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Re: 21. Revisiting the Troglodyte Lair
Posted: Sun Dec 08, 2013 5:08 am
by Computer +1
Yeah the roller is broke again. Rolling nothing but 0 for all my rolls at the moment.
LODESTONE STRIKES AGAIN!
Re: 21. Revisiting the Troglodyte Lair
Posted: Sun Dec 08, 2013 2:16 pm
by wolfpack
yeah you need to reroll that, it's 1-20 not 0-20
Re: 21. Revisiting the Troglodyte Lair
Posted: Sun Dec 08, 2013 11:38 pm
by saalaria
Seems to be back as I am getting my very average rolls again!
Kaltar takes another swing at which foe is in reach:
Mace Action To Hit [1d20] = 10 Dam [1d6+1] = 1+1 = 2
Re: 21. Revisiting the Troglodyte Lair
Posted: Sun Dec 08, 2013 11:49 pm
by Computer +1
And for the reroll...
[1d20+2] = 2+2 = 4
Not so bad a miss
Round 5
Posted: Mon Dec 09, 2013 6:09 am
by dmw71
Ewell, having slain the foe immediately in front of him quickly turns his attention to the creature that previously snuck past him
(l6) and deals a blow to the unaware beast, but the rush of rapidly approaching replacements from the main western passage quickly draws his attention back in that direction, and just in a nick of time as the latest beast
just misses skewering the cavalier.
Aric hews at the wounded trog but the creature manages to block the barbarian's sword with the shaft of its javelin, while quickly bring the point around to catch the barbarian
(-6).
Fimmion, victim of the first savage attack against him, collapses to his knees and hunches over.
Epsilon, in a desperate attempt to save the mage, rushes forward with his staff and clubs harmlessly at the beast, hoping to draw its attention. The creature does take notice of the charging cleric and, at least temporarily, turns its attention from the mage. It jabs at
Epsilon with its javelin but the cleric is able to avoid being struck.
O'rek lands a perfect strike
(+20xp) against the wounded beast before him and smites the evil creature into the afterlife.
Both
Aric and
O'rek sense danger approaching from their rear and are somehow able to avoid being struck against these surprise attacks.
Kaltar brings his mace around against his opponent, but the scaly beast is able to duck beneath the blow. Its retalitory strike is equally unsuccessful against the cleric.
Shannigans quickly scurries away from the conflict, seeking safety behind the paladin.
Strom, facing mutliple foes, lashes out with his bastard sword and misses badly; perhaps focusing his efforts on the defensive, as he somehow manages to avoid all four attacks aimed at him.
---
Code: Select all
_________ / g5
/ \_/ g4/
/ Fi Ka*t7 l4*/
________/l6*Ep Sh* St*l3 \
/g2 g1 s2 Ew* l1 l2* \
/g3 _____s1*Ar* s3 |
/ \ Or* t6* |
\____/ \___ /
\___/
---
Rolls (West)
R5 | Initiative (West): Troglodytes [1d10] = 8, Players [1d10] = 6
R5 | l6 vs Epsilon (13+): javelin [1d20] = 2, [2d4] = 5
R5 | s2 vs Ewell (15+): javelin [1d20] = 14, [2d4] = 6
R5 | s1 vs Aric (17+): javelin [1d20] = 17, [2d4] = 6
R5 | s3 vs Aric (8+): javelin [1d20] = 7, [2d4] = 5
R5 | l5 vs O'rek (14+): javelin [1d20] = 8, [2d4] = 3
R5 | t6 vs O'rek (12+): javelin [1d20] = 6, [2d4] = 6
Rolls (East)
R5 | Initiative (East): Troglodytes [1d10] = 10, Players [1d10] = 2
R5 | t7 vs Kaltar (15+): javelin [1d20] = 11, [2d4] = 4
R5 | l1 vs Strom (16+): javelin [1d20] = 4, [2d4] = 6
R5 | l2 vs Strom (16+): javelin [1d20] = 13, [2d4] = 7
R5 | l3 vs Strom (16+): javelin [1d20] = 14, [2d4] = 3
R5 | l4 vs Strom (16+): javelin [1d20] = 4, [2d4] = 4
---
End of round 5.
Actions?
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 7:27 am
by saalaria
I think we need to pick a passage and try to force our way out otherwise we are going to get stuck in here-west at least is narrow so less can come at us. Failing that we group in the north. We need to get tighter for sure. What do you think?
Seeing no other option, kaltar continues to fight:
Mace Action To Hit [1d20] = 8 Dam [1d6+1] = 6+1 = 7
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 10:16 am
by Rukellian
saalaria wrote:I think we need to pick a passage and try to force our way out otherwise we are going to get stuck in here-west at least is narrow so less can come at us. Failing that we group in the north. We need to get tighter for sure. What do you think?
Once my character comes back to his senses and is able to get up, he will more than likely go along with this plan. If the fighters disengage from the swamp beasts to the east, Fimmion can safely use a color spray, either blinding all of the beast to the east for a few rounds, or even knocking some unconcious. This will buy some time in finishing the western path so that we can secure an escape route, but.... that is all assuming everyone agrees to such a plan. If people keep on fighting on the right side of the room, Fimmion will not perform his spell, and will instead try to crawl away from any swamp beasts nearby.
