
Omari the Landless |
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"I agree we must set watches, let's learn the lesson of the gargoyles! Also let us take care that we not be spotted - no fire, I will conjure food. It would be foolish to fail in our wariness after all this effort! I will take the dawn watch so I may greet it with a prayer to Erastil. If we partner off with the escapees here, we can have two on watch all night."
Perception: 1d20 + 5 + 2 + 2 ⇒ (4) + 5 + 2 + 2 = 13
5 ranks +2 wis +2 racial
Before going to bed early, to be ready for the dawn watch, Omari will spend 15 minutes and fill his empty third level slot with Create Food and Water and of course he will share the bounty. He will provide long term care for Khedron, and much petting and calling him a good, brave, boy...
Heal: 1d20 + 2 + 3 + 2 + 2 + 1 ⇒ (4) + 2 + 3 + 2 + 2 + 1 = 14 vs dc 15
2 ranks +3 trained +2 wis +2 healer's kit +1 guidance
Also, we should consider how we are going to do this. I am rethinking the spider's tower. If we go that route, Khedron can't come with us, being unsuitable to climb a 40' wall to the lower opening. Rather, we could try to excavate the spot in the gargoyles former lair.

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When they sit down for there evening meal he tries to process what Ohrmizd told them. "So what did you find out about the Carrion King and about that Rokova? Could it be another case of somebody taking over the mind of the advisor like in Kelmarane?"
"Yes lets do that. I can take the first watch if nobody minds."
Perception: 1d20 + 11 ⇒ (2) + 11 = 13

Ohrmizd |

"Gordmuch stated he found the corpse of his old friend. So we are more probably dealing with a shapeshifter or an illusionist of some kind" explains Ohrmizd.
"Good Omari. Let's go in through the gargoyles nest. That way Kheldron can follow you"

Heshan Antar |

It wasn't from their resident cook, but Heshan made the most of what was given to him.
"I suppose that is all the more reason to keep our matter of business on the low for the time being. Was that why the trogs were hesitant to help us out?"

Foxy Quickpaw |

An hour after retreating to the Northwest Tower several gnoll patrols come out moving all over the premises and the surroundings. But they refrain from searching the buildings. Through the night this goes seemingly on as every now and them a patrol comes by, recognizable in the moon light.
With the new morning it becomes clear, that the gnolls are now paying more attention to the surroundings of their lair and that moving around won't stay as easy as in the beginning.
But a quick dash to the next tower can be timed so no one notices. Luckily the clogged stairs are inside so the work of unclogging them can be done unseen, but one has to be careful not to be heard either by throwing the stones, or causing them to slide during removal.

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"I assume there is no way to use the hole back here in that tower and still bring Khedron along?"
From the description of this Tower:
A search of the tower’s ground floor reveals a set of partially buried stairs leading down. The lower portion of the staircase has been shored up with timbers and rocks. Trailing down the stairwell hangs a worn, knotted rope neatly tied around a nearby chunk of broken column.

Ohrmizd |

"I think Omari was worried that using the stairs here, we could bring the gnolls over the slaves if eventually we have to retreat" Ohrmizd recalls for Manuun.
The Keleshite is happy to work on doing the stairs of the tower to access the temple.
Strength: 1d20 + 4 ⇒ (7) + 4 = 11
Stealth: 1d20 + 6 ⇒ (10) + 6 = 16

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Strength Aid Ohrmizd : 1d20 + 0 ⇒ (12) + 0 = 12
"You are doing great Ohrmizd. I was almost asfraid you would need help. But I think it would be much easier if you carried the stones like that. Actually you would be a lot faster of you carried two stones at once."
After Ohrmizd has finaly had enough og my "help" Manuun will concentrate on checking out the gnoll patrols.
stealth: 1d20 + 14 ⇒ (4) + 14 = 18
Perception: 1d20 + 11 ⇒ (2) + 11 = 13

Foxy Quickpaw |

The stairwell is rather deep and it is a lot of rubble to remove. Without specialized tools and the need to be silent aren't helping either.
If all help and no one sneaks away for thinly veiled excuses this will take 4 hours. If rolls would be necessary it would be fort saves, to not be fatigued.

