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Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 03, 2013 11:01 pm
by dmw71
saalaria wrote:What is casting time of moderate cure? Can it be interrupted by a hit?
Good, important questions. Cure Light Wounds has a casting time of 5; Cure Serious Wounds is 7. We'll assign Cure Moderate wounds a 6.

I am at the end of my line and don't have time to double-check, but assume that, yes, a spell would be interrupted if struck while casting. I'm playing by-the-book here, so if you (or someone) can find the rule first... that's what I'm using.

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 03, 2013 11:04 pm
by saalaria
Sounds reasonable...so how would you rule holding off casting until the trog has acted in the round - obviously trying to avoid a hit disrupting it?

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 03, 2013 11:10 pm
by Rukellian
dmw71 wrote:
Rukellian wrote:Fimmion, after regaining some of his composure, makes his way to the northern side of the room and sees if he can find a big enough opening to fire a color spray at the oncoming swamp beasts to the east.
'Color Spray' has a fairly significant area of effect (5 x 20 x 20 ft. wedge) so, unfortunately, it's extremely unlikely he would be able to target just the troglodytes. Plus, my map of that corner is "complicated" because of the fallen, held trog. If I strip everything out of the room (see map, below), you'll notice that the northern wall will bend down into the passageway the beasts are in, so there really isn't a clear shot.

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                                  __________      
                                 /          \_/   
                                /                /
                       ________/                 \
                      /                           \
                     /   _____                    |
                        /     \      __           |
                               \____/  \____     /
                                            \___/ 
Your best angle, and this isn't necessarily a suggestion -- merely an observation, if you will -- would be to hit them head-on, between Epsilon (who's moving, but after your spell with a fast casting time) and Shannigans.

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                            ___________/ l2
                           /   Fi   [t5]l1 
                          /       Ka*t7s3  
                 ________/ Ke*   Ep   t6/
                / l7 l6 t3*Ew       Sh  \
               / s1_____l5 Ar* St*       \
                  /     t2*Or  __        |
                         \____/  \___    |
                                     \__/    
I actually just noticed, as I'm doing some prep work for the next round, I already moved you to the northern wall; feel free to reposition yourself or suggest another answer after the above explanation.[/ooc]
Thanks for the map update. Helped clear up some future confusion. I will stick with my second action plan and remain up north, while holding the torch for the two parties.

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 12:11 am
by Stonjuz
Now in total frustration of being stuck in the cave, and clearly in a dangerous spot, the halfling musters dumbfound courage and attacks the nearest trog (t6), secretly hoping that someone will come and save, er, relieve him.
dag [1d20+1] = 14+1 = 15 [1d4+1] = 3+1 = 4 dag2 [1d20-1] = 8-1 = 7 [1d4+1] = 1+1 = 2

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 3:20 am
by Grognardsw
With a savage growl Aric swings low at the legs of the new trog before him. The barbarian's foot slides a bit on the blood of the trog he just killed, so his blow clangs against the trog's javelin.

Bastard sword attack [1d20+3] = 7+3 = 10 Damage [2d8+4] = 7+4 = 11

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 6:16 am
by dmw71
saalaria wrote:What is casting time of moderate cure?
This, we've established, to be a 6.
saalaria wrote:Can it be interrupted by a hit?
Yes, this has been confirmed as well (see, 'Casting Spells,' below):

Player's Handbook > Chapter 7: Magic > Casting Spells
Casting Spells
Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a silence spell or gagged) and have both arms free. (Note that the optional spell component rule [following section] can modify these conditions.) If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Likewise, a magic missile (which always hits its target) cannot be fired into a group of bandits with the instruction to strike the leader; the caster must be able to identify and see the leader.

Once the casting has begun, the character must stand still. Casting cannot be accomplished while riding a roughly moving beast or a vehicle, unless special efforts are made to stabilize and protect the caster. Thus, a spell cannot be cast from the back of a galloping horse under any conditions, nor can a wizard or priest cast a spell on the deck of a ship during a storm. However, if the caster were below decks, protected from the wind and surging waves, he could cast a spell. While it is not normally possible to cast a spell from a moving chariot, a character who was steadied and supported by others could do so. Your DM will have to make a ruling in these types of extraordinary conditions.

