SESSION 37b: DAY 17 –
CAVES OF CHAOS
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.
ROUND 1A
Monster Initiative: d20 = 14 + 0 = 14
Party: d20 = 6 + 0 = 6
The gnolls win the initiative.
DEW
Sorry guys I just ran out of time this morning and couldn't quite fit in the gnolls first initiative but I'll kick off the next session with that. You can still plan ahead though. Their tactic will be to rush Per and Talmark.
ReplyDeleteAnd also I forgot to add the caltrops to the graphic but they are there and so I'll add them in the next session.
{Uh-oh, them going first is going to hurt! Let's hope they're too befuddled to do much until Kord can blast them!}
ReplyDelete{say, was that one part of the cavern graphically different (like tumbled stone) on purpose because it is something different, or is it not important?}
ReplyDeleteHahaha - yes mate everything is important.
DeleteOk then, we will have to go back and take a closer look at that area! I wasn't sure if it was just graphics change to stave off monotony on your part, or if it were a cue that we missed.
DeleteSorry that's just me messing with you. Just a little bit of immaturity there. You are dead on the money. In this instance I just happen to find a bit of the graphics set which did a nice long corridor so I threw it in.
DeleteHaving said that though, the party should, where it thinks it is worth while, give me instructions that they are checking for traps or secret doors etc from time to time and I will, from time to time, include little hints when I'm doing the graphics.
There is an element of how much time I do have. At the moment I'm a bit strapped, hence why there wasn't any furniture in the northern room, I simply didn't have time on the day to put it in. But in general I like to furnish the rooms and changes things up a bit.
Ah, you cheeky monkey!
DeleteNo worries!
Malandir curses his bow luck ... just when he needed to pull off a clean hit .... think he is carrying something that might have been helpful for that, but you can't nail every target first time and he will just have to wait for a chance to remind the gnolls what he can do with a bow!
ReplyDeleteIt is a shame we didn't win initiative. Ah well, these things happen. Per readies his glaive as he prepares to repulse the inevitable gnoll charge.
ReplyDeleteYa, this may hurt a little.
ReplyDeleteAh, the suspense!
ReplyDeleteSorry - just been camping for a few days out in the bush and didn't have any power or internet connection. Back now. I'll get in a post this morning.
ReplyDelete