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Lil' Jakie's page
277 posts. Alias of Wicht.
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Seeing as how I can't break free from the goo while I am being grappled, I guess I will try to break the grapple.
CMB Roll: 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10
What are my options or am I still waiting to see what happens to me?
Reflex Save: 1d20 + 8 ⇒ (3) + 8 = 11
"Aargghh!"
Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
I gulp down a potion of mage armor and pull out my crossbow.
I will continue to wait quietly I guess.
"You sound like a sick goblin."
"Bandle, make a sound like a hurt gnoll - without using a whistle."
[whisper]"Can anyone do Gnoll impressions - maybe an injured gnoll?"
I'll load my crossbow and join Bandle in keeping a lookout for investigative gnolls coming our way.
"If there are just a few, don't attack till they are inside. If there are too many, I say we attack and then scoot down the bell chain."
"Right lets se if we can make it back to the tower then before they investigate."
"I suspect that Gnolls make good trackers. Whatever we do, let us do it quickly."
How many exits from the area? Back the way we came and further up the mountain trail or could we find a path to circle back around to the camp by a different route?
"Maybe we should go back by a different route," I suggest.
"NOISY CRICKET DOUBLE KICK!"
Figuring that stealth is out at the moment, I gladly let fly with my battle cry.
Flurry of Blows 1: 1d20 + 7 ⇒ (19) + 7 = 26
Flurry of Blows 2: 1d20 + 7 ⇒ (18) + 7 = 25
Damage 1: 1d4 ⇒ 1
Damage 2: 1d4 ⇒ 4
I wasn't thinking of it as a surprise round I guess.
Initiatve: 1d20 + 4 ⇒ (11) + 4 = 15
"I knew we should have just used big heavy rocks. But no, we had to go and burn them with fire."
I move in with a flurry of blows attack on the hopefully still surprised gnolls.
Flurry of Blows 1: 1d20 + 7 ⇒ (16) + 7 = 23
Flurry of Blows 2: 1d20 + 7 ⇒ (18) + 7 = 25
damage 1: 1d4 ⇒ 4
damage 2: 1d4 ⇒ 4
"We could just bash them over the heads with big heavy rocks."
"Won't they make noise?" I mouth, imagining the screaming cries of flaming gnolls.
Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Stealth: 1d20 + 13 ⇒ (11) + 13 = 24
"After you," I mouth at Flash and Tallis, motioning that they should go in first.
Sounds like a plan to me. We'll head towards the lone camp and try to sneak as close as possible before rushing any gnolls we see.
Stealth: 1d20 + 13 ⇒ (2) + 13 = 15
"I can agree with that," I say agreeably, feeling stronger in the morning, "Taking out a few gnolls might be good exercise. Get the muscles limbered."
"Sounds good to me..."
"I think I could use a little rest - that poison is wearing me out still."
I think inside the bell chamber makes the most sense. But I want to also examine the bell and see whether or not it can be made not to ring.
"So we are going to rest here for the night and then in the morning me and Bandle will slip into the gnoll encampment? That's the plan? Perhaps it would be easier to simply try and set their camp on fire."
Is this one done? I get the eeling I'm the only one still interested in it.
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."
"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?"
"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?
"Do you think that gnoll priestess came in this way? Seems likely the flying head would have objected to that. Shall we continue up?"
AS my paralysis wears off, I finish clambering up to the room above.
"Are there any more of those things?"
Fortitude Save: 1d20 + 5 ⇒ (6) + 5 = 11
I will head up behind Tallis.
Climb: 1d20 + 6 ⇒ (6) + 6 = 12
"I would rather one of you go first - I still feel weak from being poisoned."
"Why do we need a rope when there's the handy chain to climb?"
I move around to where I can move in and attack it from the side as soon as it pulls itself out...
Readied Flurry of Blows from the side: 1d20 + 6 ⇒ (2) + 6 = 8
Flurry 2: 1d20 + 6 ⇒ (11) + 6 = 17
Potential Damage 1: 1d4 ⇒ 1
Potential Damage 2: 1d4 ⇒ 3
I raise my crossbow but realize that it will be hard to hit the thing with the others in the way. I think about charging in but realize there is no opening with the three of them surrounding the tomb egress.
With few other choices, I aim as carefully as I can and try to hit it with a crossbow bolt as the others weave around it.
Crossbow attack into combat: 1d20 - 4 + 7 ⇒ (12) - 4 + 7 = 15
Potential Damage: 1d8 ⇒ 2
Is it a new round?
Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Reaching for my pack, I grab a vial of magical oil and smear it on my hands.
Oil of Magic Fang
"I thought we were going to go up, not desicrate tombs."
"I guess we go up. Who's first?"
I reload my crossbow.
I try to look for evidence of the various crypts having been opened. Or at least evidence of how the gnoll gained entrance to the place.
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
I head back down the rings and tell the others, "Bell room. With some sort of creature."
"I wonder how she got in here. There must be another secret door somewhere."
I'll take 10 on my climbing check (total 15) and see if I can't make it up the chain to look at the hole better.
Trying to change the subject, I look up at the hole in the ceiling from whence come the rings, "I wonder what is up through that hole."
Am I correct in thinking that the hole is the only viable and visible exit?
"Wow," I say, and then I try to hide my surprise that I was the one to knock the furry priestess to the ground.
"I wonder if these notebooks might give us a clue as to what the potions she was carrying are?"
I examine the books to see if I can understand anything in them.
Frustrated at not actually hurting the beast, I continue to press an attack:
Flurry of Blows 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
potential damage: 1d4 - 1 ⇒ (1) - 1 = 0
Flurry of Blows 2 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Potential damage 2: 1d4 - 1 ⇒ (4) - 1 = 3
Yeah 3 actual damage!
Making sure to maintain a flanking position, I continue to attack.
Flurry of Blows: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Potential Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Flurry of Blows2: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Potential Damage2: 1d4 - 1 ⇒ (1) - 1 = 0
Flurry of Blows: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Flurry of Blows 2: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Damage 2: 1d4 - 1 ⇒ (2) - 1 = 1
Though I am still weakened by poison, I try just a little harder to hit this gnoll priestess a little harder.
The dice roller is activated by putting the word dice in brackets like so: {dice}1d20+1d4+4{/dice}, of course replacing the{} with [].
"Noisy Cricket!"
Giving up on stealth I decide that I need to put all that I can into my blows
Flurry of Blows: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Potential Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Flurry of Blows2: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Potential Damage2: 1d4 - 1 ⇒ (1) - 1 = 0
As an aside, a halfling monk with no strength bonus has to rely on doing lots of strikes to be effective. A halfling monk with a strength penalty is good for either providing a flanking bonus or as a paperweight. :P
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