Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
@All - You're up! If your PC is at the gate and you want to get involved in the gnoll dispute, roll initiative in your next post.
The gate is now raised to about three feet and no longer forces PCs to go prone and crawl to get past it.
Rhaegalt's crawl cost 10' of movement and standing cost 15', so he's now 35' north of the gate. Deamiss is 10' north of the gate.
Grivin and Gratch are 50' north of the gate. Grivin got zeroed by Kannir's Magic Missile, so he is again making death saves. Gratch is down 6 HP.
Kannir is 180' north of the gate, down 13 HP, and made it to half-cover. He now has effectively 17 AC against ranged attacks.
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
Watching the violent exchange, Bill worries whether Rhaegalt and the others will prevail over the gnoll wizard, much less take him alive. He frowns. There’s nothing he can do to help – the fight will be over before he even reaches javelin range.
Bill turns to Crotho and Ektrae. “So this gnoll wizard is your co-conspirator?” he asks them. “Or maybe a blackmailer?”
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shieldInterception fighting style, action, +1d10+1 hp, once/short restSecond Wind WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Last edited by secretID; May 19th, 2023 at 05:11 PM.
"You're not getting away Kannir!" Rhaegalt shouts, a moment before the Gnoll turns around and unleashes three blistering bolts at his packmates. Closing his eyes for just a split second, Rhaegalt annoyedly thinks to himself, He couldn't survive for even ONE minute! As the Paladin approaches the Orc encampment, he makes a beeline to Grivin. Once again, Rhaegalt touches the Gnoll's shoulder to restore life. He says, "Stay here, let Gratch and I handle this!" keeping a hand firmly on the Gnoll's shoulder as a way to reiterate his order.
Turning to the Orcs surrounding in the encampment, Rhaegalt Persuasion check of 9attempts to treaty with them by offering, "A gold piece for anyone who helps capture that Gnoll, alive!" He does not wait for any response, taking off again after Kannir.
Initiative: Movement: Run to Grivin, then continue after Kannir Action: Lay on Hands 1 HP to Grivin, Persuasion check to the Orcs of 9 Bonus Action: Reaction: Free Interaction:
Girgadan races down the stairs and around the corner, almost running into Bill and a handful of abbey folk at the north end of the tunnel. He sees the gate slowly rising, Rhaegalt and Deamiss already past it and moving fast, and beyond them, one gnoll howling over another lying in the dirt. Prioress Barretti is ducking under the gate while drawing a shortsword and beckoning Olin to follow her. Girgadan arrives just in time to hear Rhaegalt's shout of "You're not getting away Kannir!" Just inside the gate, Bill is looming over Steward Crotho and an elderly elven nun he hasn't seen before. "So this gnoll wizard is your co-conspirator? Or maybe a blackmailer?"
Crotho sniffs and folds his arms, looking indignant. "I have conspired with no one, nor have I been blackmailed." The old elven woman Ektrae looks startled at Girgadan's sudden arrival, gives Crotho a glance of utter contempt, then turns back to watch the scene unfolding beyond the gate and mutters "I have spoken to no gnoll wizard."
Outside the gate, Barretti and Olin take up guard positions while Rhaegalt and Deamiss run ahead. The paladin rushes to the fallen gnoll and Grivin is healed to 1 HPlays on hands with all the weight of his armor behind it, healing Grivin and strongly hinting that he's better off staying down before continuing on and trying to call in the wild orcs to hunt Kannir down. Gratch takes a hasty shot that nat 1 for Gratchdisappears into a tree well above the half-hidden gnoll shaman and stands to run after Kannir.
Deamiss pounds along behind Rhaegalt, drawing his longbow. His voluminous robes stretch, he seems to Beasthide rhinceros shift for 1 minute, temp CON +2, Athletics proficiency, +1d6 temp HPgain weight and height and his steps shake the ground. He fires an arrow that longbow misses with 15 vs 17 ACnearly finds Kannir among the trees. The gnoll shaman glares through the branches at the oncoming paladin and shifter, then turns and Dash into 3/4 coverstreaks away, barely visible through the woods along the path.
The wildfolk orcs seem more impressed with Deamiss's thundering rush than Rhaegalt's Persuasion 9 didn't sway themoffer of a gold coin. They keep to their camp, cheering for the Abbey's defenders but not joining the chase. The goblin campers likewise stay huddled in their tent but say nothing. The kobolds scuttle along toward the gate under their ragged deer hide, stopping a few feet from where Prioress Barretti and Olin guard the gate. Distantly, everyone hears Kannir yipping and growling through the underbrush. "I tellll everrry trrribe! Grrrivin died at abbey gate!"
@All - You're up! Kannir is pretty hard to hit now due to range and cover, but not impossible yet.
The gate is now raised to about five feet and no longer forces PCs to go prone and crawl to get past it.