Ohrmizd |

We are in the gargoyles' tower (B) (see Omari's proposal and Foxy's description of the action being done)
"This is going to be a toiling day of labor" Ohrmizd exclaims with a smile and cleaning the sweat that is starting to appear in his forefront "Does any of you a song to make the hours of work more amenable? Something not loud, we do not want to be discovered"
Fort vs fatigue (1st hour): 1d20 + 7 ⇒ (8) + 7 = 15
Fort vs fatigue (2nd hour): 1d20 + 7 ⇒ (19) + 7 = 26
Fort vs fatigue (3rd hour): 1d20 + 7 ⇒ (12) + 7 = 19
Fort vs fatigue (4th hour): 1d20 + 7 ⇒ (13) + 7 = 20

Heshan Antar |

It wasn't exactly what he pictured he would be doing when he joined the group, but he got to work regardless.
Fort save: 1d20 + 3 ⇒ (20) + 3 = 23
Fort save: 1d20 + 3 ⇒ (11) + 3 = 14
Fort save: 1d20 + 3 ⇒ (6) + 3 = 9
Fort save: 1d20 + 3 ⇒ (11) + 3 = 14

Omari the Landless |
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Let's get my prep post in here..
Come the morn, Omari prays to Erastil for spells:
L0 (4) : Guidance, Detect Magic, Stabilize, Light
L1 (3+1+1) Divine Favor, Bless, Bless(domain), Murderous Command, Murderous Command
L2 (2+1+1) Featherfall (domain), Burst of Radiance, Silence, Burst of Radiance
L3 (1+1) Prayer (domain), Empty Slot
After that, he counsels the escapees "Ok, today we are going in. Give us 2 days, but if we don't come back out, you will have to make a break for it. Sneak out and follow the river downstream. That will take you to Kelmarane. If you make it, tell them we tried. Also make sure to tell them that something up here is indeed making giant gnolls!
I think something is manipulating the situation - the gnoll king's advisor, Rokova, has been replaced by something that murdered him and hid the body..."

Ohrmizd |

"Look, it seems we reached the end of the rubble collapse" happy the hard work is done, Ohrmizd cleans his sweat and takes a long shot of water "It feels like the best of wines right now"
Stealthily, he advances to the end of the corridor to peek around "It seems there is a corridor and a tunnel crossing by. What do you think if we check first the chamber at the east end? H10 Unlikely the King is there, but one never knows"
Stealth: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 10 ⇒ (9) + 10 = 19

Omari the Landless |

"As good a guess as any" Omari whispers back. Omari is staying a good 20' behind Ohrmizd (with Khedron at his side), having no skill at stealth at all...
Is Manuun our traps guy?

Foxy Quickpaw |

As Ohrmizd sticks his head out at the crossing, a gnoll, wielding a special spear and standing to the west, shouts "Attack them!", pointing at Ohrmizd.
Out of the passage come six humans if rags wielding clubs.
In the background from the depth of the maze of corridors you hear the roar of a huge (gnoll)-beast.
Manuun: 1d20 + 4 ⇒ (16) + 4 = 20
Ohrmizd: 1d20 + 2 ⇒ (15) + 2 = 17
Heshan: 1d20 + 2 ⇒ (5) + 2 = 7
Roryx: 1d20 + 4 ⇒ (9) + 4 = 13
Omari: 1d20 + 4 ⇒ (11) + 4 = 15
Gnoll: 1d20 + 2 ⇒ (2) + 2 = 4
Gnoll: 1d20 + 2 ⇒ (5) + 2 = 7
Human: 1d20 + 0 ⇒ (4) + 0 = 4
Human: 1d20 + 0 ⇒ (8) + 0 = 8
Human: 1d20 + 0 ⇒ (7) + 0 = 7
Human: 1d20 + 0 ⇒ (3) + 0 = 3
Human: 1d20 + 0 ⇒ (9) + 0 = 9
Human: 1d20 + 0 ⇒ (11) + 0 = 11
Manuun, Ohrmizd, Omari, Roryx <--
Human, Human, Human, Gnoll
Heshan
Human, Human, Human, Gnoll

Ohrmizd |

"F+$!, they have discovered us!" Ohrmizd quickly moves around the corner and darts over the first gnoll before they can answer slashing at him with all his strength.
+1 Scimitar-PA (flatfooted): 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26
Magical/Slashing damage+PA: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Critical? (flatfooted): 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14
Magical/Slashing damage+PA: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
"Do not attack us! We can save you from the gnolls' slavery, help us!" the Keleshite exclaims towards the humans.
HP 48/48 AC 22 TAC 12

