Smiling at the creature's misfortune at being trapped and flush from his connecting strike, Lord unleashes a Flurry upon it, hoping to bring it down before it can escape from it's bonds.
Flurry of Blows with Masterwork Kama:1d20 + 7 ⇒ (6) + 7 = 13
Tallis, Lord Flash, and Bandle all do some damage. The creature screeches in frustration at being bound in its tomb and pulls backwards into the ossuary trying to break free of the sticky strands.
Tallis finishes off the wight, his fists destroying enough of its dried and withered husk of a body to dissipate the evil aura's stubborn grasp on its material form.
A medallion clatters and rolls into the web of sticky threads of the tanglefoot bag.
A 50 gp symbol of Lamashtu. Maybe not something you'd wear yourself, but it makes a great gift for your 'cool' friends.
"Ok, no more tombs, funny vertical tombs. Well, is there anything in there that might hold a cold and fuzzy melon?" Bandle cranes his neck and gets close enough to try and see into the ossuary without getting near where Tallis is standing. He smiles at Flash's sudden lightheartedness grinning broadly.
"I have an idea, why don't we go up the rope!" he says brightly "tho if there's one of those vertical tomb ingrates up there, he may not be a good bell ringer after all....tooo dry."
"Ok, no more tombs, funny vertical tombs. Well, is there anything in there that might hold a cold and fuzzy melon?" Bandle cranes his neck and gets close enough to try and see into the ossuary without getting near where Tallis is standing. He smiles at Flash's sudden lightheartedness grinning broadly.
"I have an idea, why don't we go up the rope!" he says brightly "tho if there's one of those vertical tomb ingrates up there, he may not be a good bell ringer after all....tooo dry."
Looking quickly down his nose at the excitable Gnome, Lord grabs the rope behind Jackie, not wanting to be the last one up the rope and most certainly not wanting to be underneath Bandle...
"Oh damn it." Tallis sighs and looks down at the rest of you. "There's another thing up here that's probably going to try to kill us." With that, he climbs into the room.
As soon as Tallis clears the hole, the two red eyes bob up and down, circling the bell tower. Tallis can make out the shape of a head and two batlike wings extending on either side. A many tentacled mouth opens wide letting out a horrific shreak.
As soon as Tallis clears the hole, the two red eyes bob up and down, circling the bell tower. Tallis can make out the shape of a head and two batlike wings extending on either side. A many tentacled mouth opens wide letting out a horrific shriek.
Lord Flash finds himself struggling at the bottom of the chain, delaying the Bandle. When he attempts to climb again, he finds LJ is clinging on to the chain but not moving.
Looks like Tallis has made it up into the bell chamber alone.
LJ and Bandle will only be paralyzed for one round as the creature is flying around and will not be able to be "seen clearly" through the hole while engaging in combat. Assuming LJ was right behind Tallis, LJ should be able to get into the chamber in round 3; Lord Flash in round 4 (with a successful DC 10 climb check); Bandle in round 5.
Tallis attempts to kick the thing in the jaw before it gets a chance to scream again.
Flurry of Blows: 1d20+5;1d6+2;1d20+5;1d6+2
The creature flaps and flutters and throws itself down the hole in the floor, desperately hoping to gain some altitude and shake this goo off. LJ, Bandle, and Lord Flash see a ugly, tentacled, winged head drop past them as smash its brains out on the floor at their feet.
"Definitely not a good bell ringer, no arms for one thing, and really sticky, and he seems to have somewhat of a glass jaw" quips Bandle as he climbs up into the chamber. "On the other hand he might make a good choruster, he'd have a captive audience...course that wouldn't help the other musicians either" he continues as he stretches his limbs to relieve some of the numbness.
Shrugging off his previous lack of dexterity, Lord nimbly ascends the rope and arrives with a questioning look on his face. "What was that that just passed me on it's way to a painful death?" he says as he looks around the new chamber.
It is very easy to climb to the door in the dome of the bell chamber. Opening it reveals the top of the cliff. You are currently facing away from the village. A ladder descends to the ground.
"This looks like a good place to hole up if we need to beat a hasty retreat and hide."
Can we move into such a place on the cliff where we might spy upon the gnolls?
Easily.
From here, the party can see the abandoned village where the cattle are grazing on the tall grasses that have overgrown the streets and the field where the gnolls have set up their encampment.
"So anyone have any thoughts on where to go next. Personally, I think we might be smart to try and figure out how to take out the gnoll leaders. Maybe they don't attack if all their leaders are dead?"
In a rare serious moment Bandle replies "I think so too, Maybe we should scout to see who besides that Priestess leads them. Then decide whether we want to merely scare the cattle off. T'would be a shame though, those cattle could help feed the people at the fort and are probably theirs by right anyway."
I don't suppose we could make out details of the gnoll encampment from up here eh?
Lord looks at the littel Gnome, his mouth wide at the sudden serious turn. He finally manages to close it and adds, "killing the leaders might work in the short term, but chances are they'll be back. Let's just kill them all and be done with it. We could try and pick them off a couple at a time rather than taking on the whole camp at once. Don't ask me how, I just come up with the ideas, I don't do the logistics of said plans..."
From up here you can see that the gnoll encampment is split into five smaller fires of four to six gnolls and two to three tents ringing a larger encampment with one larger encampment with one larger tent and three smaller ones. That's a lot of gnolls. They are packed fairly close together -- more tightly than humans would have packed them outside of the city and more tightly than needed considering the amount of space in the field.
Gnolls are patrolling both the field and the village.
The field is well-grazed with fairly short grass but the cattle have been herded up to the ruins of the village. Many buildings partially stand but the streets are overgrown making for a very odd place to keep cattle.
I think on Flash's words for a moment before agreeing,... "Maybe we could kill a few of the patrols and then arrange the bodies to make them think the village is haunted or something. Flash seems like he could maybe think of something suitable for the affect. Or we could try to sneak into the leader's tent there in the middle. Or we could try stampeding the cattle through the camp and then taking them out."
I'll go with the cattle stampede idea. If we do kill the leaders THEN pull the haunted village thing (hell we have a disembodied priestesses head for chrissakes) I think the ensuing chaos would aloww us to drive them off, while still picking a good number off and escaping with our lives and a few heads of cattle. SO, we (or I, or the stealthiest among us should maybe get to a vantage point a bit closer for a day or so and try and catch the leaders doings while the rest of us (or you) defend the bell tower/crypt thing from the occasional patrol. then at his most distant point from the center of camps we ambush him then fade into the village where we start picking off patrols and pull some 'hant gags. (y'know dress up as a cow and engulf a few gnoll corpses in front of a patrol....mad cow!)