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Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)
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<blockquote data-quote="BenBrown" data-source="post: 5757370" data-attributes="member: 1642"><p>[sblock=Mewness]Righteous Brand is okay[/sblock]Lord Mallaby and Thais both wait for an opening, but do not move.[sblock=Ally Actions]<strong>Lord Mallaby</strong></p><p>Standard: Full Defense</p><p><strong>Thais</strong></p><p>Standard: Full Defense[/sblock]<span style="color: olive">"Clear back!"</span> the hobgoblin leader shouts. <span style="color: olive">"Form up on me!"</span></p><p>He steps gingerly away from Tyris, and shoots at him quickly, and as it turns out, inaccurately.</p><p></p><p>The archer backs away from Spider, then retreats to get closer to his leader.</p><p></p><p>The last remaining spear-wielder suddenly turns and rushes away from Lord Mallaby, who finds his opening, sticking the foe with his rapier.</p><p></p><p>Mallaby roars a not entirely convincing battle cry.[sblock=Enemy Actions]<strong>Boss</strong></p><p>Move: Shift to G12</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3312005/" target="_blank">Longbow vs. Tyris (1d20+11=18)</a> miss.</p><p></p><p><strong>Bow 46</strong></p><p>Move: Shift to K17</p><p>Standard->Move: to F15</p><p></p><p><strong>Spear 11</strong></p><p>Move: to J18</p><p>Mallaby OA: <a href="http://invisiblecastle.com/roller/view/3312008/" target="_blank">Rapier (OA) vs. Spear 11 (1d20+6=20, 1d8+4=9)</a>[/sblock][sblock=map]<img src="http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterRound6.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><img src="http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterMapKey2.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock][sblock=status]Goldenhorn: P15 HP <span style="color: Red">11/37</span>, Surges 8/10, AP 0, second wind unused</p><p>Spider: M20 HP <span style="color: Lime">27/39</span>, Surges 7/10, AP 0, second wind used, +2 to defenses</p><p>Tyris: H14 HP <span style="color: Lime">16/29</span>, Surges 5/7, AP 1, second wind unused</p><p>Zardi: O15 HP <span style="color: Lime">26+3/48</span>, Surges 7/11, AP 0, second wind unused</p><p></p><p>Mallaby: O26 HP <span style="color: Lime">18/26</span>, Surges 5/5, second wind unused</p><p>Thais: M10 HP <span style="color: Lime">18/38</span>, Surges 5/5, second wind unused</p><p></p><p>Sword Hobgoblin 66: O14 HP <span style="color: DarkSlateGray">0/1</span> dead</p><p>Spear Hobgoblin 11: L18 HP <span style="color: DarkSlateGray">0/1</span> dead</p><p>Spear Hobgoblin 79: P14 HP <span style="color: DarkSlateGray">0/1</span> dead</p><p>Bow Hobgoblin 46: F15 HP <span style="color: Lime">21/39</span></p><p>Hobgoblin Boss: G12 HP <span style="color: Lime">Uninjured</span>[/sblock][sblock=NPCs in Combat]This combat is a little different in that there are two NPCs, one of whom is reasonably competent.</p><p></p><p>Any PC can take a move or minor action to have an NPC perform a move action (or a minor action).</p><p>Any PC can take a standard action to have an NPC perform a standard action.</p><p></p><p>NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.</p><p></p><p>If, in a given round, none of the PCs give instructions to Thais, she will take a single non-offensive action, either a move or total defense.</p><p></p><p>If, in a given round, none of the PCs give instructions to Lord Mallaby, he will attempt to make his way to the tent, using two move actions--stealthily at first, but in the open once spotted. He's determined to take an active part in this rescue, and going straight for where he thinks Ismene is kept is the best plan. He can, of course, told not to, but unless he's doing something else useful, he'll want to make for the tent.</p><p></p><p>If either NPC becomes bloodied, that NPC will use Second Wind as a standard action without needing actions on the part of a player.