
Amiamble Piddlespot |

When they clear the harpy's lab, Ami will begin walking back to the monastery, his head still down, both for his brother's refusal and because he needs to walk, rather than ride.
We will commit this body to Sarenrae.

GM Sloth |

Perception:
Amiamble: 1d20 + 8 ⇒ (17) + 8 = 25
Aldebert: 1d20 + 7 ⇒ (3) + 7 = 10
Mahdi: 1d20 + 2 ⇒ (12) + 2 = 14
Pent: 1d20 + 6 ⇒ (6) + 6 = 12
Kul: 1d20 + 1 ⇒ (14) + 1 = 15
As the party crosses back over the bridge and through Kelmarane's lower village, Amiamble hears noises from around one of the buildings up ahead. A moment later, four gnolls come walking from the south, spotting the party! They are all equipped with spears, just like the others that you slew earlier in the morning.
Aldebert: 1d20 + 1 ⇒ (10) + 1 = 11
Amiamble: 1d20 + 5 ⇒ (17) + 5 = 22
Pent: 1d20 ⇒ 4
Kul: 1d20 + 4 ⇒ (17) + 4 = 21
Gnoll 1: 1d20 ⇒ 13
Gnoll 2: 1d20 ⇒ 2
Gnoll 3: 1d20 ⇒ 13
Gnoll 4: 1d20 ⇒ 20
Round 1
22. . . Amiamble
21. . . Kul
20. . . Gnoll 4
18. . . Mahdi
13. . . Gnoll 1
13. . . Gnoll 3
11. . . Aldebert
4. . . Pent
3. . . Gnoll 2
Roll20 map is updated.

Amiamble Piddlespot |

Round 1, Init 22
Ami moves and flicks his staff, regretting he is not on Yeen so that he might shatter and scatter the gnolls with a mighty charge.
1d20 + 6 ⇒ (14) + 6 = 20 to hit vs. flat foot vs. gnoll #1
1d6 + 2 ⇒ (2) + 2 = 4 magic damage.
Yeen moves up to protect Ami, readying a bite.
1d20 + 3 ⇒ (1) + 3 = 4 to hit;
1d6 + 2 ⇒ (1) + 2 = 3 damage
Ami reloads.

Kul Tiryaki |

Round 1, Init 22
HP 12/20 AC: 16 (F14/T10)
Weapon equipped = cold iron mwk falchion
Conditions = Charge (AC penalty factored in)
Kul feels relieved to be in an unambiguous situation. He charges Gnoll 1, drawing his Falchion as he moves:
Cold Iron Falchion + Charge + Power Attack: 1d20 + 7 + 2 - 1 ⇒ (16) + 7 + 2 - 1 = 24
Damage with Power Attack: 2d4 + 9 ⇒ (1, 2) + 9 = 12

Mahdi al-Jabira |

Round 1, Init 18
Mahdi moves forward, trying to skirt around the upper edges of the battle, one hand clutching his quarterstaff and the other raised in a half-cocked gesture. Sa'amm burrows into his robe, only his small claws visible.
Readied action to fire-jet the first gnoll that comes within twenty feet of Mahdi. If Gnoll #4's turn (before Mahdi's) ends with him in a square within 20 feet of Mahdi where he can hit him without hitting an ally, he'll just do that, rather than 'ready'.
Fire jet 5/6, DC 14: 1d6 + 1 ⇒ (2) + 1 = 3
AC 15

Aldebert Piddlespot |

Round 1, Initiative 11
Weapon Equipped = Guisarme
Conditions = Endure Elements, Family Failure (-2 wis & cha checks)
Smite Evil = 1/1 (+2 attack, +2 damage, +2 AC)
Lay on Hands = 3/3 (1d6 healing)
Sorry about the early post, please move me as needed to charge Gnoll 4, or any Gnoll if that's a foolish or unpossible move (since they go before me). I've got to go to work and don't want you waiting all day on my little swing. :)
Ahhhh, this is what I need. A good fight against an evil enemy. Straightforward evil. No discussions.
Aldebert leaps into battle charging the gnolls!
Guisarme Attack: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 (charge) damage: 1d6 + 3 ⇒ (3) + 3 = 6

