|
Post by harknail on Nov 7, 2013 1:44:51 GMT -5
The Gnoll facing Vetch (#1) howled in pain from the surprise attacks, but that didn't keep him from using his Battleaxe to return the blow. The tree was an obstacle for him as well, but that didn't keep him from landing a solid blow (Barely hit AC 20 for 13 damage). The Gnoll facing Harknail (#2) was dazed, but he still managed to draw his Battleaxe and strike at the thing (Harknail) that was attacking him. The tree branches weren't in his way, but Harknail's shield was, so the blow was harmlessly deflected (Hit AC 22 vs Harknail's AC of 23). Map (updates as positions change)
|
|
|
Post by harknail on Nov 7, 2013 1:52:54 GMT -5
Harknail issued a Divine Chalenge to the Gnoll before him (#2), and using Divine Strength he hit the Gnoll with a Holy Strike. His sword flared with holy light as it connected with the Gnoll (Hit AC 24 for 12 damage), leaving the Gnoll bloodied.
Tag all for player turn.
Edit: add that Gnoll is now bloodied
|
|
|
Post by at on Nov 7, 2013 4:27:08 GMT -5
Barbatos held back, watching for any more Gnolls or any sign of alert from inside.
A little ice magic should ensure that the Gnoll facing Harknail could not use its superior speed to escape the engagement...
Ray of Frost (o3) [dice=20]+9 vs fort [dice=6]+6 damage and slowed
Barbatos will only move if it will meaningfully affect the Gnolls benefit from cover[rand=564695808211003293344034764765743102474306568147202379273323787]
|
|
|
Post by rhinobullet on Nov 7, 2013 9:31:18 GMT -5
Vetch growls in pain and returns to the attack, swinging viciously at the Gnoll and trying to end things before an alarm is raised. He swings both of his bastard swords in a vicious arc, snarling as he swings.
Vetch will attack with Twin Strike(standard action)
Attack #1 [dice=20] +11 for a total of 13
Attack #2 [dice=20] +11 for a total of 20
Damage #1 [dice=10] +2 for a total of 5
Damage #2 [dice=10] +2 for a total of 9
I will add Hunter's Quarry to this attack [dice=6]
I will also strike using Ruffling Sting(Minor action) Attack [dice=20] +11 for a total of 14
Damage: [dice=10] +6 for a total of 7
[rand=0417110461130956205948691384966276549928743289244139930698834164924]
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Nov 7, 2013 15:36:27 GMT -5
Once more the glow of his mace shines and Zem moves in to strike the Gnoll this time going for its back.
move action to G7 without taking attacks of opp, i do have move of 6. standard action: Using Resurgent Sun
[dice=20]+ 10 vs Ac=29
[dice=8][dice=8]+6 damage.=12 [rand=96046727336943153478013186249882040803478332236415566598204895854]
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Nov 7, 2013 15:38:31 GMT -5
also it can let vetch use a healing surge if he wants it +6 hp. Not that he needs it but can if he wishes.
|
|
|
Post by harknail on Nov 8, 2013 1:07:25 GMT -5
Barbatos held back, watching for any more Gnolls or any sign of alert from inside. A little ice magic should ensure that the Gnoll facing Harknail could not use its superior speed to escape the engagement... Both the Gnoll and the branches around him were coated with white frost. The shivering Gnoll even had an icicle hanging down from the tip of his nose.
|
|
|
Post by harknail on Nov 8, 2013 1:15:26 GMT -5
Vetch growls in pain and returns to the attack, swinging viciously at the Gnoll and trying to end things before an alarm is raised. He swings both of his bastard swords in a vicious arc, snarling as he swings. The first swing missed, chopping into a tree branch instead of a Gnoll. The second swing however chopped into the Gnoll's chest. As Vetch was about to swing a third time he realized that he didn't need to, the Gnoll was dead. Vetch still has a move and minor action left, if Vetch would like to move after killing the Gnoll.
|
|
|
Post by harknail on Nov 8, 2013 1:24:16 GMT -5
Modifying Zem's action to fit the new circumstances
Since there was only one Gnoll left, Zem charged across the battlefield and smashed the Gnoll with his mace. The Gnoll went down and did not get back up.
