Hook Horror Hunt (3rd level, RETIRED)

load previous
Nov 11, 2018 11:19 pm
One of the gnolls manages a spear thrust past Corunir's shield, but immediately regrets it as the strike triggers a detonation of the arcane energy that Zanzur has infused into the paladin's armor.
Last edited November 11, 2018 11:27 pm

Rolls

Gnoll 2 DEX save vs. DC 13 - (1d20+1)

(8) + 1 = 9

Gnoll 3 DEX save vs. DC 13 - (1d20+1)

(13) + 1 = 14

Nov 12, 2018 2:46 am
OOC:
I never took an actual turn in Round 3 either, but I chalk that up to a forfeited turn due to being away too long and holding the game up. Apologies.

Round 4 action below.
Zanzur points at a nearby rock and magically flings it at the gnoll that stabbed Corunir. The gnoll ducks out of the way, preventing further injury, but Zanzur is able to infuse Corunir's armor with arcane energy once more.
Last edited November 12, 2018 2:49 am

Rolls

Gnoll DEX save vs Catapult spell (DC 13) - (1d20+1)

(14) + 1 = 15

Nov 12, 2018 2:57 am
Zigurd, further enraged due to the new wound and hearing Stacy’s scream, turns of his heel with Red Tooth ablaze in hand.
"STACY! Leave her be you flea-ridden mongrels!" Ziggy threatens as he charges into the gnoll standing over Stacy’s prone form.
OOC:
Current HP: 28

Rolls

Sword strike for Gnoll 4(the one over Stacy) - (1D20+4)

(15) + 4 = 19

Sword damage(2 of which is FIRE) - (2D6+4)

(16) + 4 = 11

Nov 12, 2018 3:46 am
Tip frowns as Stacy falls under the gnoll's assault. Things are getting serious.

Tip pats her wounds and the pain lessens. All the better to survive. (Tip casts cure wounds and gains 5 HP)

HP: 12/25
AC: 15
OOC:
@Campeador- If you take too long to post, Araklusta assume your character takes the dodge action. So your turn isn't wasted, but it's still probably better for you to post on time.

Also, to everyone, I've been lazy but above is how Araklusta likes the posts formatted every time so it's easiest for him to run things.
Last edited November 12, 2018 3:51 am

Rolls

Cure Wounds - (1d8+4)

(1) + 4 = 5

Nov 12, 2018 7:32 am
Seeing Stacy fall, mortally wounded, Corunir rushes to her aid with no regard for his own safety. The paladin charges the gnoll standing over her, hewing with his shining longsword.

HP: 22/28
AC: 18
OOC:
Will risk those OAs.

Rolls

Longsword - (1d20+5, 1d8+5)

1d20+5 : (17) + 5 = 22

1d8+5 : (2) + 5 = 7

Smite damage - (2d8)

(71) = 8

Nov 15, 2018 12:38 am
Round 4 Summary

Zanzur's magically catapulted rock shoots through the air towards the nearest gnolls. One ducks away from the projectile, but the other is caught unawares and takes a crunching hit (Gnoll 3 takes 10 bludgeoning damage).

Noting their fallen ally, Corunir and Ziggy both rush heroically to Stacy's aid - though Corunir feels the painful jab of a spear punch through his armor as he focuses on moving quickly (Corunir takes 8 piercing damage. Zanzur can use his reaction to detonate any charges placed on Corunir this turn).

The gnoll looming over Stacy looks up sharply as the two warriors approach, and quick as a snake stabs Ziggy in the side (After resistance, Ziggy takes 2 damage). Then, between swords alight with flame and divine radiance, the lone gnoll is easily slain.

But two gnolls remain. With the larger warriors occupied, the monsters leap gleefully towards the weaker companions. One of them bears down on Tip and pokes her hard with its spear, giggling maniacally at her cry of pain (Tip takes 4 piercing damage).

