Page 15 of 27

Re: 15. Hunting the Troglodytes

Posted: Sat Sep 28, 2013 12:22 am
by onlyme
Ewell will parry this round, using the stub of his sword ans shield, while moving a step or three south to allow grim the northern position.

.ewell is down 21hp, and needs a round to grab his new sword. Without retreating of course, ne needs to shuffle others to the front for protection while he gets his weapon ready. .

Re: 15. Hunting the Troglodytes

Posted: Sat Sep 28, 2013 1:21 pm
by tooleychris
Grim will try and guard Ewells shuffle by attacking any trog that even looks at him.
Scimitar [1d20+4] = 1+4 = 5 Thac0: 20 Damage:[1d10+3] = 9+3 = 12

well, I guess I was due..

Scimitar [1d20+4] = 15+4 = 19 Thac0: 20 Damage:[1d10+3] = 5+3 = 8

[1d100] = 17

Re: 15. Hunting the Troglodytes

Posted: Sat Sep 28, 2013 2:24 pm
by ravenn4544
we'll all be using our fists pretty soon... :)

Re: 15. Hunting the Troglodytes

Posted: Mon Sep 30, 2013 6:17 am
by saalaria
What would be the impact of Kaltar attempting to heal Ewell? Presumably a free attack on him - any chance of spell disruption? Or does the fact its a 1 seg/casting time remove that chance?
Kaltar has another swing:

Had some kind of major error getting into dice roller - needed 'authentication' and password - is this a known problem?

Re: 15. Hunting the Troglodytes

Posted: Mon Sep 30, 2013 11:32 am
by Alethan
saalaria wrote: Had some kind of major error getting into dice roller - needed 'authentication' and password - is this a known problem?
Seems to be working OK at the moment. Not sure what the error you were encountering was...

Re: 15. Hunting the Troglodytes

Posted: Mon Sep 30, 2013 12:30 pm
by dmw71
Stonjuz wrote:If, and when he makes it past, will he be able to throw around the corner or will the hobbit need to advance even further...and....who's holding the torch at this end??
Darrin has the torch. As for you other question, the situation at that intersection is getting interesting, with Ewell backing his way south a bit as he enters parry-mode, but Shannigans should be able to toss it down the side passage from his position at the corner.

Re: 15. Hunting the Troglodytes

Posted: Mon Sep 30, 2013 12:55 pm
by dmw71
saalaria wrote:What would be the impact of Kaltar attempting to heal Ewell? Presumably a free attack on him - any chance of spell disruption? Or does the fact its a 1 seg/casting time remove that chance?
Per the rules: Chapter 9: Combat > Movement in Combat > Retreat
To get out of a combat, characters can make a careful withdrawal or they can simply flee.

Withdrawing
When making a withdrawal, a character carefully backs away from his opponent (who can choose to follow). The character moves up to 1/3 his normal movement rate.

If two characters are fighting a single opponent and one of them decides to withdraw, the remaining character can block the advance of the opponent. This is a useful method for getting a seriously injured man out of a combat.

Fleeing
To flee from combat, a character simply turns and runs up to his full movement rate. However, the fleeing character drops his defenses and turns his back to his opponent.

The enemy is allowed a free attack (or multiple attacks if the creature has several attacks per round) at the rear of the fleeing character. This attack is made the instant the character flees: It doesn't count against the number of attacks that opponent is allowed during the round, and initiative is irrelevant.

The fleeing character can be pursued, unless a companion blocks the advance of the enemy.


---

Breaking away to attempt to heal Ewell will be tricky for a few reasons:
  1. * Kaltar is engaged in melee
  1. * Grim is between Kaltar and Ewell
  1. * Grim indicated he is looking the opposite direction to cover Ewell's parry and can't also cover you
  1. * With Ewell focusing on parrying and attempting to switch weapons, he will not be aware of your intentions.



If you want to flat out "run away" from your opponent and heal Ewell this round, you'll be subject to the 'Fleeing' rules, above. You could also attempt to carefully withdrawal. If you do so, your opponent will be able to attack you normally (but not with the benefit of a rear attack), but you can't also cast a healing spell during the same round.