During the round in which the spell is cast, the caster cannot move to dodge attacks. Therefore, no AC benefit from Dexterity is gained by spellcasters while casting spells. Furthermore, if the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster's concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells!
saalaria wrote:Sounds reasonable...so how would you rule holding off casting until the trog has acted in the round - obviously trying to avoid a hit disrupting it?
This is an interesting question, and I totally understand what you're trying to accomplish. I'm also not entirely sure how to rule on it.

My initial thought was that delaying a spell is not possible. Casting a spell, with all the various components (V, S, M) require time to complete the process. Allowing a caster to begin the process of casting a spell after all their opponents have attacked (even if they rolled 10 - the slowest possible base number) doesn't seem logical. It would almost make more sense to allow a caster to prepare a spell as their action for one round, only to be able to cast it at the beginning of the next round.

Here's what I'm thinking:
(1) Prepare to cast your spell as normal, realizing there's a fair chance you'll actually win initiative outright,
(2) Declare in advance how many segments you want to delay (up to the original casting time of the spell). So, in this case, you could delay up to 6 segments -- 1d10 +6 (casting cost) +6 (delay). It's still possible, if the troglodytes roll a 9 or 10 (with +4 would translate into a 13 or 14) and the party rolls a 1, that the plan could backfire.

Your call (though, I'll probably elect the second option on your behalf since it seems the "safest" option if I don't hear from you before I move to update the group tomorrow morning).

Round 2

Posted: Wed Dec 04, 2013 4:41 pm
by dmw71
Once again, the players act more quickly. Kendrick continues to press the attack against the opponent he shares with Ewel but is unable to connect. The young cavalier, too, has issues eliminating the creature and allows it another opportunity to put an end to the aura of protection causing it problems, but Kendrick is able to fend off the attacks made against him. Ewell does manage to cut the beast down with his second attack. With a savage growl, Aric swings low at the legs of the new trog before (l5) him but the barbarian's foot slips a bit on the blood of his previous victim causing his blow to clang harmlessly against the trog's javelin. The barbarian slipping throws off O'rek at the last second and the cleric just misses finishing off his opponent with what would have been a solid strike with his mace. The creatures retaliate, and aside from a scratch to O'rek (-2), the barbarian and cleric manage to escape significant harm.

---

In the northwest corner, the characters continue to act quickly. Strom rushes to support Kaltar and hacks wildly at the nearest trog, but is able to engage and keep the beast off the cleric. Epsilon follows behind Strom and casts 'Cure Light Wounds' on the paladin (+8). Shannigans musters dumbfound courage and attacks the nearest trog (t6) with his pair of daggers, catching it with his first and wounding the creature. Strom is able to successfully knock away both attacks made against him, and Shannigans proves to be too nimble to strike as well. His decision to delay pays off and Kaltar is able to successfully cast 'Cure Moderate Wounds' on himself (+11).

---

Fimmion regains his composure and migrates to the northern side of the room along with Strom and Epsilon, providing a needed source of light for the human combatants while toying with the idea of casting his powerful 'Color Spray' spell.

---

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                            ___________/ l2
                           /    Fi  [t5]l1 
                          /      Ka* t7s3  
                 ________/ Ke* Ep St*t6*/
                / l7 l6 t3*Ew       Sh  \
               / s1_____l5 Ar*           \
                  /     t2*Or  __        |
                         \____/  \___    |
                                     \__/    
---

Moving to round 3.

Actions?