[/sblock][sblock=NPC stats]<strong>Lord Adelin Mallaby</strong></p><p>HP: 26, Bloodied 13, Surge Value 6</p><p>AC: 15, Fort: 12, Ref: 13, Will: 14</p><p>Speed 6</p><p>Skills: Diplomacy +8, History +6, Stealth +3, Perception +1</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Rapier +6 vs. AC, 1d8+4 damage</p><p><span style="color: red">[o] <strong>Second Wind</strong></span></p><p></p><p><strong>Thais</strong></p><p>HP: 38, Bloodied 19, Surge Value 9</p><p>AC: 16, Fort: 13, Ref: 14, Will: 15</p><p>Skills: Arcana +6, Nature +11, Stealth +3, Perception +4</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Staff +7 vs. AC, 1d8+5 damage</p><p><span style="color: green"><strong>Spore Strike</strong></span> Ranged 10 (one creature)</p><p>Attack: +5 vs. Will</p><p>Hit: 1d4+4 poison damage and the target is blinded until the end of its next turn.</p><p><span style="color: red">[X] <strong>Bramble Patch</strong></span> Area Burst 1 within 10 (all enemies in burst)</p><p>Attack: +5 vs. Reflex</p><p>Hit: 1d8+5 damage, and the attack creates a zone which lasts until the end of the encounter. Any enemy that starts its turn in the zone takes 3 damage and is slowed.</p><p><span style="color: red">[X] <strong>Tree Step</strong></span> (move action)</p><p>Effect: Thais teleports 8 squares.</p><p>Requirement: Both the starting square and the target square must be adjacent to trees.</p><p><span style="color: red">[o] <strong>Second Wind</strong></span>[/sblock][sblock=Enemy Stats]<strong>Bow Hobgoblin</strong></p><p>AC 17, Fort 15, Ref 15, Will 13</p><p>Passive Perception 18</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Longsword: +8 vs. AC, 1d8+2 damage. (not drawn at present)[sblock=nature 13]<strong>Hobgoblin Archer</strong></p><p>Level 3 Artillery</p><p>medium natural humanoid[sblock=nature 21]When the Archer hits with its longbow, in addition to damage, it grants an ally a +2 bonus to its next ranged attack against the same target.</p><p>Hobgoblin Resilience (encounter): When the Archer suffers an effect that a save can end, the Archer can make an immediate saving throw.[/sblock][/sblock]<strong>Hobgoblin Boss</strong></p><p>AC 18, Fort 15, Ref 17, Will 16</p><p>Passive Perception 11</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Mace: +9 vs. AC, 1d8+6 damage. (not drawn at present)[sblock=nature 14]<strong>Hobgoblin Warmonger</strong></p><p>Level 4 Artillery (Leader)</p><p>medium natural humanoid[sblock=nature 21]A creature hit by the Warmonger's longbow grants CA until the start of the Warmonger's next turn.</p><p>Battle Cry (recharge when bloodied): area burst 1, in which an enemy hit makes a basic attack as a free action against a target of the Warmonger's choice, and in which the Warmonger's allies each can make a charge or basic attack, and regain hit points if they hit.</p><p>Phalanx Movement: As a move action the Warmonger and each adjacent ally can shift 1 square. The allies must shift to a square adjacent to the Battle Guard.[/sblock][/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="BenBrown, post: 5757370, member: 1642"] [sblock=Mewness]Righteous Brand is okay[/sblock]Lord Mallaby and Thais both wait for an opening, but do not move.[sblock=Ally Actions][b]Lord Mallaby[/b] Standard: Full Defense [b]Thais[/b] Standard: Full Defense[/sblock][color="olive"]"Clear back!"[/color] the hobgoblin leader shouts. [color="olive"]"Form up on me!"[/color] He steps gingerly away from Tyris, and shoots at him quickly, and as it turns out, inaccurately. The archer backs away from Spider, then retreats to get closer to his leader. The last remaining spear-wielder suddenly turns and rushes away from Lord Mallaby, who finds his opening, sticking the foe with his rapier. Mallaby roars a not entirely convincing battle cry.[sblock=Enemy Actions][b]Boss[/b] Move: Shift to G12 Standard: [url=http://invisiblecastle.com/roller/view/3312005/]Longbow vs. Tyris (1d20+11=18)[/url] miss. [b]Bow 46[/b] Move: Shift to K17 Standard->Move: to F15 [b]Spear 11[/b] Move: to J18 Mallaby OA: [url=http://invisiblecastle.com/roller/view/3312008/]Rapier (OA) vs. Spear 11 (1d20+6=20, 1d8+4=9)[/url][/sblock][sblock=map][IMG]http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterRound6.gif[/IMG] [IMG]http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/RescueEncounterMapKey2.gif[/IMG][/sblock][sblock=status]Goldenhorn: P15 HP [COLOR="Red"]11/37[/COLOR], Surges 8/10, AP 0, second wind unused Spider: M20 HP [COLOR="Lime"]27/39[/COLOR], Surges 7/10, AP 0, second wind used, +2 to defenses Tyris: H14 HP [COLOR="Lime"]16/29[/COLOR], Surges 