GM Sloth |

As the battle begins, the gnolls' expressions are filled with surprise and anger. After the combined attack of Ami and Kul drop one of their number, their jaws practically hit the dirt.
Round 1, Init 20
Gnoll #4 runs towards Kul, attempting to (re)apphrehend their former prisoner.
Gnoll #4 vs Kul
Spear: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Kul easily parries the incoming spear.
------------------------------------
Mahdi readies a fire blast if any come too close.
------------------------------------
Round 1, Init 13
Gnoll #3 lets out a loud howl that echoes off the nearby buildings and hill. He then takes a step forward and attempts to stab Kul with his spear.
Gnoll #1 vs Kul
Spear: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
However, Kul is too fast for them. Unfortunately, they all seem focused on their former prisoner and none get close enough for Mahdi's fire jet.
Aldebert charges forward into combat, striking Gnoll #2 with a solid blow!

Kul Tiryaki |

However, Kul is too fast for them.
Actually, a 16 hits due to the charge. Kul's pretty badly wounded (he was still down 8 from the peryton), but he's still standing.

Pent Arotha |

Round 1, Init Squat, wait Square, wait... 4 sides, yeah- 4
AC = 13
HP = 17/17
Weapon Equipped = Light Crossbow
Condition(s) = Wearied
Pent harumphs as the gnoll calls for assistance in preventing its inevitable slaughter. I shouldn't expect anything less... gnolls, yep. Giant maw... nope. Giant snake... nope. Feathered bosom... nope. No rest yet, no time to gather thoughts, just let them loose in the yard to pick over the kernels of corn...
Pent squeezes his chest and lungs, exuding a small wave of healing that kindly ignores the gnolls.
Selective Channeling no no gnolls: 1d6 ⇒ 5
That would have been 2d6 if you guys would stopping galavanting all around... sheesh...

GM Sloth |

Thanks for the clarification, Kul. I overlooked the charge.
Pent sends waves of healing over the party, mending some of Kul's injuries.
Several howls from on top of Kelmarane's hill return the call from the gnoll in battle.
Round 2
22. . . Amiamble
21. . . Kul
20. . . Gnoll 4
18. . . Mahdi
13. . . Gnoll 3
11. . . Aldebert
4. . . Pent
3. . . Gnoll 2 (wounded)

Kul Tiryaki |

Round 2, Initiative 21
HP 12/20 AC: 18 (F16/T12)
Weapon equipped = cold iron mwk falchion
Conditions = none[/b]
Kul groans as the gnoll's spear is pulled from his side, but manages to stay on his feet. Seconds later, he looks relieved as Sarenrae's blessing washes over him at the request of Pent. He lifts his falchion and swings at Gnoll 3:
Falchion + Power Attack: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Damage + Power Attack: 2d4 + 6 + 3 ⇒ (4, 2) + 6 + 3 = 15

Mahdi al-Jabira |

Round 2, Init 18
"We must end this fight quickly, before those they howl to arrive," Mahdi says with his teeth gritted. He dashes up to the very edge of the battle, and casts a spell despite the danger of the gnoll an arm's length away.
Cast defensively, Burning Hands: 1d20 + 6 ⇒ (20) + 6 = 26
Burning Hands, DC 16 Ref, all three gnolls: 2d4 ⇒ (2, 2) = 4
If someone else moves into Mahdi's current square before his turn, I'll have to try a different location.

Amiamble Piddlespot |

Round 2, Init 22
Posting this though I know there are issues with it, but knowing that we can work them out. I've had a busy day and didn't get to post as quickly as I hoped. Mahdi stepped into the charge square for Yeen who as primed to go defend Aldebert...I moved Yeen one square beyond where he should have stopped to charge Gnoll 2.
Ami moves and flicks his staff this time attacking Gnoll 3 (cover).
1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20 to hit;
1d6 + 2 ⇒ (2) + 2 = 4 magic damage.
Ami moves up 20' while urging Yeen to defend Aldebert (despite how poorly his brother treated him).
"Bree-Yark, Yeen!"
Yeen charges Gnoll 2.
1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 to hit (bite);
1d6 + 1 ⇒ (6) + 1 = 7 damage.
Gnollcount: Yeen 1, Aldebert 1, Ami 1, Mahdi .5, Kul 1

Aldebert Piddlespot |

Round 2, Initiative 11
Weapon Equipped = Guisarme
Conditions = Endure Elements, Family Failure (-2 wis & cha checks)
Smite Evil = 1/1 (+2 attack, +2 damage, +2 AC)
Lay on Hands = 3/3 (1d6 healing)
Aldebert 5' steps back to get into position, and brings his guisarme down on Gnoll 2. Well, in his general area anyway...
Guisarme Attack: 1d20 + 6 ⇒ (8) + 6 = 14 damage: 1d6 + 3 ⇒ (5) + 3 = 8
Mahdi's not kidding. We don't want this whole place coming down on our heads! Let's be quick! Argh! Focus Aldebert! Focus!

