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Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 11:53 am
by saalaria
Is Darrin still incapacitated? Or could he now hold the torch?

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 12:48 pm
by dmw71
saalaria wrote:Is Darrin still incapacitated? Or could he now hold the torch?
Darrin failed his save and had some strength sapped, but he is functional:
dmw71 wrote: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.

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 1:13 pm
by dmw71
wolfpack wrote:i can cast command on trog number 3 facing ewellc ausing him to flee and creating an opening for someone to step into.
I won't stop you from attempting this, but considering the intelligence/wisdom score of Epsilon, he would probably realize that the 'Command' spell is only effective if the target of the spell is able to understand the command word being spoken.
Command:
"This spell enables the priest to command another creature with a single word. The command must be uttered in a language understood by the creature. The subject will obey to the best of his/its ability only as long as the command is absolutely clear and unequivocal; thus, a command of “Suicide!” is ignored."

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 1:32 pm
by Alethan
dmw71 wrote:
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.
So we're currently just waiting on Grim's attack for Round 3?

Round 3 (final)

Posted: Tue Sep 24, 2013 2:02 pm
by dmw71
To the North
The creatures act first, and while Ewell is easily able to deflect the first javelin attack targeting him, he feels quite the sting as the second javelin finds a vulnerable spot in the knights armor and sinks into his flesh (-6). The knight fights through the pain, jabbing away at the troglodyte he previously wounded. His sword slices through the vile beast sending a second lifeless body tumbling to the ground in the northern passage (+20xp). Undeterred by the collection of corpses accumulating, Ewell pushes his way a few steps further north into the passage, creating some much needed space for Grimnail to more comfortably engage in melee.

Now with space to operate, Grim casts his javelin aside and switches to his hand axes, working himself into a semi-controlled flurry of orcish rage; the first of which manages to cut down his opponent. Kaltar and Strom, standing behind the orc, are required to keep their distance, as is Ewell just off to the barbarians left.

---

Stuck in the Middle
Kaltar and Strom will follow the lead of Ewell and Grimnail and work their way forward, closer to the action.

Darrin decides to focus his attention to the north and moves up behind Strom, ready to take action or assist as necessary.

Epsilon and Shannigans are truly stuck and unable to really make meaningful actions. Epsilon considers casting a spell at one of the troglodytes to the north (I will need to know what you decide here).

---

To the South
The beasts act first, and Gwillt is barely able to avoid the lightning-quick first javelin thrust in his direction. The next troglodyte sends his javelin sweeping upwards in what resembles an uppercut punch; the ranger dodges this vicious sweep, and the force behind the attack sends the tip of the javelin crashing into the ceiling of the passage. The javelin shaft shatters, and decent sized chunks of the ceiling come crashing harmlessly to the ground. Dodging this wicked uppercut attack exposes Gwillt to the third strike, however, and the ranger feels a sharp pain as this third javelin rips through his flesh (-8). Gwillt, shaken by the javelin tip ripping apart his flesh, is unable to retaliate successfully lands a second successful blow against the creature nearest the wall. While heavily wounding it, the beast manages to fight on.

O'rek, realizing the critical situation Gwillt faces, forces his way past Fimmion to get behind the ranger. "Gwillt, you may need to pull back. Try and prevent those three bastards from flankin' ya!" the cleric warns while carefully working his way close enough to Gwillt enabling him to cast a 'Cure Light Wounds' spell on him (+2).


---
End of Round 3

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I need actions from Grimnail and potentially Epsilon, but will otherwise be moving to round four. Feel free to roll separate initiative rolls (north and south) and declare any actions/make attack rolls.

tooley, please make attack rolls for both round three and four when you respond. wolfpack, I just need to know if you'll attempt to cast a spell (or take other actions).

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 2:21 pm
by ravenn4544
O'rek darts paste Fimmion with a whisper and a prayer and touches Gwillit on the shoulder:

Cure Light Wounds [1d8] = 2

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 2:29 pm
by Alethan
??? This didn't hit??

Gwillt tries to fight off the pain of the last attack as he launches another attack at the trog to his right...

Round 4 Init: Initiative [1d10] = 1


To Hit, Scimitar [1d20+4] = 9+4 = 13 (Hits AC6)
Damage, Scimitar (weakened state) [1d8+2] = 7+2 = 9 (In case that does hit...)

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 2:38 pm
by dmw71
Alethan wrote:??? This didn't hit??
My mistake. I will update accordingly.

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 2:54 pm
by dmw71
ravenn4544 wrote:O'rek darts paste Fimmion with a whisper and a prayer and touches Gwillit on the shoulder:

Cure Light Wounds [1d8] = 2
Updated the 'Round 3' action to reflect this and Gwillt's hit (not miss).

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 3:20 pm
by Alethan
dmw71 wrote:
Alethan wrote:??? This didn't hit??
My mistake. I will update accordingly.
No worries; was just worried there for a second that my attack didn't happen as a result of being hit.

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 3:28 pm
by dmw71
Alethan wrote:No worries; was just worried there for a second that my attack didn't happen as a result of being hit.
I was lazy and responding a lot from memory which, for me, is a big mistake. Don't hesitate to point out errors like that because I have no problems going back and fixing things.

I just remembered reading "crap" in your response, but that was a reaction to your initiative roll, not your attack/damage roll.

