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

Slagmortar: [sblock] attacking into a grapple is a bad idea, you have a 50/50 chance of hitting either combattant and neither gets their Dex and either one would be subject to your sneak attacks. ~link~[/sblock]
 

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[SBLOCK]That is true for ranged attacks, but not for melee attacks. Note in the table that footnotes 1 and 3 apply to ranged attacks while only footnote 1 applies to melee attacks. I was confused by that at first too, but I think it makes sense: Your friend pins the opponent's arms behind his back while you punch him in the stomach, just like in the movies.[/SBLOCK]
 

The Captured Gnoll

With carefully applied pressure Rodimus is able to get the gnoll talking pretty quick. "Grrr. Rugoff, banak goffeck dagram. Bagrak gab Fang Karak egk fu yild horm darh." it says in completely incomprehensible gibberish. Not a single member of the party can understand a word it says. Repeated attempts by each person to try the various languages they know meets with no success. The gnoll says little more than the above and doesn't seem to understand anything you say either.

Ishmael notes that a similar corridor heads south of the main room as well. There are two doors one on either side of that corridor also. The limits of his visibility prevent him from seeing all the way to the end of either corridor. Besides the captured gnoll there are no other sounds to be heard. With eight dead gnolls littered around the room at least you are free to search the room at the moment.

Slagmortar: [sblock]Wow right you are. You know in what 4 years I have always run it that way but I am wrong. Melee is indeed easier.[/sblock]
 

Nars looks to Percy and says "Should I, er, keep him quiet?" while balling his hand into a fist.

If Percy approves, Nars gives the gnoll a solid punch in the temple, hopefully knocking him unconscious for a couple of hours.
[SBLOCK]punch (1d20+6=15, 1d3+2d6+2=11). Gnoll has a -4 AC for being pinned and is treated as having 0 Dex (-5 modifier) [/SBLOCK]
 

"It wouldst appear that no other Gnolls approach, else the remainder of their number has secreted away and summoned even more" Ishmael suppresses a shudder at the thought. "Hath thine search of their bodies yielded clue to the Jackal-folk's doings here? That is to say, if their doings concern matters besides mere residence"

Ishmael dismounted, holstered his weapons and stroked Courage's neck in anxiety.
 

Nars searches the body of the largest gnoll for anything useful, especially keys and any writings. He reports to Ishmael his findings.

OOC: [SBLOCK]Search +9. Also, Manzanita, could you indicate whether Percy gave Nars permission to punch out the gnoll or whether she preferred a different course of action?[/SBLOCK]
 

Without a word to the contrary Nars lays a fist up side the gnoll's head knocking him out. The gnoll falls limp in Rodimus' grip. He'll most likely be out for a few hours.

A search of the various bodies littered around the room reveals that 8 of the gnolls have relatively similar equipment; a battleaxe, a shortbow, a quiver with 40 arrows, leather armor, heavy steel shield. One also had a small gem, a lapis lazuli by the look of it. The larger gnoll at Gorefoot's feet has a bit more loot including a much nicer looking battleaxe potentially masterwork even, leather armor, shortbow, 40 arrows, 3 gold coins and 8 silver pieces.

A quick look around the room reveals that there are the three unexplored exits; a corridor to the north and south and a large door to the west. You have checked the supplies in the corner but were attacked before more investigation of the entry hall could be completed.

feel free to contradict the knock out punch if necessary, I just wanted to keep the game moving.

Note: I will be out of town from Thurs to Sun. I will try to have some internet access but I dont know how consistent it will be.
 

Percy

Percy gives Nars the nod. "Does anyone have some rope?"

"Let's search the bodies then head north. They may well have left some empty rooms behind."
 

At Percy's direction, Nars takes the lead to the north. If the corridor is dark (I think it is), he stays 40 feet ahead so that he is out of the torch light, trying to be stealthy (+8 hide and MS). He thinks, "I don't know if gnolls can see in the dark, but I guess I'm gonna find out." He has Felhunter in his right hand a piece of chalk in his left, marking the path as described previously.
 

Rodimus takes out some sturdy rope from his backpack.
"Bind, then follow," the half-orc says, first pointing the rope at the unconscious gnolls, then thumbing his own chest.
He refuses to let others help in the binding, urging them to move forward. When they finally start leaving, he starts looping the rope around the interrogated gnoll's wrists.

Once everybody is out of sight, he puts his rope back in the backpack without binding any of the gnolls and goes around crushing the windpipes (Coup de Grace) of all those gnolls that are still alive. He then piles all of the corpses in one corner of the entry hall before heading after the rest of the group.
 

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