Rappan Athuk: The Dungeon of Graves (Inactive)

Game Master Alice Margatroid

Don't go down the well! A megadungeon crawl filled with many beasties that are just dying to kill all the PCs. ( Obsidian Portal Page )


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Liberty's Edge

For one reason or another, you've all made the mistake of travelling from far and wide to brave the depths of legend. Perhaps it will be the most fortuitous mistake of your life, leading you to unimaginable riches and power—or perhaps it will be the last mistake you ever make this side of Pharasma's Boneyard.

Ninivic and Varnos have both been hand selected from their individual units to investigate the long-standing rumours of demonic forces building behind the frontlines of the Crusade, a threat that has lingered like a bad smell for years. They travelled east across Mendev with a small guard patrol led by one Captain Nym Miromenthos; the gnome's unit was on a coincidental mission requiring their presence in Egede. The long journey from the battle lines led the group to the small rural town of Zelkor's Ferry, and they avidly took up the opportunity to sleep in real beds and eat better than travel rations.

Molasbar and Olofire, companions from the distant metropolis of Absalom, made the decision to investigate the ancient mausoleum, both independently seeking the knowledge held within. Their journey began many months previous, having followed the rivers through Andoran and Druma and scouting around Lake Encarthan before even coming close to their final destination. In Nerosyan, their travelling company was joined by another half-elf, Bryce; he had been desperately asking around about a place called Rappan Athuk, a name the two mages knew a surprising amount about.

The three half-breeds travelled together along the border of Numeria and Mendev before reaching the Lake Road that followed the Lake of Mists and Veils up towards Egede. They knew that this was the general location of the dungeon they sought, but the dangerous hillsides and menacing forests were enough to keep them on the main road for the most part. At a suggestion from one of the merchant caravans they travelled with, they headed off the beaten track, following the Old Road (as it was called) to one Zelkor's Ferry. There, they were assured, they would find plenty of people with expert knowledge of the area. Considering the miniscule population of the hamlet, the trio decided to begin their investigations with the Inn.

Reginald, meanwhile, on his apparent world-wide pub crawl, had decided to follow his "borrowed" map right to the source—which meant Zelkor's Ferry. Taking a ferryboat down the Canyon River from Egede, he spent a long and frustratingly boring journey with one of the most monotonous and droning old coots he'd ever had the misfortune of meeting. It was no wonder that the moment the vessel docked at Zelkor's Ferry, Reginald was already off running towards the first bit of booze he could find.

Zelkor's Ferry is a small cluster of buildings surrounded by an ancient and crumbling stone wall, evidence that it once served as a border fort. Nowadays it is little more than an inn, a smithy, a merchant trader, and a ferryboat, a run-down rural hamlet known largely for its proximity to Rappan Athuk. Nevertheless, the Ferry is a place of comfort and safety compared to the hungry wilderness that surrounds it on all sides.

Bristleback's Inn is the sort of place one would expect to find in a remote settlement. A cracked and peeling wooden sign creaks from its iron bracket by the door, showing a picture of a wild boar in badly-faded paint. It is an old building, small for an inn, and is in dire need of some repairs, with signs of peeling paint and dangerously creaking floorboards. Though the room and board is rather high for a place of such disrepair, you are left with little choice but to pay the fee for the night. The innkeeper is a brute of a man named Odo Bristleback, a massive man with a ruddy complexion and scraggly black hair.

That evening, while roaring drunk, Reginald produces a map that many of you find interesting. It's a hand-drawn map of the area, with a clearly marked route to The Mouth of Doom—a known entrance to the dungeons of Rappan Athuk. The locals in the tavern question its complete accuracy, but it's as good a lead as you've got. Considering your mutual goals, the six of you decide, at least for the moment, to join forces and brave the depths of the dungeon together.

Morning calls, beams of light filtering through the windows of the inn to awaken your rested bodies. The ill-formed plans made the night before still linger in your mind, urging you onwards. What would your future bring, tempting fate in the depths of Rappan Athuk?

It's morning of the 26th of Pharast, and a light and warm spring wind greets you this day. Your characters have only been in town for a day or two, and last night agreed to work together to delve Rappan Athuk. You have a very general idea of how to get there, but that's about it. Feel free to do whatever you need in town now, or you can set off right away if you desire.

Liberty's Edge

Each of you have picked up a few things about Rappan Athuk and the nearby area during your journey or preliminary investigations. You may or may not have shared the following with your party mates. Note that these are rumours, and thus are totally unverified!

Bryce Sidanris:
* A group of adventurers calling themselves the Fire Hawks recently left on an expedition to Rappan Athuk and have not returned. It is said their elven leader, a recently-retired Crusader, carried with him an artifact of great power. You have no idea if this relates to the rumours of your father delving Rappan Athuk, but you're hopeful nonetheless.

* A great oracle can be found beyond a massive cavern in Rappan Athuk. He can tell all to anyone willing to pay his price.

* They say that if you go adventuring in the Mouth of Doom, beware the hand.

Molasbar:
* Zelkor, the good wizard of old, is now an evil lich living in the upper levels protecting the evil temple and descent into it.

* Inside a great labyrinth lies a strange mushroom that can restore youth. They are blue with red spots, and lie under a bridge.

* There are one or two places under the Mouth of Doom where the air is bad; don't sleep in those places if you want to wake up again.

Corporal Ninivic Black:
* A potent artifact called the Seal of Power was carried into the dungeon long ago by the mage-priest Donov. He hoped to use it to seal away the evil, restless spirits of the dungeon. Your commander thinks that it might help in the fight against the demons of the Worldwound, assuming it exists. He warned you to keep this on the down-low from Varnos Lightbringer; he apparently hadn't gotten clearance from the higher-ups to share this information...

* A wise man uses the rivers to travel in Rappan Athuk. They are dangerous, though. Many men who did not know the correct paths have drowned.

* A couple of levels underneath the Mouth of Doom there is a long passage—miles long—that connects up with the main levels of Rappan Athuk.

