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[Adventure]: The Missing Professor (DM: H.M.Gimlord, Looking for a Judge)
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<blockquote data-quote="H.M.Gimlord" data-source="post: 5671357" data-attributes="member: 79440"><p>[OOC]I'm going to assume you are on deck level at the rail and not on the foresail boom <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />.[/OOC]Leaning over the rails, the party springs into action, Dante cuts down the closest of the assailants, sending the horrid thing to its death on the end of a long metallic tendril.</p><p></p><p>Seven deckhands rush up behind the party to offer their aid.</p><p></p><p>Max, though not as lucky as Dante, makes an impressive athletic display as he heaves his shield like a discus, nearly, but not quite decapitating one of the swimming creatures. The airborne armament arcs around like a boomerang and returns to the fighter's grip.</p><p></p><p>In similar fashion, Auntie Mab's dagger falls short of its target.</p><p></p><p>Though one of the first to reach the deck rail, Gloom finds himself without a thrown weapon, so he prepares, in advance, the demise of his first victim, which happens to show itself presently.</p><p></p><p>Gloom's swing, however, is slow, and he pays dearly for his clumsiness. Searing psychic energy courses through his body, igniting his nerves as the evil thing climbs up the side of the ship and grabs his ankle.</p><p></p><p>The other abominations begin to swarm up the planks and over the rails. Draglin and Max soon share in empathy with Gloom's pain, as they too get a taste of what these wretched creatures can do.</p><p></p><p>Suddenly, white-hot, magical bolts rock the rails, one of them slamming itself into Virgil, who writhes in agony. Massive boils erupt all over the reptile's skin and erupt in bloody sprays. Dante becomes visibly shaken at this turn of events and so succumbs to a psychic attack. Draglin is similarly distracted, and three of the seven deckhands flee the deck in terror, jumping overboard where they meet an unfitting end at the hands of the creatures below.</p><p></p><p>The remaining four deckhands move into position behind the group at the rails.</p><p></p><p>[sblock=Enemy Actions]For the sake of sanity, please continue to refer to your targets by grid location, even though I have numbered them here (I did so because I moved them before I remembered their starting positions <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />). In subsequent updates, I will also refer to them by their <em>previous </em>location, and post their new location in the "Status" spoiler.</p><p></p><p>Drowned One 1:</p><p>Move: to O, -2</p><p>Standard: Charge to O, -2 Deck Level (Spirit Touch)</p><p>Target: Gloom</p><p>Readied Action: <a href="http://invisiblecastle.com/roller/view/3170811/" target="_blank">1d20+16=22 vs. AC Miss</a></p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3170867/" target="_blank">1d20+16=27 vs. Reflex for 7 damage</a></p><p></p><p>Drowned One 2:</p><p>Move: to N, -3</p><p>Standard: Charge to N, -3 Deck Level (Spirit Touch)</p><p>Target: Max</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3170867/" target="_blank">1d20+16=20 vs. Reflex Miss</a></p><p></p><p>Drowned One 3:</p><p> Move: to M, -4</p><p> Standard: Charge to M, -4 Deck Level (Spirit Touch)</p><p> Target: Max</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3170867/" target="_blank">1d20+16=23 vs. Reflex for 7 damage</a></p><p></p><p>Drowned One 4:</p><p> Move: to P, -1</p><p> Standard: Charge to P, -1 Deck Level (Spirit Touch)</p><p> Target: Draglin</p><p> Attack: <a href="http://invisiblecastle.com/roller/view/3170867/" target="_blank">1d20+16=23 vs. Reflex for 7 damage</a></p><p></p><p>Drowned One 5</p><p>Move: to Q, 