Page 13 of 17

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 2:30 pm
by wolfpack
So only 1 trog went down with the color spray?

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 2:30 pm
by dmw71
Grognardsw wrote:To confirm I'm reading it right, the two trogs potentially effected by color spray - T7 and l1 - both made their saves?
If you're reading my macro results, then yes. However, I realized after the fact that t7 was not entitled to a saving throw so it has fallen unconscious ("uu" on the map). l1 did make its save, though, and will be acting once I get the save from Strom.

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 2:34 pm
by dmw71
wolfpack wrote:So only 1 trog went down with the color spray?
Regretfully, yes. The spell affects 1d6 creatures; I rolled a 4. From the spell description: "From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard."

I did allow Shannigans to sneak out of harms way in time, but catching Kaltar and Strom was unavoidable.

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 2:39 pm
by Rukellian
dmw71 wrote:
wolfpack wrote:So only 1 trog went down with the color spray?
Regretfully, yes. The spell affects 1d6 creatures; I rolled a 4. From the spell description: "From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard."

I did allow Shannigans to sneak out of harms way in time, but catching Kaltar and Strom was unavoidable.
Gah! I was hoping that my shout would have given them enough time to retreat. I guess if anyone dies, its going to be on my head...

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 2:57 pm
by wolfpack
Rukellian wrote:
dmw71 wrote:
wolfpack wrote:So only 1 trog went down with the color spray?
Regretfully, yes. The spell affects 1d6 creatures; I rolled a 4. From the spell description: "From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard."

I did allow Shannigans to sneak out of harms way in time, but catching Kaltar and Strom was unavoidable.
Gah! I was hoping that my shout would have given them enough time to retreat. I guess if anyone dies, its going to be on my head...

Looks like it will be a TPK so you don't have to worry about that lol.

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 2:58 pm
by dmw71
Rukellian wrote:I was hoping that my shout would have given them enough time to retreat.
Problem is, no one indicated in their declared actions that they were going to fall back. Not to mention the fact, it logistically would have been extremely difficult for Strom to escape four attackers (not that a paladin would) without harm. Kaltar, maybe, but he is extremely weighed down (the slowest moving character) so his ability to escape conflict and get out of the way of your spell, not even knowing where "safe" would be (Fim is the only one that knows the area of affect) was unlikely as well. It's unfortunate that the one eligible to make a save was successful, but your spell did free Kaltar from any attackers (which is helpful now that he's blinded). Strom was in a bit of a situation to begin with, so his being blinded (if he fails his save), realistically, won't alter his fate that much.
Rukellian wrote:I guess if anyone dies, its going to be on my head...
I'd blame the troglodytes. ;)

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 3:11 pm
by Grognardsw
Aric is at 6 HP if nearby Orek would like to heal me?

---------

Aric staggers back from the blow of the trog, his body covered in his own blood as well as the beasts. He thinks he hears the horns of Crom sounding. The other side of the chamber lights up. The barbarian glances over to see friend and foe fall.

Aric hacks at the trog in front of him unsuccessfully.

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

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 3:19 pm
by wolfpack
We can't fight them off. Organize a charge through the western tunnel. Shield bash and knock them down and keep going.

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 3:34 pm
by dmw71
Grognardsw wrote:Aric is at 6 HP if nearby Orek would like to heal me?
You do realize you're a barbarian, right?

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 3:35 pm
by onlyme
Would Kaltar be able to blindly dive toward the fallen Kendrick and do a CLW on him? If he cannot really attack, and there is a microsecond of opportunity to retreat. Just wondering if he would have known where to dive toward that area... what are the vegas odds for that? I am guessing 100 to 1 against a tpk as it is...

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 3:43 pm
by dmw71
onlyme wrote:Would Kaltar be able to blindly dive toward the fallen Kendrick and do a CLW on him?
I won't outright tell a player their character can't do something, but consider what you're asking:
(1) Kaltar might not even be aware that Kendrick is down as he's been facing the opposite direction the entire time,
(2) You (Ewell) and Shannigans are currently between Kaltar and where Kendrick has fallen,
(3) Kaltar is currently blinded.

Go for it! ;)

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 3:47 pm
by onlyme
so... 200 to 1, then? :D

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 3:51 pm
by Zhym
Remember, Ken's the one lying on the ground. If Kaltar touches something standing, and it feels kind of scaly, that's a trog. Don't heal it. ;)

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 3:57 pm
by Computer +1
[1d20] = 18

Boom!

That means i passed right?

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 4:06 pm
by dmw71
Computer +1 wrote:That means i passed right?
While I'm sure it's shocking for Strom to succeed where a roll is involved, yes, he does make his save. :D

I'll work on getting the second half of the update posted shortly.

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 4:06 pm
by onlyme
What is the full list of spells, etc that we have left? is there anything left to use, except CLWs to keep us alive a bit longer?

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 4:12 pm
by dmw71
onlyme wrote:What is the full list of spells, etc that we have left?
In terms of quantity of spells remaining, here is what I show:

Spells:
Shannigans (mu-0: 4, mu-1: 1, 0);

Kaltar: (c-1: 4, 3, c-2: 3, 2, 1);

Epsilon: (c-1: 4, 3, 2, 1, c-2: 3, 2, 1, 0);

O'rek: (c-1: 3, 2, 1);

Fimmion (m-1: 3, 2, 1)

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 4:43 pm
by Computer +1
The flash stuns Strom momentarily and he seizes the opportunity to attack!
[1d20+2] = 20+2 = 22
[2d4+3] = 5+3 = 8

Holy crap natural 20!! Lodestone is ready to throw down!!

So do I roll another d20 for the crit bonus?

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 4:46 pm
by dmw71
Computer +1 wrote:So do I roll another d20 for the crit bonus?
Yes, a second attack roll is necessary (I hope). A natural 20 will give you maximum damage.

A second hit will give you maximum damage * 1.5.
A second 20 will give you double damage.

Re: 21. Revisiting the Troglodyte Lair

Posted: Tue Dec 10, 2013 4:56 pm
by Computer +1
Second roll
[1d20] = 10