Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
[Adventure] Artemis' Pact
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JoeNotCharles" data-source="post: 5527659" data-attributes="member: 79945"><p>[sblock=Flaming Oil!]</p><p>[MENTION=82643]CaBaNa[/MENTION]: Ooh, page 42 gets a workout.</p><p></p><p>The oil slick covers a burst 1. I'll say that it (and the Scorching Burst) are centered at K12 so they don't interfere with Karma's move to M11.</p><p></p><p>Make a second Scorching Burst attack roll, target number 18. If it hits, the oil ignites, and you do an additional 3d6+3 fire damage, plus anyone entering the zone or starting their turn there for the rest of the encounter will take 5 fire damage. If it misses, the burst flashed too quickly to ignite the oil slick.</p><p></p><p>EDIT: actually, to keep things moving I'll just roll this myself: <a href="http://invisiblecastle.com/roller/view/2978844/" target="_blank">Flaming Oil (1d20+8=25, 3d6+3=11)</a> That'll do it! Writing the combat update now.</p><p>[/sblock]</p><p></p><p>As the hulk whirls in the water, clawing at the grubs it thinks are squirming back into its carapace, it is abruptly hit by a WHOOF of fire, igniting the oil slick that's appeared at its feet. A sheet of flame springs up around it and its maddened, maddening eyes whirl in pain and terror.</p><p></p><p>Suddenly Karma appears beside it and unleashes a mighty punch into the center of its chest, knocking it off its feet, deeper into the flame. A savage part of the creature's mind reacts and it claws at him even as it is falling, but he easily dodges.</p><p></p><p>The hulk thrashes onto its stomach, the edges of its carapace blackening. It pulls itself by its arms through the shallow water, out of the floating fire. Its breathing is ragged and it nearly collapses, but it pulls itself to its knees to stare at the attackers standing on land with hatred in its whirling, tormented eyes. Artemis and Gil, directly in front of it, suddenly feel all its pain, rage and madness flood through their minds - and then the invasion is gone. The beast slumps forward into the water. It twitches feebly, trying to rise.</p><p></p><p>[sblock=Actions]</p><p>The Umber Hulk is pulled to J11, takes 40 damage and is pulled to J11, then pushed to J12 and knocked prone.</p><p></p><p>[MENTION=90808]Cute-Hydra[/MENTION]: Since the Umber Hulk is actually at J11, I'll move you to L10 instead - same relative position (diagonal to the NE of it). You didn't say exactly what square to push him to, so I'll assume 1 south to J12 (still within the flaming oil). Are both of those ok?</p><p></p><p>Maddened Umber Hulk:</p><p>Immediate Reaction when hit by Karma's melee attack: Savage Rebuke. Claw attack at Karma (it can do this after being pushed back and knocked prone because it has reach 2): <a href="http://invisiblecastle.com/roller/view/2978863/" target="_blank">Claw at Karma (-2 for Illusionary Ambush, -2 for prone) (1d20+10-2-2=7, 1d10+4=13)</a> Miss.</p><p>Disarming Gaze does not recharge: <a href="http://invisiblecastle.com/roller/view/2978864/" target="_blank">Recharge Disarming Gaze (1d6=5)</a></p><p>Takes 5 fire damage for starting in the flaming oil</p><p>Move: Crawl to K14</p><p>Standard: Psychic Crush: close blast 3, catching Artemis and Gil: <a href="http://invisiblecastle.com/roller/view/2978875/" target="_blank">Psychic Crush on Artemis and Gil (vs Will, -2 for Illusionary Ambush, -2 for prone) (1d20+8-2-2=7, 1d20+8-2-2=9, 3d8-1=10)</a> Miss.</p><p>[/sblock]</p><p></p><p>[sblock=Unlocked Stats]</p><p>Farmer Bob: AC <s>17</s>19, Fort <s>13</s>15, Reflex <s>11</s>13, Will <s>11</s>13</p><p>Maddened Umber Hulk: AC 17, Fort 22, Reflex 16, Will 17</p><p>Rot Grub Swarm: AC 13, Fort 13, Reflex ??, Will 13</p><p>Shadowhunter Bat: AC ??, Fort 13, Reflex ??, Will 11</p><p>[/sblock]</p><p></p><p>[sblock=Status]</p><p>Artemis: 16/29 hp, 5/7 surges, bloodied</p><p>Lilli: 9/22 hp, 4/7 surges, bloodied</p><p>Gil: 1/26 hp, 5/7 surges, bloodied</p><p>Shale: 31/33 hp, 6/7 surges</p><p>Karma: 24/30 hp, 1/5 surges, bloodied</p><p>Farmer Bob: 2/2 hp, 0/1 surges, +2 to all defenses until start of next turn</p><p></p><p>Maddened Umber Hulk: 133 damage taken, cursed by Artemis, bloodied, prone. Used Disarming Gaze. Used 2 Action Points. -2 to attack rolls until the end of Lilli's next turn.</p><p><s>Rot Grub Swarm 1: 50 damage taken. Dead.</s></p><p><s>Rot Grub Swarm 2: 44 damage taken. Dead.</s></p><p><s>Shadowhunter Bat 1: 35 damage taken. Dead.</s></p><p><s>Shadowhunter Bat 2: 18 damage taken, bloodied, fled</s></p><p><s>Shadowhunter Bat 3: 38 damage taken. Dead.</s></p><p>[/sblock]</p><p></p><p><a href="http://tinypic.com/r/2h3pzb9/7" target="_blank">External Map Link</a></p><p>[sblock=Map]</p><p>Climbing a rock pile takes a DC 15 Athletics or Acrobatics check and you grant combat advantage while on top of them. The standing water and rock piles are difficult terrain.