0</p><p>Standard: Erie Transfiguration</p><p>Target: Jahred (Q,-1)</p><p>Attack: 1d20+16 = vs. Will for 11 psychic damage</p><p>Secondary Attack: <a href="http://invisiblecastle.com/roller/view/3170834/" target="_blank">1d20+14=21 vs. Will (effectively 23) Miss</a></p><p></p><p>Drowned One 6</p><p>Move (x2): Double move to P, 3</p><p></p><p>Drowned One 7</p><p>Move (x2): Double move to P, -10</p><p></p><p>Drowned One 8</p><p>Move (x2): Double mvoe to N, -9</p><p></p><p>Drowned One 9</p><p>Move: to M, -2</p><p></p><p>Drowned One 10</p><p>Move: to N, -1</p><p>Standard: Erie Transfiguration</p><p>Target: Virgil</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3170837/" target="_blank">1d20+16=32 vs. Will for 11 damage</a></p><p>Secondary Attacks</p><p>Target 1: Draglin</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3170837/" target="_blank">1d20+14=24 Hit</a></p><p>Target 2: Deckhand P,-3</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3170837/" target="_blank">1d20+14=22 Hit </a></p><p>Target 3: Deckhand Q,-3</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3170837/" target="_blank">1d20+14=28 Hit</a></p><p>Target 4: Deckhand R, -1</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3170837/" target="_blank">1d20+14=28 Hit</a></p><p>Target 5: Dante</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3170837/" target="_blank">1d20+14=25 Hit</a></p><p>Target 6: Jahred</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/3170837/" target="_blank">1d20+14=17, Miss </a></p><p></p><p>All other drowned ones move to the locations shown on the map.</p><p>[/sblock][sblock=Status]Dante <span style="color: Sienna">R,-1</span> <span style="color: Green">62(57)/62HP</span> <span style="color: DarkOrchid">6/6HS</span> 1AP Dazed, Ongoing 5 (save ends both)</p><p>Virgil <span style="color: Sienna">Q,-2</span> <span style="color: Green">75/86</span> (Physical features are distorted, no save)</p><p>Draglin <span style="color: Sienna">P,-2</span> <span style="color: Green">61(56)/88HP</span> <span style="color: DarkOrchid">9/9HS</span> 1AP Dazed, Ongoing 5 (save ends both)</p><p>Max <span style="color: Sienna">N,-4</span> <span style="color: Green">60/67HP</span> <span style="color: DarkOrchid">8/8HS</span> 1AP</p><p>Gloom <span style="color: Sienna">O,-3</span> <span style="color: Green">74/81HP</span> <span style="color: DarkOrchid">11/11HS</span> 1AP</p><p>Auntie Mab <span style="color: Sienna">Q,-6</span> <span style="color: Green">60/60HP</span> <span style="color: DarkOrchid">7/7HS</span> 1AP</p><p></p><p>Jahred <span style="color: Sienna">Q,-1</span> <span style="color: Green">51,51</span></p><p><span style="color: Silver"><s>Deckhand Overboard</s> Dead</span></p><p><span style="color: Silver"><s>Deckhand Overboard</s> Dead</span></p><p><span style="color: Silver"><s>Deckhand Overboard</s> Dead</span></p><p>Deckhand <span style="color: Sienna">P,-3</span></p><p>Deckhand <span style="color: Sienna">Q,-3</span></p><p>Deckhand<span style="color: Yellow"> <span style="color: Sienna">R, -1</span></span></p><p>Deckhand <span style="color: Sienna">S,0</span></p><p></p><p>Drowned Ones:</p><p>Too Numerous to list all:</p><p>Drowned One 10(N,-1): Must recharge his Erie Transfiguration, but will die at the beginning of his next turn</p><p>Drowned One 5(Q,-1): Must recharge his Erie Transfiguration</p><p></p><p></p><p>(refer to map) </p><p>[/sblock][sblock=Wide View Map]<img src="http://i571.photobucket.com/albums/ss151/HMGimlord/ThePortalGuardiansWideMapRound1.png" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock][sblock=Battlemap]<img src="http://i571.photobucket.com/albums/ss151/HMGimlord/ThePortalGuardiansNarrowMapRound1.png" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock][sblock=Enemy Stats]x A Gagillion (give or take)</p><p><img src="http://i571.photobucket.com/albums/ss151/HMGimlord/BigDrownedOne.png" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock][sblock=Insight DC 20]You notice that the boats have lanterns on their prow, and you can estimate the enemy by counting the lanterns and multiplying by the number of creatures each boat can carry. This leads you to arrive at an estimated strength of 50 enemy[sblock=DC 28 on same roll]You notice that the furthest lantern seems to be hanging about 30 feet over the water. You find that odd.