Re: 15. Hunting the Troglodytes

Posted: Mon Sep 30, 2013 12:59 pm
by dmw71
I will hold off on posting the actions of the next round as there are still some actions up north which must be decided upon.

What does Shannigans do?
What does Kaltar do?

Keep in mind, the two are in basically the same spot. Kaltar wouldn't know this, but if he does attempt to withdrawal or flee, that would likely interfere with any plans the halfling might have.

Also, Strom finds himself in the "next in line" position and might be able to offer some support as well.

Re: 15. Hunting the Troglodytes

Posted: Mon Sep 30, 2013 5:24 pm
by dmw71
dmw71 wrote:What does Shannigans do?
This, actually, had me look into how burning oil works since I've never used it as a player before. It will be allowed for now, but will likely make a change in the equipment lists to differentiate between regular lamp oil and Greek fire.

Oil: Greek Fire versus Lamp Oil
PHB: Chapter 6: Money and Equipment > Equipment Descriptions > Miscellaneous Equipment
Oil
Greek fire is a general name given to all highly flammable oils used in combat. (Historically, Greek fire was a special combination of oil and chemicals that was sticky and difficult to extinguish.) These oils are highly flammable and a little dangerous to carry. Lamp oil is used for lamps and lanterns. It is not particularly explosive although it can be used to feed an existing blaze.


DMG: Chapter 9: Combat > Missile Weapons in Combat
Grenade-Like Missiles
Unlike standard missiles, which target a specific creature, a grenade-like missile is aimed at a point, whether this point is a creature or a spot on the ground. When the attack is announced, the player indicates where he wants the missile to land. This then becomes the target point and is used to determine the direction and distance of any scatter.

Most grenade-like missiles are items of opportunity or necessity, such as flasks of oil, vials of holy water, or beakers of acid. As such, these items are not listed on the equipment tables for range, ROF, and damage. The range each can be thrown varies with the Strength of the character and the weight of the object.

A missile of five pounds or less can be thrown about 30 feet. Short range is 10 feet, medium range is 20 feet, and everything beyond is maximum range. Heavier items have reduced ranges. Just how far an object can be thrown is decided by the DM.

Exceptionally heavy items can be thrown only if the character rolls a successful bend bars/lift gates check. In no case can a character throw an item heavier than his Strength would allow him to lift. Thus, the DM can rule that a character would have little trouble chucking a half-empty backpack across a 10-foot chasm, but the character would need to make a check to heave an orc 10 feet through the air into the faces of his fiendish friends.

Once a container hits, it normally breaks immediately. However, this is not always true. Some missiles, like soft leather flasks or hard pottery, are particularly resistant. If there's some doubt about whether a thrown object will break, the DM can require an item saving throw to see if it shatters or rips, spewing its contents everywhere.

If a missile is off-target, it is important to know where it landed--an errant grenade-like missile could present a hazard to other characters, start a fire, or eat a hole in the floor. The process of finding where it lands is known as "scatter." First roll 1d10 and consult the Scatter Diagram.

Next determine how far off the mark the throw is. If the throw is at short range, use a 6-sided die. If the range is medium, use a 10-sided die. If thrown to long range, roll 2d10. The number rolled is the number of feet away from the intended target the missile lands.

The damage taken from a grenade-like attacks depends on whether a direct hit was scored or the target was in the splash area. Table 45 lists the area of effect for a direct hit and damages from direct and splash hits.

The "area of effect" is the amount of space covered by a direct hit. Any creature in the area of effect will suffer damage according to the Direct Hit column. All creatures within 3' of the area of effect are subject to splash damage.

Types of Grenade-Like Missiles
Oil causes damage only when it is lit. This normally requires a two-step process--first soaking the target in flammable oil and then setting it afire. Thus, using flaming oil often requires two successful attacks.

A direct hit from flaming oil burns for two rounds, causing 2d6 points of damage in the first round and 1d6 points in the second.



