
Hajar nar Jundi |

See above =/

GM: Dave the Dwarf |

You started behind the boar and where already down the hill before combat started.
Are my descriptions confusing? I feel like you guys are having a hard time with combat placement.
Grim does 4
10 damage total
Still round 1
Grim is behind the boar
Naziri is behind the boar after being gored and ran over. He got his first attack off before this happened though.
The boar is running toward Hajar and will charge him on round 2.
Hajar and Hamzah are at the bottom of the hill standing but unable to attack in round 1
Gunk threw a bonb from the top of the hill.
Leyli and Raj are at the top of the hill. If either run down the hill to attack they will need to make a DC 10 acrobatics check to not fall.
Leyli and Naziri need to take their round 1 turns.
Raj throws 1d3 ⇒ 2 points of acid damage on to the boar.

Leyli Wildspeaker |

As soon as Leyli sees the signal, she stares at Furball and points at the boar,
"Let's go, chow time!"
Acrobatics Leyli: 1d20 + 1 ⇒ (15) + 1 = 16
Acrobatics Furball: 1d20 + 3 ⇒ (14) + 3 = 17
There's no point in trying to Handle Animal since it already has gotten some damage from us right?
"We're here to aid you ranger," says Leyli as she slams her quarterstaff to try to knock some sense into the rampaging beast.
Quarterstaff, Flanking: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Damage: 1d6 + 6 ⇒ (5) + 6 = 11
as soon as he heard the thump on the boar, the lion pounced at beast and sticks his fangs and claws unto its skin,
Grapple, Flanking: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

GM: Dave the Dwarf |

26 damage total
Naziri power attacks with his Falchon as he is trampled.
1d20 + 7 ⇒ (20) + 7 = 27
2d4 + 7 ⇒ (2, 4) + 7 = 13
Crit confirm 1d20 + 7 ⇒ (13) + 7 = 20
2d4 + 7 ⇒ (3, 1) + 7 = 11 crit damage
Naziri does 24 Damage! As he is ran over he slices open the boars stomach.
50 damage total for round 1
The boar should be dead from Naziri's cut but it continues to charge at Hajar.

Leyli Wildspeaker |

Can he charge even if he is grappled? Unless Furball failed in grappling the boar.
Since the boar is dying, it can be coup de grace'd.
"Rest your soul mighty beast, I have no clue what caused your madness but I shall see to it that it shouldn't happen again."
Coup de Grace: 1d6 + 4 ⇒ (1) + 4 = 5
Coup de Grace: 1d6 + 4 ⇒ (1) + 4 = 5

Hajar nar Jundi |

The grapple requires a seperate cmb check vs cmd, you cannot grapple as part of an attack unless you have the feats. It also provokes AoO.
Hajar maintains his focus through the pain of the gore and swings Tempest into the boar's flank.
Attack: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 2d4 + 5 ⇒ (1, 1) + 5 = 7

Al-Akim Naziri |

Thanks for covering that for me Dave. Exactly what I would have done, except you rolled exceptionally! I don't think I'll be able to log in reliably over the next 2 days. feel free to continue to DMPC me. I will check as often as possible.

GM: Dave the Dwarf |

Furballs grapple was more of a latch on. A dire boar is 7 feet tall and 10 feet long(I will try to become more descriptive). Between Hajar and Furball the beast finally stops moving.
The comotion of attack has attracted the attention of a patrol. You can set an ambush for them or run away but you will not be able to hide the carcas. You have 5 rounds or 30 seconds to prepare. There are 8 gnolls in the patrol.
No acrobatcs rolls are required to get down the hill now but now coming down will take you 2 rounds.
Raj and Gunk are at the top of the hill.
Everyone else is at the bottom.
You can use the gatehouse where the dire boar lived for cover but only the west wall has been knocked down. There is plenty of other rubble to hide under if you wish.