[/sblock][/sblock][OOC]Concerning NPCs</p><p><em>The Beacon</em> is running on a light crew. There are 6 men in the hold trying to get oars out and unbeach the ship. While they work, Jahred can only spare 7 more men to fight (3 of whom just died).</p><p></p><p>Each round, one of you may direct a single action from one NPC that has not yet performed an action during that round (this includes Jahred). This will be done on a first-come-first-serve basis. Ninja'd posts will need to be discussed among the players. [sblock=NPC Stats]</p><p><img src="http://i571.photobucket.com/albums/ss151/HMGimlord/Jahred.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>X4 </p><p><img src="http://i571.photobucket.com/albums/ss151/HMGimlord/Deckhand.png" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock]Terrain:</p><p></p><ul> <li data-xf-list-type="ul"> The squares immediately adjacent to the masts are difficult terrain</li> <li data-xf-list-type="ul"> The rails that bound the deck require a DC 30 strength check to break if want to push an enemy overboard from a square on the deck</li> <li data-xf-list-type="ul"> To climb the rails takes 2 squares of movement</li> <li data-xf-list-type="ul"> Falling into the water deals 10 points of damage (20 feet into water)</li> <li data-xf-list-type="ul"> Jumping into the water only deals damage on a failed Athletics/Acrobatics check DC 20</li> <li data-xf-list-type="ul"> Once in the water, you are swimming (PHB rules)</li> <li data-xf-list-type="ul"> You may climb the rigging (PHB climbinb), but please specify your elevation at the end of your move.</li> </ul><p>[/OOC][sblock=Spirit Touch roll Explanation (for the judge too)]I really botched the roll on these. If you are one to enjoy combing IC, you will find that I rolled the dice before I set the roll quantity, then I fat-fingered and double bounced the a roll of 6 times when I should have rolled 4 times. Then, I got the quantity right, but hit the Roll Dice button at the top instead of the bottom, which erased the roll setup page. </p><p></p><p>The fifth time was the charm, and much to my chagrin, the rolls were lower than the previous 3 attempts. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />, but it was the only legit roll, so there it is. I'll be more careful in the future, so beware.<img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />[/sblock]</p></blockquote><p></p>
[QUOTE="H.M.Gimlord, post: 5671357, member: 79440"] [OOC]I'm going to assume you are on deck level at the rail and not on the foresail boom ;).[/OOC]Leaning over the rails, the party springs into action, Dante cuts down the closest of the assailants, sending the horrid thing to its death on the end of a long metallic tendril. Seven deckhands rush up behind the party to offer their aid. Max, though not as lucky as Dante, makes an impressive athletic display as he heaves his shield like a discus, nearly, but not quite decapitating one of the swimming creatures. The airborne armament arcs around like a boomerang and returns to the fighter's grip. In similar fashion, Auntie Mab's dagger falls short of its target. Though one of the first to reach the deck rail, Gloom finds himself without a thrown weapon, so he prepares, in advance, the demise of his first victim, which happens to show itself presently. Gloom's