15. Hunting the Troglodytes

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onlyme
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Re: 15. Hunting the Troglodytes

#441 Post by onlyme »

You should be able to do a fighting retreat to avoid the fleeing penalty. If you have CLWs to use, I would recommend first on Orek (assuming he still has 1 of his own left. ) Then on Ewell. That is, also if Fimmion was able to bind the wound to stabilize him. Hopefully Darrin can hold his own against the trog bearing down on the m.a.s.h. unit.
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Re: 15. Hunting the Troglodytes

#442 Post by wolfpack »

ok so I am out of spells, have a crappy AC, and 5 HP.

I also have a flask of oil, do i roll the dice and try to toss it over gwilt and coat the trogs facing him trying to set them on fire?
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Re: Round 15

#443 Post by dmw71 »

dmw71 wrote:Things continue to remain interesting as round 15 ends. Moving to round 16.
Forgot to mention in the round 15 update the status of the fallen party members.

1) Fimmion does successfully bind Ewell (which is an automatic process if allowed a full round of uninterrupted action), so his health is stabilized.
2) O'rek continues to bleed.

Regarding where they are on the map, I've indicated their positions below:
Map: Round 15 -- End

Code: Select all

       \      \
        \   Fi \
         \   (1)\   /     /
          \ Da   \ /     /   (1) = Ewell (stable)
           \      v     /    (2) = O'rek (bleeding)
            (2)c5      /
             \   a8 c4/
              \  *Gw /
               | *Ep|
               |Sh  |   
               |    |
               |    |  

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Re: 15. Hunting the Troglodytes

#444 Post by dmw71 »

Computer +1 wrote:Attack:
[1d20] = 14
That, for a second-level fighter-class, is exactly what it takes to hit. I was worried I was going to have to rule that your best attack roll in what feels like forever was a miss.

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Initiative Question

#445 Post by dmw71 »

Would anyone object if, at least for the duration of this battle, I make all initiative rolls?

All rolls will still be made with the public 'Foxmoor DM' character and can be linked if necessary, I just know that my prep work is greatly simplified if I already know the (likely) order in which the events will take place. Obviously, until actions are declared (e.g. I will be using this weapon, or casting this spell) I won't know what modifier to apply to the roll I would make, but based on the current situation and/or options available to a character, I can pretty accurately guesstimate where the action will take place in the overall order of events which would be a big help.

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Re: 15. Hunting the Troglodytes

#446 Post by wolfpack »

isn't ewell a cavalier? and can't cavaliers function at negative hit points?
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Re: 15. Hunting the Troglodytes

#447 Post by dmw71 »

wolfpack wrote:Isn't ewell a cavalier? and can't cavaliers function at negative hit points?
He is. He can.

But...

Only to a certain extent. Per the rules for the 'Cavalier' class, "the actual number of negative hit points a Cavalier character will be able to function until will equal their 'Hit Point Adjustment' bonus from their Constitution ability score:

Code: Select all

Constituion    Function Until
Score          Negative HP
14-15          -2
16-17          -3
18-19          -4
20-21          -5
Etc... 
[/i]"

So, with his 17 constitution, Ewell would have been able to function until dropping to -3 hit points. He was knocked below that threshold (either -4 or -5, I forget).[/ooc]

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Re: 15. Hunting the Troglodytes

#448 Post by dmw71 »

saalaria wrote:Kaltar wants to move south but can he do this without being attacked in the back?
If you're asking what would happen if you turn your back on the troglodyte attacking you -- likely, very bad things.

I actually have been moving you back a little bit each round, and you're almost to the point where you've reached Fimmion. The passageway is only comfortably wide enough for a single person at a time, and while characters are able to pass each other in this narrow passage without incident or penalty, you're kind of at a point where you're hitting congestion.

You can continue to gradual retreat like I've been performing for you, or you can attempt to move south more quickly. Do so at your own risk, though.

My suggestion would be to detail what you'd like to accomplish in your action post, giving me your 'best case' scenario, but do provide contingency plans if you think what you're requesting *might* not be possible (e.g. If I can't do this, then I'll do this).

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Re: 15. Hunting the Troglodytes

#449 Post by dmw71 »

wolfpack wrote:I also have a flask of oil, do i roll the dice and try to toss it over gwilt and coat the trogs facing him trying to set them on fire?
You're welcome to try whatever you'd like, but I'm not sure how this will work. Gwillt is facing a pair of troglodytes and not in a position to catch a flask tossed in his direction without sacrificing his defenses. Trying to hit *just* the troglodytes will be equally difficult with Gwillt "in the way."

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Re: 15. Hunting the Troglodytes

#450 Post by wolfpack »

can epsilon strike at a trog from the second rank with his staff?
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Re: 15. Hunting the Troglodytes

#451 Post by Alethan »

From October 3rd...
dmw71 wrote:
wolfpack wrote:Can epsilon strike from the 2nd rank with his staff?
Yes.
I think you should be good to do that, wolfpack...
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Re: 15. Hunting the Troglodytes

#452 Post by dmw71 »

I will need a 1d20 roll from Shannigans, please.

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Re: 15. Hunting the Troglodytes

#453 Post by saalaria »

dmw71 wrote:
saalaria wrote:Kaltar wants to move south but can he do this without being attacked in the back?
If you're asking what would happen if you turn your back on the troglodyte attacking you -- likely, very bad things.

I actually have been moving you back a little bit each round, and you're almost to the point where you've reached Fimmion. The passageway is only comfortably wide enough for a single person at a time, and while characters are able to pass each other in this narrow passage without incident or penalty, you're kind of at a point where you're hitting congestion.

You can continue to gradual retreat like I've been performing for you, or you can attempt to move south more quickly. Do so at your own risk, though.

