Wednesday, 24 May 2017

Keep on the Borderlands - The Path of Evil - Session 37d


·        Talmark slashes at the monster in front of him and misses but his back swing hits it in the chest for 14pts of damage (DM’s Note – I gave Talmark a re-roll as I’d forgotten his cleave last round). The gnolls chest is caved in and vital organs are split asunder as it crashes to the floor. He immediately cleaves at the gnoll to his right and carves off its arm. It slumps to the ground clutching at its bleeding stump as it suffers 14pts of damage and bleeds out.
·        With the way open, Kord rushes forth and Channels Negative Energy again for 4pts of damage. It’s a DC 15 attack with a WIL save for ½ damage. The remaining male rolls an 18 and suffers 2pts of damage. The females roll 6, 11, 20, 6 and 16. Three will suffer 4pts and the remaining two will suffer 2pts. All the pups who were cowering in the back of the cave are instantly slain. “Now’s your time Malandir” Kord rings.
·        Malandir had been day dreaming. He was thinking to himself about the virtues of Channeling Negative Energy and its ability to remove great numbers of lesser enemy and that he feels that he’s learnt enough to advance to a new level of skills. He is awakened from his stupor by Kord’s shout and he immediately moves 25ft to the east and fires an arrow at the remaining female which he hits in the left shoulder. The arrow penetrates deep into the flesh and bone of the already badly wounded female causing 3pts of damage and killing her.
·        Per moves 10ft to the north and stabs at the gnoll to the north west with his long hafted glaive but he misses the last male.
·        Per calls Fremont to his side and the heavily encumbered fighter moves forward 20ft but cannot quite get into position this round.

·        With 50% of their number slain, the gnolls must take another morale check. They roll 9 on2d6 against a morale of 8 and break and flee towards the back of the cave.
·        As the male flees, he leaves Per’s area of threat and Per gets an Attack of Opportunity. He stabs at the monsters back and hits. The blade bites deep as he delivers 12pts of damage, killing the monster before it can get away.
·        One of the females is also in his area of threat and Per strikes at her as she tries to leave but he misses her and she flees to relative safety.


Tuesday, 23 May 2017

Keep on the Borderlands - The Path of Evil - Session 37c



Monster Initiative: d20 = 14 + 0 = 14

Party: d20 = 6 + 0 = 6

The monsters win the initiative. The gnolls turn to face the party and immediately spring into their pack attack tactics. 

·        The first big male 5ft steps to the south west and attacks Per (a character doesn’t get an attack of opportunity when a creature 5ft steps). It stabs at Per with its deadly spear and misses.
·        The next male moves 10ft to the south east to attack Talmark and, as it does, Per gets an Attack of Opportunity, which he misses. The brute stabs at the evil fighter but also misses.
·        The pack moves as one as many of the females with their short bows begin to back up the males. Jockeying for position they fire 13 arrows at Per and Talmark (DM’s Note: The females behind the two males will each receive -4 to hit and the remainder will only hit on a natural 20 as they’ll have many negatives).
·        Six arrows are fired at Talmark and he is struck in the chest by one for 1pt of damage.
·        Seven arrows are fired at Per and he is also struck by one arrow, this time in the stomach for 3pts of damage.
·        Two of the males throw spears at Talmark but he is missed both times.
·        The last two remaining males throw spears at Per and he is also missed both times.
·        Talmark notes that the spears have been thrown with considerable force and should one hit he or Per will be heavily wounded.

·        Kord knows that Talmark and Per were lucky last time and that they cannot continue to sustain such a barrage of missiles. He yells to Malandir to take cover as he is about to Channel Negative Energy and can only protect three party members.
·        Malandir curses his bow luck, just when he needed to pull off a clean hit he missed. He takes a bead and prepares to fire one more arrow before retiring. He lines up the male opposite Talmark and fires but he misses. He redeploys to the west and joins Lucien, Clovis and Barret.
·        Kord 5ft steps to the south east to increase the range between himself and Lucien. He Channels Negative Energy. He is blessed by Asmodeus as he rolls a d6 and gets 6pts of damage. It is a DC 15 attack with a Will save for half. The males have a Will save of 0 and the females -1. The five males that are in range roll first for 6, 19, 18, 19, 2 and three save for 3pts and two fail and take the full 6pts of damage. The nine females in range roll next for 2, 10, 4, 11, 6, 4, 8, 4, 20, and 8 fail and 1 passes for half damage. It is a devastating attack and eight of the females slump to the ground, instantly slain.
·        Per stabs at the male with his glaive but fails to connect.
·        Talmark slashes at his opponent with Felldrac and hits him in the left leg, removing it from the fiends body as he delivers 13pts of damage, finishing the monster.

