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Post by harknail on Feb 19, 2014 22:46:45 GMT -5
Zem fires a warning shot of divine radiance over the heads of the Gnolls. The Gnolls do not look happy that someone can shoot such bright light from their hand. Map (updates as positions change)
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Post by harknail on Feb 19, 2014 22:57:27 GMT -5
Barbatos makes his way around the wagon and exits the cave just far enough to see where the Gnoll women are. Carefully positioning his spell so as to not catch Vetch, Barbatos projects waves of weariness, overriding their adrenaline fueled panic with fatigue. Such is the power of his spell that both Gnolls can barely manage to move.
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Post by harknail on Feb 20, 2014 1:26:42 GMT -5
The Gnoll women were both panicked and drowsy at the same time. Although they were good archers, and weren't bad with a hand axe, it was quite obvious that they were both outnumbered and out classed. They already knew that this group was tough just from how many gnolls were missing. But seeing the demonstrations of power was terrifying (if they could stay awake). Dropping their torches the took off in two different directions. Because of how sleepy they were they didn't take off very fast.
Vetch gets an attack of Op on #1, the same one he's already wounded.
Then both Gnolls succumbed to Barbatos's spell and fell asleep.
Tag all. In 4th Ed the Gnolls can not be woken up by noise or even attacks. They are currently -5 to all defenses. And they can be the target of a Coup de Grace (any hit is automatic Crit, doing half HP damage is instant kill). But although they can't be woken up, they will wake up on their own very quickly (as soon as they make a save).
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Post by harknail on Feb 20, 2014 1:30:26 GMT -5
Harknail gets up and moves out of the cave, bringing is glowing shield with him (since it's attached to his arm). He glances at the two prone gnolls and is impressed with the speed of his teammates.
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 20, 2014 5:00:01 GMT -5
It is with a heavy heart we must kill them, if we let them live they will do more evil in this land. I will not ask any of you to do executions if you don't wish to, yet it needs to be done and over with and i could use the help if you so wish. I feel it is Kords will for justice to be done in these lands and i must abide by this & carry it out. They do need to die, I promise I will try to do so they have a quick death, to make them suffer more would evil. Harknail I'm sorry in advance for i know that they are helpless and you have code. I don't mean to disrespect you but i hope you can see right now i have to do this for the betterment of the towns they ransack. To give a voice and justice to the countless dead townspeople they killed I hope you all can see this and i take no pleasure in doing this, only trying to do the right thing for everyone. They are beyond forgiveness, He says a parer to kord With that he stands over one and brings down A Resurgent Sun on one of them. The one who is most far away # 1. It is a 15 to hit, vs AC. 15+LmDegnMDp_1-20=21
Critical from weapon: so he does 22+ ( 2d8+6)+ crit from weapon is a 1d6 p_1-6.=25 take half is 12.5.1-20�1-6
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 20, 2014 5:03:09 GMT -5
sorry did math bit wrong it changes on me, but should be a 21 to hit and 25/2 damage, being 12.5 so 12 dmg
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Post by at on Feb 20, 2014 5:05:06 GMT -5
Barbatos prepares to throw a spell of ice should either gnoll rise to move, but holds his magic for now.
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Post by rhinobullet on Feb 20, 2014 10:20:44 GMT -5
I will go ahead and roll the attack of opportunity in case it is needed on #1
Attack of Opp. M5ALjA0np_1-20 +11=18
Damage: p_1-10 +6=10
Vetch, seeing that the Gnolls are defeated, watches Zem dispatch the Gnoll and nods in silent agreement. He walks over to the other Gnoll, mutters a quick prayer to Melora and says to Zem "Any chance interrogating one of them might be of use?"1-20�1-10
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Post by harknail on Feb 20, 2014 12:21:22 GMT -5
Vetch missed as the Gnoll pushed past him, but Zem surges past him and slays the more distant Gnoll with a Coup de Grace.
It took an action point to reach the Gnoll. And the damage was 24 not 25 or 12. That is more than half the Gnoll's HP so it dies.
Harknail answers Vetch, "Mayhaps. She be knowing how many Gnolls there be. But it be evil to kill a helpless prisoner after they wake."
As a GM, I've always played it as OK to slay enemies that are down but not dead yet. But that waking them up, interigatoing them, and then slaying them is evil. Thus that may be a problem for good characters. Although Harknail is a paladin he is not good, so he would not stop such actions (though he wouldn't aid them either).