Amiamble Piddlespot |

Round 2, Init 22
Ami moves and flicks his staff this time attacking Gnoll 3 (cover).
1d20+6-4 to hit;
1d6+2 magic damage
Small mistake, I forgot to include combat penalties. Final to hit is 16 vs. gnoll 3, not 20. Apologies. The sun was in my eyes.

Pent Arotha |

Sorry. Felt like the gnolls'' actions might swing Pent to less heroic antics...
Round 2, Init 4
AC = 13
HP = 17/17
Weapon Equipped = Light Crossbow
Condition(s) = Concerned
If the gnolls do any damage to any of the party members, Pent channels again.
Selective Channel 5/6, no no gnolls: 1d6 ⇒ 3
If the gnolls do not, Pent shoots his crossbow into the melee.
Light Crossbow: 1d20 + 1 - 4 ⇒ (19) + 1 - 4 = 16 for 1d6 ⇒ 4 damage
Confirm Critical: 1d20 + 1 - 4 ⇒ (11) + 1 - 4 = 8 for 1d6 ⇒ 4 damage
"We should go... now would be preferable..."

GM Sloth |

Round 2, Init 20
Gnoll 4 continues his assault on Kul, barking and snarling and drool flinging all over the wounded warrior.
Gnoll 4 vs Kul
Spear: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
A particularly nasty stab of the gnoll's spear is thankfully dodged by Kul.
------------------------------
Gnoll 2 Reflex: 1d20 ⇒ 3
Gnoll 3 Reflex: 1d20 ⇒ 13
Gnoll 4 Reflex: 1d20 ⇒ 6
Mahdi lets loose a wave of flames that burns all of the gnolls, as they are too slow to react in time.
Ami's stone flies and cracks the skull of Gnoll 4, who finally drops. Unfortunately, Yeen's bite does not hit its target.
------------------------------
Round 2, Init 13
Gnoll 3 also continues to attack Kul, hoping to subdue the scarred fighter.
Gnoll 3 vs Kul
Spear: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
But Kul once again dodges the incoming attack!
------------------------------
Aldebert swings his guisarme with determination to strike down his enemies, but is discouraged to find his blow just misses.
Seeing none of his allies take any damage again (so far), Pent fires his crossbow into the thick of things. It strikes Gnoll 2 directly in the head, and the creature slumps to the dirt.
------------------------------
Round 3
22. . . Amiamble
21. . . Kul
20. . . Gnoll 4 (wounded)
18. . . Mahdi
13. . . Gnoll 3 (more wounded)
11. . . Aldebert
4. . . Pent
Gnoll 4: 7/11

Aldebert Piddlespot |

Round 3, Initiative 11
Weapon Equipped = Guisarme
Conditions = Endure Elements, Family Failure (-2 wis & cha checks)
Smite Evil = 1/1 (+2 attack, +2 damage, +2 AC)
Lay on Hands = 3/3 (1d6 healing)
Aldebert moves into position to strike Gnoll 4 and maybe finish it off - or at least make it flee.
Guisarme Attack: 1d20 + 6 ⇒ (4) + 6 = 10 damage: 1d6 + 3 ⇒ (5) + 3 = 8
He waves his guisarme in it's face and makes threatening gestures in it's general direction.
Not sure if I have flank with Kul there. I'm a little unclear on the reach/flank rules. I presumed not, but if so, add +2 to hit for me and Kul. Not that it matters for my lack of luck in this fight. :(

Kul Tiryaki |

Round3, Init 21
HP 10/20 AC: 18 (F16/T12)
Weapon equipped = cold iron mwk falchion
Conditions = none[/b]
Kul swings at Gnoll 3, muttering a prayer under his breath in hopes of defeating the creature quickly:
Mwk Cold Iron Falchion + Power Attack: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16
Damage + Power Attack: 2d4 + 6 + 3 ⇒ (2, 1) + 6 + 3 = 12
Kul maneuvers to best help Amiable against the other gnoll.

