A Gnoll With Too Many Actions

I haven’t written about a mistake in a long time. Not because they haven’t happened, but because I have not only not been able to keep up the blog as much as I would like, but I just haven’t had any jump out at me to address. This week had a bit of a mistake was actually caught in the same episode and corrected. It also led to one of the best moments, in my opinion, of the episode, so I guess I am glad I let it slide the first time.

It all started with one of my favorite gnolls. I was using these guys way back when the party first encountered the gnoll problem on the Isylian Plains. Given they were involved in a chase, I felt them to be overpowered even, due to their ability to chase. They are the Gnoll Flesh Gnawer.

I’ll lead with the actual mistake. Right at the start of the combat, a Gnoll Flesh Gnawer, had charged right to Kenina and opened up a barrage of attacks. The problem with that is, in order to close the gap, I needed to use its Sudden Rush action. Key word : Action. This prevents it from making the charge and attacking within the same turn. However, choosing to still go all out on Kenina, did result in its fiery death, and she is okay, so I don’t feel bad about it!
This was something I caught later on, but far too late to retcon. You’ll notice that when the party is ambushed by the second group of gnolls, one of them charges all the way up to Rem and stops. The short conversation that followed was cut, but I acknowledged that I had made the mistake of using two actions when the first one charged at Kenina, but these creatures are designed to specifically charge out like this so I kept it up for Rem anyways.

If you notice any mistakes, feel free to let me know at feedback@adventuresinerylia.com. I will try to address it in a blog post like this with credit for bringing it up.