E1: Tomb of Chaos [Judge: Patlin] [Concluded]

Manzanita

First Post
Percy

"Gnolls!" Percy shouts somewhat pointlessly, as she releases a crossbow bolt over Nar's head.

OOC: Percy won't plan on using any spells against 2 gnolls, so she'll keep shooting until melee is engaged. She'd prefer not to shoot into melee. Would you like us to keep track of our ammunition?
Percy's first three shots (if she gets that many off): round 1: 14+4=18 Round 2: 12+4=16 Round 3 8+4=12 Dmg: 1 & 7. assume third round would miss, anyway.

Percy status summary. AC 12 HP 29/29 Spells known/used: lvl0 6/0, lvl 1: 7/2, lvl2 4/0 bolts 20 normal less what is fired this combat.
 

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nimisgod

LEW Judge
Ishmael closes in as quickly as he can, drawing his warhammer, attacking and flanking if possible.

[sblock]+1 Warhammer +8, 1d6+3, 20/x3
AC:21 or 22 using Dodge. Declaring dodge on Gnoll that he's in melee with.
hp: 40[/sblock]
 
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SlagMortar

First Post
Nars closes into melee with the gnolls, trying to get flanking position. He prefers to attack a gnoll he is flanking, or one that is grappled by Rodimus (for sneak attack). If he has enough movement to flank, but must move through a threatened area, he will tumble through.

[SBLOCK]Primary attack +7, damage 1d6+3. Full attack +5/+4, damage 1d6+3/1d6+1. Sneak attack +2d6 damage when applicable. Tumble +8. Attack bonus do not include flanking.[/SBLOCK]
 

IcyCool

First Post
Gorefoot leaps into action, his greatsword practically springing into his hands as he races towards the gnoll with maiming on his mind.

OOC: Gorefoot will charge, if able, drawing his greatsword as he moves. If he gets the charge off, he will power attack for 2. Otherwise, he'll just power attack for 1. He will not rage unless he is dropped down to single digit hp, and will move to help flank where possible.

If the charge goes off, he attacks at +8 (+2 for charge, -2 for power attack) 19-20 crit range, dealing 1d10+9 damage.

If the charge doesn't go off, or he is attacking in subsequent rounds, he attacks at +7 (-1 for power attack) 19-20 crit range, dealing 1d10+7 damage.
 

Dalamar

Adventurer
Rodimus moves in after the more reactive ones, maneouvering to get a strong whirling kick at one of the two gnolls.
After that, he continues with a pair of punches if there are still foes left.

[sblock=OoC] Move and attack. Attack 21, Damage 8, Power Attacked for 2.
In continuing rounds, use Flurry of Blows to full attack at +4/+4 (1d8+3, x2), though I doubt be have any surviving gnolls when Rodimus's turn comes up again.[/sblock]
 

Xael

First Post
Nezrak shoots at a Gnoll (preferably wounded one), but misses (6).

OOC: In the unlikely case the Gnolls are still alive on Nezrak's round 2 turn, he'll just try to shoot again with +4 Attack Bonus and 1d8+1 Damage.
 

Erekose13

Explorer
Entry Hall of the Jackal

[Round 1]

From behind Nars, Percy shoots her crossbow. The bolt flies across the room and grazes the gnoll on the right.

Ishmael charges across the room still on the back of Courage. His hammer bashes the gnoll on it's weapon arm, but the mangy humanoid is able to hang on to it's weapons.

The gnoll in front of Ishmael lashes out with it's battleaxe but fails to find purchase, as does the other one who steps forward to try and flank Ishmael.

Nezrak fires his bow at the one on the right but misses.

Gorefoot charges the closer one on the right. His greatsword slashes down taking the gnoll in the chest. The beast's chest is rent across the middle a great gash felling the creature.

Nars moves as far as he can but is unable to engage the last gnoll in combat yet.

Rodimus moves past Nars and Gorefoot, stepping on the dead gnoll, and launches into the air. His feet land against the last standing gnoll scoring a deadly blow. The creature crumples to the ground, it's neck twisted at an ackward angle.
 

SlagMortar

First Post
Nars clears his throat, "Er, good work." Nars takes a look around the room, alert for the sounds of more gnolls coming to investigate the sounds of battle. He thinks, Looks like an anterroom. Stange for a tomb, I wouldn't have expected many visitors.

"Percy, ah, which way?", says Nars, volunteering to take point. If it is dark, he will stay far enough ahead of the party's light source to be in the darkness, relying on his dwarven eyes to show the way. He carries Felhunter (his short sword) in his right hand and a piece of chalk in his left. Whenever he comes to a branch, he draws an arrow on the wall, 1 foot off the ground, indicating the direction chosen and the dwarven numerals indicating the number of branches taken (1 at the first branch, 2 at the second branch, etc). While moving, he will hide and move silently.
 

Erekose13

Explorer
After defeating the guards you're able to examine your surroundings in greater detail. In the northeast corner there is a large pile of crates and bags. Hallways with more doors head north and south, and there are carved stone double doors on the west wall. The doors are emblazoned with images of a jackal and a man facing each other, one on each door. Flanking the door are two statues, each depicting a canine-human hybrid creature holidng a large falchion. There are several columns near the doors, each engraved with a repeating pictogram pattern.
 

nimisgod

LEW Judge
Ishmael checks to see if anyone is hurt before taking his place at the rearguard. Once in a while, he will look behind him and use his Divine Inquisition ability (and his darkvision) to see if they are being followed.
 

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