</p><p></p><p>The yellow is burning oil. Anyone entering it or starting their turn there takes 5 fire damage.</p><p></p><p><img src="http://i54.tinypic.com/2h3pzb9.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 5527659, member: 79945"] [sblock=Flaming Oil!] [MENTION=82643]CaBaNa[/MENTION]: Ooh, page 42 gets a workout. The oil slick covers a burst 1. I'll say that it (and the Scorching Burst) are centered at K12 so they don't interfere with Karma's move to M11. Make a second Scorching Burst attack roll, target number 18. If it hits, the oil ignites, and you do an additional 3d6+3 fire damage, plus anyone entering the zone or starting their turn there for the rest of the encounter will take 5 fire damage. If it misses, the burst flashed too quickly to ignite the oil slick. EDIT: actually, to keep things moving I'll just roll this myself: [url=http://invisiblecastle.com/roller/view/2978844/]Flaming Oil (1d20+8=25, 3d6+3=11)[/url] That'll do it! Writing the combat update now. [/sblock] As the hulk whirls in the water, clawing at the grubs it thinks are squirming back into its carapace, it is abruptly hit by a WHOOF of fire, igniting the oil slick that's appeared at its feet. A sheet of flame springs up around it and its maddened, maddening eyes whirl in pain and terror. Suddenly Karma appears beside it and unleashes a mighty punch into the center of its chest, knocking it off its feet, deeper into the flame. A savage part of the creature's mind reacts and it claws at him even as it is falling, but he easily dodges. The hulk thrashes onto its stomach, the edges of its carapace blackening. It pulls itself by its arms through the shallow water, out of the floating fire. Its breathing is ragged and it nearly collapses, but it pulls itself to its knees to stare at the attackers standing on land with hatred in its whirling, tormented eyes. Artemis and Gil, directly in front of it, suddenly feel all its pain, rage and madness flood through their minds - and then the invasion is gone. The beast slumps forward into the water. It twitches feebly, trying to rise. [sblock=Actions] The Umber Hulk is pulled to J11, takes 40 damage and is pulled to J11, then pushed to J12 and knocked prone. [MENTION=90808]Cute-Hydra[/MENTION]: Since the Umber Hulk is actually at J11, I'll move you to L10 instead - same relative position (diagonal to the NE of it). You didn't say exactly what square to push him to, so I'll assume 1 south to J12 (still within the flaming oil). Are both of those ok? Maddened Umber Hulk: Immediate Reaction when hit by Karma's melee attack: Savage Rebuke. Claw attack at Karma (it can do this after being pushed back and knocked prone because it has reach 2): [url=http://invisiblecastle.com/roller/view/2978863/]Claw at Karma (-2 for Illusionary Ambush, -2 for prone) (1d20+10-2-2=7, 1d10+4=13)[/url] Miss. Disarming Gaze does not recharge: [url=http://invisiblecastle.com/roller/view/2978864/]Recharge Disarming Gaze (1d6=5)[/url] Takes 5 fire damage for starting in the flaming oil Move: Crawl to K14 Standard: Psychic Crush: close blast 3, catching Artemis and Gil: [url=http://invisiblecastle.com/roller/view/2978875/]Psychic Crush on Artemis and Gil (vs Will, -2 for Illusionary Ambush, -2 for prone) (1d20+8-2-2=7, 1d20+8-2-2=9, 3d8-1=10)[/url] Miss. [/sblock] [sblock=Unlocked Stats] Farmer Bob: AC [s]17[/s]19, Fort [s]13[/s]15, Reflex [s]11[/s]13, Will [s]11[/s]13 Maddened Umber Hulk: AC 17, Fort 22, Reflex 16, Will 17 Rot Grub Swarm: AC 13, Fort 13, Reflex ??, Will 13 Shadowhunter Bat: AC ??, Fort 13, Reflex ??, Will 11 [/sblock] [sblock=Status] Artemis: 16/29 hp, 5/7 surges, bloodied Lilli: 9/22 hp, 4/7 surges, bloodied Gil: 1/26 hp, 5/7 surges, bloodied Shale: 31/33 hp, 6/7 surges Karma: 24/30 hp, 1/5 surges, bloodied Farmer Bob: 2/2 hp, 0/1 surges, +2 to all defenses until start of next turn Maddened Umber Hulk: 133 damage taken, cursed by Artemis, bloodied, prone. Used Disarming Gaze. Used 2 Action Points. -2 to attack rolls until the end of Lilli's next turn. [s]Rot Grub Swarm 1: 50 damage taken. Dead.[/s] [s]Rot Grub Swarm 2: 44 damage taken. Dead.[/s] [s]Shadowhunter Bat 1: 35 damage taken. Dead.[/s] [s]Shadowhunter Bat 2: 18 damage taken, bloodied, fled[/s] [s]Shadowhunter Bat 3: 38 damage taken. Dead.[/s] [/sblock] [url=http://tinypic.com/r/2h3pzb9/7]External Map Link[/url] [sblock=Map] Climbing a rock pile takes a DC 15 Athletics or Acrobatics check and you grant combat advantage while on top of them. The standing water and rock piles are difficult terrain. The yellow is burning oil. Anyone entering it or starting their turn there takes 5 fire damage. [IMG]http://i54.tinypic.com/2h3pzb9.png[/IMG] [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
[Adventure] Artemis' Pact
Top