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Post by harknail on Oct 23, 2013 2:41:06 GMT -5
The gnolls scamper back to their feet. #3 continues running, though he is slowed a bit by the ice and only manages to move 4 squares further down the stream. #4 is in a difficult position with both Vetch and Harknail right there. Still he decides to run instead of a careful but slow retreat.
[tag Harknail and Vetch for opportunity attacks on #4]
If #4 survives, he'll be able to avoid the ice patch and will be 7 squares away.
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Post by rhinobullet on Oct 23, 2013 8:09:32 GMT -5
Vetch sees the Gnoll preparing to flee again and sees an opening and takes it, swinging hard at the gnoll.
Attack of opportunity: [dice=20] +11 for a total of 25 Damage: [dice=10] +6 for a total of 13 [rand=663290086172183799728032032155155529688941790286367161409552832]
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Post by harknail on Oct 23, 2013 16:37:47 GMT -5
Vetch doesn't manage to behead the gnoll this time, but there is no doubt, even for those watching from a distance, that this gnoll is dead. Harknail detaches the sword from his left hand, then draws and throws a javelin. But the retreating gnoll easily evaded the javelin. [tag Barbatos and Vetch] The gnoll has moved only 4 squares further down the stream due to the ice. Barbatos can easily move forward to get within range again. Vetch needs to cross the stream. He can wade though, which will probably coat him with enough mud that it will slow him down (which is what happened to Zem), or he may get stuck in the mud if it's deeper here. Vetch can also try a running jump over the stream. That's a DC 12 jump (athletics roll) failing means that Vetch lands in the water. That assumes that Vetch uses a move action and a charge so that he can jump straight across the stream. Jumping at an angle so he can reach the gnoll in a single move and then use any of his attacks requires a DC of 16 to make the jump. Or Vetch can do something different and unexpected by the GM
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 23, 2013 16:41:37 GMT -5
nice hit and damage, good job dropping him . also your athletics is at +10 so odds are in your favor but knocks on wood 4 u. and a running jump i think adds a + to your roll but idk what the rules say on that one.
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Post by harknail on Oct 23, 2013 17:12:12 GMT -5
Running jump has a DC of 1 per foot jumped, Standing jump has a DC of 2 per foot jumped. So this is a very easy running jump for Vetch, but would be very difficult as a standing jump.
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Post by rhinobullet on Oct 23, 2013 17:33:31 GMT -5
Vetch glares at the gnoll across the stream and shouts at the creature in common "No escape for you!". With that Vetch furiously runs towards the gnoll and makes a running leap, attempting to clear the water and come to grips with the remaining creature.
Athletics roll: [dice=20] +10 for total of:25
As Vetch Jumps/Charges, he attempts to bring his weapon down on the creature as he lands (standard attack as result of charge?) [dice=20] +11 for a total of:21
Damage: [dice=10] +6 for total of 12
OOC: Did I do this right? Let me know. I assume if I am charging, I may only may a standard attack [rand=745594496092946422498058185641182891320641688566209266296566665]
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Post by harknail on Oct 23, 2013 18:28:42 GMT -5
Vetch makes a mighty leap, easily clearing the stream and staying in the air all the way to the gnoll. With sword extended before him, Vetch and run the gnoll through the chest before Vetch's feet even touched the ground. Yes you did it right Combat over, post at will. What do your characters want to do?Harknail calls out, " Vetch, could you toss my javelin back over here?"
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Post by at on Oct 23, 2013 18:50:58 GMT -5
Barbatos pulls up, having briefly exhausted his most powerful magics. Brushing a light dust off his robes he waited for the others before returning with them to the cart - the half orc had proven a most effective combatant.
Looking up towards Zem as they returned, "are your wounds severe?"
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Post by rhinobullet on Oct 23, 2013 21:54:38 GMT -5
Vetch takes a moment to clear his head. As always, he nearly lost himself to the monster inside him. He looks down at the gnoll at his feet, replaying the fight over in his head. His body hurts, and he begins to clean his weapons.
Vetch then retrieves Harknail's javelin. He then begins searching the gnolls for any valuables or items of use. Northing should go to waste in the forest.
After searching them, he walks slowly back towards the cart, waiting for the others to regroup and proceed on their way. He returns Harknail's weapon to the wagon and takes a moment to check and bind his wounds as he waits.
OOC, probably notihng of use on the gnolls, but doesn't hurt to check
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 24, 2013 2:29:15 GMT -5
worry about me later, my concerns are with these two who have deep wounds. I can see a lot of blood, some of it i can't tell between Gnolls blood and their's at this point. I have had worse then a few arrows but thank you for concern. first i need to see if any of us are poised or diseased.
heal check for poised [dice=20]+11=14
another one for diseased.[dice=20]+11= 12
I would like to use healing skill on both the wounded after i use cure light wounds ability on who is the most injured. Or they can just take normal surges out of combat.
total max hps and current hps on people would good to know as well.