Olofire Stargazer:
* When the craven armies of Orcus fled from Zelkor and his army long ago, a great lieutenant was instrumental in holding off the pursuers. He bought time for the priests to enter the dungeon and lick their wounds. For his valor, the dark champion was entombed. The halls around his burial chamber are filled with terrible creatures, red mist, and visions of ancient sins, long forgotten.

* A great library, once the property of the followers of Orcus, lies forgotten in a hidden level. Though it contains works of great evil, it also holds books that could be of great value to sages and adventurers as well.

* The Mouth of Doom is cursed: anyone who enters it will become weaker and weaker over the course of ten days.

Reginald D'Loria:
* Deep within the dungeon lies a pool of lava guarded by demonic lizards. If one can defeat them, pure gold can be distilled from the liquid rock.
* Solid mithral gates bar the way into a great treasure horde guarded by a lich in the great cavern. If one can access them, they would be richer than an emperor.

* An adventurer went into the Mouth of Doom a year ago with a lucky gemstone sewn into the heel of his boot. He never came back. Seems the gem wasn't so lucky after all.

Varnos Lightbringer:
* It is said that the great paladin Bannor was overcome by a horde of enemies in the dungeon. His mighty holy sword, Gurthdurial, is rumored to have been lost in the Hall of the Cyclops King.

* A great priest was entombed within the complex behind a door sealed with seven seals. If released, the powers of good would be greatly aided.

* A band of gnolls has been lurking around to the south of the Ferry for the last several weeks. If you're headed south, better watch out for them.

Also, you can check out the map of Zelkor's Ferry here. More information will be added to this as you explore the town.


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Olofire would share all the rumors he has heard. He is particularly concerned regarding what he has heard of the Mouth of Doom.

In the morning as they get ready (I assume he shared a room with Molasbar) he would say, "This well is beginning to worry me.... So many warnings we have heard and now even that it is cursed. I don't doubt that what we - you - seek is there somewhere but perhaps we should take a different route?"

OOC: I have not checked the other spoilers and don't plan on doing so pending what everyone is willing to share. There is nothing else in town that Olofire would need to check out. He's ready to go and die! I mean, conquer!


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

When Molasbar came to Zelkor’s Ferry, it was with the intent that they’d keep their desire to try Rappan Athuk secret so that criminal elements may not be aware and take advantage of them. That plan is quickly squashed when the locals all assume that’s why they are there. After all, they aren’t merchants, so what else would draw people to this remote spot?

The night before, Molasbar would have shared the rumors that he’s heard, only omitting that the lich is believed to be Zelkor (he’ll just mention ‘a lich’) and he would omit that the mushrooms can restore youth (he’ll just say that they are valuable and beneficial). He’ll actually mention the rumor about the bad air a couple of times; he seems particularly distressed by that notion.

In the morning when Olo shares his concern, Molasbar tries to dismiss it. ”We may not need to enter the complex through the Mouth. And even if we do, we can examine it for any sort of malignant power and perhaps avoid or neutralize it. We need to get close first before we can start truly sorting out what is rumor and what is true.”

Molasbar spends an hour sitting cross-legged on his bed making a final pass over his tome before making his way downstairs. When he spots some of the others from the night before, he joins them. He asks for hot tea and oatmeal for breakfast; with the group wanting to get a relatively early start today, the simple meal is something that will be quick to get and take in. And not too rough on his stomach on a day likely to be full of stress and excitement. He greets the others with a simple observation. ”Six of us. That’s good. Six is a lucky number in the eyes of Nethys.” Others may notice that the half-orc grimaces a bit when he reaches into his lean purse to pay for the modest breakfast.

Considering the map from the night before, Molasbar raises the question ”Should we just follow the map toward the Mouth? If it is a route traveled with much frequency at all, there could be predators (of both the carnivorous and larcenous types) staked out along the way. Do we want to take a less direct route hoping to avoid any such threats, or do we want to meet them head on so we may not have to deal with them when we return.” If we return…

If others are ready to go right away, Molasbar will quickly take in his breakfast and ask about the map as they are departing.


HP: 13/13 || AC 19 (touch 11, flat 18) || F/R/W +4/+1/+3 || Init +1, Perc +1 || Buffs: none || Debuffs: none

Varnos rose early, shaking off the last few vapours of the few drinks he'd had the previous evening. Fetching his weapon, he spent half an hour stretching his muscles before asking Ninivic to aid him in donning his armour. Varnos expected the newly-formed group to reach the mouth of the underground complex early enough and didn't want to be caught short.

Varnos was not yet sure as to how to treat their newly-discovered comrades. They all seemed decent enough but only time would tell. As Varnos aids Ninivic in turn, he talks of the rumours he has heard.

"It appears this... Rappan Athuk is a potent place. I have heard that it is the burial ground for a powerful priest who may be able to aid our efforts in the Worldwound. Also, I have heard that Bannor was overcome there, with his sword Gurthdurial. We should seek out the Halls of the Cyclops King if we can. Such a potent weapon could aid us greatly," Varnos is quiet for a few moments.

"What do you make of our new companions?"


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

To Molasbar, in the room: "Good point. After traveling so far and being in such a distant land it is hard to know what is true and what is not. Perhaps I'm letting all these tales get the better of me."

In the Inn after we all get down (or along the road as we leave town if no one has any business to do): "I do not have the skills to get to our destination without following a road, nor does my friend," Olo nods towards Molasbar. "Do any of you have the skills to lead us off of a path? And will that be more or less dangerous, I wonder?"

OOC: In our time in town, did we hear anything about what kinds of beasts/monsters are outside of town? Or anything about where they would be ? For example, "Things are pretty safe until the opposite site of the Crag Hills."


HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0

DM:
Reginald was flat broke by the time he got to Zelkor's Ferry, so I'm taking a few liberties with the morning scene in his case. He wouldn't have been able to afford his drinks or the night in the Inn. Let me know if any of these assumptions are a problem!

The sounds of Reginald's presence in the Inn can be heard quite early in the morning, as he was required to wash dishes, make a few minor repairs to the damage he had caused, and perform all manner of custodial tasks to cover his exorbitant tab. After a shouting match with the stable master concerning his vagrancy in the horse stalls the previous night, he suits up and approaches the group as they begin to assemble -- albeit with the pungent aroma of horse manure in his wake.