swing, however, is slow, and he pays dearly for his clumsiness. Searing psychic energy courses through his body, igniting his nerves as the evil thing climbs up the side of the ship and grabs his ankle. The other abominations begin to swarm up the planks and over the rails. Draglin and Max soon share in empathy with Gloom's pain, as they too get a taste of what these wretched creatures can do. Suddenly, white-hot, magical bolts rock the rails, one of them slamming itself into Virgil, who writhes in agony. Massive boils erupt all over the reptile's skin and erupt in bloody sprays. Dante becomes visibly shaken at this turn of events and so succumbs to a psychic attack. Draglin is similarly distracted, and three of the seven deckhands flee the deck in terror, jumping overboard where they meet an unfitting end at the hands of the creatures below. The remaining four deckhands move into position behind the group at the rails. [sblock=Enemy Actions]For the sake of sanity, please continue to refer to your targets by grid location, even though I have numbered them here (I did so because I moved them before I remembered their starting positions :p). In subsequent updates, I will also refer to them by their [I]previous [/I]location, and post their new location in the "Status" spoiler. Drowned One 1: Move: to O, -2 Standard: Charge to O, -2 Deck Level (Spirit Touch) Target: Gloom Readied Action: [URL="http://invisiblecastle.com/roller/view/3170811/"]1d20+16=22 vs. AC Miss[/URL] Attack: [URL="http://invisiblecastle.com/roller/view/3170867/"]1d20+16=27 vs. Reflex for 7 damage[/URL] Drowned One 2: Move: to N, -3 Standard: Charge to N, -3 Deck Level (Spirit Touch) Target: Max Attack: [URL="http://invisiblecastle.com/roller/view/3170867/"]1d20+16=20 vs. Reflex Miss[/URL] Drowned One 3: Move: to M, -4 Standard: Charge to M, -4 Deck Level (Spirit Touch) Target: Max Attack: [URL="http://invisiblecastle.com/roller/view/3170867/"]1d20+16=23 vs. Reflex for 7 damage[/URL] Drowned One 4: Move: to P, -1 Standard: Charge to P, -1 Deck Level (Spirit Touch) Target: Draglin Attack: [URL="http://invisiblecastle.com/roller/view/3170867/"]1d20+16=23 vs. Reflex for 7 damage[/URL] Drowned One 5 Move: to Q, 0 Standard: Erie Transfiguration Target: Jahred (Q,-1) Attack: 1d20+16 = vs. Will for 11 psychic damage Secondary Attack: [URL="http://invisiblecastle.com/roller/view/3170834/"]1d20+14=21 vs. Will (effectively 23) Miss[/URL] Drowned One 6 Move (x2): Double move to P, 3 Drowned One 7 Move (x2): Double move to P, -10 Drowned One 8 Move (x2): Double mvoe to N, -9 Drowned One 9 Move: to M, -2 Drowned One 10 Move: to N, -1 Standard: Erie Transfiguration Target: Virgil Attack: [URL="http://invisiblecastle.com/roller/view/3170837/"]1d20+16=32 vs. Will for 11 damage[/URL] Secondary Attacks Target 1: Draglin Attack: [URL="http://invisiblecastle.com/roller/view/3170837/"]1d20+14=24 Hit[/URL] Target 2: Deckhand P,-3 Attack: [URL="http://invisiblecastle.com/roller/view/3170837/"]1d20+14=22 Hit [/URL] Target 3: Deckhand Q,-3 Attack: [URL="http://invisiblecastle.com/roller/view/3170837/"]1d20+14=28 Hit[/URL] Target 4: Deckhand R, -1 Attack: [URL="http://invisiblecastle.com/roller/view/3170837/"]1d20+14=28 Hit[/URL] Target 5: Dante Attack: [URL="http://invisiblecastle.com/roller/view/3170837/"]1d20+14=25 Hit[/URL] Target 6: Jahred Attack: [URL="http://invisiblecastle.com/roller/view/3170837/"]1d20+14=17, Miss [/URL] All other drowned ones move to the locations shown on the map. [/sblock][sblock=Status]Dante [COLOR=Sienna]R,-1[/COLOR] [COLOR=Green]62(57)/62HP[/COLOR] [COLOR=DarkOrchid]6/6HS[/COLOR] 1AP Dazed, Ongoing 5 (save ends both) Virgil [COLOR=Sienna]Q,-2[/COLOR] [COLOR=Green]75/86[/COLOR] (Physical features are distorted, no save) Draglin [COLOR=Sienna]P,-2[/COLOR] [COLOR=Green]61(56)/88HP[/COLOR] [COLOR=DarkOrchid]9/9HS[/COLOR] 