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[Adventure] The Broken Tower DM:Grimmjow Judge:TwoHeadsBarking
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<blockquote data-quote="CrimsonFlameWielder" data-source="post: 6065439" data-attributes="member: 6684473"><p>Like Everlin, Eldreth was able to spot the red-glowing eyes, but could not react quickly enough to initiate combat before the next set of goblins and skeletons attacked. Eldreth just hoped she could get upstairs in time to keep Arshaka from being splintered into tiny fragments of crystal! (well... ones that could not reform into his current shape anyway)</p><p></p><p><span style="color: #00ff00">"RESERVES AT FIFTY PERCENT; REPLENISHMENT NEEDED TO ENSURE OPTIMAL FUNCTIONS"</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00"></span>Kruor smelled...flesh from the floor above them. It was difficult to distinguish it from all of the blood pooling around his feet, but there is something slightly...tangy (perhaps...metalic?) about the smell of blood still in the body, being pumped through the air-breather's veins by that wonderfully delicious heart muscle. It's that tang that Kruor detected. With the assault Kuror had displayed against the Hobgoblin, Kruor <em>was</em> feeling a might peckish... and a new meal selection would solve that issue nicely! Rushing up the stairs, the mechanical monstrosity hits the landing just in time to witness Arshaka's psionic assault against the goblins in the south east corner. The majority of them are completely obscured from sight by the roaring flames. Kruor also saw a few animated skeletons just west of his current position, but if at all possible, those will be avoided, as they won't be providing a tasty meal...or would they? Looking down at his needle hand, he wondered if he could take in a skeletons liquid bone marrow... if they still had any. Perhaps he should break a few of their limbs to find out. Charging into the mass of skeletons, the vampire robot slams his metalic fist into the closest skeletons' skull. It easily fractures and then crumbles into powder as the necrotic energies animating it were released from its form. The bones fall to the ground in a heap. If Kruor could frown, he would, as he was now sure that the skeletons weren't providing him a meal, and wouldn't have for a long time.</p><p></p><p></p><p>[sblock=Eldreth Perception 14, Initiative 11]</p><p><a href="http://invisiblecastle.com/roller/view/3838856/" target="_blank">Rolls</a>[/sblock][sblock=Kruor Perception 19, Initiative 21]</p><p><a href="http://invisiblecastle.com/roller/view/3838877/" target="_blank">Rolls</a>[/sblock][sblock=Kruor Actions]</p><p>-- Minor: Kruor uses Burst of Speed; This gives him a +2 bonus to speed for the current turn. As well, until the start of his next turn, running does not cause Kruor to grant combat advantage or take penalties to attack rolls after running.</p><p>-- Move: Kruor uses the Run action to give himself a further +2 bonus to speed, increasing his speed for this turn to 10. He moves from D3 on the 1st floor, to H20 on the 2nd floor.</p><p>-- Standard: Kruor charges Skeleton 3, hitting reflex <a href="http://invisiblecastle.com/roller/view/3838937/" target="_blank">25</a>, killing the minion skeleton.</p><p>[/sblock]</p><p></p><p>[sblock=Eldreth's Stats]</p><p><strong>Eldreth Forgemark</strong> - Dwarf Knight 1</p><p>Passive Perception 10, Passive Insight 10</p><p>AC 20, Fort 17, Reflex 12, Will 10</p><p>HP 32/33, Bloodied 16, Surge Value 8, Surges 12/13</p><p>Speed 5, Initiative +0</p><p>Action Points: 1, <span style="color: red">Second Wind</span> []</p><p>MBA - +8 vs AC, 1d10(b2)+7 damage RBA - +8 vs AC, Range: 5/10, 1d6+7 damage </p><p>At-Will Powers: <span style="color: green">Defender Aura</span>, <span style="color: green">Battle Guardian</span> , <span style="color: green">Defend the Line</span>, <span style="color: green">Cleaving Assault</span></p><p>Encounter Powers: <span style="color: red">Power Strike</span> [], <span style="color: red">Stone Panoply</span> [], <span style="color: red">Dwarven Resilience</span> [][/sblock]</p><p></p><p>[sblock=Kruor's Stats]</p><p>Kruor - Robot Vampire 3 (reskinned Warforged)</p><p>Passive Perception: 11, Passive Insight: 11</p><p>AC: 19, Fort: 15, Ref: 18, Will: 16</p><p>Initiative: +5; Speed: 6</p><p>HP: 37/37, Temp HP:</p><p>Bloodied: 18, Surge Value: 9, Surges left: 1/2</p><p>Powers:</p><p></p><p><span style="color: DarkGreen">Dark Beckoning</span></p><p><span style="color: DarkGreen">Taste of Life</span></p><p><span style="color: DarkGreen">Vampire Slam</span></p><p></p><p><span style="color: Red">Blood Drinker []</span></p><p><span style="color: Red">Warforged Resolve []</span></p><p><span style="color: Red">Surprise Strike []</span></p><p><span style="color: Red">Burst of Speed [x]</span></p><p><span style="color: Red">Feral Assault []</span></p><p><span style="color: Red">Second Wind []</span></p><p><span style="color: Red">Action Point []</span></p><p></p><p><span style="color: DimGray">Swarm of Shadows [ ]</span></p><p><span style="color: yellow">Cascading Strikes Ki Focus [ ]</span></p><p><span style="color: yellow">[/sblock]</span></p><p></p><p>[sblock=Note to Grimmjow]</p><p>To alleviate issues of whether or not a surprise round will happen due to some spotting badguys and some not, and players posting their actions that will need to be retconned, etc, I generally recommend that the DM rolls initiative for the PCs for play-by-post games, and then just let those who are not surprised and who have beat the badguys init to take their turns. That way if there IS a surprise round, you can say so (to let us know of the limited actions we can take <aka, one standard, move, or minor> ), and you won't have to retcon anything. </p><p></p><p>In the current case, for example, we do not YET have a surprise round (because we don't know the inits/perceptions rolls for the others), but if one of us DOES fail the perception check, there should be a surprise round. Not a big deal if we skip the surprise round, though, as honestly, I find them to be a much bigger hassle than they're worth. [/sblock]</p></blockquote><p></p>
