-50 will hit.
The gargoyle screams with glee and rakes out toward Belle, narrowly missing her.
Belle PBP |
When it is her turn to go...
Belle dodges the blow and hurries over to where the others are, positioning herself safely behind the front liners, then pops into view as she fires a spread of magic missiles at the remaining gargoyle (no material components needed).
MM: 3d4 + 3 ⇒ (3, 2, 3) + 3 = 11
"Hopefully that will do it!"
On the previous round I said Belle used a wand of mage armor. She has no wand, so she cast it by hand. I meant to say she used a move action to retrieve the components, not to draw a wand.
GM Hands of Fate |
Belle, your magic missile waits until after the gargoyle, as you just casn mage armor.
Top of the Fourth: Brodin and Garrosh
Belle PBP |
I thought that was the gargoyle. I'm guessing, then, that that was an AoO? That explains why there was only one attack. No problem waiting.
Garrosh Saurfang |
Garrosh circles around and wades in on the last gargoyle, flanking the creature with Reynaud - "Let's put it down!"
Bardiche: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 -> -4 to this if SW offers cover...
Damage if it hits: 1d10 + 13 ⇒ (3) + 13 = 16
Bardiche CRIT?: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 -> -4 to this if SW offers cover...
Additional damage if it crits: 1d10 + 13 ⇒ (7) + 13 = 20
Brodin RockHammer |
using a ki attack
flurry of arrows#1: 1d20 + 8 ⇒ (13) + 8 = 21
flurry of arrows#2: 1d20 + 8 ⇒ (18) + 8 = 26
ki attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage if hits, arrow#1: 1d8 + 4 ⇒ (7) + 4 = 11
damage if hits, arrow#2: 1d8 + 4 ⇒ (6) + 4 = 10
damage if hits, ki attack: 1d8 + 4 ⇒ (6) + 4 = 10
GM Hands of Fate |
Garrosh's savage attack strikes the creature's neck just as Brodin's three arrows hit the creature dead in the chest. Garrosh's blow severs the creature's stony head from it's body, while Brodin's arrows have minimal effect.
The beheaded creature collapses to the ground and crumbles to rubble, it's gleaming emerald eyes rolling out into the dirt around the fire, glittering.
The night suddenly gets very quiet, apart from your labored breaths.
COMBAT OVER
Reynaud La Croix |
Reynaud drops his sword, chest heaving, and drops to his knees.
Let's establish a new policy. pant We aren't taking anything magical pant if we don't have a good reason pant to believe pant it won't try to kill us. pant
Seir of the Dawnflower |
"If you are injured, come to me"
Channel Positive: 2d6 ⇒ (5, 4) = 9
Bear's Endurance for CMW on Reynaud: 2d8 + 5 ⇒ (7, 1) + 5 = 13
Communal Prot. Evil for CMW on Reynaud: 2d8 + 5 ⇒ (8, 5) + 5 = 18
Bless for CLW on Reynaud: 1d8 + 5 ⇒ (6) + 5 = 11
A soft light emanates from Seir's holy symbol, healing wounds.
GM Hands of Fate |
Seir, the Bear's Endurance, Communal Protection from Evil and Bless....spontaneous healing?
Garrosh Saurfang |
Reynaud drops his sword, chest heaving, and drops to his knees.
Let's establish a new policy. pant We aren't taking anything magical pant if we don't have a good reason pant to believe pant it won't try to kill us. pant
"You've got a deal brother" - Garrosh chuckles - "Though we cannot simply leave these lying around" - he picks up the gargoyle's eyes and stores them in a bag - "They need to be destroyed"
"If you are injured, come to me"
[dice=Channel Positive]2d6
[dice=Bear's Endurance for CMW on Reynaud]2d8+5
[dice=Communal Prot. Evil for CMW on Reynaud]2d8+5
[dice=Bless for CLW on Reynaud]1d8+5
A soft light emanates from Seir's holy symbol, healing wounds.
"Wow Seir, you're a silent guy, but that was impressive" - the massive half-orc claps his companion on the shoulder.
Belle PBP |
"Break them, I expect. We can cast a Detect Magic spell on it after we break one and see. I would prefer to keep one intact. We can handle one of them and it might be more valuable to the right person than a normal gem if we can get to the main city with it."
Belle PBP |
"Some kind of Gargoyle. They were set up on the main building and came to life to attack us. There were 5 of them and they killed one of us. We had thought we were done with them, but with magic I guess you never know, because these two did not stay dead. I'm betting we run into the other guys again. at least I HOPE it will be down to three of them when we get back."
GM Hands of Fate |
Please continue to RP about what to do with the gems. It may become important.
Belle PBP |
"I guess we are taking so many risks as it is, and it is completely unfair to take a risk that would put innocents in jeopardy. Try to do as little damage as possible when you break them. Even broken, the pieces will be worth a bit, particularly if there are any large pieces."
Belle observes sadly and their main source of income is destroyed.
*sigh*
GM Hands of Fate |
The gems break rather easy when struck with either a blunt or bladed weapon. One of them shatters into almost dust, while the second cleaves into three smaller pieces.