"Here's the map. It doesn't say much, but it shouldn't be that hard to follow."

He tosses the crumpled parchment onto the table for anyone to examine at their leisure.

Addressing Molasbar:

"I think we should take the direct approach. If anyone is brave enough to stand in our way, we'll knock them on their arses. I'd rather have a stand-up fight than trudge the long way around. This armor isn't light, and I don't wear it for show."

Turning to Olo, he replies:

"I know a little about traveling off the beaten path, but mostly on my own. I don't know that we'd get very far with a group this large without attracting attention or someone getting hurt. I think the safest and easiest path is, like I said, directly there."

"Now, if nobody has any further lollygagging to do here in town, we should get going."

It's safe to assume that Reginald shouted all the rumors he had heard about Rappan Athuk during his drunken rant last night.


HP: 17/28 || AC 17 (touch 14, flat 13) || F/R/W +3/+7/+1 Init +8, Perception +11

By Cayden's holy mug, what do they pass as brandy in this hole forsaken by gods. My head is pounding...ah, it's not just the head. What was the big guy's name...Robert, Red, ah yes!

"Please Reginald stop shouting so much..." - opening the window he shouts at his last night's acquaintance and drinking buddy. After such a long trip, Bryce was tired, very tired, and the fact that last night he had quite a lot to drink, combined with an "interesting night out for the boys" did not help him get much needed rest.

Barely suppressing the need to go back to bed again, Bryce spends next half an hour finding pieces of his clothes and equipment and trying to dress himself properly. Finally, he heads downstairs where he orders a shot of "whatever I was having last night, and I do not mean the girl", and with a crooked smile he moves outside trying to find Reginald and the rest of the party.

I'm not really a morning person...were we mentioning on going somewhere today? - yawning heavily, Bryce slowly walks out of the inn.

Similar to others, Bryce has shared his rumours, focusing on the one with Fire Hawks the most...while he was still sober...


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

OOC: I assume whichever route we take (at least until we get to the entrance) will be large enough to walk however we please (3x2, 2x3, etc). Anyone have suggestion for a marching order?

Liberty's Edge

Odo Bristleback serves up breakfast with a toothy grin as the group sits around the dining tables downstairs discussing their plans for the day. "There y'go mates, try ta let it not be yer last, eh?" The tea's actually quite pungent, with a hint of lavender about it, and breakfast for the group includes a selection of still-warm breads, kippers, eggs, and spreads, with some oatmeal for Molasbar and a shot of strong brandy for Bryce. There is, however, no plate placed in front of where Reginald sits. Odo lingers for a moment, eyeing up Bryce with the expression of a man sizing up cattle at the stock house, before chuckling to himself. "I ain't seein' what Ysbel saw 'n ya, but g'luck with that one, mate, she's a wild fire!" He gives the half-elf a friendly but rough slap across the back before thumping off back towards the bar.

Olofire, Varnos knows one rumour about monsters, if he wants to share it. Apart from that, your current information is just that the wilderness is dangerous. You can certainly ask around for more information. In addition, yes, you can travel however you like. It's just overland travel until further notice after all.

By the way, Reginald, the stables are owned by Odo. He's being moderately passive-aggressive at the moment in response. ;)


HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0

Oh! That makes sense. Duly noted!


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

While getting ready with Varnos, Ninivic responds. "Picked up a few tales of my own along the way, mostly about ways to get around down below. Remember that Mouth of Doom from that map last night? Heard there are some long tunnels connecting it with this Rappan Athuk. And once we're there, I hear the rivers are helpful getting around. Sound like my kind of place. Except for everything that's going to try to kill us."

When Varnos asks his opinion on the others, he grins crookedly, "Odd group of misfits I guess. Not much different than I was expecting. The drunk scares the sh!t out of me though. Hope he gets it out of his system before we get in trouble down below."


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

To Olo "I personally don't have the practical experience to lead us off the trails, so perhaps direct will be best. And I would not either discount or give too much credence to the rumors. They can help us prepare as much as they can lead us astray. But perhaps we will be the ones to finally parse fact from fiction when it comes to this legend."

To all as we start out "Then let's keep moving. Without any sort of scale on the map, this entrance could be hours or days away."


HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0

Reginald gives his gear a final once-over.

"I'm ready. Let's do this."


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

As they walk down the road and the town disappears in the distance Olo pauses for a few seconds staring off into the sky. He twirls a simple, silver ring around his finger as few times as he does so. He seems to realize he has lost step with the group and then lightly jogs to catch up.

OOC:

I propose the following marching order:

Bryce (ahead if he wants, how many feet?)
X
X
Varnos, Ninivic
Molasbar, Olo, Reginald

Now Reginald doesn't seem like the type who would be at the back, but I also don't want us dying from the eventual back attack/ambush.


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

Perhaps then Ninivic at the back? He's tough, has a good perception to detect someone sneaking up and his primary attack is ranged, letting him contribute to attacks on opponents we come up on. In character, this could be a result of the crusaders wanting to keep an eye on the others until they can prove themselves. Thoughts?


HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0

Would you guys do me a favor and put your OOC in the proper format, or just put it in a spoiler? Thanks! I've never been in a game that tracked strict marching order, so I hadn't really thought that much about it. Reginald will probably insist on being up front.

Liberty's Edge

The group leaves the inn and then the town, the two bowmen manning the gates watching you go with almost pity in their eyes. A sight they'd seen too often no doubt—would this group be the one come back? Or would this be the last time they ever saw them?

A beaten old track leads off from Zelkor's Ferry, the path splitting both ways away from the hamlet. By the looks of things, the road follows the Canyon River's edge, heading roughly east and west. Most of you are vaguely familiar with the Old Road you find yourselves on; Ninivic and Varnos had followed it from the west, and the three half-breeds from the east, to get here in the first place. Clearly, then, following the trail was not going to get you to your destination. But with no scale and very little detail on the map, heading out blind would be little more than a quick way to die. A decision is made to follow the smaller river indicated on the map, if only because it is the only really recognisable feature on it.

