23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

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dmw71
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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#41 Post by dmw71 »

Rukellian wrote:Well shoot! I thought my character had a set, guess he doesn't. Must of mistaken his inventory with another character's, may bad.
Fimmion has plenty of money available, and does have flint and steel listed in his inventory, so it makes sense that he would have them. I will make an exception to my "If it's not there, it's not there" rule in this case and allow you to add them to your inventory (minus one, of course).

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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#42 Post by Grognardsw »

"Die by Crom!" snarls Aric, swinging again at the troglodyte's (T1) neck.

Bastard sword attack [1d20+3] = 8+3 = 11 Damage [2d8+4] = 11+4 = 15
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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#43 Post by Rukellian »

dmw71 wrote:
Rukellian wrote:Well shoot! I thought my character had a set, guess he doesn't. Must of mistaken his inventory with another character's, may bad.
Fimmion has plenty of money available, and does have flint and steel listed in his inventory, so it makes sense that he would have them. I will make an exception to my "If it's not there, it's not there" rule in this case and allow you to add them to your inventory (minus one, of course).
Hey, if your willing to go with it, I will take you up on that offer and subtract from my coin and update my inventory, though that would mean editing my last post to reflect this.
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: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#44 Post by dmw71 »

Rukellian wrote:...that would mean editing my last post to reflect this.
I'll just use your original response.

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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#45 Post by Rukellian »

Okay, inventory now properly updated.
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: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#46 Post by Computer +1 »

Strom, facing two foes, balances his attack with opening up space for a trog to slip past into the tunnel behind. He makes his attack at an opportune moment.

Attack:
[1d20+2] = 9+2 = 11
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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#47 Post by dmw71 »

Computer +1 wrote:...balances his attack with opening up space for a trog to slip past into the tunnel behind...
To clarify: You are, or are not, allowing a troglodyte to get past you?

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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#48 Post by Computer +1 »

dmw71 wrote:
Computer +1 wrote:...balances his attack with opening up space for a trog to slip past into the tunnel behind...
To clarify: You are, or are not, allowing a troglodyte to get past you?
I wrote that poorly, I am not letting a trog get past, even if that means I hold off an attack this round and parry only.
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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#49 Post by dmw71 »

Computer +1 wrote:I am not letting a trog get past.
Got it. ;)

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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#50 Post by Stonjuz »

The halfling sees that the enemies have added reinforcements, so he takes a deep breath, flings his scarf and steps up to attack t1.
dag [1d20+1] = 9+1 = 10 [1d4+1] = 1+1 = 2 dag2 [1d20-1] = 20-1 = 19 [1d4+1] = 4+1 = 5
crit [1d20] = 12
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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#51 Post by saalaria »

Kaltar swings again at the closest trog, remaining close to Strom to prevent anything getting through to the non-fighters:

Mace Action To Hit [1d20] = 1 Dam [1d6+1] = 6+1 = 7

Oh dear! What do I do is it another attack roll?

Mace Action To Hit [1d20] = 6 Dam [1d6+1] = 1+1 = 2
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Round 2

#52 Post by dmw71 »

Fimmion lights a newly acquired torch and remains vigilant in securing the rear of the group with the halfling, until Shannigans notices that the enemies have added reinforcements. He takes a deep breath, flings his scarf and quickly steps up to attack the most accessible troglodyte (t1). Strom, unaware that reinforcements were on their way, accidentally bumps Shanny causing the hobbits first dagger strike to miss its mark, but the crafty halfling quickly rights himself and issues a well-placed strike against (+20xp) the already wounded target, dropping it. Strom, originally looking to target the recently slain beast, is unable to adjust his focus against the new opponent in time and his lizard-like foe is able to avoid being struck by the paladin's blade.

"Die by Crom!" snarls Aric, swinging again at the troglodyte's neck, but the creature is able to avoid being struck by the blow from the barbarian's blade; one which almost certainly would have been fatal.

