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

Percy

Percy takes a deep breath. "We're doing well so far. OK. Nars, can you check out the large pile of crates and bags? Rodimus, guard the front here while we talk, and listen at those double doors. Gorefoot, Nezrak and I need light. I suppose we'll use Gorefoot's candles. I'll hold a candle for light, with my loaded crossbow in the other hand. Ishmael can guard the rear. I do suspect there are more gnolls out there. Hunting or something worse. As soon as we clear out some more, I'll go get my horse and bring her here."

Percy smoothes Fridly's feathers. "I know, you hate these dingy caverns as much as I do, but don't worry, we'll protect you. There's probably plenty of mice to boot."

OOC: OK. I'll admit to being a total bonehead & not bringing a single torch. Looks like Nezrak didn't either. Perhaps you'll let us play fast and loose with a bit of continuity and assume Percy would have thought of bringing a light source when exploring a tomb. Can I retroactively buy her a lantern or some torches?
 
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OOC: nope no retroactive, not to worry though your wish is my command (or at least it was written into the adventure).

The crates and bags contain trade goods. There are several packs containing mundane adventuring gear and a few pieces of armor and weapons. Among the assorted goods you find a pack stuffed with about 10 torches. Little beyond the mundane lies within the pile though.

Listening at the great stone doors proves fruitless probably because of their sheer size and density. Listening is not all lost however as noise begins to issue out of the corridor to the north. Several growls and yips can be heard moments later beyond the radius of the light flooding into the tomb from outside. The candles provide little assistance reaching the source of the noise, but you can all guess.

It's a lot of noise and it quickly grows louder.
 

Percy

OOC: OK. That's perfect.


"Battle positions! Let's hold this room. Some of us are at a disadvantage out of the light. Let's be ready to hit them with missile weapons before they reach us.

Percy retreats to the entrance, where she can peer around the corner at the north door, and readies an action to shoot her crossbow at the first gnoll into the room.
 

"Courage and I shall help hold the line" he says as he moves to the front. In order to bolster his defense, Ishmael quaffs his potion of barkskin before drawing forth his warhammer.

Combat Statistics:
[sblock]Ishmael: AC: 23 +1 (Dodge feat), Touch: 14 +1, FF: 20, HP: 40
Warhammer +8, +9 when mounted, 1d6+3, 20/x3
Barkskin duration 30 mins [/sblock]
 

"I can cast a Light spell if needed, but let's save that for later. It won't last very long.", Nezrak says.

When they hear the noise, Nezrak moves somewhere near the main entrance, from where he can shoot at the room's north entrance. He'll ready an attack to shoot at the first Gnoll entering the room too (if possible).

[SBLOCK=OOC] Attack +4, Damage 1d8+1.[/SBLOCK]
 

Rodimus smiles. It seems that while the dogfaces are weak, there will be enough of them to prove quite entertaining. He gets a better hold of his quarterstaff and gets ready bash in some heads and guts.
[sblock=OoC]Use quarterstaff two-handed with full Power Attack for bonuses of +3 (1d6+10, x2)[/sblock]
 

Nars moves into position near Ishmael and Rodimus in the front, sheathing his swords and loading his crossbow. As soon as a gnoll shows, he will fire (60' darkvision) and then drop his crossbow and redraw his swords while stepping back out of the way. He tries to stay near the fringes of the fight where he can get into flanking position without being surrounded.

[SBLOCK]Crossbow attack,damage: +6,1d8. Full melee: +5/+4, 1d6+3/1d6+1. 2d6 sneak attack when applicable.[/SBLOCK]
 
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Holding the Line

[Round 1]

Nars, with his keen night eyes watches as gnoll after gnoll pours out into the north corridor leading towards the entrance. He launches one bolt from his crossbow which slams into the first one taking it in the right leg.

Ishmael quaffs his potion feeling his skin toughen beneath his mithril hauberk.

Percy and Nezrak stand ready near the entryway to fire at the first gnoll into the room. Rodimus likewise holds his quarterstaff ready in front of Nars. The gnolls still not in the room for them to attack.

[Round 2]

Ishmael readies himself a top Courage, the gnolls not yet in the room.

Persephony and Gorefoot stand patiently until moments later the first gnoll appears at a run, heading directly for Sir Ishmael.

Percy and Nezrak fire at the mangy cur, both bolts striking it in the left side. The beast trips and falls a few feet in front of the warriors, black blood splashing the ground beneath it.

More gnolls pour forth into the room, leaping over their fallen companion. As they close with the companions both Rodimus and Sir Ishmael respond with deadly attacks of their own. Both weapons strike simultaneously hewing through the charging gnolls.

Despite the wounds received from the two warriors, the front range gnolls hack at the companions. Their balance thrown off by the leap over their fallen friend as well as the wounds they have sustained make the two falter in their attack, each missing.

Three more gnolls emmerge from the corridor charging into the front line, one pushing its way past towards Nars. Sir Ishmael and Rodimus take advantage of the brave gnoll's foolish charge to hack it to pieces. Sir Ishmael's warhammer ripping the gnoll's head from it's body.

The second gnoll facing Sir Ishmael similarly misses, but the second one engaging Rodimus is more successful, inflicting a deadly hit on the half-orc.

Nars drops his crossbow and steps around to Rodimus' left carefully maneuvering in behind the gnoll that just struck his friend. The gnoll is not fooled however and adjusts its defenses to compensate. Nar's sword fails to find purchase.

Moments later a seventh gnoll emmerges from the corridor. Rather than charging in, this larger gnolls looks over the battlefield. Spotting the halfling guarding lightly armored individuals it charges in his direction. Gorefoot, ready to defend his companions lashes out but the beastlial humanoid easily dodges the blow. However it's strike is equally unimpressive, missing the halfling completely.

[sblock]Damage recap:
Rodimus (down to 27/34)
2 gnolls dead
2 injured

Sorry for the condition of the map, my psd file was corrupted when I emailed it home.[/sblock]
 

Nezrak Duskstar, AC 12, HP 13 / 13

Next Round: Nezrak keeps his bow in his left hand while casting Shocking Grasp with his right hand, steps closer (5ft-step) to the Gnoll near him (the big one?), and touches it with his now electrified hand.

Later Rounds: Nezrak draws his Longsword and enters melee, if there isn't a gnoll that isn't in melee too. Attack bonus +3, Damage 1d8+1.

[SBLOCK=OOC] Shocking Grasp touch attack roll = 20. Damage = 10.[/SBLOCK]
 
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