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![]() And that takes care of the last one. Combat Over You are presented with the usual goods from common gnoll warriors and a double door at the end Any preparations before you advance? Anyone want to identify the poison on the caltrops under the stair? Note: A character who attempts to identify an infused poison with a Perception check (as if it were a potion) has a 5% chance of poisoning herself, unless she has the poison use ability. ![]()
![]() con damage: 1d6 ⇒ 3
Combat Card
Urah Pyr (-0 HP)
Gnasher (-0 HP, Bull's Strength, -4 con)
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![]() Urah's wild shot misses as he hangs out from a safe distance, having felt he did his part. to hit Green on Gnasher, Bane: 1d20 + 3 - 1 ⇒ (6) + 3 - 1 = 8
to hit Blue on Tarak, Bane: 1d20 + 3 - 1 ⇒ (10) + 3 - 1 = 12
Swings are made, misses are inevitable, and the group getss a chance to end the fight early Combat Card
Urah Pyr (-0 HP)
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![]() Tatak is also whiffed at by the one gnoll that escaped the bane and then both Dino Tarak and Malgrim drop another Gnoll. This is a walk in the park compared to the gargoyles. Combat Card
Urah Pyr (-0 HP)
Malgrim Gryh (-0 HP)
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![]() will ST Red: 1d20 ⇒ 10
The gnolls are not exactly magically adept and most of them fall victim to the spell of ill luck. Most all of them attack Gnasher, two with flanks as they shift around, but the one that avoided the effects of the spell takes on Tarak. to hit Red, Bane, flank: 1d20 + 3 - 1 + 2 ⇒ (4) + 3 - 1 + 2 = 8
In spite of the flanking Gnasher comes away unharmed as the Gnolls practice armor smithing on his chain mail with their battle axes. Very noisy but completely ineffective. @Tarak, let me know what your AC is in dino form, I'm guessing it is lower than 18 so I'm recording that one blow on him as a hit until and uless you tell me otherwise.[/ooc] @Gasher, remember that I need a ST vs that poison from you. ![]()
![]() Gnasher sets his foot on the first step and his foot caves right through it. to hit: 1d20 + 10 ⇒ (17) + 10 = 27 As his foot gets stabbed by a spike (1 point of damage) he is also forced to fight off the poison it injects into his body. (DC 18 fort save, 1d6 con/1d6 con). From locations off to the sides and out of your sight comes 6 gnolls, rushing in to attack.
perception Gnasher: 1d20 + 6 ⇒ (3) + 6 = 9
Gnasher is surprised but not the others, apparently due to the fact that his attention is otherwise occupied. init Gnasher: 1d20 + 4 ⇒ (6) + 4 = 10
fortunately the gnolls have to close the distance before they can attack and spend their surprise time surrounding Gnasher. Combat Card
Gnasher (-0 HP, surprised, need fort ST) Well, that went poorly for our intrepid berserker. Hopefully he will make the save and not add injury to injury. The gnolls seem quite happy with the results though. Give me a few minutes to set up the battle map. ![]()
![]() Rising from the center of the temple grounds is a tremendous dome of stone, brass, and crumbling plaster. The great dome sits on a octagonal base, inlaid in intricate geometric patterns with thousands of colored glass tiles. Time and the elements have reduced their once bright colors to faded pastel hues of blue, green, and yellow. In several places, the tiles have been completely worn away, exposing plaster and brickwork beneath. Upon a slightly raised dais stand six wide stone columns inlaid with tiles made from bits of colored glass. On either side, stairs twist inward, leading up to a large atrium. Heaps of yellowed skulls lie piled about in the alcoves to the north and south of the central walk that approaches a large pair of doors to the east. ![]()
![]() Along the southern side of the great dome curves a set of crumbling marble stairs that climbs to a forty-foot-wide stage and a pair of rust-encrusted doors. There does seem to be another opening to the west. When you passed it before, from a distance, you saw some stairs leading up into the dome, similar to the south, but different looking. Nothing to the north and east except walls. ![]()