Omari the Landless |

Omari rushes forward to support Ohrmizd, arrow on the string. Khedron moves beside him to cover his back... As Omari rounds the corner, he draws and shoots in one fluid motion. He joins his voice to Ohrmzid's persuasion: "Would you be free men or dead slaves?!?"
Move action - move 30'
standard action - shoot at the visible gnoll.
Free Action - speak
To Hit : 1d20 + 3 + 3 + 1 + 1 ⇒ (17) + 3 + 3 + 1 + 1 = 25
+3 bab +3 dex +1 enhancement(weapon)+1 PBS + Precise shot: No penalty for firing into melee, Deadeye Bowman can ignore 1 person worth of cover
Damage: 1d8 + 2 + 1 + 1 ⇒ (8) + 2 + 1 + 1 = 12
+2 str +1 enhancement(weapon)+1 pbs

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Is the red gnoll dead or not?

Omari the Landless |

Is the red gnoll dead or not?
"finishes the furry guy off" - I think you can assume he's down.

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Since I have been away yesterdaxy and had no chance to post this: Before entering the Dungeon Manuun cast heroism on himself.
With the coridor ahead fully clogged up by Miz and Roryx Manuun decides to man the rear. When he reaches the crossing he sees a perfect spot for a nice little little trap to cut of people wanting to warn others
Move 30 Ft. and cast Grease ont the second entrance (DC 13)
[b]HP: 32/32
AC: 17 +2 vs. non-magical ranged
Luck: 6/6, Heroism: 49/50 min remaining
Spells: L2 2/3 (DC14), L1 4/5 (DC13)

Foxy Quickpaw |

The gnoll throws a stingchuck at Ohrmizd. The slaves are not all persuaded and two come to the passage to attack Ohrmizd - half heartedly.
The other slaves are blocked from attacking for now, in case they wanted to attack.
@Ohrmizd
Stingchuck: 1d20 + 4 ⇒ (2) + 4 = 61d4 + 1d6 ⇒ (1) + (2) = 3
Club: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 11d6 + 1 ⇒ (2) + 1 = 3
Club: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 101d6 + 1 ⇒ (5) + 1 = 6
Ohrmizd, Omari, Manuun, Roryx <--
Human, Human, Human, Gnoll
Heshan <--
Human, Human, Human, Gnoll(rip)

Heshan Antar |

Heshan moves up next to Omari... and frowns as it seems like he cannot do much at the moment. So for now, he decides to bolster his defenses.
Casting Mage Armor.
Once that was done he spoke towards the other humans. "We speak true. We promise no harm will come to you. We will remove those who have shackles you."
Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11

Ohrmizd |

Ohrmizd blocks the strange thing the gnoll throws him with his shield, then jumps to the side avoiding the clubs.
"Sorry dudes, but I cannot let you to take me down" Ohrmizd turns towards one of the humans that attacked him, and attempts to knock him down with Sarenrae's mercy "Go to sleep! You can still be spared, turn against the gnoll, not us"
+1 Scimitar-PA: 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14
Magical/Slashing nonlethal damage+PA: 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Intimidate (demoralize): 1d20 + 11 ⇒ (12) + 11 = 23
HP 48/48 AC 22 TAC 12

Omari the Landless |

Omari moves to support Ohrmizd and Roryx, and takes a shot at the second gnoll.
Move action - move 15'
standard action - shoot at the remaining gnoll.
To Hit: 1d20 + 3 + 3 + 1 + 1 ⇒ (2) + 3 + 3 + 1 + 1 = 10
+3 bab +3 dex +1 enhancement(weapon)+1 PBS + Precise shot: No penalty for firing into melee, Deadeye Bowman can ignore 1 person worth of cover
Damage: 1d8 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
+2 str +1 enhancement(weapon)+1 pbs
After shooting, he calls Khedron to him, "Guard". The elk slots in between Ohrmzid and Roryx, ready to attack...
Move action Khedron - move 20'
standard Action - Ready an attack on anyone who attacks the him...
To Hit: 1d20 + 3 + 1 + 1 ⇒ (13) + 3 + 1 + 1 = 18
+3 bab +1 str +1 enhancement
Damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
+1 str +1 enhancement

