Chapter 2: Fell Tunnels
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You return to the intersection and go down the path with the chanting. You see shadowy figures moving their arms and moving up and down, speaking in some monstrous language. it dawns on you that if you get any closer, the light of your torch will give you away. Maybe you could send someone forward to scout or ambush, but they might get spotted and those who stay behind will need to spend their whole first turn if a fight breaks out just catching up. On the other hand, you could all go forward and be prepared for whatever happens.
Plan of approach
creature who will start the ambush. Then roll initiative for all members of the ambushing side.
Only two creatures get to act in the ambush round: the
nominated ambusher and their highest initiative ally. The GM can choose whether to advance the escalation die after the surprise round. Sometimes it seems dramatically appropriate, other times not.
Then roll initiative for the side that got ambushed and play normal combat rounds.
If he succeeds, you get the ambush, and he and the highest initiative can go before round 1. if not, we will go with initiative.
In progress, do not post yet
Rolls
Edgar Skullbreaker: DEX - Skill (BG1) DC 18 - (1d20+11)
(8) + 11 = 19
Ylliane - (2d20H1+7)
(319) + 7 = 26
Edgar - (1d20+6)
(5) + 6 = 11
Hrafe - (2d20H1+4)
(163) + 4 = 20
Makasi - (2d20H1+4)
(617) + 4 = 21
Quick Link to Battle Information
Rolls
STR - Skill (BG1) - (1d20+8)
(8) + 8 = 16
Oh, Super Important! These creatures have a trait called Chameleon: Underground, or in swamps and rivers, attacks against troglodytes by enemies who aren’t engaged with them take a –4 penalty.
They also have Trog stench: Trogs spray scents that stink so badly that other humanoids take penalties to all attacks, defenses, and saves when engaged with a troglodyte or when nearby three or more troglodytes. Non-humanoids usually aren’t affected. Humanoids affected by trog stench can make a normal save at the end of each of their turns (though they’ll be taking a penalty . . .). If the save succeeds, the humanoid can ignore all trog stench for the rest of the battle.Trog stench penalties vary for different humanoid races:
–4: Elves, gnolls, gnomes
–3: Humans, halflings, half-elves, holy ones, tieflings, most everyone else
–2: Half-orcs, dragonics
–1: Dwarves
–0: Forgeborn
Easy = 6 or higher
Normal = 11 or higher
Hard = 16 or higher
In this case, it means you would roll a d20 at the end of your turn, with the penalty based on your race since it mentions the penalty affects saves, and if the total is 11 or higher you can ignore the stench the rest of this battle.
Second Shot is triggered by the hit. It's a miss.
Total damage: 13+13+4+4+2=36
Rolls
longbow attack, damage - (1d20+7, 2d10+5)
1d20+7 : (20) + 7 = 27
2d10+5 : (17) + 5 = 13
power attack damage if hit - (1d6)
(4) = 4
second shot - attack, damage - (1d20+7, 2d10+5)
1d20+7 : (4) + 7 = 11
2d10+5 : (910) + 5 = 24
The chanters pause to see this happen and then start chanting louder as they pound their chest.
–4: Elves, gnolls, gnomes
–3: Humans, halflings, half-elves, holy ones, tieflings, most everyone else
–2: Half-orcs, dragonics
–1: Dwarves
–0: Forgeborn
Chameleon: Underground, or in swamps and rivers, attacks against troglodytes by enemies who aren’t engaged with them take a –4 penalty.
Quick Link to Battle Information
Rolls
Trog falling damage - (2d6)
(53) = 8
Rolls
Ranged Attack - Total - (1d20+4)
(16) + 4 = 20
Ranged Damage - Total - (2d6+2)
(63) + 2 = 11
Edgar is still subject to the trog stench.
Oops... I mistyped THAT. That 16+7-8 would give me a 15.
So if CS and SS hit, which I doubt, it would be 29 damage. If only CS hits, then 17. If nothing hits, 6.
Rolls
longbow attack, damage - (1d20+7-4, 2d10+5)
1d20+7-4 : (2) + 3 = 5
2d10+5 : (84) + 5 = 17
Comeback Strike - (1d20+7-4-2, 2d10+5)
1d20+7-4-2 : (16) + 1 = 17
2d10+5 : (62) + 5 = 13
Second Shot - (1d20+7-4-42d10+5)
(16) - (28243792958810881385418832177831699873103591) + 8 = -209
second shot damage, if hit - (2d10+5)
(45) + 5 = 14
Rolls
Save vs. stench - (1d20-3)
(8) - 3 = 5
Smite Evil - (1d20+5-3)
(7) + 2 = 9
Damage - (2d10+3+1d12)
(48) + (2) + 3 = 17
The trog in the pit spends its entire turn climbing out of the pit, next to Edgar, but is unable to do anything else. It does appear to move such that it is not right next to the pit like it was before.
The trog chanter engaged with makasi thrusts the spear in its hands, while the other hisses at Edgar's mind. They seem unworried about those attacking from a distance.
@Furmyr you are up
Rolls
Troglodyte Chanter Spear vs. Makasi AC 21 - 12 damage (3 dmg on a miss) - (1d20+8)
(5) + 8 = 13
Troglodyte Chanter Hissing curse vs. Edgar MD 13 - 10 damage - (1d20+10)
(11) + 10 = 21
Melee attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage, and you can pop free from the target. If you drop the target, you can pop free from all enemies instead.
Miss: Damage equal to your level.
Rolls
Melee Attack - Total - (1d20+7)
(9) + 7 = 16
Abandon Dagger - Total - (2d8+5+2d6)
(26) + (46) + 5 = 23
Saving Throw - (1d20-1)
(17) - 1 = 16