15. Hunting the Troglodytes

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dmw71
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Re: 15. Hunting the Troglodytes

#521 Post by dmw71 »

ravenn4544 wrote:Is O'rek capable of healing himself w/ a CLW or is he unable for that action?
Too bad you asked this question. I was torn on how to respond, so referred back to the rules: 09. Damage and Death

"Unconscious
When any character is reduced to exactly zero hit points, they simply fall unconscious but are stable."


So, amending my previous post, O'rek is, in fact, still unconscious. Sorry.
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Re: 15. Hunting the Troglodytes

#522 Post by ravenn4544 »

Thanks for clarification - at least he'll get carried back to town instead of having to walk. Thanks guys!

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A New Trouble?

#523 Post by dmw71 »

Just as your battle seemingly comes to an end, from the southern passage, the group can hear a terrified cry for help from the halfling.

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Until instructed to do so, please do not read from '17. Right Branch of Trog. Lair (Alethan and Stonjuz only!)' thread.
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Re: 15. Hunting the Troglodytes

#524 Post by wolfpack »

From down the tunnel Epsilon yells as loud as he can

SPIDERS!!!!!!!!!!!!

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Re: 15. Hunting the Troglodytes

#525 Post by Rukellian »

Fimmion helps carry O'rek out of the lair and back to town. Fimmion is tired of of these compact quarters and feels that he needs to do at least something to help chip in, even if it means trying to carry someone who is probably heavier than him. Upon hearing someone shout SPIDERS, Fimmion double times his actions, hoping to avoid another battle.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: 15. Hunting the Troglodytes

#526 Post by onlyme »

Ewell cant help much, but he will help leave with the others.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL


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Experience Points

#527 Post by dmw71 »

dmw71 wrote:I will keep this thread open for one more round to allow the group to discuss their next plans.
Killed
24 Troglodytes (120xp * 24 = 2,880xp) with 9 survivors = (+320xp)

Miscellaneous Award
4,000 posts = (+400xp)

Total Experience Points
720xp each (unadjusted total)

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All the above awards are effective immediately.
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Re: Experience Points

#528 Post by dmw71 »

dmw71 wrote:All the above awards are effective immediately.
I have updated the 'Experience Points' thread and, I believe the following characters all gained a level:
Strom (3rd)
Gwillt (3rd)
Ewell (3rd)
O'rek (2rd)
Fimmion (2nd)

For all classes except barbarian (which I may still look at), I have adjusted the experience points needed to align with the 2E amounts. No one was hurt by this to my knowledge, and both Strom and Ewell actually benefited as neither would have gained a level otherwise.

For those that gained a level, feel free to roll and post your new hit point totals and I will adjust my tables accordingly.
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Re: Experience Points

#529 Post by dmw71 »

dmw71 wrote:For those that gained a level, feel free to roll and post your new hit point totals and I will adjust my tables accordingly.
Another note:

Remember, per the 'Hit Points' thread, each class is guaranteed a minimum number of hit points per level, copied below:

Hit Points Beyond First Level
Each roll for hit points is guaranteed a minimum amount, where the minimum number of hit points a character is guaranteed equals the fixed number of hit points that class receives per level after its last hit die:
1E PHB, pages 20-30 and 1E UA, pages 15-23 wrote: Clerics gain 2 h.p. per level after the 9th.
Fighters gain 3 h.p. per level after the 9th
Paladins gain 3 h.p. per level after the 9th.
Rangers gain 2 h.p. per level after the 10th.
Magic-Users gain 1 h.p. per level after the 11th.
Illusionists gain 1 h.p. per level after the 10th.
Thieves gain 2 h.p. per level after the 10th
---
Cavaliers gain 3 h.p. per level after the 10th.
Barbarians gain 4 h.p. per level after the 8th.
Acrobats gain 2 h.p. per level after the 10th (as Thief)

For example, Fighters gain 3 h.p. per level after the 9th, therefore the minimum hit points a Fighter character will receive per level will be 3, plus any Constitution bonus.

Notes:
1. Assassin or Druid characters minimum hit points per level is 2.
2. Negative modifiers will never reduce any hit die roll below 1.
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Re: 15. Hunting the Troglodytes

#530 Post by onlyme »

I let Ewell roll his own, and he got a one.

So, I assume 3 min plus 3 const bonus is 6 hp?

Does he get that now, to where he is positve hp and functional?
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Re: 15. Hunting the Troglodytes

#531 Post by dmw71 »

onlyme wrote:I let Ewell roll his own, and he got a one.
Haha
onlyme wrote:So, I assume 3 min plus 3 const bonus is 6 hp?
Yes.
onlyme wrote:Does he get that now, to where he is positve hp and functional?
Yes, Ewell is now functional. So will be O'rek once he rolls.
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Re: 15. Hunting the Troglodytes

#532 Post by saalaria »

Kaltar moves up the tunnel to help the others.
"Strom are you coming? Ewell will you and the others wait for us outside?"

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Re: 15. Hunting the Troglodytes

#533 Post by Computer +1 »

Strom looks at the wounded then down the tunnel where the others foolishly ventured before answering Kaltar. I can't leave the others. Help Ewell and Darrin, I will see if I can rescue the others and then catch up with you. He clasps Kaltar on the shoulder If we don't meet again God's blessings upon you my friend.

Strom will then switch his shield around to fight one handed and move down the tunnel to attempt a rescue.

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Moving Action

#534 Post by dmw71 »

I will close this thread now and open up the '17. Right Branch of Troglodyte Lair' to all players.
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