Table 45: Grenade-Like Missile Effects

Code: Select all

Type 		AOE				Direct Hit  Splash Damage
Acid 		1' diameter 	2-8 hp 		1 hp 
Holy water  1' diameter 	2-7 hp 		2 hp 
Oil (lit) 	3' diameter 	2-12/1-6 hp 	1-3 hp 
Poison 		1' diameter 	special 	special 
Regardless, using flaming oil as a weapon will be a two-step process:

Types of Grenade-Like Missiles
Oil causes damage only when it is lit. This normally requires a two-step process--first soaking the target in flammable oil and then setting it afire. Thus, using flaming oil often requires two successful attacks.


For round 8, I will assume that Shannigans attempts to complete the first step: Soaking the target.

I will need a target declared and a to-hit roll made. As for targets, the halfling sees the two that are engaged with Kaltar (6) and Grim (7), plus an unknown number (at least four) further down the passageway (led by (8) and (9)), see map of intersection, below:

Code: Select all

    \b c\
     \a*3|______
     *E G*7 x 8: 
      | K*6_x_9_ 
      |Sh|       
      |St|
Note: The above map does not reflect any actions which haven't taken place yet (anything for round 8).[/ooc]

As always, feel free to ask if there are any questions.

Re: 15. Hunting the Troglodytes

Posted: Mon Sep 30, 2013 11:09 pm
by Stonjuz
dmw71 wrote:
dmw71 wrote:What does Shannigans do?
It very well may be wasted, but he splashes the oil forward, trying to wet the spot right in the center of 6,7,8,9
oil [1d20] = 2 +3 dex mod
Shannigans knows his toss is poor but the mishap should soak some of the baddies, and then back peddling. (still suffering from weakness)

Re: 15. Hunting the Troglodytes

Posted: Tue Oct 01, 2013 12:42 am
by tooleychris
Grimnail gets a bad bad feeling as images of roast orc come to mind ... :)
Image

Re: 15. Hunting the Troglodytes

Posted: Tue Oct 01, 2013 6:27 am
by saalaria
Okay Kaltar will stay in melee

To continue from earlier:

Mace Action To Hit [1d20] = 11 Dam [1d6+1] = 5+1 = 6

Round 8

Posted: Tue Oct 01, 2013 7:39 pm
by dmw71
To the North
The scaly creatures continue the determined defense of their lair. Ewell, battered, and without a functional weapon in hand, looks to catch a safe moment in order to switch weapons, but instead catches the tip of a javelin that is able to circumvent his best parrying attempts (-6). Kaltar, too, feels the sting of a javelin piercing his flesh (-5) as the swamp beast attacking him is able to catch the cleric off-guard. Grimnail, the elusive barbarian, narrowly escape harm himself.

Ewell is able to fall back to the "intersection" and switch weapons (I'll just need to know what you're switching to), but both Grimnail and Kaltar are unable to successfully retaliate.

Just south of (and below) the combatants, Shannigans lets loose the flask of oil he has been holding, looking to douse the spot just behind the beasts attacking Grim and Kaltar. The toss is wild and the flask hits a section of wall on the south side of the passage just beyond the targeted area. The halfling retreats back into the main passage, hoping he was able to accidentally catch some of the creatures with his errant attempt. (What is the plan to actually light it?)


Stuck in the Middle
Strom continues to feel his lost strength returning to him; at a good time, too, as the battle just north of him does not appear to be going well.

Darrin watches the halfling scurrying back towards him after tossing something into the side passage just north of where he stands. He continues to hold the torch hight to provide light for those in front of him.


To the South
Gwillt, sighs in frustration as the trog he's hit twice now seems to soften each blow with a twist of its body. He slashes with his scimitar, but his blade catches the side of the passageway instead of troglodyte flesh, however, but at least does not break.

O'rek has better luck, and his efforts are rewarded as his mace lands with a solid crunch (+20xp), staggering the beast. Moments after landing a successful attack, O'rek hears the voice of his fellow cleric behind him and feels an immediate improvement in his health as the results of a 'Cure Light Wounds' spell take effect (+6). Completing the trifecta of fortunate events, the hobbled troglodyte is unable to successfully retaliate.