·        The gnolls have taken their first casualties (9 in total) but have not quite taken 50% with 10 left. They’ll need to take a morale check of 8 on 2d6. They roll 2 and will fight on.
·        The male opposite Per stabs at the fighter but fails to connect.
·        Four females fire arrows at Talmark. Only one is plucky enough to move closer to Talmark to get a better shot. Of the four, two have a clear shot although the fighter is in combat and as such they’ll only suffer a -4 to hit. The other two will need a 20. None find the mark and four arrows flash past Talmark into the wall behind him.
·        The remaining female fires at Per and also misses.
·        One of the north eastern males advances on Talmark. As he gets close Per reacts and gets an Attack of Opportunity with which he hits the beast in the chest. The glaive digs deep as he delivers 12pts of damage, dropping the monster.
·        The remaining north eastern male advances on Talmark and again Per reacts and he hits again, this time in the left shoulder. He shears off the monsters appendage as he delivers 16pts of damage. The gnoll, gripping it’s left stump, slumps to the ground and bleeds out dead.
·        Now one of the north western males advances on Talmark. As he does, Per again reacts but this time he misses the monster. The gnoll stabs wildly at Talmark and hits him in the stomach. The filthy spear penetrates his breast plate as it delivers 9pts of damage.
·        The last remaining male throws a deadly spear at Per but he misses.


Thursday, 18 May 2017

Keep on the Borderlands - The Path of Evil - Session 37b


Malandir suggests that he initiate the attack on the gnolls with another sneak attack, followed by an assault by the hard hitters, Per and Talmark. “Although we are outnumbered,” he remarks, “another successful assault will drop several of the enemy and send them into disarray. Besides, our clerics haven’t had the chance to use their channeling yet.”

“Let’s not forget to post guards at the main junction where the passage continues south east,” Malandir adds.

Per looks at Talmark and says with steely determination “Let’s do this. Lead on, Malandir. Talmark and I will cover you.”

And then the veteran speaks up “Woa there, just a moment. Let’s cut down the chances of surprises of the non-fun type. Perhaps we should sow the original north passage with caltrops after collecting the bone torch to slow down anything approaching from that direction. That way everyone can move down together and the rear guard can stay at this new junction. Puts us all closer in case aid is needed in one direction or the other. When this new fight starts we're going to need the bone light tossed into the chamber so we can see for our bloody-handed work.

Remember to double team whenever possible, and always protect your buddy's flank. Make that first shot a good one Malandir, dropping one of them with a single shot would be a great blow to their psyche. And be sure to leave enough room for Kord to work, he will probably be the greatest help in this melee."

Malandir is content with the plan and suggests that he recover the bone torch as it gives him the chance to listen at the corner before he withdraws.

They all agree and Malandir advances to retrieve the bone torch. As he approaches the torch he listens but can’t hear anything. He cannot help himself and he edges just a bit closer and then, when he thinks it is safe, he pops his head around the corner for a quick peek. 

He sees a largish room, 20ft by 30ft. There is scattered rough furniture in the chamber with heaps of beding on the floor and several hides and pelts on the walls. He notices a door towards the western end of the northern wall and an opening to the west. 

Not wanting to chance his luck any further he comes back to the party and tells them that the north looks pretty clear although anything could be behind the door or to the opening to the west.
The party decide to press on with the plan. 

The bone torch is handed to Per and he covers it so as to not give away their position. Malandir sows the caltrops into the northern passage and then goes to the front of the party. Lucien stays at the back of the party so that his mundane torch doesn’t throw light too far forward. 

Malandir leads them down quietly the dark ally. 

At the signal Per throws the cover off the torch and the light illuminates down the hall and somewhat into the room. 

Malandir picks his target, a big male, and fires but the arrow doesn’t fly true. 

The rest of the party each get one action. 

Talmark and Per rush forward to block the exit from the room and they are quickly followed by Kord and Fremont. Per under hand tosses the bone light into the room. It reveals that there are 6 large male gnolls, 11 female gnolls, including the two that were wounded and had escaped the previous encounter, and 18 pups. 

Lucien, Barret and Clovis wait at the intersection to provide security for that junction and a place of reserve should the forward party need to retreat. 


Monster Initiative: d20 = 14 + 0 = 14

Party: d20 = 6 + 0 = 6

The gnolls win the initiative.