Foxy Quickpaw |

Ohrmizd knocks the man out. Omari has a hard time to hit the gnoll in this concourse. One of the humans drags the unconscious one away and another one steps up.
Club: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 101d6 + 1 ⇒ (5) + 1 = 6
Ohrmizd, Omari
Human, Human
Manuun, Roryx <--
Human, Human, Human, Gnoll
Heshan
Human

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Seeing the main entry clogged up Manuun tries to open up a new avenue of attack while shouting to Heshan "Can you give me cover if things get ugly?"
He moves forward until he can spot the second GNoll before letting his arrow fly into its back.
Short Bow: 1d20 + 14 - 4 ⇒ (10) + 14 - 4 = 20 (+3 BAB, +4 DEX, +1 MW, +1 PBS, +3 Luck, +2 Heroism -4 Cover)
Dam: 1d6 + 1 + 3 ⇒ (5) + 1 + 3 = 9
[b]HP: 32/32
AC: 17 +2 vs. non-magical ranged
Luck: 5/6 2 lingering, Heroism: 49/50 min remaining
Spells: L2 3/3 (DC14), L1 4/5 (DC13)

Foxy Quickpaw |

Roryx feels lucky. With his protections all up he pushes through the poorly equipped humans to bash that gnoll's head in. The half hearted attempt of an attack is deflected by his magical shield. And then the gnoll is ended.
The humans now attack Roryx
@Roryx
Club AoO: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 51d6 + 1 ⇒ (2) + 1 = 3
@Gnoll
Smash: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 15 ⇒ (3) + 15 = 18
Ohrmizd, Omari, Manuun, Roryx, Heshan <--
Human, Human, Human, Gnoll(RIP), Human, Human, Human

Ohrmizd |

"In the name of Sarenrae! Surrender!" with the gnolls defeated, Ohrmizd attempts to knock out another human.
+1 Scimitar-PA: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15
Magical/Slashing nonlethal damage+PA: 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Intimidate (demoralize): 1d20 + 11 ⇒ (18) + 11 = 29
HP 48/48 AC 22 TAC 12

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"Good choice! Nobody else needs to die here. Just tell us whats ahead in these rooms and we will find a way to get you put of here alive."

Ohrmizd |

"Where is the Carrion King?" Ohrmizd asks them directly understanding the group is not going to get much information from them "We can help you escape. Are you interested?"

Roryx |

"We have found the other fled slaves - they are safely holed up in one of the towers, until we tell them it is safe to run away without being chased through the desert" Roryx comments as goes over the defeated gnolls's possessions - "Perhaps you could join up with them, but there are patrols outside"
Using Detect Magic just in case.

Omari the Landless |

"We're wasting time here" says Omari. Addressing the slaves he says "You lot, sit in the corner and wait quietly. Anybody who tries to sneak off to warn the gnolls gets a broadhead in the guts..." Turning to the others he says "I'll take the overwatch spot and you guys check out over there."
(placed on the map. Note that I can see both exits from H9, so a slave who sneaks off to warn the gnolls is getting shot... Over there being H10. Then we'll do H11. Let's see what we find.)

Ohrmizd |

"Sarenrae is lenient on those who fail to their own weakness" Ohrmizd offers a hand to the not trusting slaves, then frown severely "But she does not hesitate to burn in her flames those who actively cause badness around. If you do not want to be free you better stay here quite and do nothing to help the gnolls or you will burn in the sacred fire of the goddess" the man stares at the man who dared to talk so badly to the people that came to free them from the gnolls.
Intimidate: 1d20 + 12 ⇒ (17) + 12 = 29
Then, nodding to Omari, he directs himself to the eastern room. H10

Foxy Quickpaw |

(H9) This chamber reeks of wild beasts. A mosaic of a huge, snarling, insect-like beast with bulging eyes and yellow mandibles covers the floor. Its many arms clutch falchions, gemstones, and screaming women. Besides the now dead gnoll lies a strange spear with a complex spearhead whose point is hollow.
Meanwhile Ohrmizd examines the nesxt room Omari pointed him to.
(H10) At one end of the room, a great stone sarcophagus engraved with arabesques and calligraphy sits, displayed upon a tiered dais. The top of the sarcophagus lies broken in several pieces on the floor. Nothing remains inside the sarcophagus but dust and a few crumbled bits of yellow bone.