Hajar nar Jundi |

Hajar expends 2 of his LOH uses on Naziri and 2 on himself.
LOH Hajar: 2d6 ⇒ (1, 3) = 4
LOH Naziri: 2d6 ⇒ (1, 5) = 6
Hajar will do whatever Grim and the other roguish members want to do.

Gunk |

GM Dave, Gunk ran down. I want it known and on the record that both Hajar and Hamzah fell flat on their faces doing the same thing Gunk managed with no problem.

Leyli Wildspeaker |

GM Dave, Gunk ran down. I want it known and on the record that both Hajar and Hamzah fell flat on their faces doing the same thing Gunk managed with no problem.
LOL!
"I'm pretty sure the patrol will stop and check this carcass, when they do, that's when Gunk, bomb them then everybody with a range weapon fire at them. Whoever is left standing then we charge at them. Sounds good?"
Leyli will join Hamzah in hiding,
Stealth (Leyli): 1d20 + 1 ⇒ (3) + 1 = 4
Stealth (Furball): 1d20 + 3 ⇒ (9) + 3 = 12

Grim The Wanderer |

Everyone should hide. When the gnolls come to investigate they will stop for the boar and will want to slice it for lunch. We then surprise them and finish them off. I will hide behind it in order to maximise surprise.
Grim will hide behind the carcass in order to be able to attack during the surprise.
Stealth taking 10 => 18

Leyli Wildspeaker |

Why do I keep on forgetting about the Take 10....
"But Grim, I thought of that plan originally but if it fails, like Gunk misthrows a bomb or what not, you will be surrounded by 8 gnolls."

Hajar nar Jundi |

No, take 10 means you "act normally" you just can't take 10 in combat or "stressful" situations unless you have feats/abilities. Taking 20 means automatic success but takes 20x longer than normal whatever normal is for that action.

Gunk |

Or what if we don't manage to take out a bunch of them in the initial assault. Grim I don't like your chances surrounded. Let the front liners get in there first and then you move in to do your thing.
Gunk will try to find a place to hide.
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20

GM: Dave the Dwarf |

Grim being a rouge finds a place to hide near the carcass that will put him in sneak attack position as soon as the Gnolls are engaged in melee.
Raj Times a summon Eagle for when the gnolls will get here. It will be out on the first round.
Gunk, Leyli, Naziri, Hajar, and Hamazah are all hidden in the old gate house. You are 20 feet away from the carcass.
In this group of gnolls 4 carry spears and the other 4 are carrying short bows and short swords. All 8 are wearing studded leather. The spear gnolls are bigger and take the lead they see the dead boar first and run over the 4 bow gnolls stay 20 feet back from their companions and draw their bows. All of the gnolls have their weapons ready but they do not see any of you.
They seem very upset by seeing Old Bonegrinder dead.
You can attack the Spear Gnolls at range where you stand. You will have to come out of hiding to attack the bow gnolls. You can attack either group with a move and attack or a charge attack.
Range attacks will hit first so a bomb from Gunk will splash to all 4 gnolls but will not hit PC's even if they post before him.
Combat Surprise round!

Hajar nar Jundi |

Hajar smiles a little as Tempest fills his mind with thoughts of ?revenge? against the creatures responsible for the desecration of its city.
Hajar charges the spear wielders with a great shout, signaling the beginning of combat.
DAWNFLOWER!
attack: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 2d4 + 5 ⇒ (2, 2) + 5 = 9

GM: Dave the Dwarf |

Gunk Misses Roll for deviation.
1d8 ⇒ 6
If you miss the target (whether aiming at a creature or a
grid intersection), roll 1d8. This determines the misdirection
of the throw, with 1 falling short (off-target in a straight line
toward the thrower), and 2 through 8 rotating around the target
creature or grid intersection in a clockwise direction. Then,
count a number of squares in the indicated direction equal to
the range increment of the throw. After you determine where
the weapon landed, it deals splash damage to all creatures
in that square and in all adjacent squares. (what would the range increment of the throw be?)
Anyway he was 1 point away from hitting the fire splashes on 3 gnolls.
1d20 ⇒ 8,1d20 ⇒ 4,1d20 ⇒ 13
4 Damage To Spear Gnolls 2, 3, and 4.