Zem, Were you going for the kill, or did you want a prisoner? I remember you mentioning taking and questioning prisoner last time we talked.
Combat over, post at will.
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Nov 8, 2013 3:22:46 GMT -5
With everything considered in this if Kord is cool with me killing him, he would go for a killing blow. They need to keep things on the down low, taking prisoners that could call for help sneak away etc. was not very wise, ya he would have thought of that going in and to prevent this, killing him was the best way to go.
These were just sentries, so info they have would be limited and not worth the pain it was to keep them around after word. Zem knows full well if u give evil a chance it will use things against you, he was not going to give the gnolls that opportunity, if he has the option.
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Nov 8, 2013 3:49:21 GMT -5
just to be safe, he has himself and Harknail move into the nearby tree just in case people heard them out there,
stay low and quite, we don't know if they will come out to our fight best not risk it.
Motioning to the others to meet them in the tree, but to be quick about it.
|
|
|
Post by harknail on Nov 8, 2013 3:52:50 GMT -5
The group gathers in one large tree and waits to see if there is any reaction. After 5 minutes (short rest), there is no sign of activity from inside.
|
|
|
Post by rhinobullet on Nov 8, 2013 10:22:22 GMT -5
Vetch looks around and says "let's search the bodies, and then drag them into the trees. We can then inspect the door over yonder and see what we can see"
|
|
|
Post by at on Nov 8, 2013 11:45:26 GMT -5
Barbatos nods but states "I will wait here and keep an eye on the door, my magic can slow any who seek to leave and buy us more time to react"
|
|
|
Post by harknail on Nov 8, 2013 12:32:48 GMT -5
Searching the bodies, Vetch finds that these Gnolls are not as wealthy as the last group. These have only 6 SP each. Although their equipment is bigger (Battle Axe vs dagger, Longbow vs. shortBow), it is older and not well maintained. The battle axes are rusty, and the wooden shafts are somewhat rotted, though not yet to the point of breaking. The bows are in slightly better shape, though they look like they might snap in half when pulled. Likewise, their leather armor has seen better days.
Does Zem want to cast a Healing Word on Vetch?
|
|
|
Post by rhinobullet on Nov 8, 2013 15:06:54 GMT -5
Vetch growls and picks at his wounds. He wanders back over to the group and says "Let's go look at these doors, be careful of traps".
I suggest we carefully inspect the doors. What does the group think?
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Nov 9, 2013 5:18:19 GMT -5
yes he does want to but that is up to him at this point. He only has so many healing surges left, so using one now is up to him. Yet Zem rather do so but if he does not have premission he feels that doing so is a breach of contract, he has to respect them. Even if means adhering to a request that is well unwise, but that is only if they are not being dominated etc. then at that point all bests are off and Zem will do everything to save them, even from themselves.
|
|
|
Post by rhinobullet on Nov 10, 2013 10:13:12 GMT -5
Vetch looks at the group and says "Shall we look at the doors?" he then looks at Zem and points at his wound and also says "Would you mind?" and wiggles his fingers like he was making magic.
|
|
|
Post by harknail on Nov 11, 2013 1:17:10 GMT -5
Zem uses a healing word to heal Vetch [dice=6]+6+ surge value HP, using 1 healing surge.
Also, everyone gets an action point.[rand=221863486571237444986448036506772137689948780462157380056153051555]
|
|
|
Post by harknail on Nov 11, 2013 1:35:26 GMT -5
Examination of the stone doors shows that at one time they had been sealed with mortar. But the mortar has been chipped away. There are no hinges visible, but there is a gap between the doors that is wide on the outside and narrows to touching on the inside of the thick stone doors. By peering into this crack, Vetch estimates that the stone doors are about a foot thick.
|
|