Barretti and Olin are 5' past the gate, standing to either side of it.
Deamiss is 40' north of the gate.
Grivin is 50' north of the gate, alive with 1 HP, and still prone.
Gratch is 65' north of the gate, down 6 HP.
Rhaegalt is 70' north of the gate.
Kannir is 240' north of the gate, down 13 HP and has 3/4 cover for effectively 20 AC plus disadvantage from range.
Pulling at the now open gate he looks to Bill "What did I miss, sounds more exciting than all this talking I've been forcing myself to do. Swinging an axe is much simpler" and he unhefts his axe just in case things kick off at the gate, running his finger along the edges , more for show than any need to keep it sharp.
He walks over to be closer to Crotho and Ektrae "Spoken to no one and specifically no Gnoll. So who or what did you talk to, some kind of sneaky rat I reckon. Perhaps a magic rat like the one that tried to frame and kill Rachik"
He raises his voice a little to include Bill "Hey Bill have you seen what rats do when they get trapped? ... they have a habit of turning on each other, gets REAL nasty. Can be a good source of gambling for an evening for a bunch of bored soldiers. Keeps you familiar with the smell and look of blood because it seems to end up running sooner or later"
Girgadan is not being directly intimidating but he's definitely losing patience with these monks and even though he's not entirely sure of Crotho's deep of involvement he is entirely sure he would like to punch him in the face.
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
"The gnolls are fighting amongst themselves," Bill answers, "and Rhaegalt and Deamiss have intervened. That is, they're after some gnoll wizard, who's using a rat familiar." Bill looked out the gate blandly. "I don't know that they'll catch him, though.
"That's what I've gathered, anyway," Bill continues. "It sounds like you have your own rat news. This place sure is crawling with them - real and figurative."
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shieldInterception fighting style, action, +1d10+1 hp, once/short restSecond Wind WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Last edited by secretID; May 20th, 2023 at 07:55 AM.
"Too true. I just chopped up a magic critter trying to deliver a forged suicide note that was dripping rat poison. They sure like breeding and killing em in this place, makes me wonder if they got the right name for the God above the door" and he shakes his head slightly at all the murdering. Girgadan has killed a fair few folk over the years as a soldier but that felt more honest than what was going on here for some reason.
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
"Oh - that's good news," Bill says with understated cheer. "From what I've heard, it takes some time to make another, so the problem is solved for a little bit - maybe forever, if that wizard is stopped. And I suppose that solves the poisoning mystery. The only question remaining is who conspired with the gnoll wizard. We've got two very good candidates right here," Bill observes, not bothering to avoid the hearing of Ektrae and Crotho. "The gnolls should help with that question.
"Brother Olin," Bill asks after a moment's pause. "Are there any horses we can borrow nearby?"
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shieldInterception fighting style, action, +1d10+1 hp, once/short restSecond Wind WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Last edited by secretID; May 20th, 2023 at 08:06 AM.
As the Gnoll starts ducking through the treeline farther ahead, Rhaegalt begins seeing the frivolousness in continuing the pursuit. I'm not making any ground on him, and with the tree coverage I might easily lose Kannir at any moment around a hidden turn."Damn!" the Half-Elf curses, letting out his frustration at a target slipping through his fingers. Turning to his partner, Rhaegalt begrudgingly says, "Deamiss, take one more shot, but I fear this chase will not be ending today. We are not defeated, but will need to reassess."
Perhaps it would be better to let Grivin's pack deal with Kannir's capture, as they would know the northern land better than the newcomers. There was the risk of Grivin allowing the traitor to be killed, the Paladin knew, but it seemed foolish to run around these woods he was unfamiliar with. And if the group were to help south of the gate, the Gnoll that they spared might be more forthcoming with information. Rhaegalt had taken a few more steps to the north, but was waiting to see if Deamiss' shot would find its target to determine which direction he would Dash.
Initiative: Movement: walk 30ft north Action: Ready Dash if Deamiss hits Kannir Bonus Action: Reaction: Dash north if Deamiss hits Kannir Free Interaction:
"Deamiss, take one more shot, but I fear this chase will not be ending today. We are not defeated, but will need to reassess." Deamiss and Gratch pound downslope north of the wall, drawing even with Rhaegalt. Grivin scrambles to his feet, fumbling for his bow. All three send arrows arching toward the fleeing shaman, but misses all around with 14, 9, and 6 to hitnone come close. Kannir zigzags into a distant bank of undergrowth and into full cover, effectively Hiddendisappears from sight. Grivin howls a string of incomprehensible curses and throws his bow to the ground, then barks at Gratch who hangs his head and slowly paces back toward his chieftain.