GM: Dave the Dwarf |

Suprise round 1:
Summary: Naziri shot 2 arrows and missed, Gunk Threw a bomb hit with splash damage, 4 damage to Spear Gnolls 2, 3, 4. Raj's Eagle attacked and missed. Hajar charged out and missed, so he is in melee range of spear gnolls and missile range of the Bow Gnolls. Hamzah came out and missed, so he is in melee range of spear gnolls and missile range of the bow gnolls.
Players to take there turn still.
Grim behind the gnolls but close enough to sneak attack.
Leyli behind the gnolls but must move or charge to attack

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Raj hid behind the boar In addition to the eagle's actions, Raj casts Daze on the Gnoll closest to the one grim is attacking (DC 14 will save or dazed for 1 round).
Round 1:
The eagle activates its smite evil ability and takes a full attack on a spear Gnoll.
claw: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d4 + 1 ⇒ (4) + 1 = 5
One of the eagle's legs is clipped by the gnolls spear, sending the claw off course, but this also serves to spin with extra force the eagle's other claw and sharp beak into the gnoll's neck and collar bone. Claw and beak meet flesh, and the bird goes for the jugular.
Meanwhile, Raj keeps up his spells of befuddlement, casting daze on whichever Gnoll seems to be the biggest threat at the time, generally whichever one is closest to either him or one of his less armored allies. (DC 14 Will save or dazed for one round)

Leyli Wildspeaker |

"Charge!!!!" shouts Leyli as she and the lion came out of nowhere to pounce on the unsuspecting gnolls,
They're charging at the one Hajar originally charged.
Charge Leyli, Flanking: 1d20 + 5 + 2 + 2 ⇒ (7) + 5 + 2 + 2 = 16
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Charge Furball, Flanking: 1d20 + 3 + 2 + 2 ⇒ (13) + 3 + 2 + 2 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

GM: Dave the Dwarf |

Hamzah and eagle are in melee with spear gnoll 1
Grim is in melee range but behind spear gnoll 2
Hajar, Leyli, and furball are in melee with spear gnoll 3
Raj is close enough to be in melee with all 4 spear gnolls.
All of the above are in range of bow gnolls 1-4
Gunk and Naziri have full cover.
Round 2

Hajar nar Jundi |

Hajar swings Tempest in a viscous slash at the spear wielding Gnoll.
Tempest: 1d20 + 9 ⇒ (5) + 9 = 14
damage: 2d4 + 5 ⇒ (3, 2) + 5 = 10

Grim The Wanderer |

Round 2
Grim will attack whom ever Raj will be in melee combat with drawing his magical dagger in the move action (he can tumble in order to avoir Aoo if he needs to change target
dagger: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 281d4 + 1 + 1d8 ⇒ (2) + 1 + (3) = 6
crit conf: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 221d4 + 1 ⇒ (3) + 1 = 4
acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
Current AC 20

Leyli Wildspeaker |

"Go!
Furball crouches back and latches its fangs and claws on the gnoll,
Bite, Flanking: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Claw 1, Flanking: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Claw 2, Flanking: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Leyli takes a 5 ft step back and casts Shillelagh on her quarterstaff,
Buff good for 2mins, 20 rounds.
Don't forget the flank bonus if there's 2 of you attacking, and Grim no AoO's unless on a failed combat maneuver.

GM: Dave the Dwarf |

Hamzah and eagle are in melee with spear gnoll 1 (10 damage)
Grim is in melee range with all spear gnolls.
Hajar, Leyli, and furball are in melee with spear gnoll 3 (13 damage)
Raj is in melee with spear gnoll 4
Raj took 6 damage from a bow in round 2
All of the above are in range of bow gnolls 1-4
Naziri shoots bow gnoll 1 for 3 damage (3 damage)
Gunk has full cover.
Gunk, Raj take your round 2 action.