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Post by rhinobullet on Feb 20, 2014 12:24:24 GMT -5
Vetch missed as the Gnoll pushed past him, but Zem surges past him and slays the more distant Gnoll with a Coup de Grace. It took an action point to reach the Gnoll. And the damage was 24 not 25 or 12. That is more than half the Gnoll's HP so it dies.Harknail answers Vetch, "Mayhaps. She be knowing how many Gnolls there be. But it be evil to kill a helpless prisoner after they wake." An 18 missed? I agree with your assessment as to it being an evil act. I will let Zem respond and we will acti quickly before she wakes
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Post by harknail on Feb 20, 2014 12:28:36 GMT -5
An 18 missed? I agree with your assessment as to it being an evil act. I will let Zem respond and we will acti quickly before she wakes [/font][/quote] Yes, they had an AC of 19 at that point, which dropped to 14 when they fell unconsciouss after stumbling 20 feet or so.
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Post by sdmattocks on Feb 20, 2014 14:07:08 GMT -5
Just a reminder that Oris is a good character and will not allow the death of an innocent prisoner. No matter the death they caused, if they repent or helpless they do not deserve to die.
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Post by harknail on Feb 20, 2014 14:16:31 GMT -5
Also a reminder that we are still in combat time and rounds, since the remaining Gnoll has a 55% chance each round of waking up. So IC discussion is limited. So far only Zem is the only one who's moved this round.
Different GM's have different idea's as to what constitutes evil in record to defeated foes. So I thought it would be a good idea to be clear what's required for alignment concerns. Characters are still free to object even if their alignment doesn't require them too (or not object when they should). Except for Deva's, 4th Ed doesn't really enforce alignments.
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Post by rhinobullet on Feb 20, 2014 15:03:01 GMT -5
I was planning on getting a nod up or down from Zem and then dispatching it or not. If we don't have time for that I will simply move to dispatch it before it wakes.
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Post by harknail on Feb 20, 2014 16:16:07 GMT -5
At this point Zem has said to kill them, Vetch suggested questioning might be useful, Harknail agreed but pointed out that killing them after questioning would be bad. Since Zem is the leader, it's quite reasonable to wait for him to confirm the original order to kill, or to change his mind and keep her alive for questioning. Meanwhile, it would be a good idea to keep her from running away if she wakes up. You can move and then prepare an action to attack if Zem says die.
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Post by sdmattocks on Feb 20, 2014 18:23:07 GMT -5
Oris prepares elemental spirits if she moves he will fire. The type will be ice.
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Post by rhinobullet on Feb 20, 2014 18:28:50 GMT -5
Vetch will move over and place his bastard sword on the gnoll's neck and await a decision from Zem.
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Post by (George) 3.5./ ZEM ( 4.0) on Feb 20, 2014 20:13:42 GMT -5
" Harnail im sorry but they need to die a fast death there is no time to question them, for if we did we could not very well killer her later. I know info is important but for the good of all she needs to die."
"Vetch do it fast if you can." He nods to Vetch and the others to bring it down, so she will not suffer or wake, he feels its better this way.
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Post by rhinobullet on Feb 21, 2014 9:44:55 GMT -5
Vetch nods and tries to make a clean and quick end of it for the Gnoll.
Attack RrYKkVHtp_1-20 +11=28
Damage: 12+p_1-6=14
Attack2 p_1-20 +11=27
Damage: 12+p_1-6=15
If this dispatches the gnoll, Vetch will drag them both back to the cave, and then try to hide any evidence of the fight. He will also search the bodies for anything of interest.
Edit: Hitting a sleeping foe is an automatic crit with a Coup de Grace. Edited to revise damage, and switch to twin strike for max damage (easy hits and automatic 10 on the roll makes twin strike Coup de Grace deadly).
1-20�1-10�1-20�1-6
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Post by harknail on Feb 21, 2014 12:57:08 GMT -5
Using both swords, Vetch ensures that the sleeping Gnoll never wake up.
OOC: Hope you don't mind the edit of your post
Combat is now over, the Gnoll scouts were not able to escape thanks to Barbatos's sleep spell. This occurred late enough in the night that everyone has had enough rest to be fully rested (I did an extended recovery prior to this fight for everyone). But it will still be dark for several hours. After hiding the bodies, what does the group want to do?
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