Amiamble Piddlespot |

Round 3, Init 22
Yeenoghu steps in front of Mahdi both to protect his littermate but also to gnaw upon Gnoll 4.
1d20 + 3 ⇒ (17) + 3 = 20 to hit; (bite)
1d6 + 1 ⇒ (4) + 1 = 5 damage.
1d20 + 3 ⇒ (16) + 3 = 19 to hit; (claw)
1d4 + 1 ⇒ (1) + 1 = 2 damage.
1d20 + 3 ⇒ (1) + 3 = 4 to hit; (claw)
1d4 + 1 ⇒ (2) + 1 = 3 damage.
Ami will cast CLW wounds, "The Sun Giveth All," and move to touch Kul, lest the stalwart swordsman forget who loves him.
1d8 + 2 ⇒ (1) + 2 = 3 Healing (4/5)
Gnollcount: Yeen 1, Aldebert 1.5, Ami 1, Mahdi .5, Kul .5, Pent .5

GM Sloth |

Kul swings his falchion down hard upon the neck of the gnoll, splitting right through skin and bone in one motion. The beast falls limp in an instant, a spray of blood showering the warrior's face as he yanks his weapon free.
Yeenoghu bites and claws the remaining gnoll with savage ferocity. The creature is barely able to stand, but somehow manages to keep his strength.
Round 3, Init 20
The last gnoll, his head groggy and spinning from the loss of blood, reactively stabs his spear at the last thing that injured him.
Gnoll 4 vs Yeen
Spear: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Crit Confirmation: 1d20 + 3 ⇒ (3) + 3 = 6
Crit Damage: 2d8 + 6 ⇒ (5, 5) + 6 = 16 (x3)
The spear pierces the flesh of the great cat, but the strength needed to follow through with the thrust is too much for the weakened gnoll. Its paws release from the weapon and it collpases on the dirt.
The immediate danger is over. Barking and howling can be heard from the hilltop above, growing louder and louder each second. And then, a deafening roar cuts through everything else, sounding a bit like a goat yet far too deep and growling to be true. Nothing is present, but the sound also seems to be coming from somewhere along the road leading up the hill.
We are (currently) out of combat. What do you do?

Amiamble Piddlespot |

Relieved to be out of combat, Ami checks on his brother for wounds while Yeen systematically rips out the throats of the downed gnolls.
No redemption for you. The Sun punishes the wicked.
Ami will, however, check the pockets of the gnolls for loot/spare coppers. When finished he will address Mahdi (since his brother is mean) with a whisper.
"Smart Mahdi. We should return back to the monastery. My cat will not tolerate the load nor the stink for too long. And this body needs to be offered to Sarenrae for her warriors should be delivered to her upon rising smoke."
Ami is convinced that going back to the monastery is necessary.

Pent Arotha |

"Anywhere we can drag the bodies, so they're not readily telling stories about our presence among the buildings here? Maybe drag them into the viper's den, or the petty-tongued? The howls. How much you think they learn from each other from just that one guttural?" Pent tries to figure how much work it would be for the halfling to drag the bodies to a less noticeable place.
Pent looks readier than all of them to not be in Kelmarane at this moment.

Mahdi al-Jabira |

Mahdi grins fiercely when his burst of fire catches all three gnolls in it and sets their foul fur smoldering.
The fight is quickly over after that, his colleagues making short work of their foes before he can cast another spell.
He nods, brushing off his hands of soot and sparks. "If we can drag them quickly, I am for it, but we have little time. We've overstayed our welcome already... but learned a good deal for it, this time."
If there's a semi-intact building that's right by, Mahdi helps to drag bodies into it, but his priority is for them to be gone, and soon.

Pent Arotha |

Pent drags the gnolls together quickly, pulls his bolt free, and positions the gnolls's arms and spears in such a way that it appears that each one has struck at the next, like Ouroboros.
"That'll have to do then."

GM Sloth |

All of the immediately-nearby buildings are burned-out and ruined, not providing any sort of actual shelter to hide anything.
As the party grabs their possessions and begins to flee Kelmarane, a voice suddenly calls out shortly after passing the main gates of the village.
"Please, don't leave me! Take me with you!"
A man, human in appearance and dirty and bruised, is running towards the party. He has a very panicked look on his face as he chases after the group.
He is making a line straight for the group.

