15. Hunting the Troglodytes
Re: 15. Hunting the Troglodytes
Gwillt swings at the second troglodyte, but it unable to connect...
To Hit, Scimitar [1d20+4] = 8+4 = 12
To Hit, Scimitar [1d20+4] = 8+4 = 12
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
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Re: 15. Hunting the Troglodytes
"Gwillit, my boy - when you can a chance to push forward - do it... I can jump in to help smash these stink bombs!" O'rek exclaims.
Re: 15. Hunting the Troglodytes
OOC: yeah, that's a good idea. Maybe O'rek and Fimmion can shift spots this round? Then next round, Gwillt can attempt to push towards the entrance tunnel, giving O'rek a place in the action.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: 15. Hunting the Troglodytes
I have a couple of command spells memorized. I cna try and cause one of the trogs to turn and flee if would be helpful. Which one should I target?
Round 2
To the North
Ewell continues to wage battle against multiple defending troglodytes and acts first; his longsword slashing the leftmost beast (#2). The wounded creature extracts its revenge, however, and catches the young knight with the tip of its javelin (-4). Ewell is able to successfully evade the other jabbing attempt, but the wear of the battle is disconcerting and the knight begins to formulate a plan to allow more of his companions to get involved. Grimnail attempts to use a troglodyte javelin against them, but narrowly misses.
Kaltar and Strom hold their positions; Kaltar continues to keep the light available to those engaged in melee in front of him. Darrin is still stuck in the middle of the passageway, and waits with sword in hand for an opportunity to advance and assist in either direction. Shannigans continues to suffer in silence, but is prepared to defend himself with his dagger should the action move his way. Epsilon is debating the merits of casting a spell so his actions are still pending.
To the South
Gwillt, still reeling from the stench, is now facing a trio of angry, javelin wielding troglodytes. The beasts act first and, while the ranger is able to deftly avoid the three stabbing attempts, he is unable to connect with his scimitar in retaliation. "Gwillit, my boy - when you can a chance to push forward - do it... I can jump in to help smash these stink bombs!" he hears O'rek call behind him.
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Updated Map:
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While I am still waiting for an attack from Grimnail and a potential spell from Epsilon, I will move the action and allow third round actions/rolls while retroactively applying any updates to round two as necessary.
Feel free to roll separate initiative rolls (north and south) and declare any actions/make attack rolls.
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The subject of moving the action (e.g. Ewell and/or Gwillt maneuvering or pushing past the troglodyte in front of them (#2 in both cases) in order to create a better opportunity for those behind them to join in the action. The problem with this is that the troglodytes literally have the characters pinned in the passageway.
I've been considering this situation and here is what I've come up with:
If attempting to move around or relocate an active opponent, I will follow the rules on overbearing an opponent:If, however, you wait until you kill an opponent, I will allow you a free action to move into the "vacated" space (the dead bodies don't simply disappear) with those behind you prepared to move into the space you'd be vacating.
Ewell continues to wage battle against multiple defending troglodytes and acts first; his longsword slashing the leftmost beast (#2). The wounded creature extracts its revenge, however, and catches the young knight with the tip of its javelin (-4). Ewell is able to successfully evade the other jabbing attempt, but the wear of the battle is disconcerting and the knight begins to formulate a plan to allow more of his companions to get involved. Grimnail attempts to use a troglodyte javelin against them, but narrowly misses.
Kaltar and Strom hold their positions; Kaltar continues to keep the light available to those engaged in melee in front of him. Darrin is still stuck in the middle of the passageway, and waits with sword in hand for an opportunity to advance and assist in either direction. Shannigans continues to suffer in silence, but is prepared to defend himself with his dagger should the action move his way. Epsilon is debating the merits of casting a spell so his actions are still pending.
To the South
Gwillt, still reeling from the stench, is now facing a trio of angry, javelin wielding troglodytes. The beasts act first and, while the ranger is able to deftly avoid the three stabbing attempts, he is unable to connect with his scimitar in retaliation. "Gwillit, my boy - when you can a chance to push forward - do it... I can jump in to help smash these stink bombs!" he hears O'rek call behind him.
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Updated Map:
Code: Select all
\x |_
*2 3_4 ::
*Ew|
|Gr|
|K |
/St/
|Da|
| |
\Ep\
\Sh\
\Or\
\ \ ..
\Fi\_/ 5 /
\Gw 4 /
\2 3 /
| |
| |
| |
Lair
Entrance
While I am still waiting for an attack from Grimnail and a potential spell from Epsilon, I will move the action and allow third round actions/rolls while retroactively applying any updates to round two as necessary.
Feel free to roll separate initiative rolls (north and south) and declare any actions/make attack rolls.
---
The subject of moving the action (e.g. Ewell and/or Gwillt maneuvering or pushing past the troglodyte in front of them (#2 in both cases) in order to create a better opportunity for those behind them to join in the action. The problem with this is that the troglodytes literally have the characters pinned in the passageway.
I've been considering this situation and here is what I've come up with:
If attempting to move around or relocate an active opponent, I will follow the rules on overbearing an opponent:
-- Games --
- DM: In Development
Re: 15. Hunting the Troglodytes
OOC: Egads! Maybe I'll need one of the clerics get behind me to cast a healing spell after I take a few licks??? Not liking the odds of 3-to-1 here. I'd say a flaming oil tossed at 2/3 or 3/4 would likely help out quite a bit right now.