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 3:46 pm
by Alethan
dmw71 wrote:
Alethan wrote:No worries; was just worried there for a second that my attack didn't happen as a result of being hit.
I was lazy and responding a lot from memory which, for me, is a big mistake. Don't hesitate to point out errors like that because I have no problems going back and fixing things.

I just remembered reading "crap" in your response, but that was a reaction to your initiative roll, not your attack/damage roll.

lol... yeah, sorry. I forgot to add elation for the nice hit. :)

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 5:23 pm
by wolfpack
well looks like I won't be casting command and can't get close enough to heal the fornt line.

Epsilon will hand a flask of oil to Shanny.

My diminuative friend. perhaps you can crawl towards he front and spray the oil on the legs of our ememies. It would then be easily lit with a torch or the the mages fire hands he spoke of.

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 6:50 pm
by onlyme
Ewell continues his attempt to work toward left which obviously affects his attack.

rolled a six

Adding link:
longsword to hit (+3 str bonus): [1d20+3] = 3+3 = 6 , damage1d8 (+4 str bonus): [1d8+4 ] = 8+4 = 12

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 8:19 pm
by saalaria
Kaltar thrusts the torch at Darrin:
"Here, take this Darrin. I think Strom and I may be called upon in the front rank shortly"
Kaltar then moves up as close as he can behind the fighters.

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 9:25 pm
by tooleychris
Thanks for heads up, Alethan!
Grim will indeed switch to axes and become a flurry of orcish rage!

Grims Dual Hand Ax#1 [1d20+4] = 17+4 = 21 Damage[1d8] = 4 Hand Ax#2 [1d20+4] = 4+4 = 8 Damage[1d6] = 3

edit: sorry I forgot to add +3 strength bonus to damage

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 9:30 pm
by dmw71
tooleychris wrote:Grim will indeed switch to axes and become a flurry of orcish rage!
That is for last round. Can you also make and post your attacks for round four?

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 10:12 pm
by dmw71
tooleychris wrote:Grims Dual Hand Ax#1 [1d20+4]... Hand Ax#2 [1d20+4]
Actually, I just noticed something. With a 17 strength, you would have +2 to hit. Hand axes also don't qualify as being 'finesse' weapons so you wouldn't get your dexterity modifier.

It's possible I'm overlooking something, but how are you coming up with a total of +4 to hit?

Round 4

Posted: Tue Sep 24, 2013 11:05 pm
by dmw71
Note: Added the supplied roll for Grimnail's third round attack to the previous action post, and Grim did manage to kill one of the weaker troglodytes with a single hit. The next beast in the line simply moved up in the order to take its place.

---

To the North
The troglodytes act quick again, and split the focus of their attacks. The northernmost creature continuing its attacks against Ewell while the second creature turns its attention to Grimnail. Ewell, now only facing a single attack, finds it easier to focus on his defenses and easily evades the attack against him. Grimnail escapes harm as well, but barely.

Ewell, previously able to create some extra room and ultimately allow Grimnail to enter the fray, is brought to the realization that, as he positions himself in the branch to the left, this northern passage may very well continues beyond the range of his current vision in the darkness. This thought proves to be distracting enough that he is unable to connect with his longsword.

I rolled for Grimnail's round four attacks as they were not provided. His two to-hit rolls with a +2 modifier were 9+2 = 11 and 10+2 = 12. Neither will hit. However, depending upon the response to my earlier question about the +2 vs +4 attack roll modifier, the second roll will hit if the modifier actually should be +4. For now, action will proceed as if both were misses.


Stuck in the Middle
"Here, take this," instructs Kaltar as he thrusts the torch he was carrying at Darrin, which the youngster eagerly accepts. "I think Strom and I may be called upon in the front rank shortly." the cleric finishes. Kaltar looks to move up as close as he can behind the fighters but, with Grimnail flailing a pair of axes about, he and Strom have no choice but to keep a safe distance.

Epsilon hands a flask of oil to Shannigans. "My diminuative friend. perhaps you can crawl towards the front and spray the oil on the legs of our enemies? It would then be easily lit with a torch or the the mages fire hands he spoke of." Shannigans accepts the oil from the cleric. The halfling considers the situation to the north and the one to the south. (Your call, Stonjuz).



To the South
Acting first this time, Gwillt tries to fight off the pain of the last attack as he launches another attack at the trog to his right. The pain proves to be just enough of a distraction however, as the creature is able to dodge the slashing attempt at the last instant.

The troglodyte that broke its javelin against the ceiling last round tosses the broken shaft aside and switches to its natural weapons, missing with both claw attacks and its bite. The ranger still faces a pair of javelin-wielding swamp beasts, though, and the troglodyte that Gwillt wounded last round is able to stick the ranger, lightly scratching him (-3). The other misses badly.

---

End of Round 4

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Starting round five. Initiative and rolls from both groups (north and south).

Any questions, feel free to ask.

Re: 15. Hunting the Troglodytes

Posted: Tue Sep 24, 2013 11:26 pm
by Alethan
Gwillt presses the attack. Hopefully he can clear one of them out and press forward to make room for O'rek...

Initiative [1d10] = 3


To Hit, Scimitar [1d20+4] = 19+4 = 23

Damage, Scimitar (weakened state) [1d8+2] = 4+2 = 6