After they have been broken, a quick check using detect magic reveals that the fragments still retain the magical aura.
Belle PBP |
Belle sincerely doubts the bag will hold them though. She will do a spellcraft/knowledge on the gems to see what sort of residual magic remains.
Spellcraft: 1d20 + 15 ⇒ (11) + 15 = 26
Knowledge Arcana: 1d20 + 9 ⇒ (12) + 9 = 21
Brodin RockHammer |
"Why don't we just make a cage? Toss 'em in there, if they transform they can glare and hiss at us until they transform back. What triggers their transformation? How do we make them transform back? I'm beginning to think it would be better just to bury them."
Brodin RockHammer |
"Well, the way I see it, even if they got out, we'll be long gone. They'll probably just fly back to their nest at the mausoleum, unless they are expert trackers willing to track us across the wilderness in the opposite direction. No it'll be too much hassle for them to stay around."
Seir of the Dawnflower |
"I have a spell that can prevent corpses from rising as undead for a time, but I'm not sure that applies here. I think burying them seems like the best thing to do, at least until we have enough power or ideas to come back and solve the problem permenantly. How long was it since you last defeated them?"
GM Hands of Fate |
As you discuss the situation, you pull out tools appropriate to digging and start to dig a hole. Once you reach a depth you believe to be appropriate you deposit the gem fragments and fill the hole in.
The rest of the night passes uneventfully. With a couple more hours of sleep, those of you who pray and study are rested enough to Do what needs to be done for your full complement of spells.
The rest of the day, Toilday, you think it is Toilday, passes uneventfully as you continue on your way to Endholme. And then the night also passes with no rude interruptions.
Wealday dawns and you pack up and head out. You run into a couple travelers on the road in the morning, and they indicate you should reach Endholme tomorrow.
Mid-morning, and you are looking for a place to rest. Something catches your eye ahead. Smoke. As you approach you can make out the ruin of a cottage near the road. A woman with two wolves, have stopped there briefly, pondering the smoking, burned-out hovel. The wolves stand from their rest as you approach, but the woman speaks to them in an unknown language and they sit, watching you approach.
The woman is from obvious elven heritage, although not full elf. She wears leather armor, carries a small pack and wooden shield on her back, and a scimitar at her waist. She looks up at you as you approach.
Belle PBP |
Belle advances, apart from the group.
"Are you in need? We can pass on if you prefer, but if you need a helping hand perhaps we could be of assistance."
Brodin RockHammer |
As you discuss the situation, you pull out tools appropriate to digging and start to dig a hole. Once you reach a depth you believe to be appropriate you deposit the gem fragments and fill the hole in.
The rest of the night passes uneventfully. With a couple more hours of sleep, those of you who pray and study are rested enough to Do what needs to be done for your full complement of spells.
The rest of the day, Toilday, you think it is Toilday, passes uneventfully as you continue on your way to Endholme. And then the night also passes with no rude interruptions.
Wealday dawns and you pack up and head out. You run into a couple travelers on the road in the morning, and they indicate you should reach Endholme tomorrow.
Mid-morning, and you are looking for a place to rest. Something catches your eye ahead. Smoke. As you approach you can make out the ruin of a cottage near the road. A woman with two wolves, have stopped there briefly, pondering the smoking, burned-out hovel. The wolves stand from their rest as you approach, but the woman speaks to them in an unknown language and they sit, watching you approach.
The woman is from obvious elven heritage, although not full elf. She wears leather armor, carries a small pack and wooden shield on her back, and a scimitar at her waist. She looks up at you as you approach.
I thought we were going to where the red-haired girl disappeared from...a days travel to the North?
Tony Tanner |
Tony slowly shifts to the back of the group, feeling a measure of alertness to the woman standing next to a fire with man eating wolves.
"Standing down, could also mean she could personally wish harm by her own hands. Otherwise, she is a lone woman...in a bandit filled forest...with man eating wolves." he remarks to Reynaud.
Tony scans the area for anymore wolves.
Don't wolves usually hunt in packs.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
GM Hands of Fate |
I thought we were going to where the red-haired girl disappeared from...a days travel to the North?
Guess where you are...
To Tony's point, you are in farmland now. You see several farms in the distance, and men working in the fields. He also sees no other wolves.
GM Hands of Fate |
The woman smiles at Belle. "No, I am not in need. Just concerned. I had friends who lived here." She kneels, puts a hand to the ground and studies the dirt for a moment. "The tracks wound indicate a group of humanoids, maybe eight of them, no more than 2 days ago." She rose and moved to the corner of the house, squatting down again. "And this," she picks up the spent butt of a torch, "would indicate this was not an accident."
The woman walked around the smouldering ruins once, and then half again, and squatted down once more. "Two humanoids, barefoot, ran that way." She looked to the west as she rose, and then turned back to the group.
"I'm sorry, I haven't introduced myself. I am Gilda Waynetrop. And these, she indicated the wolves who had not moved from where they lay in the road, " are Elke and Toboe."