Kaltar, still trying to recover from his poorly executed last attack, is unable to connect with his mace again.

---

The fallen troglodyte is quickly replaced as one of the newly arriving swamp beasts steps over it as if it weren't even there, leaving the paladin still facing two attacks. The knight is able to block the first, but the second attack manages to penetrate Strom's defenses, gashing the knight (-7).

Aric is also facing a pair of adversaries, angrily slapping aside the first with his blade while his shield absorbs the blow of the second.

At the southern end of the conflict, Kaltar easily avoids harm as his defenses are more effective than his offenses.

---

Code: Select all

                                           _________
                                          /         
               _____                     /          
               __   \           ________/t2 f3 
                 \   \         /      Sh St* t3*     
                  \   \       /   _____  Ar f1   f2
                   |   \_____/Fi /     *Ka f4 __    
                   |            /       \____/  \___
                   |    _______/                    
                   /   /
                  /   /     

---

End of round 2. Actions and initiative for round 3.

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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#53 Post by saalaria »

Sorry Dave I missed the bit about round two!

Kaltar attempts another swing but again misses. He starts to sweat.

Mace Action To Hit [1d20] = 9 Dam [1d6+1] = 4+1 = 5
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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#54 Post by Grognardsw »

Us fighters are doing a fine job :oops: Bring in those non-fighters to show us how its done :lol: I'm convinced the Dice Roller needs warm up rolls before it starts giving good numbers, like a slot machine
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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#55 Post by Rukellian »

Grognardsw wrote:Us fighters are doing a fine job :oops: Bring in those non-fighters to show us how its done :lol: I'm convinced the Dice Roller needs warm up rolls before it starts giving good numbers, like a slot machine
:lol: right! And as luck would have it, my roll would be at its best but my intiative would fail, and the swamp beast will kill me in one strike with his own critical. The scene would be gruesome and hard to look at, but the group would freeze for a moment and watch my feeble attempt at heroism fail epicly anyways, like a train wreck. I think I will just stick to guarding the entrance you guys just came through... ;)

Fimmion will remain vigilant in his watch and will attack any incoming hostiles with a burning hands spell. If such an encounter would occur, he would then shout to the group shortly afterwards "more are coming from this direction!" If any of the currently battling swamp beasts slip past the warriors and Shannigans, Fimmion will fire a color spray at it, hopefully blinding it long enough for someone to put the beast down.
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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#56 Post by dmw71 »

saalaria wrote:Sorry Dave I missed the bit about round two!
No worries, I actually rolled for you.

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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#57 Post by Stonjuz »

Did it again....clicked too fast, but saw nothing. :oops:

dag [1d20+1] = 14+1 = 15 [1d4+1] = 1+1 = 2 dag2 [1d20-1] = 12-1 = 11 [1d4+1] = 4+1 = 5
Still in two weapon fighting mode, the halfling shows another flash of promise, but he looks outsized and outnumbered and anyone can see that he does not want to be here.
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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#58 Post by dmw71 »

Stonjuz wrote:Did it again....clicked too fast, but saw nothing.
You halfling thieves can't be trusted. ;)

Still need actions for Aric and Strom, right? They're kind of important considering the situation.

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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#59 Post by Stonjuz »

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Re: 23. Right Branch (Strom, Aric, Shan, Fim, Kaltar only)

#60 Post by Grognardsw »

Damn this lizard is tough, Aric thinks as his savage swings are parried again by the troglodyte. The barbarian maneuvers to get past its defenses with his sword ( Bastard sword attack [1d20+3] = 7+3 = 10 Damage [2d8+4] = 11+4 = 15 )

In rage at the challenge before him, the barbarian swings the torch he's carrying in his other hand into the face of the trog. ( Aric torch strike [1d20-1] = 18-1 = 17, damage? [1d6] = 3 or [1d4] = 3 -4 second hand attack + Dex. +3 = -1 to hit)
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