The other gnoll skirts around the young ranger and charges Zanzur, weapon aimed for the wizard's gut... (Zanzur can use his reaction to cast Shield here to deflect the attack, but if he does he cannot also detonate the charges on Corunir)

Rolls

Gnoll 2 opp vs Corunir - (1d20+4)

(17) + 4 = 21

Gnoll 3 opp vs Ziggy - (1d20+4)

(7) + 4 = 11

Dmg to corunir - (1d6+2)

(6) + 2 = 8

Gnoll 2 vs Zanzur - (1d20+4)

(11) + 4 = 15

Gnoll 3 vs Tip - (1d20+4)

(15) + 4 = 19

Gnoll 4 vs Ziggy - (1d20+4)

(14) + 4 = 18

Dmg to zanzur (if no Shield) - (1d6+2)

(4) + 2 = 6

Dmg to Tip - (1d6+2)

(2) + 2 = 4

Dmg to Ziggy - (1d6+2)

(2) + 2 = 4

Stacy death save - (1d20)

(14) = 14

Gnoll 3 Dex save vs catapult - (1d20+1)

(1) + 1 = 2

Catapult dmg to gnoll 3 - (3d8)

(721) = 10

. - (3d6)

(316) = 10

Nov 15, 2018 2:29 am
Round 5 Player Phase!!!!!
OOC:
Given how Catapult works, I figured it was fine to include gnoll 3 within its effect.

Zanzur can use his Round 4 Reaction to either detonate a charge on Corunir or use his Shield spell to avoid taking damage.

Given the reach of Tip's whip, she can use her Round 4 Reaction to make an opportunity attack against Gnoll 3.

Gnoll 2 is by Tip.

Gnoll 3 is by Zanzur.

Stacy is 1 failed death save away from being killed to death.
https://i.pinimg.com/originals/46/1e/b2/461eb2679b002e0728c5de30a0d0f75f.jpg
Nov 15, 2018 5:49 am
Corunir reaches down and places his hand on Stacy's midsection where the spear ran her through. The wound glows bright as the Paladin channels healing energy into it.
OOC:
Lay On Hands. 10 HP healed.
Nov 15, 2018 6:16 am
Tip raises her arms high and barks at the Gnoll in front of her. It looks startled, and Tip begins to back away towards the rest of the group, hissing and spitting and yipping like a very angry Gnoll. Or at least, what she thinks one sounds like.

When she has backed up enough she turns and runs over to her allies.

Tip disengages then runs over to stand with the others. She attacks with her bonus action. Gnoll 3 takes 4 damage from the opportunity attack. Disregard the second attack roll.

HP: 8/24
AC: 15
Last edited November 16, 2018 2:53 pm

Rolls

Opportunity Attack - (1d20+5)

(10) + 5 = 15

Damage - (1d4+3)

(2) + 3 = 5

Bonus Attack v Gnoll 3 - (1d20+5)

(10) + 5 = 15

Damage - (1d4+3)

(1) + 3 = 4

Nov 15, 2018 8:32 am
A shimmering arcane barrier goes up around Zanzur, turning away the gnoll's spearhead just in the nick of time.

HP: 23/23
1st level spell slots: 1/4
2nd level spell slots: 0/2
OOC:
I'll use the reaction to cast Shield.
Nov 15, 2018 5:46 pm
OOC:
@campeador That's just your reaction, so you still have your turn!
Nov 15, 2018 6:51 pm
With arcane his defenses up, Zanzur goes on the offensive!
OOC:
Hey Jabes, Zanzur cast Enlarge on you Corunir in the beginning of this combat. Each of your melee attacks should've dealt an extra 1d4 damage!

Rolls

Magic Missile - (1d4+1, 1d4+1, 1d4+1)

1d4+1 : (2) + 1 = 3

1d4+1 : (3) + 1 = 4

1d4+1 : (2) + 1 = 3

Nov 15, 2018 10:58 pm
Seeing the healing go off Zigurd turns back to the 2 living gnolls.
He assesses the situation and takes off for the gnoll that Tip disengaged from.
He rushes in, Red Tooth held low with flaws aglow.
"Eat this!" he commands as he makes an upward slash


Zigurd moves and attacks Gnoll 2.
Gnoll 2 takes 2 damage.


HP: 31 (I ret-conned that 5 temp HP I forgot about earlier)
AC: 14
Last edited November 15, 2018 10:58 pm

Rolls

Sword strike for Gnoll 2(the one Tip left) - (1D20+4)

(18) + 4 = 22

Upward slash damage(2 of which is FIRE) - (2D6+4)

(42) + 4 = 10

Nov 16, 2018 6:19 am
OOC:
campeador says:
Hey Jabes, Zanzur cast Enlarge on you Corunir in the beginning of this combat. Each of your melee attacks should've dealt an extra 1d4 damage!
Huh. Sorry about that! I don't know if a retcon will be allowed but here are a couple of d4 rolls just in case:

2 pts additional slashing damage dealt by this attack.