The wilderness around Zelkor's Ferry is pristine and beautiful, with copious spring growth brightening up the trail with wildflowers in myriad colours. The Canyon River river flows east towards the sea, and a number of small river-birds occasionally fly overhead or make splashes in the water. You experience nothing more dangerous along the Old Road than the sight of a snake rustling through the reeds and slipping into the water. After a half-hour or so of travel along the Old Road, you reach the smaller creek, and follow it south from there. The going here becomes slightly more challenging with no road to follow, but the banks of the stream are firm and flat, and your travel isn't particularly impeded.

Not too far down the stream you catch sight of a dark figure on the horizon. Closer inspection reveals it to be a worn and weathered statue made of dark, fissured rock. The statue has been given a demonic shape with bat wings and ram horns, although further detailing has long been eroded by the elements. An outstretched arm points towards the south-west, an ominous sign if there ever was one...

Knowledge (Planes) or Knowledge (Religion) DC 18:
The statue appears to be made in the shape of Orcus, a horrible demon lord of necromancy and the undead.

After inspecting the statue you continue onwards. To your east you can see hills begin to rise up, all crested by a light forest. Another half-hour of travel along the brook leads you to a point where the river narrows and becomes shallower, with large, flat rocks protruding through the surface of the water, facilitating easy crossing; this is likely the ford marked on your map.

Shortly after leaving the ford behind, you begin to travel through slightly hilly, forested ground, and your travel becomes something of a hike.

Please everyone make a Perception check.

Also, yes, please use the [.ooc] or [.spoiler] tags for OOC discussion. Or use the OOC thread itself. And honestly marching order is not going to matter until you get into the dungeon, so don't worry about it that much.


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

Knowledge Religion 1d20 + 8 ⇒ (6) + 8 = 14
Perception 1d20 + 1 ⇒ (10) + 1 = 11

"Hmm. Familiar looking, but I can't quite place it."


HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0

Perception: 1d20 + 0 ⇒ (8) + 0 = 8

Reginald huffs and puffs as he traverses the increasingly rough terrain, noisily clanking around in his armor the entire way.


HP: 13/13 || AC 19 (touch 11, flat 18) || F/R/W +4/+1/+3 || Init +1, Perc +1 || Buffs: none || Debuffs: none

Knowledge (religion) 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 1 ⇒ (15) + 1 = 16

Varnos walks in relative silence, observing his new comrades. He did not expect them to be agents of Darkness but Varnos never let his guard down, part of his training against the denizens of the Worldwound.

Although he studies the worn statue intently, the erosion is too bad for Varnos to be able to discern its original form.

"Unsettling, nonetheless," Varnos remarks, "We must be vigilant."


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Knowledge Religion 1d20 + 4 ⇒ (2) + 4 = 6
Perception 1d20 + 5 ⇒ (18) + 5 = 23

Olo looks up at the statue and his forehead furrows as he thinks about what it means. "I have seen this before... in the great library..." he then shakes his head as he fails to place it.

As they continue down the road and along the river his time is mostly silent looking about, trying to be aware of danger or whatever else in store for them. He does not know all of the reasons his companions journey to Rappn Athuk - or the true reasons anyways - but he wonder if it as vague and strange as his own. What would they think if I were to tell them? Even Molasbar - surely he suspects but how much does he know?


HP: 17/28 || AC 17 (touch 14, flat 13) || F/R/W +3/+7/+1 Init +8, Perception +11

As requested by others, Bryce will walk a bit ahead of the rest of the party, but not too much. Although he was quite certain of his ability to remain unnoticed, he was a team-player back in Cheliax, and he did not like too much the idea of being separated from the rest of the group. He felt...exposed in a way.

Upon reaching the statue, Bryce spends significant amount of time inspecting it. He proposes for the party to make camp while he checks it, and double checks once again, just to be sure. He was very bored from the long overland track and now that he had the opportunity to finally use his "other skills", he was using it to the fullest.

Some time later, feeling both relaxed and a bit disappointed that the search of the statue revealed nothing important, he continues to scout ahead of the party, his senses alert for any signs of danger.

Perception check: 1d20 + 11 ⇒ (17) + 11 = 28


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

Ninivic is happy to trail a bit behind the rest and keep an eye on the newcomers. He looks askance at the statue, "Bloody hell. Should have known I wouldn't leave all the demons behind at the Wound. Probably pointing to where we'll find all of his living buddies."

While we continue to make our way through the wood, Ninivic shares the information he's heard about the Mouth of Doom eventually connecting up with the larger underground structure and that once we get further, he's heard that there are rivers that might help our movement. He quiets as the travel becomes more difficult, but is thankful his small size makes scurrying around, under and through the terrain a little easier than it is for his larger companions.
Perception 1d20 + 9 ⇒ (10) + 9 = 19

Liberty's Edge

The trees creep closer to the river edge, and occasionally the taller members of the group have to duck under an outstretched bough or the smaller ones must scramble over an exposed root. Bryce, keen-eyed and leading the party (albeit a little reluctantly in this dangerous and unknown terrain), is the first to hear the unnatural snapping of a twig in these forested outskirts, and he warily waves the rest of the party to a halt as he scans the treeline for signs of danger.

Almost as soon as his eyes land upon the five shadowed figures hidden behind the trunks of nearby trees, a snarl of frustration breaks the peaceful quietude of forest and stream, followed thereafter by a haunting chattering 'laughter' like that of a hyena. Your 'guests' step out from hiding, revealing themselves to be furred humanoid creatures with heads like feral hyenas, their backs curved in a permanent hunchback. Most appear armed with axes and wooden shields, although one has a shortbow in its hands, already cocked with an arrow.

The small band begins to hoot and chatter as they approach with a loping gait, their eyes hungry for battle (and more no doubt!)

Varnos knows the first spoiler automatically. Remember, you can make untrained Knowledge checks for DCs below 10.

Knowledge (Local) DC 6:
These are gnolls, a race of hulking, hyena-like humanoids known to be feral, savage, and bloodthirsty.