[dice=20] +11=13
[dice=20] +11=18[rand=10033563105389476421241367701441055710407688748091624270006082952]
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Post by harknail on Oct 26, 2013 14:40:36 GMT -5
The gnolls were surprisingly wealthy, most had 5 GP and 30 SP. The leader (#1) had 10 GP and 60 SP. The leader (#1) also had a potion of healing that he had never gotten a chance to use.
Even more interesting, the leader had a map, which gave him directions on how to get to this bridge from somewhere about 4 hours walk away.
Checking under the bridge, 4 backpacks can be found. Inside each is about a week's worth of trail rations. The rations are of high quality and appear fit for human consumption. In fact some look just like the rations the group picked up in Moonhaven.
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Post by rhinobullet on Oct 27, 2013 8:56:39 GMT -5
Vetch scrathes his head and looks at the rations. He hands the map to the elf and says "Maybe I'm paranoid, but it looks like someone put this creatures in our path. They are well armed, have gold in their pockets, and these rations look familiar. I think maybe we should follow this map and find and thank whoever sent these things to attack us."
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Post by harknail on Oct 27, 2013 14:40:42 GMT -5
Harknail looks at the rations. He's not an expert in food, since he doesn't use it himself. But he comments, "Methinks these rations be made by the same person that made thine in Moonhaven. Mayhap these be stolen rations from another traveler."
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 28, 2013 0:34:46 GMT -5
vetch they were sent for a reason yes, the 4 of them messed me up quite good, think what more of them could do, I was lucky going after them is fighting on their terms we need to fight on ours.
That could get us killed for little reason other then mostly revenge with few clues to our main quest. No what we need is more info then just a map. Anyone with gold can pay out the ear for hired swords, in this case bows.
what we need to do is heal up, divvy out loot evenly, get some food, get the cart across and carry on after a rest to are normal direction.
If we cross more of them this time we do our best to keep a few alive to question.
On that topic nice chase down guys I was to far away to help much in that, but I applauded your heroics from the sidelines.
If these Gnolls try anything more we can handle it. We know they are here they don't know we are. Giving us the advantage right now. I rather not go after someone who can out number us if we don't have to.
they may be trying to stop us getting to our destination or stall us.
The good news is we know their tactics now, we can learn from this so if we face more we can be ok.
picking a fight would not be useful right now. now hold still so i can tend to wounds and lets get the cart across.
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Post by at on Oct 28, 2013 4:50:36 GMT -5
Barbatos peers at the map, "It's only a short walk away, if the gnolls were meant for us then others will be hired - we can't outrun them with a horse and cart."
He shrugs, "then again they may just be replacements for the last group of bandits"
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Post by rhinobullet on Oct 28, 2013 7:28:59 GMT -5
Vetch doesn't look terribly happy to leave the source of the gnolls, as he views this forest as home. He looks at the human and elf and says "As you will. However, I would like to hold that map, as when this job is done, I am going to come back and clear the forest of these things once and for all."
With that Said, Vetch says "Let's do as the elf suggests, best get this cart moving before more trouble arrives."
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Post by harknail on Oct 28, 2013 13:49:37 GMT -5
"Methinks the gnolls not be hunting us," commented Harknail. "Methinks they be raiding all travel between Moonhaven and Elkridge and points beyond. That be bad for both towns."
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 28, 2013 14:36:41 GMT -5
( sighs ) Then Kord would want us to stop them. Best we find the camp and prevent them form doing so anymore. If we can get that done fast without much delay then it would be best we get rid of all them that we can. we can't go anywhere until we get the cart over. Lets get started on that any ideas how we can do this?
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Post by rhinobullet on Oct 28, 2013 15:09:29 GMT -5
I am confused. Is there not a bridge? The map seems to indicate a bridge wide enough to get the cart over the creek, or did I miss something in the description/fight?
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Post by harknail on Oct 28, 2013 15:10:06 GMT -5
OOC: Getting the cart over is easy, there is a bridge and it is still intact. Zem has first hand experience as to why there is a bridge here over such a small stream.
Vetch can reverse the directions to seen where the gnolls came from. They came from the same general direction that the group was heading in anyway. Basically it's on the way with only a minor detour at most.
The gnolls weren't using the road however, so following their trail back to where they came from will mean setting out cross country. Since this is open plain with only scattered trees, that isn't likely to be a problem for the cart, though it will be a little slower than the road.
The other option would be to stay on the cart path, leaving it later to try and pick up the trail further on. But it would be easy to miss the base camp that way, which would requiring doubling back all the way to the bridge to try again.
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