Mr. DM, would you like me to roll some sort of die to see how quickly it takes for my character to regain his senses? Or should I just roleplay through this one, risking the chance of letting his mental stress interfere with the casting of spells?
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 11:46 am
by ravenn4544
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 12:02 pm
by Stonjuz
The halfling breathes once in relief but it is soon obvious that his relief is short lived. He attacks the trogs that come near his protectors.
(hopefully as a stealthed attack)
dag [1d20+1] = 12+1 = 13 [1d4+1] = 1+1 = 2 dag2 [1d20-1] = 8-1 = 7 [1d4+1] = 3+1 = 4
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 12:18 pm
by wolfpack
strom and kaltar or orek, ewell, and aric have to go defensive and backup so fim can blast down the tunnel
epsilon attacks again
[1d20] = 8
Fimmion you have to clear a tunnel
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 12:55 pm
by onlyme
Ewell continues slashing, feeling the euphoria of battle is able to overcome the stench once again. He connects, very soundly.
longsword to hit (+3 str , +1class bonus): [1d20+4] = 17+4 = 21 , damage1d8 (+4 str bonus): [1d8+4 ] = 8+4 = 12 (attack 19, damage 10)
and quickly swings once again.
longsword to hit (+3 str , +1class bonus): [1d20+4] = 17+4 = 21 , damage1d8 (+4 str bonus): [1d8+4 ] = 2+4 = 6 (attack 19, damage 4)
1) I think the eastern wall should retreat. Less people protecting it, and easier for western wall to hold fast.
2) if Ewell wasnt giving up 2 damage points per attack due to the stench loss, we could already be home sipping hot chocolate.
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 2:02 pm
by saalaria
we need to get in a rough circle or at least back-to-back once the two behind O'Rek are dealt with. I can't see any easy way to help with that. If ewell can push forward when you cn to prevent more coming in the room, then Aric / O'Rek clear the remainder around them. The one of them help myself, Strom and Ep to keep the East at bay. Not ideal but in the circumstances prob all we have!
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 2:06 pm
by wolfpack
We dont have a chance if we don't have a area of affect spell to help. we are to outnumbered to melee them. The color spray is our best hope, to bad we don't have a sleep.
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 2:09 pm
by wolfpack
Does shanny have sleep in his spellbook?
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 2:22 pm
by ravenn4544
might need to balance the benefit of the color spray vs. friendly fire on this one (need to make sure our fighters stay on there feet tho!)
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 3:25 pm
by Computer +1
Strom is fighting 4 on 1. Chances are he is going down this round. Just color spray the whole group and dont worry about friendly fire. If it doesn't work we are looking at a TPK anyway. If it does his vision will come back.
Strom attacks in desperation as the situation goes from bad to worse.
[1d20+2] = 6+2 = 8
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 3:34 pm
by onlyme
Computer +1 wrote:Strom is fighting 4 on 1. Chances are he is going down this round. Just color spray the whole group and dont worry about friendly fire. If it doesn't work we are looking at a TPK anyway. If it does his vision will come back.
Strom attacks in desperation as the situation goes from bad to worse.
[1d20+2] = 6+2 = 8
You should still (if you can edit your intentions) do a fighting retreat, to close the gap between the two lines.
oh, and sorry for jinxing you with the 2 hits in a row comment. At least you figured out how to fix the diceroller.
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 3:45 pm
by Zhym
Kendrick wakes up from a bad dream. In his dream, he had been sent away by the elders and pastor of his church and had hooked up with a wandering band of adventurers. There was this town, and then he got stuck in The Warren of Infinite Troglodytes, surrounded on all sides by wave upon wave of stinky reptilian humanoids! They were everywhere, and there was no end to them! It was horrible!
He looks around and sees the worried faces of the church elders. "You have been very ill," they tell him, "but you're recovering now." Those faces—why, he recognizes them! In his dreams, the one called "Ewell" looked just like Elder Yule. And Fimmon, O'rek, and Epsilon—those were Elders Vimeon, Horik, and Rassilon! Truly, the mind is a funny thing. Kendrick is glad that the death trap was only a dream.
...or is this but a dream of the unconscious Ken?
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 5:12 pm
by dmw71
Rukellian wrote:]Mr. DM, would you like me to roll some sort of die to see how quickly it takes for my character to regain his senses? Or should I just roleplay through this one, risking the chance of letting his mental stress interfere with the casting of spells?
No roll is necessary. You roleplayed that Fim was stunned last round, and both Ewell and Epsilon distracted the creature that was upon you enough to free you from its attention. You should have no problem backing a few steps away and casting a spell this current round.
I, obviously, would just need to know what spell, and where you're targeting.
Re: 21. Revisiting the Troglodyte Lair
Posted: Mon Dec 09, 2013 5:27 pm
by dmw71
wolfpack wrote:Does shanny have sleep in his spellbook?
I believe he copied the 'Sleep' spell from Garth's spellbook (which Epsilon is in possession of), but he does not have a spell to cast remaining.