1AP Dazed, Ongoing 5 (save ends both) Max [COLOR=Sienna]N,-4[/COLOR] [COLOR=Green]60/67HP[/COLOR] [COLOR=DarkOrchid]8/8HS[/COLOR] 1AP Gloom [COLOR=Sienna]O,-3[/COLOR] [COLOR=Green]74/81HP[/COLOR] [COLOR=DarkOrchid]11/11HS[/COLOR] 1AP Auntie Mab [COLOR=Sienna]Q,-6[/COLOR] [COLOR=Green]60/60HP[/COLOR] [COLOR=DarkOrchid]7/7HS[/COLOR] 1AP Jahred [COLOR=Sienna]Q,-1[/COLOR] [COLOR=Green]51,51[/COLOR] [COLOR=Silver][s]Deckhand Overboard[/s] Dead [s]Deckhand Overboard[/s] Dead [s]Deckhand Overboard[/s] Dead[/COLOR] Deckhand [COLOR=Sienna]P,-3[/COLOR] Deckhand [COLOR=Sienna]Q,-3[/COLOR] Deckhand[COLOR=Yellow] [COLOR=Sienna]R, -1[/COLOR][/COLOR] Deckhand [COLOR=Sienna]S,0[/COLOR] Drowned Ones: Too Numerous to list all: Drowned One 10(N,-1): Must recharge his Erie Transfiguration, but will die at the beginning of his next turn Drowned One 5(Q,-1): Must recharge his Erie Transfiguration (refer to map) [/sblock][sblock=Wide View Map][IMG]http://i571.photobucket.com/albums/ss151/HMGimlord/ThePortalGuardiansWideMapRound1.png[/IMG][/sblock][sblock=Battlemap][IMG]http://i571.photobucket.com/albums/ss151/HMGimlord/ThePortalGuardiansNarrowMapRound1.png[/IMG][/sblock][sblock=Enemy Stats]x A Gagillion (give or take) [IMG]http://i571.photobucket.com/albums/ss151/HMGimlord/BigDrownedOne.png[/IMG][/sblock][sblock=Insight DC 20]You notice that the boats have lanterns on their prow, and you can estimate the enemy by counting the lanterns and multiplying by the number of creatures each boat can carry. This leads you to arrive at an estimated strength of 50 enemy[sblock=DC 28 on same roll]You notice that the furthest lantern seems to be hanging about 30 feet over the water. You find that odd.[/sblock][/sblock][OOC]Concerning NPCs [I]The Beacon[/I] is running on a light crew. There are 6 men in the hold trying to get oars out and unbeach the ship. While they work, Jahred can only spare 7 more men to fight (3 of whom just died). Each round, one of you may direct a single action from one NPC that has not yet performed an action during that round (this includes Jahred). This will be done on a first-come-first-serve basis. Ninja'd posts will need to be discussed among the players. [sblock=NPC Stats] [IMG]http://i571.photobucket.com/albums/ss151/HMGimlord/Jahred.png[/IMG] X4 [IMG]http://i571.photobucket.com/albums/ss151/HMGimlord/Deckhand.png[/IMG][/sblock]Terrain: [LIST] [*] The squares immediately adjacent to the masts are difficult terrain [*] The rails that bound the deck require a DC 30 strength check to break if want to push an enemy overboard from a square on the deck [*] To climb the rails takes 2 squares of movement [*] Falling into the water deals 10 points of damage (20 feet into water) [*] Jumping into the water only deals damage on a failed Athletics/Acrobatics check DC 20 [*] Once in the water, you are swimming (PHB rules) [*] You may climb the rigging (PHB climbinb), but please specify your elevation at the end of your move. [/LIST] [/OOC][sblock=Spirit Touch roll Explanation (for the judge too)]I really botched the roll on these. If you are one to enjoy combing IC, you will find that I rolled the dice before I set the roll quantity, then I fat-fingered and double bounced the a roll of 6 times when I should have rolled 4 times. Then, I got the quantity right, but hit the Roll Dice button at the top instead of the bottom, which erased the roll setup page. The fifth time was the charm, and much to my chagrin, the rolls were lower than the previous 3 attempts. :p, but it was the only legit roll, so there it is. I'll be more careful in the future, so beware.:devil:[/sblock] [/QUOTE]
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[Adventure]: The Missing Professor (DM: H.M.Gimlord, Looking for a Judge)
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