We NEED to get one of these ends opened up...
Round 3 Init: Initiative [1d10] = 10
(crap...)
To Hit, Scimitar [1d20+4] = 16+4 = 20
Damage, Scimitar (weakened state) [1d8+2] = 4+2 = 6
We NEED to get one of these ends opened up...
Round 3 Init: Initiative [1d10] = 10
(crap...)
To Hit, Scimitar [1d20+4] = 16+4 = 20
Damage, Scimitar (weakened state) [1d8+2] = 4+2 = 6
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: 15. Hunting the Troglodytes
I am on a plane most of tomorrow, so here is Ewell's r3 roll.
longsword to hit (+3 str bonus): [1d20+3] = 20+3 = 23 , damage1d8 (+4 str bonus): [1d8+4 ] = 3+4 = 7
(that should take care of one of 'em...)
Secondary tohit roll for crits: [1d20] = 3
(so no double max)
Plain initiative: [1d10] = 8
he sucks at his init speed.
Ewell jabs away at the trog to the left most post, while working his way north to allow Grim et all more area to move around.
longsword to hit (+3 str bonus): [1d20+3] = 20+3 = 23 , damage1d8 (+4 str bonus): [1d8+4 ] = 3+4 = 7
(that should take care of one of 'em...)
Secondary tohit roll for crits: [1d20] = 3
(so no double max)
Plain initiative: [1d10] = 8
he sucks at his init speed.
Ewell jabs away at the trog to the left most post, while working his way north to allow Grim et all more area to move around.
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
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Re: 15. Hunting the Troglodytes
Since nothing has yet come at you from the north, this is probably about as good a move as you can make in order to allow more attackers (on our side) to get in on the action.onlyme wrote: Ewell jabs away at the trog to the left most post, while working his way north to allow Grim et all more area to move around.
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: 15. Hunting the Troglodytes
Well, that and if he stays in his spot...once the bodies pile up and block us off, it will be a pain waiting on the trogs to plow through the rest of the party for Ewell to fight his way south...Alethan wrote:Since nothing has yet come at you from the north, this is probably about as good a move as you can make in order to allow more attackers (on our side) to get in on the action.onlyme wrote: Ewell jabs away at the trog to the left most post, while working his way north to allow Grim et all more area to move around.

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
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Re: 15. Hunting the Troglodytes
I'd be more than willing to cooperate with this plan, just say when and I'll move out of the wayAlethan wrote:OOC: yeah, that's a good idea. Maybe O'rek and Fimmion can shift spots this round? Then next round, Gwillt can attempt to push towards the entrance tunnel, giving O'rek a place in the action.

- tooleychris
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Re: 15. Hunting the Troglodytes
A frustrated growl escapes Grimnail as he thrusts again
Javelin:[1d20+4] = 9+4 = 13 Thac0:20 Damage:[1d8+3] = 8+3 = 11
Javelin:[1d20+4] = 9+4 = 13 Thac0:20 Damage:[1d8+3] = 8+3 = 11
Re: 15. Hunting the Troglodytes
tooleychris wrote:A frustrated growl escapes Grimnail as he thrusts again
Javelin:[1d20+4] = 9+4 = 13 Thac0:20 Damage:[1d8+3] = 8+3 = 11
Don't forget, that was your round 2, so you still have round 3 to roll for... Maybe a few more 11 damages can clear this tunnel.
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
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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- Rider of Rohan
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- Joined: Fri May 25, 2012 10:06 am
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Re: 15. Hunting the Troglodytes
O'rek will force his way past Fimmion to get behind gwillit and ready with a forceful heal. "Gwillit - ware yourself there! You may need to pull BACK a bit to prevent those three bastards from flankin' ya!!"
Re: 15. Hunting the Troglodytes
The hobbit, feeling like not much more than a burden to the group, spits, coughs and gasps and wipes his runny nose on his scarf.
Re: 15. Hunting the Troglodytes
which way do we want cleared into the cave towards ewell or back out towards gwilt?
Re: 15. Hunting the Troglodytes
OOC: Epsilon is the only one with oil, FYI. Mr DM, what are the chances of him or O'rek being able to hit some of those trogs with a vial? Even possible?
If Ewell can get north, and there isn't anything going to attack him from behind, then we should be able to get three people attacking on that end. That might be the way to clear...
If Ewell can get north, and there isn't anything going to attack him from behind, then we should be able to get three people attacking on that end. That might be the way to clear...
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: 15. Hunting the Troglodytes
i can cast command on trog number 3 facing ewellc ausing him to flee and creating an opening for someone to step into.
Re: 15. Hunting the Troglodytes
This.onlyme wrote:Don't forget, that was your round 2, so you still have round 3 to roll for.
I will also need an action and rolls for round three.
-- Games --
- DM: In Development
Re: 15. Hunting the Troglodytes
Possible certainly. It would be subject to the 'Firing into Melee' rules.Alethan wrote:Mr DM, what are the chances of him or O'rek being able to hit some of those trogs with a vial? Even possible?
-- Games --
- DM: In Development
Re: 15. Hunting the Troglodytes
This, sadly, misses.tooleychris wrote:Javelin:[1d20+4] = 9+4 = 13 Thac0:20 Damage:[1d8+3] = 8+3 = 11
-- Games --
- DM: In Development