15. Hunting the Troglodytes

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Alethan
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Re: 15. Hunting the Troglodytes

#181 Post by Alethan »

Gwillt swings at the second troglodyte, but it unable to connect...

To Hit, Scimitar [1d20+4] = 8+4 = 12
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Re: 15. Hunting the Troglodytes

#182 Post by ravenn4544 »

"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.
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Re: 15. Hunting the Troglodytes

#183 Post by Alethan »

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.
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Re: 15. Hunting the Troglodytes

#184 Post by wolfpack »

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?
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Round 2

#185 Post by dmw71 »

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.


---
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:
Overbearing
Sometimes the most effective attack is simply to pull an opponent down by sheer numbers. No attempt is made to gain a particular hold or even to harm the victim. The only concern is to pin and restrain him.

To overbear an opponent, a normal attack roll is made. For every level of size difference (1 if a Large attacker takes on a Medium defender, for example), the attack roll is modified by 4 (+4 if the attacker is larger; -4 if the defender is larger).

The defending creature also gains a benefit if it has more than two legs: a -2 penalty to the attacker's roll for every leg beyond two. There is no penalty to the defender if it has no legs. A lone orc attempting to pull down a horse and rider would have at least a -8 penalty applied to the attack roll (-4 for size and -4 for the horse's four legs).

If the attack succeeds, the opponent is pulled down. A character can be pinned if further successful overbearing attacks are rolled each round. For pinning purposes, do not use the prone modifier to combat (from Table 35 ).

If multiple attackers are all attempting to pull down a single target, make only one attack roll with a +1 bonus for each attacker beyond the first. Always use the to-hit number of the weakest attacker to figure the chance of success, since cooperation always depends on the weakest link. Modifiers for size should be figured for the largest attacker of the group.

A giant and three pixies attempting to pull down a man would use the pixies' attack roll, modified by +3 for three extra attackers and +8 for the size difference of the giant (Huge) and the man (Medium).
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.

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Re: 15. Hunting the Troglodytes

#186 Post by Alethan »

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
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Re: 15. Hunting the Troglodytes

#187 Post by onlyme »

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.
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Re: 15. Hunting the Troglodytes

#188 Post by Alethan »

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.
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.
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Re: 15. Hunting the Troglodytes

#189 Post by onlyme »

Alethan wrote:
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.
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.
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... :D
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Re: 15. Hunting the Troglodytes

#190 Post by Rukellian »

Alethan 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.
I'd be more than willing to cooperate with this plan, just say when and I'll move out of the way :)
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Re: 15. Hunting the Troglodytes

#191 Post by tooleychris »

A frustrated growl escapes Grimnail as he thrusts again
Javelin:[1d20+4] = 9+4 = 13 Thac0:20 Damage:[1d8+3] = 8+3 = 11
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Re: 15. Hunting the Troglodytes

#192 Post by onlyme »

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.
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Re: 15. Hunting the Troglodytes

#193 Post by ravenn4544 »

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!!"
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Re: 15. Hunting the Troglodytes

#194 Post by Stonjuz »

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.
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Re: 15. Hunting the Troglodytes

#195 Post by wolfpack »

which way do we want cleared into the cave towards ewell or back out towards gwilt?
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Re: 15. Hunting the Troglodytes

#196 Post by Alethan »

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...
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Re: 15. Hunting the Troglodytes

#197 Post by wolfpack »

i can cast command on trog number 3 facing ewellc ausing him to flee and creating an opening for someone to step into.
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Re: 15. Hunting the Troglodytes

#198 Post by dmw71 »

onlyme wrote:Don't forget, that was your round 2, so you still have round 3 to roll for.
This.

I will also need an action and rolls for round three.

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Re: 15. Hunting the Troglodytes

#199 Post by dmw71 »

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?
Possible certainly. It would be subject to the 'Firing into Melee' rules.

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Re: 15. Hunting the Troglodytes

#200 Post by dmw71 »

tooleychris wrote:Javelin:[1d20+4] = 9+4 = 13 Thac0:20 Damage:[1d8+3] = 8+3 = 11
This, sadly, misses.

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