Knowledge (Local) DC 11:
Gnolls live in small, aggressive bands of raiders and hunters brought together and ruled by a large, powerful male. They live in caves and caverns but often prey on nearby settlements for food, supplies, and slaves.

Knowledge (Local) DC 16:
Bands of gnolls live, hunt, and travel with hyenas and hyaenodons, and occasionally stronger creatures like trolls. Their society is a harsh and unforgiving one, with males expected to hunt and scavenge for the band and females constantly pregnant. They are usually devout followers of Lamashtu.

Round 1 wrote:

Initiative: Bryce | Molasbar | Varnos | Ninivic | Reginald | Olofire | Gnolls

Combat Map - the green blobs are trees, and creatures behind the trunks (middle squares) have partial cover.
(By the way, this URL will not change - but I will link to it every combat nonetheless for ease of access.)

Also, icon border colour does not mean anything unless I say otherwise; it's just for ease of reference.

GM Rolls:
Bryce Init: 1d20 + 8 ⇒ (13) + 8 = 21

Molas Init: 1d20 + 2 ⇒ (19) + 2 = 21
Ninivic Init: 1d20 + 6 ⇒ (11) + 6 = 17
Olo Init: 1d20 + 1 ⇒ (13) + 1 = 14
Regi Init: 1d20 + 1 ⇒ (16) + 1 = 17
Varnos Init: 1d20 + 1 ⇒ (19) + 1 = 20
Gnoll Init: 1d20 ⇒ 4


HP: 17/28 || AC 17 (touch 14, flat 13) || F/R/W +3/+7/+1 Init +8, Perception +11

Noticing with his peripheral vision that other party members spotted his signal, Bryce focuses to the enemies ahead. His mind racing to remember what those furry creatures are, he takes a careful aim and fires a bolt towards the one of the humanoids in the open. Being a team player, immediately after the shot is fired, regardless whether it was a hit or not, Bryce sidesteps to his right (to D4), clearing a potential path for more melee oriented party members.

Untrained Knowledge local: 1d20 + 2 ⇒ (1) + 2 = 3

Crossbow attack: 1d20 + 4 ⇒ (12) + 4 = 16 Aimed at gnoll at I8
potential dmg.: 1d8 + 1d6 ⇒ (6) + (4) = 10 Additional d6 from sneak attack dmg. if qualifies


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

So it begins. Olo wanted to say something to show his own readiness for battle, but because of his inexperience and uncertainty said nothing. While he did not let this creep into his words, it showed in his actions. He was the last to act as his allies sprung into action. Emboldened by their bravery he followed. He found himself surrounded by allies. Now is the time, the words are mine! He raises one hand and points at a gnoll whispering in a strange tongue.

Olo's rank in the initiative order is actually perfect. He will want to keep at least a few party members between himself and the gnolls (ideally Varnos and/or Reginald). His goal is to get within 30 feet of the shortbow wielding gnoll and use his Misfortune Hex DC 15 will save. If that one is still too far away, he will target his misfortune hex on one of the gnolls engaged in melee.

Untrained Knowledge: Local 1d20 + 4 ⇒ (5) + 4 = 9


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

Knowledge Local 1d20 + 4 ⇒ (10) + 4 = 14

Molasbar instinctly acts to protect himself, casting a familar spell of protection and bringing his axe around to bear. From the corner of his eye, he watches to see how his new companions act, pleased with Bryce's quick response.

SA: Cast Mage Armor. MA: Ready greataxe.


HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0

When the gnoll ambush is thwarted by Bryce's keen eye, Reginald wastes no time drawing the flail from his hip and advancing to a point ahead of the group in an effort to force the enemy to deal with him. The shield is removed from his back and quickly strapped over his left arm. The thunderous sound of his flail smacking the front of the shield challenges any gnoll to engage him.

"GET OVER HERE, YOU UGLY CURS.", he bellows.

Mechanics:
Move Action: Move to G6 + Draw Flail
Standard Action: Ready Shield

Nice Map! :D


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

Round 1

Ninivic searches his memories of soldier tales for anything concerning these creatures. Untrained Knowledge (Local) 1d20 + 1 ⇒ (13) + 1 = 14 "Bah, gnolls. Bunch of bloody hyenas. Let's run 'em off."

He draws his pistol and steps past Olofire, moving toward the front of the group. Move to F5. Ninivic raises his pistol and draws a bead on the closest gnoll, firing off a bullet with the crack of exploding gunpowder. At I8 (Green) if alive. If I8 is dead, switch this to a regular ranged attack against J9 (Yellow) since it would fall in the second range increment.
Ranged Touch 1d20 + 6 ⇒ (10) + 6 = 16
Damage 1d6 ⇒ 1

Liberty's Edge

Moving for Varnos. It's been about 24 hours, I won't hold things up. He moves to F-7 and draws his shield and longsword. By the way, the gnoll with the bow is the pink one.

Bryce aims a nasty bolt right in his target gnoll's upper leg, avoiding its shield and scrappy leather protection completely. It lets out a whine of pain, stumbling and almost falling as the well-aimed shot tears through its thigh muscles and splinters out the other side. Ninivic finishes off the beast with a single pistol shot, blasting a hole through its chest and sending it crumpling to the ground.

Molasbar readies himself with a protective shimmer of arcane magic, hefting his axe at the ready, while Varnos and Reginald both approach the gnolls with their arms and armor beared. Olofire follows behind the two armored warriors, his mouth whispering words of an ancient and terrible curse that seem inaudible to those around him. The bow-wielding gnoll suddenly starts pawing at its ears and whimpering. Its neighbour roughly punches it in the side, snarling something in their native tongue, but it appears to have little effect.

Though unclear whether they understood Reginald's provoking taunt, the gnolls nonetheless advance upon the group, apparently not bothered by the sight of their fallen comrade. One leaps around the tree trunk, but Reginald easily deflects the poorly-aimed attack with his shield, deftly sidestepping the other. Another one of the gnoll's axes scrape down Varnos' armor, but he appears unhurt. The bow-wielding gnoll seems almost focused for a moment, but then another terrible vision floats past its vision, and it yelps, firing the arrow harmlessly into the back of a tree. It staggers backwards, shaking its head against the unseen demons haunting it.