Girgadan and Bill stay within arm's reach of the Steward and the Almoner, looming over them as Girgadan delivers news of events upstairs. "Spoken to no one and specifically no Gnoll. So who or what did you talk to, some kind of sneaky rat I reckon. Perhaps a magic rat like the one that tried to frame and kill Rachik." Crotho shows no sign of understanding, Ektrae's eyes flicker. At Girgadan's last words, the rising gate grinds to a halt and Pijjar leans out of the side room, her eyes wide. Barretti and Olin peer into the the tunnel, the Prioress glaring and Olin looking shocked. Except for Grivin's howling, there is a moment of total quiet at the gate.
Bill brings Girgadan up to date while Crotho and Ektrae bear the stares of their fellow Tormites. "It sounds like you have your own rat news. This place sure is crawling with them - real and figurative.""Too true. I just chopped up a magic critter trying to deliver a forged suicide note that was dripping rat poison. They sure like breeding and killing em in this place, makes me wonder if they got the right name for the God above the door." Bill replies and turn to Olin, asking after horses.
Olin clears his throat, but Crotho and Ektrae both begin talking over each other before he can speak. The Steward's eyes dart from Girgadan's axe to Barretti as he sputters "Really, Prioress, must I stand for these nonsensical insinuations from these utter strangers who have imposed upon our hospitality-" Ektrae seems to have recovered her composure and watches Girgadan's face, her tone entirely condescending. "Do tell me, just how does one talk to a rat? A magic rat even, I should like to see such a thing for myself-"
Barretti cuts them off. "SILENCE. Steward. Almoner. I would remind you that our guests are here at Abbot Aerlin's last orders, which still stand as our duty until his successor is found. You will aid our guests in their investigations or be found derelict in your oaths and be stripped of your offices and your votes. Have I made myself clear?" Crotho's face turns beet red, but he subsides and mutters "Yes, Prioress." Ektrae gives Pijjar and Olin a calculating look and her voice turns sweet. "How convenient that would be for you, to remove two who see our duty differently. One might almost think you planned it. You must consider how...divisive it could be for the validity of the vote to be in doubt..." Barretti cuts her off again. "And how convenient for you both, had we lost a novice or two. But if, Almoner, it came to such a point, I would neither nominate myself nor accept nomination from any other. I would not have our leadership be clouded. I trust another would find it in their heart to step forward and guide us in our true duty." The tension between the two women is nearly physical. Crotho cringes back, and Olin and Pijjar, despite their age, wear the expressions of children watching a bitter argument between their parents.
Barretti turns away from Ektrae. "Sir Girgadan, what happened? Is Sister Rachik safe and well guarded?" Olin walks behind Bill, keeping the Orog between himself and the officiants. "There is a stable in the village, but I do not recommend ranging far north of the Abbey."
Outside the gate, a kobold is peeking out from under the piece of hide into the tunnel. One goblin has left their camp and approached the wall, though it hangs back farther than the kobolds. The orcs remain at their camp, apparently disappointed that the gnoll chase is over. Their leader calls out toward the Abbey. "Oi! You selling mead today or not?"
Kannir is at least 300 feet away and out of sight in the trees and scrub that line the path north from the pass.
Rhaegalt and Deamiss were within hearing range of the conversation at the gate.
Ektraes tone and attitude is grating on Girgadan and the desire to simplify things with his axe is really growing on him but he would prefer to get out of this place in one piece "Magic is not my specialty, this is" and he gestures with his axe, hopefully the ease with which he carries the heavy weapon adding suitable emphasis, "I'm sure one of my gifted companions can explain that to you better than I. Perhaps the reading material here is of a poorer state than I thought" and he throws a nasty smile with that comment. Even after all his years soldiering he still finds it aggravating that his profession as well as his appearance are some how seen as directly related to his intelligence.
Making sure to keep Crotho and Ektrae in sight the half-orc answers Barretti's question "Hathrin and Lodd are looking after the sister. Do you suspect either of poor judgement? Do I need to go back and watch them all?"
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
"Do tell me, just how does one talk to a rat?""Why, it seems I'm doing so right now," Rhaegalt spits back at Ektrae, picking up on and matching Girgadan's annoyance. "As our large Wizard friend here explained," he says while putting a hand on Deamiss' shoulder, "with a familiar you see through the other's eyes and hear through the other's ears, while your own senses are dulled." Glancing over his shoulder back north to where the Gnolls ran off to, the Paladin adds, "depending on how angry Grivin is, we may or may not learn who Kannir was communicating with... but he was certainly doing some trance-inducing magic, I am sure of that."
Turning back to the group, Rhaegalt answers Barretti's comment about ranging north with a counteroffer to his traveling companions. "Perhaps we can instead solve two issues; by traveling south to find the remaining Gnoll, we will relieve the villagers of their livestock threat as well as bring them here for questioning. Or where were you wanting to take these horses, Bill?"