Mahdi al-Jabira |

"Right, time for a thrilling retreat," Mahdi mutters as he joins in the 'pilgrimage' back to the monastery.

Aldebert Piddlespot |

"Right, time for a thrilling retreat," Mahdi mutters as he joins in the 'pilgrimage' back to the monastery.
"Mahdi, I agree with your sentiment, but we're not well equipped to take on the entirety of the gnoll force in one grand battle. We need to winnow them down, break up their alliances, kill the stragglers, and generally cause mayhem."
"Then, when we are forced to meet their best head on, we have a good fighting chance of winning the day. Gnolls are tough, a little, and in numbers can be quite deadly."
Aldebert reflexively rubs a scar on his thigh. He also thinks of the flame-pots he must still acquire for his brother.

Pent Arotha |

"While halflings are little, and tough." Pent gasps for breath a little as he tries to talk and run his retreat. "And in quiet, can fart quite deadly." Pent continues to huff and run, run and puff.

GM Sloth |

As the man draws near to the waiting Kul and Aldebert, he yells, "Don't stop fools! They're right behind us!"
Indeed, at the same moment, the loud yapping and barking of canine creatures can be heard from the village a short distance away, growing louder each moment. Some of the barks are accompanied by shrill, laughter-like sounds.

Mahdi al-Jabira |

Mahdi only nods tersely at Aldebert's words, knowing the wisdom of them even if his ego objects.
But when he hears the shrieking laugh of their pursuit, he hisses.
"Hyenas!" he says between the pound of his feet. "There is no way we can outrun them on open ground! We may have to make a stand against the dogs, at least, if not their masters!"

Aldebert Piddlespot |

I suggest we run until the hyenas catch up with us, then fight them, then (hopefully) run some more. I don't see a good spot with cover unless the Pesh fields help us.
Either way, I think it's run until we have to fight - then fight!

Amiamble Piddlespot |

Ami scrambles to follow his brother.
And we might draw more of their forces away. It's prudent to whittle them down more if we can. He's right...even if he did nothing for me earlier.

Mahdi al-Jabira |

Our path would take us by the place where we first met Kul, wouldn't it? It's not exactly any sort of traditional 'cover' but at least the carcass of the digger would provide something to put our backs to... If we can make it that far, anyway. I don't know how far the hyenas are behind us.

Pent Arotha |

Pent actively keeps track of running faster than Aldebert. I don't have to outrun the hyenas, I just have to...
Pent intends to peel off a heal when they come to a grinding halt.
Selective Channeling, exclude as many hyenas as possible, although it's likely they're all at full health, so the additional healing will likely not affect them at all, while our ragtag party should stand to benefit from any drip of Sarah's Sunlight, 5/6: 1d6 ⇒ 6

GM Sloth |

The party ducks back into the pesh fields that they came from, running through the maze of cactii that covers nearly a mile of distance between Kelmarane and the monastery. As you run, the new stranger pants furiously, trying to catch his breath while at the same time looking his saviors up and down.
"*huff* Thanks for *huff* waiting for me! *huff* My name's *huff* Felliped. *huff* Kul... *huff* Good to see *huff* you still alive, friend. *huff*"
The barking from the hyenas continues to follow into the fields, but the large plants obstruct any sight of the dogs. When the sound of their pursuit sounds very close, a loud howl pierces the air again coming from Kelmarane. Immediately, the growling of the hyenas subdues as they return to their masters.
The coast is clear, and your path back to the monastery is no longer obstructed with danger.

Amiamble Piddlespot |

That's odd...*huffa* *puffa*...I never usually get this tired....*huffa* *puffa*...when I ride Yeenoghu, Ami thinks as he races past pesh and cacti alike. When the monastery is in sight, Ami cricks a slow smile and moves closer to Yeenoghu.
"Let's take the body out back, Yeen, then we'll build a pyre, we will," Ami coos to Yeen. "Then we'll get to feeding you, Yeen. You're a good servant of Sarenrae to help with this sun devotee." Ami gives Yeen a good scratchin'.
* * *
When safe, Ami will build a small pyre with which to commit the body of Grigory to the sky.
Does anyone want to help with the preparations?
He will nod to Pent to say a few words.