Round 2 wrote:

Initiative: Bryce | Molasbar | Varnos | Ninivic | Reginald | Olofire | Gnolls

Combat Map

Status
Gnoll 2 (Green) – DEAD!
Gnoll 5 (Pink) – Misfortune (1 round)

I cannot roll dice to save my life... What the heck...

GM Rolls:
Gnoll 5 Will DC 15: 1d20 ⇒ 6

Gnoll 1 Atk AC 21: 1d20 + 3 ⇒ (8) + 3 = 11
Gnoll 3 Atk AC 19: 1d20 + 3 ⇒ (1) + 3 = 4
Gnoll 4 Atk AC 21: 1d20 + 3 ⇒ (7) + 3 = 10
Gnoll 5 Atk AC 19: 1d20 + 1 ⇒ (11) + 1 = 12
Gnoll 5 Reroll: 1d20 + 1 ⇒ (16) + 1 = 17


HP: 17/28 || AC 17 (touch 14, flat 13) || F/R/W +3/+7/+1 Init +8, Perception +11

Seeing his first bolt strikes true, a dark smile appears on rogue's face. Working through practiced moves, he manages to quickly reload his crossbow without ever taking his eyes off the enemy.

Trying to isolate the surrounding noise, Bryce takes a step forward and aims at a solo remaining gnoll, obviously haunted by some apparitions. He takes a deep breath, steadies his hand and let loose with another projectile.

Free action - 5' step to E5
Move equivalent action - Reload crossbow
Standard action - Attack gnoll at K10

crossbow attack: 1d20 + 4 ⇒ (6) + 4 = 10
potential dmg: 1d8 ⇒ 2


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

Seeing an opportunity to help speed this fight to an end, Molasbar moves up near Reginald and dips his hand into a pouch. When he draws his hand out, he has a pinch of colored sand between two fingers. With a couple of unintelligible words and a quick florish, the half-orc releases the sand. In a moment, it starts to fall to the earth, but then its fall is quickly arrested, suspended in air for must an instant before flashing out at two of the gnolls, expanding into an enormous flash of brilliant colors that engulf the two beasts. Then the same hand that cast the spell points at the distant gnoll and Molasbar says ”Don’t let that one get away!”

Move to H4, cast Color Spray targeting squares H5, H6, H7, I6, I7 and J7. DC 15 will save. He is pointing at the pink gnoll when he speaks.


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Olo moves forward with anticipation and excitement. The hint of a smile begins to cross Olo's face as he sees the gnoll flounder. Quickly it is replaced as his face begins to contort into a strange amalgam of horror and laughter. It seems particularly disturbing on his slight, scholarly frame. From his mouth bursts forth a combination of a scream and laughter. Just as quickly as it begins the sound is cut short, replaced by somewhat similar words that Molasbar spoke. From his right hand, small strands of animal hair fall to the ground as Olo glares at a gnoll.

5 foot step to F6. Cackle as a move action to extend the Misfortune hex on the gnoll with short bow (K10). Daze as a standard action (DC 15 will). Olo acts after Molasbar so if it seems one of the two gnolls in front of Reginald (H6 or H7) is unaffected will target that one. If they are both hit, then will target F8.


HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0

Reginald seems fairly impressed by the magical mayhem going on all around him, so much so that the impressive power behind the swing of his flail goes wide of the gnoll in front of him. If the air to the left of the gnoll were our enemy, it would most assuredly be dead!

"I can't concentrate with all this blasted flashbangery!", he yells in a vain attempt to deflect the blame for his erroneous swing.

Mechanics:

Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

The bad rolls are contagious!

Liberty's Edge

Bryce tries his luck with his crossbow once more, but the awkward and erratic movements of the cursed gnoll causes his bolt to fly away harmlessly. Molasbar approaches at that moment, conjuring forth a great flash of magical energy, effervescent and swirling patterns filling the area for an instant. When the illusory light dissipates into the aether, one of the gnolls immediately topples to the ground, the whites of its eyes showing. It seems alive, but out of action. The other, however, seems unaffected; it lifts its head up from behind its shield where it had hidden from the arcane patterns, narrowing its eyes at the wizard.

Varnos slashes his blade towards the closest foe, but the opposing gnoll easily ducks out of the way of the clumsy attack. Ninivic reloads his firearm as he repositions ever so slightly, but his shot fires wide, largely because he had to aim carefully enough to avoid accidently shooting Reginald. Whether the magic or the explosive ammo zooming past him, Reginald finds himself at war with the empty air; he's certainly doing a good job at vanquishing that. Of course, that leaves the one gnoll standing in front of him unharmed...

Olo weaves another mind-controlling spell as he cackles like a possessed madman. The bow-wielding gnoll continues to whine and whimper, wavering back and forward on its hind legs and trying in vain to cover its ears and eyes from its inner demons. It seems unable to focus its attention on combat, too busy mentally running from invisible horrors.

Apparently not too happy about the half-orc attempting to overwhelm his mind with magic, one of the gnolls leaps at Molasbar with a howl and brings his waraxe down upon the mage. Splinters of magical energy shatter into the air like fireworks as the axe attempts to work its way through the barrier of force protecting Molasbar, and he struggles to maintain it. The axe blade works its way through the energy barrier, coming dangerously close to Molasbar's person, before with a final heaving effort he manages to reform the barrier, pushing the gnoll back and away from him. The great effort clearly took a toll on the half-orc, however, and he heaves and gasps in exertion.

The other gnoll isn't so lucky, and his attack is yet again foiled by Varnos' armor. He snarls in frustration, stepping backwards in an attempt to gain a better angle on the paladin.

Round 3 wrote:

Initiative: Bryce | Molasbar | Varnos | Ninivic | Reginald | Olofire | Gnolls

Combat Map

Status
Molasbar takes 7 points of damage (strain).

