Re: 15. Hunting the Troglodytes
Posted: Tue Sep 24, 2013 11:53 am
Is Darrin still incapacitated? Or could he now hold the torch?
Play by Post RGPs and a nifty dice roller
https://www.unseenservant.us/forum/
Darrin failed his save and had some strength sapped, but he is functional:saalaria wrote:Is Darrin still incapacitated? Or could he now hold the torch?
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.
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.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.
So we're currently just waiting on Grim's attack for Round 3?dmw71 wrote: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.
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Alethan wrote: Round 3 Init: Initiative [1d10] = 10
To Hit, Scimitar [1d20+4] = 16+4 = 20
Damage, Scimitar (weakened state) [1d8+2] = 4+2 = 6
My mistake. I will update accordingly.Alethan wrote:??? This didn't hit??
Updated the 'Round 3' action to reflect this and Gwillt's hit (not miss).ravenn4544 wrote:O'rek darts paste Fimmion with a whisper and a prayer and touches Gwillit on the shoulder:
Cure Light Wounds [1d8] = 2
No worries; was just worried there for a second that my attack didn't happen as a result of being hit.dmw71 wrote:My mistake. I will update accordingly.Alethan wrote:??? This didn't 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.Alethan wrote:No worries; was just worried there for a second that my attack didn't happen as a result of being hit.
dmw71 wrote: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.Alethan wrote:No worries; was just worried there for a second that my attack didn't happen as a result of being hit.
I just remembered reading "crap" in your response, but that was a reaction to your initiative roll, not your attack/damage roll.
That is for last round. Can you also make and post your attacks for round four?tooleychris wrote:Grim will indeed switch to axes and become a flurry of orcish rage!
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.tooleychris wrote:Grims Dual Hand Ax#1 [1d20+4]... Hand Ax#2 [1d20+4]
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