| Tarren the Dungeon Master |
As you make your way between the gnoll encampment and the abandoned village, you pass within 20' of five gnolls (stationed on the roof of a dilapidated inn) whose attention is so focussed on a possible invasion from the other side of the river that they do not see what is right beneath their noses ... not even when Lord Flash trips noisily and curses loudly.
The gnolls had a penalty of their perception check in the adventure as written but the rolls were ridiculous. None of the gnolls had a perception check above 0.
| Tarren the Dungeon Master |
The party manages to make it all the way to the cliff face without being spotted by anyone other than a few of the cows that the gnolls are allowing to wander free through the streets of the abandoned town. The cows don't seem to care what you are up to.
Reaching the cliff face, you can see that the tower has been built into it but see no obvious exit at ground level.
| Tarren the Dungeon Master |
There are windows but they are about 100' up, at the point where the tower begins to break away from the cliff. The windows appear small and narrow and it is not easy to judge whether the largest of you would be able to get through them.
Perception checks otherwise ... those last checks were to see the gnolls, which you did ... easily. Dumb, useless gnolls.
| Bandle K'nana |
"I can use gnomish magic to get up there and secure a rope, or at least search for some closer means of entrance."
I have a spider climbe potion, and can take a rope up or I can probably get in a window due to my small size, and open some kind of door below
perception (rolled at PNP games under the thread: "Ignore This" in the Pathfinder section) Thursday 09-24-2009 05:14 PM
Perception check : 1d20 (1) + 9 (9) = 10
| Tallis Kotellos |
Tallis:
Spoiler:Tallis notices a worn, but not recently used, trail leading up the side of the cliff. It isn't heading towards the tower but there appears to be a crevice or a cave at the top.
"Hey, there's a cave over there, maybe we should go take a look."
| Tarren the Dungeon Master |
"Nothing ventured, nothing gained," I say and pop into the tunnel first, figuring my height makes me a likelier fighter in the small tunnel.
LJ crawls and climbs at a steep angle for about 70'. The tunnel comes to an end at a short, sharp drop -- easily manageable even for someone LJ's size -- into a small dark chamber.
Light source? You might also want to roll a save vs. 'Oh-mee-gosh-look-what-I've-gotten-myself-into-now!' ;-)
| Lil' Jakie |
Light source? You might also want to roll a save vs. 'Oh-mee-gosh-look-what-I've-gotten-myself-into-now!' ;-)
Reflex or Fortitude?
1d20=19 (+5 for Fort, +8 for Reflex for eithe 24 or 27)
Heh. And looking at my supplies I neglected to bring any light. Hopefully one of the other guys is better supplied.
| Tarren the Dungeon Master |
Now I feel guilty. We'll give you that 19 on your next initiative.
LJ gets the sunrod and returns to the top of the tunnel. Dropping in and looking around he finds himself in a long narrow chamber, just about the right size to hold a human body lying down, which is exactly what it holds. Something other than LJ has disturbed this man's eternal sleep though. The bones are in a disarray and the door that leads from this burial chamber to the main room is slightly ajar.
| Tarren the Dungeon Master |
I head back down, explain what I found and then once more lead the way into the tunnel, this time expecting the others to follow me. Once past the bones I cautiously try to exit the tomb.
You're trying to move a small stone door that once sealed this tomb. I'll need a stealth check if you want to do that quietly.
| Tarren the Dungeon Master |
Stealth check: (1d20+13=15)
LJ manages to open the stone barrier to the burial chamber and draw it inside. Through the opening he sees a gigantic oval shaped cavern with fifty-foot high circular walls. A fountain in the center runs dark red.
There are dozens of small doors, each marked with a three-eyed jackal's head, and each about the size of the one LJ just pulled into the burial chamber.
A large gnoll prays and laps at the dark red water in the fountain. She hasn't noticed you.
| Tarren the Dungeon Master |
I creep out of the crypt and slowly draw out my crossbow while I wait for the others. As soon as she notices me, I will fire, regardless of whether or not the others are in the room.
Okay, fair enough. We'll let the others have stealth checks as well. Everyone who makes a successful stealth check before the failed stealth check (cough-cough-Lord-cough-Flash-cough) gets to act in the surprise round. Unless, of course, one of you reacts noisily to watching a hyena lap up what looks like blood from a fountain shaped like Lamashtu.
| Tarren the Dungeon Master |
| Tarren the Dungeon Master |
Stealth: 1d20+2=14
The gnoll stops lapping from the fountain--What is that? Blood?--and turns to Tallis. "The smell gives you away, human," she turns towards you.
