15. Hunting the Troglodytes

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tooleychris
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Re: 15. Hunting the Troglodytes

#301 Post by tooleychris »

Grimnail digs in for another swing and curses as his stroke falls wide striking nothing but wall.

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

Scimitar [1d20+4] = 16+4 = 20 Thac0: 20 Damage:[1d10+3] = 2+3 = 5

Sparks fly as steel bites stone but he remains resolute

"Retreat? Hells, we just got 'ere! "
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Re: 15. Hunting the Troglodytes

#302 Post by Stonjuz »

Alethan wrote: "Could use some help back here!"
Still feeling the weight of the vile smells, the halfling tries back-pedalling further still. He has no idea how the oil is to be lit, but he does make plenty of room for Darrick to pass by, with the torch. Once passed the lad, he hears the above call and keeps pushing suth, worried for the ranger.
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Re: 15. Hunting the Troglodytes

#303 Post by saalaria »

We should definitely start to fall back in the north as then only 2 can get at us
"Fall back Grim - let's limit their attacks. Strom can you take over here?"

Kaltar continues to fight but starts to back up. He is aiming for everyone to back up down the passage we came down with Grim and Strom in the front rank so he can heal Ewell.

Attack for this round:

Mace Action To Hit [1d20] = 4 Dam [1d6+1] = 1+1 = 2
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Re: 15. Hunting the Troglodytes

#304 Post by dmw71 »

Considering the importance of the situation, I will hold off for a bit on pushing the action until I hear from Computer +1 with an action for Strom.

In the meantime, feel free to discuss the current situation and coordinate actions/make plans accordingly.

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Re: 15. Hunting the Troglodytes

#305 Post by onlyme »

What is the current CLW count? If Ewell can get back up beyond 6 or so, he should be fairly safe parrying. It would require a 19-20 to hit him. Once we push back toward the door, do we (Ewell closes his ears so as not to hear) have any magic that we could entangle, etc them to allow us a defensible position?
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Re: 15. Hunting the Troglodytes

#306 Post by dmw71 »

onlyme wrote:What is the current CLW count?
I track spells in the 'Signature' thread as well. As I stikethrough a spell as it's cast, I also link to the post in which the casting took place. If there are any discrepancies (as I am far from perfect), feel free to point them out to me.

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Re: 15. Hunting the Troglodytes

#307 Post by Rukellian »

If we are talking about available magic, Fimmion can either light things up with fire or blinding enemies with light, and make things enlarge and shrink too. Just haven't had the oppurtunity to make use of any of those spells yet, safely.
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Re: 15. Hunting the Troglodytes

#308 Post by onlyme »

Rukellian wrote:If we are talking about available magic, Fimmion can either light things up with fire or blinding enemies with light, and make things enlarge and shrink too. Just haven't had the oppurtunity to make use of any of those spells yet, safely.

how long does enlarge last? wondering if taking a spear and hitting it could turn it into a lance shaft. Then, we could whip these things in no time.
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Re: 15. Hunting the Troglodytes

#309 Post by saalaria »

Kaltar only has light and command so not too much use. Dave for the sig data, presumably the reference to 2nd level spells is a placeholder until we train - correct?
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Re: 15. Hunting the Troglodytes

#310 Post by dmw71 »

saalaria wrote:Kaltar only has light and command so not too much use.
Remember, these can be swapped for healing spells.
saalaria wrote:Dave for the sig data, presumably the reference to 2nd level spells is a placeholder until we train - correct?
Good point. Probably best to remove that reference until you're able to cast them to avoid any confusion.

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Re: 15. Hunting the Troglodytes

#311 Post by Rukellian »

onlyme wrote:
Rukellian wrote:If we are talking about available magic, Fimmion can either light things up with fire or blinding enemies with light, and make things enlarge and shrink too. Just haven't had the oppurtunity to make use of any of those spells yet, safely.

how long does enlarge last? wondering if taking a spear and hitting it could turn it into a lance shaft. Then, we could whip these things in no time.
The enlarge spell lasts for 5 rounds and can be cast from a position of 5 yards away. The casting time required for it go into effect would be 1 round.

This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed 10 cubic feet in volume per caster level. The object or creature must be seen to be affected. It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight.

All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials--the spell cannot be used to crush a creature by growth.

Magical properties are not increased by this spell--a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc. Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size.

For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.
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Round 9

#312 Post by dmw71 »

NPC'ing Strom in Computer +1's absence.

---

Kaltar remains engaged with his scaled opponent, but manages to take a few steps back and positions himself back in the main hallway and away from the side passage. "We should fall back!" he calls out as he attempts, unsuccessfully, to bash the troglodyte following him with his mace. After narrowly avoiding a retaliatory strike he reiterates: "Fall back Grim -" he repeats as he witnesses his barbarian companions reluctance to withdrawal. "Let's limit their attacks." he continues, trying to convince the half-orc to follow suit.

Just as the cleric is about to call for Strom to request help in the front lines, the nearly recovered knight bravely forces his way in front of Ewell leaving the younger warrior safely in the second ranks. While the still weakened Strom is unable to connect in his attempt to hack at one of the already wounded troglodytes in front of him, he clearly feels rejuvenated to be back in the thick of things. A javelin tip clinking off his armor quickly brings the seriousness of the situation to the forefront for the new combatant.