My suggestion would be to detail what you'd like to accomplish in your action post, giving me your 'best case' scenario, but do provide contingency plans if you think what you're requesting *might* not be possible (e.g. If I can't do this, then I'll do this).

I think first thing is did Loadstone/Agent Trog's hit kill A9 (finally)?! Essentially Kaltar is aiming to stop Darrin getting killed but could then also provide healing to the south
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Re: 15. Hunting the Troglodytes

#454 Post by dmw71 »

saalaria wrote:I think first thing is did Loadstone/Agent Trog's hit kill A9 (finally)?! Essentially Kaltar is aiming to stop Darrin getting killed but could then also provide healing to the south.
If Strom kills a9 before your turn, you want to protect Darrin first, then look to heal the fallen and wounded in the south. Got it.

What if a9 is still around? Continue to attack while working backwards like you have been until a9 is finally eliminated?

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Re: 15. Hunting the Troglodytes

#455 Post by saalaria »

Yes exactly but arent we missing the result of Strom's damage from round 15? As all you said so far was 'just a hit' etc. Or are you doing another update before round 16?

Actually that strike appears to be Strom's round 16 action - sorry my mistake


So Kaltar attacks if Trog still upright:

Mace Action To Hit [1d20] = 15 Dam [1d6+1] = 4+1 = 5

But if Strom drops it, he'll turn to help Darrin (can you use the roll if possible)
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Re: 15. Hunting the Troglodytes

#456 Post by Stonjuz »

dmw71 wrote:I will need a 1d20 roll from Shannigans, please.
halfling [1d20] = 9

"We are falling back yes?"the halfling cries, confused a bit.
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Re: 15. Hunting the Troglodytes

#457 Post by wolfpack »

epsilon whacks at a trogs head from the second rank with the staff

[1d20] = 20


second roll for natural 20
[1d20] = 14

I think that hits for a level 3 cleric, I think your critical is max * 1.5 right? os that would be 9.
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Re: 15. Hunting the Troglodytes

#458 Post by tooleychris »

Spinning with the trogs javelin strike, Grim unsuccessfully attempts to roll out of the pointy sticks path. His moment of pride is quickly turned, making his lack of confidence show in his next swing of steel.

Scimitar [1d20+4] = 6+4 = 10 Thac0: 20 Damage:[1d10+3] = 3+3 = 6

His own blood now falls from his side, mingling with that of fallen foes.
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Re: 15. Hunting the Troglodytes

#459 Post by dmw71 »

wolfpack wrote:second roll for natural 20
[1d20] = 14

I think that hits for a level 3 cleric, I think your critical is max * 1.5 right? os that would be 9.
Unfortunately, the THAC0 for a 3rd level cleric is still 20, so you need a 15 to hit. Still, maximum damage is pretty good!

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Round 16

#460 Post by dmw71 »

Map: Round 16 -- Start

Code: Select all

        |     |
        |     |
        |     |______________
        |
        |  
        |       _______****___
        |   c2 |        **
        |  *Gr |                 * = oil  
        /      /
       /      /
      |   *St| 
      | *a9  |
      |   *Ka|
       \      \
        \    Fi\
         \   (1)\   /     /      (1) Ewell (stable)
          \ Da   \ /     /       (2) O'rek (bleeding)
           \      v     /
            \(2)c5     /
             \   a8 c4/
              \  *Gw /
               | *Ep|
               |Sh  |   
               |    |
               |    |  
---

To the North
Unable to spin with the last trogs javelin strike, Grimnail reels as his own blood falls from his side, mingling with that of his numerous fallen foes. His confidence shaken, he swing his curved blade of steel and is unable to connect. His confidence is at least somewhat restored as the he is able to easily avoid the latest javelin strike from his remaining opponent.

Stuck in the Middle
With a scream of futile rage, Strom abandons any attempt at finesse and slashes at the trog before him with all his might, catching and dropping the scaled beast.

To the South
Now free from melee, Kaltar turns and quickly looks to provide assistance to the south. He's almost immediately met by Fimmion, whom he passes in the tunnel, but is able to trade positions with the chef just in time to witness an onrushing beast from the south (c5) skewer the young apprentice, and violently rip the blood-soaked javelin out of the leather armor worn by the lad, Darrin, who tumbles lifelessly to the ground. The viscous beast snarls at Kaltar and Fimmion, identifying them as its next targets.

At the 'Y' intersection, Gwillt continues to do battle against a pair of the fast acting, vile swamp beasts. The first pokes at the ranger and misses badly, but forces an elusive action which nearly leads Gwillt right into the path of the second javelin tip sent his way. Epsilon whacks at a trogs head from the second rank with the staff and catches the beast unaware (+20xp), staggering it, while Gwillt finishes him off with a powerful blow.

Further still down the southern passageway -- the one leading directly to the lair entrance -- a nervous and confused Shannigans cries: "We are falling back, yes?"

(O'rek continues to bleed (-1).

---

Map: Round 16 -- End

Code: Select all

        |     |
        |     |
        |     |______________
        |
        |  
        |       _______****___
        |   c2 |        **
        |  *Gr |                 * = oil  
        /      /
       /      /
      |   *St| 
      |      |
      |      |
       \ Fi   \
        \ *Ka  \                 (1) Ewell (stable)
         \  (3) \   /     /      (2) O'rek (bleeding)
          \ c5(1)\ /     /       (3) Darrin (bleeding)
           \      v     /
            \(2)       /
             \   a8   /
              \  *Gw /
               | *Ep|
               |Sh  |   
               |    |
               |    |  
---


Another round in the books. I will begin making all initiative rolls, but feel free to begin posting your round 17 actions.

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