The same luck does not translate to Gwillt, however, as the ranger is skewered by both troglodytes he's facing (-4)(-8).


---

End of Round 8

Code: Select all



    limit
      of
    vision
 
      ..
   \       \
    \ b  c  \
     \       \
      \ a *3  |______________
       |   *Gr *7   8 
       |*Ew            10  :
       |   *Ka *6   9
       |      ________****___
       |  St  |        **
       |      |                 * = oil
      /  Sh  /
     /      /
    |  Da  |
    |      |
    |      |
    |      |
    |      |
    |      |
     \      \
      \      \
       \      \ 
        \      \       /     /
         \ Fi   \     /     /
          \      \   / ..  /
           \ *Ep  \ /7 8  /
            \      v     /
             \  Or *5 6 /
              \        /
               \*Gw 4 /
                | *3 |
                |    |
                |    |
                |    |
                |    |
                |    |
                |    |
   
                lair
              entrance

---

Start: Round 9.

Feel free to make initiative rolls and enter any actions.

Note: Any lost strength is recovered after this round, in time for the beginning of round 10!

Re: 15. Hunting the Troglodytes

Posted: Tue Oct 01, 2013 7:52 pm
by Alethan
Gwillt feels a flair of desperation well up inside as two trog javelins strike him simultaneously, making blood flow freely down his side and leg. "Could use some help back here!" he calls out in a hurry as he continues to defend his position.

Initiative [1d10] = 4

He lunges at the one to the right again...

To Hit, Scimitar [1d20+4] = 15+4 = 19
Damage, Scimitar (weakened state) [1d8+2] = 4+2 = 6

Re: 15. Hunting the Troglodytes

Posted: Tue Oct 01, 2013 8:04 pm
by onlyme
Alethan wrote:Gwillt feels a flair of desperation well up inside as two trog javelins strike him simultaneously, making blood flow freely down his side and leg. "Could use some help back here!" he calls out in a hurry as he continues to defend his position.

Initiative [1d10] = 4

He lunges at the one to the right again...

To Hit, Scimitar [1d20+4] = 15+4 = 19
Damage, Scimitar (weakened state) [1d8+2] = 4+2 = 6

Ewell is one hit away from dead at this point.

He switches to his remaining long sword and will continue parrying.

It is probably too late, but Gwilt needs to hold them from the right tunnel, and let the rest of us move back out to open air where all of us can fight.

Re: 15. Hunting the Troglodytes

Posted: Tue Oct 01, 2013 8:49 pm
by wolfpack
epsilon will reach out and this time heal gwilt

[1d8] = 7

perhaps next time we can smoke them ot like I suggested....if there is a next time.

strom perhaps with your shield and streength you can barrel trough the line and we cna make a break for the cave entrance.

Re: 15. Hunting the Troglodytes

Posted: Tue Oct 01, 2013 9:31 pm
by ravenn4544

Re: 15. Hunting the Troglodytes

Posted: Tue Oct 01, 2013 9:47 pm
by Alethan
OOC: I agree. If possible, maybe we can hold the opening and clear everyone out of the tunnel. About time for Strom to get some good party-saving action here! I foresee good rolls in his future, C+1!

Re: 15. Hunting the Troglodytes

Posted: Tue Oct 01, 2013 10:12 pm
by Rukellian
I'll continue watching the fight unfold, and just wait for a chance for Fimmion to do something. It would seem as if all the melee players are keeping the trogs busy and Fimmions flames would surely burn those same players if the cook for some reason decides to use them. So... yeah, guess I'm just stuck holding up the light source for now and watching everyone get beat up?

It's moments like these where I wish I would have rolled up a cleric or fighter instead of... Fimmion. :lol:

Re: 15. Hunting the Troglodytes

Posted: Tue Oct 01, 2013 10:19 pm
by ravenn4544
We definitely need an exit strategy....