I guess her nose isn't as finely tuned to the scents of halflings or gnomes ... surprise round for LJ and Bandle. Gnoll's initiative is 13 ... beat that to act in round 1 before her.
| Bandle K'nana |
Initiative1d20+3=7
If within 30' Bandle flurries with shuriken
shuriken flurry (4 damage each if hits)
1d20+5=15, 1d20+5=10
If not he will take a move and try to circle around the chamber to a point either directly opposite or directly blocking other egress from the chamber
then use the flurry roll provided he's not attacked first, if the init didn't apply to Jakie and I then it's init for next round. Dodge on the gnoll
Bandle eyes the "blood fountain" with the most serious look you've ever seen on his normally spritely features.
probably nothing, but he does have the amulet of the gnolls around his neck (plus the cheesy stinky headband)
| Tallis Kotellos |
"You wound me, madam.", says Tallis as he assumes a combat stance
Initiative: 1d20+6=7
| Lil' Jakie |
Suprise round crossbow attack: (1d20+7=8)
Confirm Fumble: (1d20+7=19)
In my haste to fire I kind of mess up and miss.
Hastily I reload and fire again.
| Tarren the Dungeon Master |
Wounded, slightly, by LJ's attack, the gnoll growls a cursed word to her b$&$$ goddess and blows on a tuft of dark fur in her hand. The fur grows as it swirls about the room until almost the entire room is cloaked in darkness.
The spell darkness has a 20' radius. The room is 50' in diameter. That leaves a 5' wide circular strip around the room in which you can see. The narrow windows you saw earlier do allow some light in so you can see in this strip. Is that understandable?
| Tarren the Dungeon Master |
I'm also holding a sunrod, correct?
Right. The sunrod brings the light from dim light to normal light. The darkness spell returns it to dim light. Creatures with darkvision have a slight advantage but that was a sunrod well spent.
You see the gnoll move quickly through the dim light away from you.
DC 20 Perception check to keep an eye on her.
| Lil' Jakie |
My keen eyes follow the gnolless as I reload my crossbow.
Crossbow attack: (1d20+7=22)
Damage: (1d8=2)
Edit: Use that attack for the next round if applicable. I just realized I have a heavy crossbow, not a light one.
| Tarren the Dungeon Master |
My keen eyes follow the gnolless as I reload my crossbow.
Crossbow attack: (1d20+7=22)
Damage: (1d8=2)Edit: Use that attack for the next round if applicable. I just realized I have a heavy crossbow, not a light one.
The gnoll cleric darts to the opposite side of the room and then runs aroud and through the dim light, trying to catch you off-guard from one side. LJ's keen eyes prevent that from happening. She takes another bolt before she can reach you.
If Tallis, Bandle, and Lord Flash make their perception checks, they can get a ranged attack in before she closes for battle.
| Bandle K'nana |
as per the post if we were more than 30ft in the surprise round I was moving around to try and block egress (and my attack if I make the ck will come when she is within 30 ft.) arbitrarily I will circle to the left thus possibly getting attcked first but there it is
Bandle circles to the left as the darkness drops...he's seen these tricks before and grasps at his bandolier as his squints in the dimness.
perception
1d20+9=19
refresher:shuriken flurry (4 damage each if hits)
1d20+5=15, 1d20+5=10
| Tarren the Dungeon Master |
as per the post if we were more than 30ft in the surprise round I was moving around to try and block egress (and my attack if I make the ck will come when she is within 30 ft.) arbitrarily I will circle to the left thus possibly getting attcked first but there it is
Bandle circles to the left as the darkness drops...he's seen these tricks before and grasps at his bandolier as his squints in the dimness.
perception
1d20+9=19refresher:shuriken flurry (4 damage each if hits)
1d20+5=15, 1d20+5=10
Your left or my left?
Bandle runs towards the gnoll priestess missing with his shurikens as he closes on her. She raises her sword, unaffected by the dim light, promising not to miss.
Tallis and Lord Flash get a chance at her before she attacks Bandle.
| Tarren the Dungeon Master |
I forgot to figure for concealment due to dim lighting. The acid does not deal direct hit damage but does get her with the splash.
The gnoll brings her falchion up and around through the darkness with a roar. Bandle proves to nimble for her and avoids it.
Bandle and the gnoll are in melee combat now.
Round 2
Monks
Gnoll