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[LPF] Kaedyn's Quest
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<blockquote data-quote="perrinmiller" data-source="post: 6317661" data-attributes="member: 88649"><p><span style="color: #00ff00"><em><strong>~ Day 15, 13:43 - Miles North of Thornbury ~</strong></em></span></p><p></p><p><img src="http://i956.photobucket.com/albums/ae47/perrinmiller/Unlimited%20RPGs/Gnoll.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <img src="http://i956.photobucket.com/albums/ae47/perrinmiller/Unlimited%20RPGs/Gnoll2.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>The gnoll warrior from the barracks moved towards the gate, drawing a javelin and chucking it at Umthirn. The spear missed.</p><p> </p><p>The large gnoll lumbered forward towards the gate and drew a large battleaxe. He was hampered by the heavy armor plates, but with his long arms he got close enough to swing the axe down at the dwarf on the log. The blade barely caught the monk and opened up a line of blood on his arm as he deflected the worst of it.</p><p> </p><p>While you eliminated another gnoll, more of them poured out of the buildings in response to the call to arms. Two more gnolls appeared through the door of the barracks, armored and equipped like the others (studded leather, javelins, and battle axes).</p><p></p><p><img src="http://i956.photobucket.com/albums/ae47/perrinmiller/Unlimited%20RPGs/Gnoll3.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>A tougher looking gnoll warrior came around the corner behind the hulking gnoll. He was obviously better equipped with a breastplate and composite longbow in hand.</p><p> </p><p>The wounded warrior from the gate came back into view and was no long so wounded.</p><p></p><p>[OOC]Combat: Round 3[/OOC][sblock=Combat Information]G2 Moved & drank potion (5 healed)</p><p>G4 moved & missed Umthirn</p><p>LG Moved & hit Umthirn, 10 dmg</p><p>G5, G6, G7 moved</p><p></p><p><u>Initiative:</u></p><p>Gnolls</p><p>You guys</p><p></p><p><u>Tactical Map:</u></p><p>1. Dark colored vegetation is difficult terrain if more than 50% of Square for medium creatures or smaller & provides 20%(roll 1d100: 1-20 misses) concealment being bushes from ranged attacks, 50% concealment for small creatures or prone medium ones.</p><p>2. Medium or Large bodies provide difficult terrain for medium creatures or smaller. Large Bodies can provide soft cover bonuses like low wall</p><p><img src="http://i956.photobucket.com/albums/ae47/perrinmiller/Living%20Pathfinder/LPFKQEnc5Map03_zps501f37bb.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><u>Party Status:</u></p><p>[code]Ru: 44/47 HP remaining;</p><p>Damaris: 39/39 HP remaining; </p><p>Rhas: 55/55 HP remaining;</p><p>Umthirn: 42/52 HP remaining; 10 dmg; Squeezed, Partial Cover</p><p> </p><p>Spells Cast: </p><p>Abilities Used:</p><p> Ru: Ki Pool 4/6; Rngr Foc 0/1</p><p> Damaris: Bard Pef 3/12; Spells 1st 1/5, 2nd 0/3; SLA 1/1</p><p> Umthirn: Stun Fist 1/5</p><p>Conditions in effect: Message</p><p>[/code]<u>Enemy Stats:</u></p><p>[Code]Gnoll 1 [AC0]: Dead </p><p>Gnoll 2 [AC16/Touch 10/CMD13]: 5/11hp; </p><p>Gnoll 3 [AC0]: -6/11hp; Dying</p><p>Gnoll 4 [AC16/Touch 10/CMD13]: 11/11hp</p><p>Large Gnoll [AC19/Touch 8/CMD15]: 22/22hp</p><p>Gnoll 5 [AC16/Touch 10/CMD16]: 22/22hp</p><p>Gnoll 6 [AC16/Touch 10/CMD16]: 22/22hp</p><p>Gnoll 7 [AC20/Touch 13/CMD21]: ??/??hp[/Code][/sblock] [gm]Everyone is up for Round 3[/gm][sblock=GM Notes]Jkason, they are actually two spiked logs at the main entrance</p><p></p><p>Well, the spiked logs is meant to be a barrier against attacking the fort. While it did not come into play yet, mechanically fighting from it will net a disadvantage. Attacker gains partial cover (+2AC), +1 for Melee attacks for being on higher ground. They also can stay in place without needing an acrobatics roll or anything.