![]() The approach to the stairs is lined with walls but open to the sky, making it impossible to get to the stairs without inviting attack. You are correct in that there is no door. And the stairs seem to be open to the outside, so climbing the stairs without dealing with the gargoyles would be nearly suicidal. But there is cover inside the structure though there is nothing to keep the gargoyles from following you inside. In short, if the gargoyles have a mind to do so, you could be forced into combat. ![]()
![]() No problem. Math and record keeping is the bane of Pathfinders. If I can minimize that in an acceptable way and still keep the play balanced, it's a no brainer. Organized play still has a lot of record keeping, forcing you to keep track of expendables and sell at half price. I use a spreadsheet so it is not too bad. Don't know of anyone that actually uses the tracking sheet they 'require' you to use. Most every GM hands out a blank chronicle sheet and dumps the inventory maintenance on the players, who typically ignore the tracking sheet. Never been asked for one, but I keep myself honest without the tracking sheet by using Excel. You guys ready to head out to a new destination now that you've rested? ![]()
![]() Tarak Stromblessed wrote:
Yes. Keep in mind that it affects one weapon, like bite or claws, so unless you use multiple castings you will not be likely to get all of your attacks. I do thing that if you have two claw attacks, greater magic fang affects both. Probably should research that though. Anyone know off-hand? ![]()
![]() 'Gnasher' Red Claw wrote:
Uh-huh. Training her will take a lot of time and effort. Some folks are not meant to do battle, as alien as that is to Gnasher. Tarak Stromblessed wrote: After the infernal healing I should only be down one Hp and the non lethal will all go away with rest. I have one charge down on my wand but am out of first level spells, can I charge with a second level spell slot? Yes, of course. It just has to have the right school and be at least the level as the spell in the wand. ![]()
![]() Grundmoch scowls, which is rather fearsome on a face with so many teeth. "This happened several months ago, 3 to be exact. I have no idea what powers the imposter has other than bad advice and treachery. I fear he intends on supplanting the Carrion King and using the temple and gnolls to his own purposes. Probably devoted to Lamashtu instead of the Rovagug." Obviously, since Gnasher is still in disguise, the priest has no idea that Gnasher would prefer that. The scary-girl-who-could-be-a-nasty-shape-shifter looks startled when you ask her a questions, then shrugs and shakes her head no. ![]()
![]() You head for the lair and set up watch. The slave girl follows you. Unless you force her to leave you, she will be joining you in the room. Grundmoch is there to greet you. "So, we have seen proof that you are enemies of the Carrion King." He nods thoughtfully. "We wish you every success. Rokova, a gnoll friend of mine was the advisor of the Carrion King. But he disappeared a few month ago. And when he came back, he didn't even know me. I found the mutilated body of my friend and I know that the one who returned is an imposter. Be careful around him and do not trust him. Just kill him if you can. Kill them all. I do not know what he is up to, but when I challenged him the Carrion King believed him and not me. Thus our intolerable belittled circumstances." ![]()
![]() The girl obediently hauls what she can carry, which is not all that much. The slaves are rather surprised to see you again so soon and so... healthy. With amazement they pick through the gear and allocate it. "Well, that settles it. You are definitely not with the Carrion King. When are you leaving this place?" the last has a hopeful ring to it. ![]()
![]() reflex: 1d20 + 4 ⇒ (9) + 4 = 13 The two gnolls are completely obliterated und the combined assault of the group, adding to the trail of bodies they have been leaving behind them. It is at this time that you realize you have not one, but two observers. The troglodyte and that mute slave you left back at the camp. The troglodyte turns and leaves while the slave tentatively approaches. ![]()
![]() Malgrim fails to connect but does manage to wet the riders pants, though that does not give them pause. Unfortunately for the hyenadon as it expires as the end of Gnasher's blade. ride: 1d20 + 4 ⇒ (15) + 4 = 19
to hit: 1d20 + 7 ⇒ (7) + 7 = 14
to hit: 1d20 + 7 ⇒ (8) + 7 = 15
Neither swing is well aimed and they can sense their heroic lives coming to an end. Ongoing effects:
Red Gnoll (-10)
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