[QUOTE="CrimsonFlameWielder, post: 6065439, member: 6684473"] Like Everlin, Eldreth was able to spot the red-glowing eyes, but could not react quickly enough to initiate combat before the next set of goblins and skeletons attacked. Eldreth just hoped she could get upstairs in time to keep Arshaka from being splintered into tiny fragments of crystal! (well... ones that could not reform into his current shape anyway) [COLOR=#00ff00]"RESERVES AT FIFTY PERCENT; REPLENISHMENT NEEDED TO ENSURE OPTIMAL FUNCTIONS" [/COLOR]Kruor smelled...flesh from the floor above them. It was difficult to distinguish it from all of the blood pooling around his feet, but there is something slightly...tangy (perhaps...metalic?) about the smell of blood still in the body, being pumped through the air-breather's veins by that wonderfully delicious heart muscle. It's that tang that Kruor detected. With the assault Kuror had displayed against the Hobgoblin, Kruor [I]was[/I] feeling a might peckish... and a new meal selection would solve that issue nicely! Rushing up the stairs, the mechanical monstrosity hits the landing just in time to witness Arshaka's psionic assault against the goblins in the south east corner. The majority of them are completely obscured from sight by the roaring flames. Kruor also saw a few animated skeletons just west of his current position, but if at all possible, those will be avoided, as they won't be providing a tasty meal...or would they? Looking down at his needle hand, he wondered if he could take in a skeletons liquid bone marrow... if they still had any. Perhaps he should break a few of their limbs to find out. Charging into the mass of skeletons, the vampire robot slams his metalic fist into the closest skeletons' skull. It easily fractures and then crumbles into powder as the necrotic energies animating it were released from its form. The bones fall to the ground in a heap. If Kruor could frown, he would, as he was now sure that the skeletons weren't providing him a meal, and wouldn't have for a long time. [sblock=Eldreth Perception 14, Initiative 11] [URL="http://invisiblecastle.com/roller/view/3838856/"]Rolls[/URL][/sblock][sblock=Kruor Perception 19, Initiative 21] [URL="http://invisiblecastle.com/roller/view/3838877/"]Rolls[/URL][/sblock][sblock=Kruor Actions] -- Minor: Kruor uses Burst of Speed; This gives him a +2 bonus to speed for the current turn. As well, until the start of his next turn, running does not cause Kruor to grant combat advantage or take penalties to attack rolls after running. -- Move: Kruor uses the Run action to give himself a further +2 bonus to speed, increasing his speed for this turn to 10. He moves from D3 on the 1st floor, to H20 on the 2nd floor. -- Standard: Kruor charges Skeleton 3, hitting reflex [URL="http://invisiblecastle.com/roller/view/3838937/"]25[/URL], killing the minion skeleton. [/sblock] [sblock=Eldreth's Stats] [B]Eldreth Forgemark[/B] - Dwarf Knight 1 Passive Perception 10, Passive Insight 10 AC 20, Fort 17, Reflex 12, Will 10 HP 32/33, Bloodied 16, Surge Value 8, Surges 12/13 Speed 5, Initiative +0 Action Points: 1, [COLOR=red]Second Wind[/COLOR] [] MBA - +8 vs AC, 1d10(b2)+7 damage RBA - +8 vs AC, Range: 5/10, 1d6+7 damage At-Will Powers: [COLOR=green]Defender Aura[/COLOR], [COLOR=green]Battle Guardian[/COLOR] , [COLOR=green]Defend the Line[/COLOR], [COLOR=green]Cleaving Assault[/COLOR] Encounter Powers: [COLOR=red]Power Strike[/COLOR] [], [COLOR=red]Stone Panoply[/COLOR] [], [COLOR=red]Dwarven Resilience[/COLOR] [][/sblock] [sblock=Kruor's Stats] Kruor - Robot Vampire 3 (reskinned Warforged) Passive Perception: 11, Passive Insight: 11 AC: 19, Fort: 15, Ref: 18, Will: 16 Initiative: +5; Speed: 6 HP: 37/37, Temp HP: Bloodied: 18, Surge Value: 9, Surges left: 1/2 Powers: [COLOR=DarkGreen]Dark Beckoning Taste of Life Vampire Slam[/COLOR] [COLOR=Red]Blood Drinker [] Warforged Resolve [] Surprise Strike [] Burst of Speed [x] Feral Assault [] Second Wind [] Action Point [][/COLOR] [COLOR=DimGray]Swarm of Shadows [ ][/COLOR] [COLOR=yellow]Cascading Strikes Ki Focus [ ] [/sblock][/COLOR] [sblock=Note to Grimmjow] To alleviate issues of whether or not a surprise round will happen due to some spotting badguys and some not, and players posting their actions that will need to be retconned, etc, I generally recommend that the DM rolls initiative for the PCs for play-by-post games, and then just let those who are not surprised and who have beat the badguys init to take their turns. That way if there IS a surprise round, you can say so (to let us know of the limited actions we can take <aka, one standard, move, or minor> ), and you won't have to retcon anything. In the current case, for example, we do not YET have a surprise round (because we don't know the inits/perceptions rolls for the others), but if one of us DOES fail the perception check, there should be a surprise round. Not a big deal if we skip the surprise round, though, as honestly, I find them to be a much bigger hassle than they're worth. [/sblock] [/QUOTE]
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