5/7, AP 1, second wind unused Zardi: O15 HP [COLOR="Lime"]26+3/48[/COLOR], Surges 7/11, AP 0, second wind unused Mallaby: O26 HP [COLOR="Lime"]18/26[/COLOR], Surges 5/5, second wind unused Thais: M10 HP [COLOR="Lime"]18/38[/COLOR], Surges 5/5, second wind unused Sword Hobgoblin 66: O14 HP [COLOR="DarkSlateGray"]0/1[/COLOR] dead Spear Hobgoblin 11: L18 HP [COLOR="DarkSlateGray"]0/1[/COLOR] dead Spear Hobgoblin 79: P14 HP [COLOR="DarkSlateGray"]0/1[/COLOR] dead Bow Hobgoblin 46: F15 HP [COLOR="Lime"]21/39[/COLOR] Hobgoblin Boss: G12 HP [COLOR="Lime"]Uninjured[/COLOR][/sblock][sblock=NPCs in Combat]This combat is a little different in that there are two NPCs, one of whom is reasonably competent. Any PC can take a move or minor action to have an NPC perform a move action (or a minor action). Any PC can take a standard action to have an NPC perform a standard action. NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them. If, in a given round, none of the PCs give instructions to Thais, she will take a single non-offensive action, either a move or total defense. If, in a given round, none of the PCs give instructions to Lord Mallaby, he will attempt to make his way to the tent, using two move actions--stealthily at first, but in the open once spotted. He's determined to take an active part in this rescue, and going straight for where he thinks Ismene is kept is the best plan. He can, of course, told not to, but unless he's doing something else useful, he'll want to make for the tent. If either NPC becomes bloodied, that NPC will use Second Wind as a standard action without needing actions on the part of a player.[/sblock][sblock=NPC stats][b]Lord Adelin Mallaby[/b] HP: 26, Bloodied 13, Surge Value 6 AC: 15, Fort: 12, Ref: 13, Will: 14 Speed 6 Skills: Diplomacy +8, History +6, Stealth +3, Perception +1 :bmelee: Rapier +6 vs. AC, 1d8+4 damage [color=red][o] [b]Second Wind[/b][/color] [b]Thais[/b] HP: 38, Bloodied 19, Surge Value 9 AC: 16, Fort: 13, Ref: 14, Will: 15 Skills: Arcana +6, Nature +11, Stealth +3, Perception +4 :bmelee: Staff +7 vs. AC, 1d8+5 damage [color=green][b]Spore Strike[/b][/color] Ranged 10 (one creature) Attack: +5 vs. Will Hit: 1d4+4 poison damage and the target is blinded until the end of its next turn. [color=red][X] [b]Bramble Patch[/b][/color] Area Burst 1 within 10 (all enemies in burst) Attack: +5 vs. Reflex Hit: 1d8+5 damage, and the attack creates a zone which lasts until the end of the encounter. Any enemy that starts its turn in the zone takes 3 damage and is slowed. [color=red][X] [b]Tree Step[/b][/color] (move action) Effect: Thais teleports 8 squares. Requirement: Both the starting square and the target square must be adjacent to trees. [color=red][o] [b]Second Wind[/b][/color][/sblock][sblock=Enemy Stats][b]Bow Hobgoblin[/b] AC 17, Fort 15, Ref 15, Will 13 Passive Perception 18 :bmelee: Longsword: +8 vs. AC, 1d8+2 damage. (not drawn at present)[sblock=nature 13][b]Hobgoblin Archer[/b] Level 3 Artillery medium natural humanoid[sblock=nature 21]When the Archer hits with its longbow, in addition to damage, it grants an ally a +2 bonus to its next ranged attack against the same target. Hobgoblin Resilience (encounter): When the Archer suffers an effect that a save can end, the Archer can make an immediate saving throw.[/sblock][/sblock][b]Hobgoblin Boss[/b] AC 18, Fort 15, Ref 17, Will 16 Passive Perception 11 :bmelee: Mace: +9 vs. AC, 1d8+6 damage. (not drawn at present)[sblock=nature 14][b]Hobgoblin Warmonger[/b] Level 4 Artillery (Leader) medium natural humanoid[sblock=nature 21]A creature hit by the Warmonger's longbow grants CA until the start of the Warmonger's next turn. Battle Cry (recharge when bloodied): area burst 1, in which an enemy hit makes a basic attack as a free action against a target of the Warmonger's choice, and in which the Warmonger's allies each can make a charge or basic attack, and regain hit points if they hit. Phalanx Movement: As a move action the Warmonger and each adjacent ally can shift 1 square. The allies must shift to a square adjacent to the Battle Guard.[/sblock][/sblock][/sblock] [/QUOTE]
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Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)
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