Grimnail hears the calls to fall back, but digs in for another swing of his scimitar. The barbarian curses as his stroke falls wide striking nothing but wall and sending sparks flying. "Retreat? Hells, we just got 'ere!" he says confidently as he dodges another series of ongoing attacks against him.

---

Still feeling the weight of the vile smells, Shannigans continues back-pedaling. He has no idea how the oil he just tossed would be lit, but once he passes the light-bearing lad in the passageway, he hears a desperate call from the ranger emanating from from the south and, worried for his friend, keeps pushing south.

---

After being viscously struck by two javelins moments earlier, a sense of desperation accompanies the trickle of blood which has begun to flow freely down his side and leg. "Could use some help back here!" Gwillt bellows -- the call heard by the halfling -- but he continues to defend his position.

Epsilon acts quickly, offering prayer in exchange for healing. The cleric reaches out and Gwillt feels a healthy dose of vitality return (+7) and quickly realizes he is the benefactor of the clerics healing ways. "Perhaps next time we can smoke them out, like I suggested....if there is a next time." the cleric is heard mumbling after completing his prayer for devine assistance.

Feeling some relief, Gwillt lunges at his rightmost opponent - again - and, with a determined slash, finally manages to strike down his adversary and he forces himself to push forward and occupy the position his fallen adversary, the lair entrance now at his back. Unfortunately, the healing received by Gwillt is short lived as another skillful javelin strike sneaks past the rangers' defenses, catching him with yet another accurate snipe (-4).

At the foot of the southern passage, O'rek smashes the staggered beast with his warhammer, dropping another troglodyte with a crushing blow.

This space is quickly filled by another troglodyte, which forces its way around the bend and into the passageway to face the cleric head on.

Another troglodyte trails closely behind and jabs at and misses Epsilon; the cleric now finding himself a target.

---

Map

End of Round 9

Code: Select all



    limit
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      ..
   \       \
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      \       |______________
       |  b   8 
       |a *3   10    :
       |*Gr *7   9
       |  St *6_______****___
       |   *Ka|        **
       |      |                 * = oil           a: -2
      /*Ew   /
     /      /
    |  Da  |
    |      |
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    |      |
    |      |
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     \  Sh  \
      \      \
       \      \ 
        \      \       /     /
         \ Fi   \     /     /
          \      \   / ..  /
           \      \ /     /
            \  Or  v  9  /
             \   7   8  /
              \*Ep 6   /
               \    4 /
                | *Gw|
                |    |
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                lair
              entrance

---


The battle has lasted long enough where the stench has now completely subsided. Any lost strength is now fully restored as we enter round 10.

Initiatives and actions.

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Re: 15. Hunting the Troglodytes

#313 Post by saalaria »

Kaltar continues to back up until he will not receive a strike to his unprotected back.

Assuming that is this round and he gets another action:

He steps up to Ewell and clasps his arm, clutching his holy symbol and speaks the necessary words for his healing prayer:

Cure Light Wounds [1d8] = 4
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Re: 15. Hunting the Troglodytes

#314 Post by ravenn4544 »

O'rek attempts to beat down a beast with heavenly force!

War hammer attack [1d20+2] = 1+2 = 3 (THACO=20)

and COMPLETELY misses AGAIN and smashes the wall...

[1d100] = 100

fortunately his weapon isn't broken (again).


.... yep. All or nuthin' in these rolls...
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Re: 15. Hunting the Troglodytes

#315 Post by onlyme »

Ewell will "push" the middle folks south, hoping to create an opening protected by Orek, Gwilt and Epsilon.

After this round's healing, Ewell should be able to step in and assist those 3 to fend off the right tunnel trogs, allowing the others to move out into clear air.
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Re: 15. Hunting the Troglodytes

#316 Post by wolfpack »

can epsilon strike from the 2nd rank with his staff?
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Re: 15. Hunting the Troglodytes

#317 Post by Stonjuz »

Coming to his feet, the halfling looks for an opportunity to help. He sees nothing to shoot at. Nothing in melee range either. He continues south as retreat still rings in his ear. Seeing the cook, he asks, "Hold that for you?" :?: If the lantern is not handed to him, he will continue south with daggers drawn.
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Re: 15. Hunting the Troglodytes

#318 Post by tooleychris »

Grim growls violently but begins to withdrawal
"Yes! Come! Follow Grim my pretties!" he shouts to the advancing scalies.
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Re: 15. Hunting the Troglodytes

#319 Post by dmw71 »

onlyme wrote:Ewell will "push" the middle folks south, hoping to create an opening protected by Orek, Gwilt and Epsilon.
There is actually a troglodyte that has entered the southern passage. It is currently engaged with O'rek, but no one wil be able to simply pass until it has been (re)moved.
dmw71 wrote:This space is quickly filled by another troglodyte, which forces its way around the bend and into the passageway to face the cleric head on.

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Re: 15. Hunting the Troglodytes

#320 Post by dmw71 »

wolfpack wrote:Can epsilon strike from the 2nd rank with his staff?
Yes.

Though, come to think of it, the beasts are using javelins and probably should have been able to attack from the second ranks this whole time. :shock:

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