Gnoll 2 (Green) – DEAD!
Gnoll 4 (Yellow) – Unconscious, blinded, stunned (6 rounds); blinded, stunned (2 rounds); stunned (1 round)
Gnoll 5 (Pink) – Misfortune (1 round)

OOC
It's been over 24 hours. Moving for Ninivic and Varnos.

Molasbar, a 15-ft. cone can't affect an area like you described (here's an image of why). However if you move 5 feet over to I-4 you can get both the gnolls without hitting Reginald. I took the liberty of doing that for you.

Olo, you're technically 35 feet away from the gnoll :P but I'll allow it... this time.

GM Rolls:
Gnoll 1 Will DC 15: 1d20 ⇒ 17

Gnoll 4 Will DC 15: 1d20 ⇒ 3 Effect 1: 2d4 ⇒ (3, 3) = 6 Effect 2: 1d4 ⇒ 2

Varnos Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Ninivic Attack: 1d20 + 2 ⇒ (5) + 2 = 7 -4 penalty for firing into melee

Gnoll 5 Will DC 15: 1d20 ⇒ 5

Gnoll 1 Attack AC 16: 1d20 + 3 ⇒ (16) + 3 = 19 Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Gnoll 2 Attack AC 19: 1d20 + 3 ⇒ (11) + 3 = 14


HP: 17/28 || AC 17 (touch 14, flat 13) || F/R/W +3/+7/+1 Init +8, Perception +11

More sensing than seeing such a sudden display of arcane power, Bryce became a bit unnerved. He was aware of his "attraction to the art" and the fact that he could almost feel the magical energies in the air around him, and he knew that this might affect his aim. It has happened before...

He lowers his crossbow and discards it gently on the ground, while with his other hand he retrieves a sturdy wooden club. He advances carefully towards the creature in front of Varnos, wary of it's attack, trying to gain enough ground in order to flank it soon.

Free action - drop crossbow
Move equivalent action - Draw a weapon: club
Standard action - Move to F10


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Inwardly, Olo is suprised by how well his patron's guidance is helping him. And it said this was only the beginning of what it could show me. He heard a faint whispering, almost a ululating hiss in the back of his mind in response. Instead of giving him pause, it emboldened him to continue.

5 foot step to G6 (I am assuming Reginald will move). Move action to cackle and continue Misfortune on short-bow gnoll (K10). Cast Daze, DC 15 will save on gnoll I5


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |
Alice Margatroid wrote:
Molasbar, a 15-ft. cone can't affect an area like you described (here's an image of why). However if you move 5 feet over to I-4 you can get both the gnolls without hitting Reginald. I took the liberty of doing that for you.

That is perfect, thank you!

Surprised by the apparent failure of his spell and the ferocity of the gnoll, Molasbar raises his axe defensively as he backs away, deflecting the gnoll's further savage barrage. Once safely out of reach, the half-orc circles around to where Bryce stood just moments before.

Withdraw to E5.


HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0

Reginald decides that the unconscious gnoll is not currently a threat worth focusing his attention on. He immediately comes to the aid of Molasbar, stepping in front of the Gnoll that had nearly gutted him a moment before. As the half-orc retreats, Reginald hampers the gnoll's ability to pursue, and swings the head of his flail in its general direction. If nothing else, it would hopefully draw the attention of the creature towards him and away from his softer companions.

Mechanics:

5-foot step to H5
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

Round 3

Ninivic reloads his pistol again and takes a short step up to block the gnoll before it can pursue Molasbar. H4 He raises his pistol to fire right under the gnoll's jaw, knowing that the shock of the explosion will help hide him from the creature's retaliation. Expend 1 grit point to get +4 to AC. Gains 1 grit point if the gnoll attempts an attack of opportunity.
Ranged Touch 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage 1d6 ⇒ 3
AC versus gnoll in I5 raises to 22/19/18 until Ninivic's next turn.

Liberty's Edge

Bryce discards his crossbow and switches to a much more close and personal weapon as he stealthily creeps around behind the gnoll threatening Varnos. Molasbar carefully backs off, unwilling to test the mettle of his magic against his bloodthirsty assailant any further. Varnos steps forward and continues trying to take down his opponent, but the long travel seems to have dulled his combat expertise and his blade is constantly knocked back by the gnoll's axe.

Ninivic tries to fire up at the gnoll's head from below, but the difficulty of aiming when so close to his target causes his pistol round to blast past the gnoll's head, zooming past its cheek and nearly blowing a hole through its ear. It coughs and splutters at the small cloud of smoke produced, slicing its axe aimlessly through the air above Ninivic. The ratfolk does feel an uncomfortable gush of air as the axe passes over his head, though.

Reginald takes the opportunity to move forward with his flail first, and the spiked ball very nearly crushes through the gnoll's skull, barely a centimetre away. Olofire, almost beyond his conscious reckoning, continues to whisper and cackle in a chaotic rhapsody that haunts the archer gnoll, but he now turns his arcane attentions towards the one that nearly broke through Molasbar's magical barrier. It lifts its axe to attack, but freezes in its action mid way through, its eyes clouding over.

The other two gnolls have about as much luck as they have ever had, one axe blow easily deflected and another arrow sent harmlessly flying over the horizon.

Round 4 wrote:

Initiative: Bryce | Molasbar | Varnos | Ninivic | Reginald | Olofire | Gnolls

Combat Map

Status
Ninivic uses, and regains, 1 point of grit.

Gnoll 1 (Red) – Dazed (1 round)
Gnoll 2 (Green) – DEAD!
Gnoll 4 (Yellow) – Unconscious, blinded, stunned (5 rounds); blinded, stunned (2 rounds); stunned (1 round)
Gnoll 5 (Pink) – Misfortune (1 round)

OOC
Once again moving for Varnos. I realise he said he was busy with work, but if he continues to be unable to post, I will be looking for a replacement.