---

Rolls (West)
R2 | Initiative (West): Troglodytes [1d10] = 9, Players [1d10] = 6
R2 | t3 vs Kendrick (THAC0: 19-5 = 14+1 = 15+): claw [1d20] = 15, claw [1d20] = 2, (THAC0: 19-4 = 15+1 = 16+): bite [1d20] = 10
R2 | l5 vs Aric (THAC0: 19-0 = 19+1 = 20+): javelin [1d20] = 10
R2 | t2 vs O'rek (THAC0: 19-4 = 15+1 = 16+): claw [1d20] = 9, claw [1d20] = 16, bite [1d20] = 12

Rolls (East):
R2 | Initiative (East): Troglodytes [1d10] = 4, Players [1d10] = 1 Note: Kaltar delaying 6 segments.
R2 | t7 vs Strom (THAC0: 19-3 = 16+1 = 17+): [1d20] = 7, [2d4] = 7
R2 | s3 vs Strom (THAC0: 19-3 = 16+1 = 17+): [1d20] = 2, [2d4] = 4
R2 | t6 vs Shannigans (THAC0: 19-5 = 14+1 = 15+): : [1d20] = 2, [2d4] = 5
R2 | Kaltar's 'Cure Moderate Wounds' on self (min: 3): [2d8] = 11

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 5:13 pm
by Computer +1
Strom yells There is no time to hold back, hit them with whatever you got! as he fights with the nearest trog.

[1d20+2] = 14+2 = 16
[2d4+3] = 8+3 = 11

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 6:47 pm
by Zhym
Kendrick has at the trog (t3) yet again. This time, his sword hits toasted trog flesh.

Broad Sword (THAC0 20): [1d20+1] = 19+1 = 20, Dmg: [2d4+2] = 5+2 = 7

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 6:51 pm
by onlyme
Zhym wrote:Kendrick has at the trog (t3) yet again. This time, his sword hits toasted trog flesh.

Broad Sword (THAC0 20): [1d20+1] = 19+1 = 20, Dmg: [2d4+2] = 5+2 = 7

I think t3 died last round, per
dmw71 wrote:Ewell does manage to cut the beast down with his second attack.
... But nice swinging on the next one.

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 6:52 pm
by onlyme

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 7:01 pm
by dmw71
onlyme wrote:I think t3 died last round, per
dmw71 wrote:Ewell does manage to cut the beast down with his second attack.
... But nice swinging on the next one.
This is my bad. I apparently posted an "old" map where t3 is still there. Updated map below. Any attack will obviously carry over to the replacement, though that space, due to the timing of events, is currently vacant.

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                            ___________/ l2
                           /    Fi  [t5]l1
                          /      Ka* t7s3 
                 ________/ Ke* Ep St*t6*/
                / l7 l6    Ew       Sh  \
               / s1_____l5 Ar*           \
                  /     t2*Or  __        |
                         \____/  \___    |
                                     \__/    

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 8:39 pm
by ravenn4544

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 8:58 pm
by Rukellian
:o Whoa....

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 8:59 pm
by onlyme
Nice swinging O'rek... dont forget to go for your bonus spin on that natural 20...

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 9:01 pm
by ravenn4544
thanks - i think I did w/ that 2nd attack unless I'm forgetting something (which is highly likely).

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 9:03 pm
by dmw71
ravenn4544 wrote:i think I did w/ that 2nd attack unless
DM Note: Natural 20 + second hit = (Max damage * 1.5), or

(6*1.5)+3 = 12

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 9:36 pm
by Grognardsw
Aric swings around his blade again at the trog.

Bastard sword attack [1d20+3] = 11+3 = 14 Damage [2d8+4] = 9+4 = 13

Re: 21. Revisiting the Troglodyte Lair

Posted: Wed Dec 04, 2013 10:09 pm
by wolfpack
epsilon attacks with his staff from the second rank

but hits nothing but air

[1d20] = 12

Re: 21. Revisiting the Troglodyte Lair

Posted: Thu Dec 05, 2013 12:09 am
by Stonjuz
dag [1d20+1] = 5+1 = 6 [1d4+1] = 2+1 = 3 dag2 [1d20-1] = 15-1 = 14 [1d4+1] = 3+1 = 4
The halflng swings with both blades again. The first is poor but the second draws blood from the foe. At least thats what it seems like in the shadow.