4 pts additional slashing damage dealt by this attack.
Last edited November 16, 2018 6:20 am

Rolls

Enlarged damage - (1d4, 1d4)

1d4 : (2) = 2

1d4 : (4) = 4

Nov 18, 2018 8:34 pm
OOC:
I'd also forgotten about the extra damage from Enlarge! Given that, and with all the damage dished out this turn, these gnolls are toast.
The last two gnolls continue to fight till their last breath, each one dripping drool from yellowed gums. One of them lands one last stab against Tip (Tip takes 4 piercing damage).

If 12 hits Zanzur's AC, that'll be 3 damage to him)

Under the divine power of Corunir's hand, Stacy is saved from death's door!

With the gnolls dispatched, the heroes are left standing alone in the tunnel, but echoing down the tunnels they can hear the insane yipping of other gnoll hunting parties. It seems that the companions are stuck in the middle of a closing web of ravenous foes. Getting out in one piece may be tricky.

Rolls

Gnoll 2 vs Tip - (1d20+4)

(17) + 4 = 21

Dmg to tip - (1d6+2)

(2) + 2 = 4

Gnoll 3 vs Zanzur - (1d20+6)

(6) + 6 = 12

dmg to Zanzur (can't remember if he's got mage armor up?) - (1d6+2)

(1) + 2 = 3

Nov 19, 2018 12:53 am
"Excellent work, Corunir! That’s was some quick thinking there." Zigurd says as he moves to help Stacy back to her feet.
"We need to be more careful, this place might be trickier than we anticipated"
Nov 19, 2018 10:33 am
"Definitely tricky!" Zanzur breathes, hand to his side where a gnoll spear pierced it. "Speaking of tricks, Corunir," here, the little gnome cups his hands and calls up to the magically embiggened paladin, "How did you like those armor charges? Not too distracting, I hope?"
Last edited November 20, 2018 7:56 am
Nov 19, 2018 10:37 pm
"Stop bleeding," Tip grumbles, poking one of her wounds. It obliges only grudgingly. Tip huffs, then casts her eyes about. She finds what she's looking for on one of the tunnel walls. She scrapes some clay free and smears it over the rest of her injuries. Tip sighs with satisfaction. (Tip casts cure wounds twice, gaining 10hp.)

"How amazing were those hooky guys, though?" She offers her small hand full of clay to the others in the party. "The dog things were gross. I don't like dogs or dog things. Maybe we should follow the hook guys. They seemed like they knew where they were going."

HP: 14/25
No spell slots.
Last edited November 19, 2018 10:54 pm

Rolls

Cure wounds - (1d8+2)

(2) + 2 = 4

Cure wounds again - (1d8+2)

(4) + 2 = 6

Nov 20, 2018 6:29 am
OOC:
The party is kind of stuck in the middle of this hunt, but with the victory of those gnolls and having saved Stacy, I'm happy to declare that everyone gets the benefit of a short rest! So recharging channel divinity, making use of arcane recovery, spending hit dice, go for it!

@gardensun - if you want to save some of those slots spent on healing for later, and use hit dice instead right now, that's fine with me.
Nov 20, 2018 8:01 am
Corunir kneels down on one knee, his shining armor all the more resplendent thanks to its current vastness. His normally deep voice echoes in the cavern. "We all fought valiantly, Zigurd. And I would not let any of you come to harm. They will sing songs of our deeds this day!"

Peering down at the Zanzur through the visor of his helm, Corunir adds, "Your magical charges were wonderful! But I it is difficult to ensure that none of our friends are caught in the blast. It would help matters if I were to charge in alone!"
OOC:
How much longer will the Enlarge spell remain in effect? Will I be able to move around these tunnels?
Last edited November 20, 2018 8:01 am

Rolls

HD recovery - (1d10+2)

(1) + 2 = 3

Wow that was horrible! One more! - (1d10+2)

(3) + 2 = 5

load next

You do not have permission to post in this thread.