GM Rolls:

Varnos Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Gnoll 1 AoO DC 22: 1d20 + 3 ⇒ (18) + 3 = 21
Gnoll 1 Will DC 15: 1d20 ⇒ 5
Gnoll 3 Attack DC 19: 1d20 + 3 ⇒ (8) + 3 = 11
Gnoll 5 Attack DC 13: 1d20 + 1 ⇒ (1) + 1 = 2
Gnoll 5 Reroll: 1d20 + 1 ⇒ (17) + 1 = 18


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Olofire looks at the gnoll in the distance futilely sending arrows their way. He glances around quickly even though he knows his companions do not see what he does: a mass of translucent tentacles swarming over the creature. He laughs to himself as he watches its struggles.

Perhaps his training was defensive in nature Olo thinks as he assesses Varnos' situation. The well equipped fighter had yet to connect but also didn't seem to be harmed at all. He thought back to the few slivers of insight Reginald did provide during his drunken festivities the other night and decides to concentrate on the same enemy.

Move action Cackle to continue misfortune on short-bow gnoll (K10). Standard action cast Daze (DC 15 will save) on red gnoll (I5).

Liberty's Edge

Olo, fyi, a creature is immune to daze for 1 minute after being affected by it. That might change your action somewhat.


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Thank you so much for that clarification. This makes sense. I was thinking "Wow, this is the best cantrip ever!" :) In that case, I will target blue gnoll (G8) with Daze.


HP: 17/28 || AC 17 (touch 14, flat 13) || F/R/W +3/+7/+1 Init +8, Perception +11

Seeing that Varnos has stepped in, Bryce decides that now is the proper time to press his attack. He approaches the furry creature from the side and tries to take advantage of the fact that his attention had to be divided between two enemies now. He swings his club at the enemy, noticing with both satisfaction and dismay that Olo was still laughing. Young half-elf had something unnerving about him, and Bryce simply could not shake the feeling that he was very dangerous.

Well, at least he is focused on the enemy all the time... - Bryce thinks as he swings toward his opponent.

5' step to G9
Club attack: 1d20 + 2 ⇒ (2) + 2 = 4 Modifier +2 due to flank
potential dmg.: 1d6 ⇒ 2


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

Seeing the tide of battle going their way and not wanting any of the gnolls to get away, Molasbar continues to circle the fight until he is closer to the archer.

Once in position, the wizard gestures at the hyena creature almost casually. With a comfortable phrase, a translucent dart of arcane force flashes forward and passing without effort through branches, leaves and the gnolls crude armor, not stopping until it buries itself into the creature itself.

Move to F10, force missile at the gnoll in K10 for 1d4 + 1 ⇒ (3) + 1 = 4 damage.


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

Ninivic takes a quick step back from the gnoll to buy himself time to reload his pistol. H3 Moments later another loud explosion echoes through the wood as he fires again.
Ranged Touch 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage 1d6 ⇒ 6

Liberty's Edge

Olo's unsettling laughter totally puts Bryce off his game, and the half-elf manages to completely miss his target, spinning around in a half-circle and cracking his club into the trunk of the nearby tree. The tree sways in response, sending a couple of dead leaves flying down. The sound and action distracts the gnoll enough that Varnos manages to get a good attack in, one that the gnoll only barely manages to back away from, allowing its cheap leather armor to get shredded instead of its flesh.

Molasbar, having now caught his breath, fires a nigh-invisible dart of energy at the distant archer. It slams into the gnoll's cheek like an invisible right hook, and it shudders back from the impact, rubbing the sore spot on its jowl. It seems rather upset at the fact that the demonic visions haunting it are now apparently fighting back, and you swear you can see fright and sadness in its canine-like eyes. Ninivic is not as good an aim as Molasbar (ignoring the fact that unerring magical energy is a slight advantage in this competition!) however, and his bullet yet again flies wide.

With a roar of frustration at his constant failures, Reginald roughly attacks with his flail once more. This time the force of his blow causes an audible crack from the gnoll's shield, and a clear imprint of the spiked balls is left behind. Meanwhile, Olo continues to cackle, spreading mind-clouding magic to yet another gnoll, just as the one closer to him manages to shake away the cloud that fogged its mind. It seems almost ready to attack Varnos, but instead slumps over, muscles loose.

The gnolls continue to be foiled by strong defences and the haunting laughter that echoes in their ears and mind. It looks like their decision to prey on "weak" travellers had been a little misguided.

Round 5 wrote:

Initiative: Bryce | Molasbar | Varnos | Ninivic | Reginald | Olofire | Gnolls

Combat Map

Status
Gnoll 1 (Red) – 7 points of damage.
Gnoll 2 (Green) – DEAD!
Gnoll 3 (Blue) – 5 points of damage; dazed (1 round)
Gnoll 4 (Yellow) – Unconscious, blinded, stunned (4 rounds); blinded, stunned (2 rounds); stunned (1 round)
Gnoll 5 (Pink) – 4 points of damage; misfortune (1 round)

GM Rolls:

Varnos Atk: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Reginald Atk: 1d20 + 5 ⇒ (12) + 5 = 17
Reginald Dmg: 1d8 + 3 ⇒ (4) + 3 = 7

Gnoll 3 Will DC 15: 1d20 ⇒ 3

Gnoll 1 Attack AC 21: 1d20 + 3 ⇒ (5) + 3 = 8

Gnoll 5 Attack AC 16: 1d20 + 1 ⇒ (12) + 1 = 13
Gnoll 5 Reroll: 1d20 + 1 ⇒ (15) + 1 = 16


HP: 17/28 || AC 17 (touch 14, flat 13) || F/R/W +3/+7/+1 Init +8, Perception +11

Focus Bryce, damn it! This is not some drunken brawl in here

Although engaged in combat, rogue's brain was working full-time. He understood that he had to shut-off distractions (like Olo's maniacal laughter) and he had to focus on overcoming the enemy. Promptly forgetting the shame of hitting the tree instead of his enemy, he takes a half step back, waits for the opportune moment when Varnos swings again towards the creature. At that moment Bryce realizes that the creature is not responding as it should, and he understands that it was either Olo or Molasbar who did it. Not the one to let the opportunity go to waste, Bryce swings at the head of dazed creature.

Club attack: 1d20 + 2 ⇒ (15) + 2 = 17
Potential dmg.: 1d6 + 1d6 ⇒ (4) + (2) = 6

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