</p><p>But they also have the squeezing penalty (-4 Attacks & -4 AC) due to the trying to stand in between the sharpened stakes that make up the spikes.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="perrinmiller, post: 6317661, member: 88649"] [COLOR=#00ff00][I][B]~ Day 15, 13:43 - Miles North of Thornbury ~[/B][/I][/COLOR] [IMG]http://i956.photobucket.com/albums/ae47/perrinmiller/Unlimited%20RPGs/Gnoll.png[/IMG] [IMG]http://i956.photobucket.com/albums/ae47/perrinmiller/Unlimited%20RPGs/Gnoll2.png[/IMG] The gnoll warrior from the barracks moved towards the gate, drawing a javelin and chucking it at Umthirn. The spear missed. The large gnoll lumbered forward towards the gate and drew a large battleaxe. He was hampered by the heavy armor plates, but with his long arms he got close enough to swing the axe down at the dwarf on the log. The blade barely caught the monk and opened up a line of blood on his arm as he deflected the worst of it. While you eliminated another gnoll, more of them poured out of the buildings in response to the call to arms. Two more gnolls appeared through the door of the barracks, armored and equipped like the others (studded leather, javelins, and battle axes). [IMG]http://i956.photobucket.com/albums/ae47/perrinmiller/Unlimited%20RPGs/Gnoll3.png[/IMG] A tougher looking gnoll warrior came around the corner behind the hulking gnoll. He was obviously better equipped with a breastplate and composite longbow in hand. The wounded warrior from the gate came back into view and was no long so wounded. [OOC]Combat: Round 3[/OOC][sblock=Combat Information]G2 Moved & drank potion (5 healed) G4 moved & missed Umthirn LG Moved & hit Umthirn, 10 dmg G5, G6, G7 moved [U]Initiative:[/U] Gnolls You guys [U]Tactical Map:[/U] 1. Dark colored vegetation is difficult terrain if more than 50% of Square for medium creatures or smaller & provides 20%(roll 1d100: 1-20 misses) concealment being bushes from ranged attacks, 50% concealment for small creatures or prone medium ones. 2. Medium or Large bodies provide difficult terrain for medium creatures or smaller. Large Bodies can provide soft cover bonuses like low wall [IMG]http://i956.photobucket.com/albums/ae47/perrinmiller/Living%20Pathfinder/LPFKQEnc5Map03_zps501f37bb.jpg[/IMG] [U]Party Status:[/U] [code]Ru: 44/47 HP remaining; Damaris: 39/39 HP remaining; Rhas: 55/55 HP remaining; Umthirn: 42/52 HP remaining; 10 dmg; Squeezed, Partial Cover Spells Cast: Abilities Used: Ru: Ki Pool 4/6; Rngr Foc 0/1 Damaris: Bard Pef 3/12; Spells 1st 1/5, 2nd 0/3; SLA 1/1 Umthirn: Stun Fist 1/5 Conditions in effect: Message [/code][U]Enemy Stats:[/U] [Code]Gnoll 1 [AC0]: Dead Gnoll 2 [AC16/Touch 10/CMD13]: 5/11hp; Gnoll 3 [AC0]: -6/11hp; Dying Gnoll 4 [AC16/Touch 10/CMD13]: 11/11hp Large Gnoll [AC19/Touch 8/CMD15]: 22/22hp Gnoll 5 [AC16/Touch 10/CMD16]: 22/22hp Gnoll 6 [AC16/Touch 10/CMD16]: 22/22hp Gnoll 7 [AC20/Touch 13/CMD21]: ??/??hp[/Code][/sblock] [gm]Everyone is up for Round 3[/gm][sblock=GM Notes]Jkason, they are actually two spiked logs at the main entrance Well, the spiked logs is meant to be a barrier against attacking the fort. While it did not come into play yet, mechanically fighting from it will net a disadvantage. Attacker gains partial cover (+2AC), +1 for Melee attacks for being on higher ground. They also can stay in place without needing an acrobatics roll or anything. But they also have the squeezing penalty (-4 Attacks & -4 AC) due to the trying to stand in between the sharpened stakes that make up the spikes. [/sblock] [/QUOTE]
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