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Children of Sorrow
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<blockquote data-quote="darkbard" data-source="post: 9315219" data-attributes="member: 1282"><p>Okay, considering the complexity and difficulty of your multifaceted goals for this scene, I’m setting this as a L+2 (L4) C4 Skill Challenge (<strong>10 Successes before 3 Failures</strong>), staged with 2 significant stakes: (1) uncovering Cosmo's connection to the Cult of Orcus achieved upon Success 6 and (2) putting a stop to Cosmo's excavation in the Forest achieved upon Success 10, which will also prevent the consecration of the Ashen Fane (a Grim Portent in the Cult of Orcus Front). This SC will include 2 Nested Combats of L+2 for 1 Success each in the Skill Challenge: the combat below and a confrontation with the Ashen Fane’s defenders as fictionally appropriate at or near the Challenge’s completion; additional combat is possible as a consequence for micro-failures.</p><p></p><p>I’m going to count Jendi’s great success with that Religion roll as both (1) the first success in this Skill Challenge (essentially, identifying the threat of the Bone Harbingers (see below) and causal link between Cosmo’s logging work and the Cult of Orcus) and (2) your Monster Knowledge check vs the Bone Harbingers (27 Religion skill check exceeds Hard DC 21; see below for full stat block). In addition, <strong>take +2 bonus to your attack rolls against them in Round One</strong> as you exploit Jendi’s knowledge of these creatures. <strong>You still need to make a Monster Knowledge Religion check for the Ash Zombies.</strong></p><p><strong></strong></p><p><strong>Skill Challenge: Prevent the Consecration of the Ashen Fane</strong>, L4 C4 (1 Success/0 Failures; DCs 10/14/21; 3 Hard DCs; 4 Secondary Skills available; 4 Advantages available)</p><p></p><p><em>As Jendi describes the threat posed by these Bone Harbingers—and what they portend—the details of the immediate landscape come into better view. Once this must have been a crossroads, for amid the layers of ash the faint trail of an ancient road is visible without any living greenery to obscure it. A shallow, green-hued stream trickles through, emitting a noxious odor. The ash that covers the ground is of three shades itself, a predominating light brown plain interrupted by a shimmering silver-gray expanse and dark splotches along the streambanks and in a few other swathes.</em></p><p><em></em></p><p><em>Clouds of ochre ash drift across the plains, occasionally yielding a brief glimpse of dead tree or the crumbling edifice in the middle distance.</em></p><p><em></em></p><p><em>As you prepare yourselves for the impending onslaught from the Bone Harbingers, four small humanoid figures—corpses, really, of ash and desiccated flesh—rise from the earth to join in the attack!</em></p><p></p><p>[ATTACH=full]357486[/ATTACH]</p><p></p><p><strong>Badlands: Ashen Fane Approach (EL 4 Combat Encounter, 624 XP)</strong></p><p><strong></strong></p><p><strong>Features:</strong></p><p><strong></strong></p><p><strong>Dead Trees: </strong>These desiccated trunks and branches are blocking terrain but can be entered and climbed with a successful Moderate Athletics check (DC 13). They are 12 squares (smaller trees) or 14 squares (single, larger tree) high. They can provide Cover.</p><p></p><p><strong>Ancient Road: </strong>Once, long, long ago, a well-maintained road passed through this area. Now, this crossroads is covered with a thin layer of ochre ash. This settled ash can be Stunted with (see Settled Ash below).</p><p></p><p><strong>Ashen Plain: </strong>The predominating light brown badlands are beset by some necromantic scourge and are now defiled ground.</p><h3>Defiled Ground</h3><p><em>Necromantic events leave unseen traces of their former presence. Defiled ground sometimes attracts undead.</em></p><p><strong>Effect: </strong>Undead gain a +1 bonus to rolls to recharge their powers while on defiled ground. In addition, if an undead creature is reduced to 0 hit points while on defiled ground, roll a d20; on a 10 or higher, the undead creature rises with 1 hit point on its next turn. If radiant damage reduces an undead creature to 0 hit points, it can't rise again in this manner.</p><p></p><p><strong>Silver Plain: </strong>This irregular area of the landscape must have been burned by some otherworldly heat, for it shimmers like glass and is called slipsand.</p><h3>Slipsand</h3><p><em>Blasted by some arcane energy, the ground is saturated with high quantities of glass particles, making its surface particularly treacherous.</em></p><p><strong>Effect: </strong>A creature that enters a square containing slipsand must make an Acrobatics check (moderate DC 13). On a failure, the creature falls prone and takes 5 damage from the glass fragments.</p><p></p><p><strong>Dark Brown Plain and Streambed: </strong>Both banks of the eerie green stream and two other areas are covered with a thick layer of dark ash and dust. Entering any of these dark brown squares activates the Hazard (see Chokedust Cloud below).</p><p></p><p><strong>Green Stream and Pools: </strong>These bodies of water shimmer with a bright green hue and give off a caustic vapor. They are hindering terrain and difficult terrain for creatures without earth walk. They sink into the mire, muck clinging to flesh and clothing. In addition, any creature that starts its turn in a square of these acidic bogs takes ongoing 5 acid damage and is slowed (save ends both). They can be Stunted with (see Mud Sink below).</p><p></p><p><strong>Bonepowder Haze: </strong>These clouds of gray ash waft above the landscape, posing banes for the living and boons to the undead. Fields of bonepowder haze are lightly obscured. Any living creature within a square containing this terrain regains only one-half normal hit points from healing effects. Furthermore, whenever a living creature receives a healing effect while in bonepowder haze, each undead creature within 3 squares of it gains a +2 power bonus to attack rolls until the end of the undead creature's next turn.</p><p></p><p>* * *</p><p></p><p><strong>Hazard:</strong></p><p>[SPOILER]<strong>Chokedust Cloud Level 2 Lurker</strong></p><p><strong>Hazard XP 125</strong></p><p><em>Powdery ash billows into the air, filling it with a clinging, choking cloud.</em></p><p><strong>Hazard:</strong> These areas of ash contain extremely fine particles. The slightest disturbance kicks up a stifling haze.</p><p></p><p><strong>Trigger</strong></p><p>When a creature enters a square containing chokedust or when a square in the area is included in a blast or a burst attack, the hazard makes the following attack.</p><p></p><p><strong>Attack * Zone</strong></p><p><strong>Opportunity Action</strong> <strong>Area</strong> the entire chokedust area (any contiguous dark brown squares)</p><p><strong>Target: </strong>Each creature in the area</p><p><strong>Attack: </strong>+4 vs. Fortitude</p><p><strong>Hit: </strong>The target is blinded and takes ongoing 5 damage (save ends both). A creature cannot save against this hazard's effect while it is within the cloud.</p><p></p><p><strong>Countermeasures</strong></p><p>✦ Acrobatics DC 15: A character can move into an area of chokedust without triggering its attack by succeeding on a skill check as part of the move action.</p><p>✦ Endurance DC 10: A character can make a skill check as a minor action to gain a +2 bonus to Fortitude against the chokedust cloud's attack. The bonus lasts until the end of the character's next turn.[/SPOILER]</p><p></p><p>* * *</p><p></p><p><strong>Terrain Powers:</strong></p><h3><span style="font-size: 15px">Settled Ash At-Will Terrain</span></h3><p>[SPOILER]<em>A sickly ochre and gray ash coats the ground. The slightest disturbance kicks up an obscuring cloud.</em></p><p><strong>Standard Action</strong></p><p><strong>Requirement:</strong> You must be on or adjacent to a square of the ancient road.</p><p><strong>Check:</strong> Athletics check (easy DC 9) to raise a cloud of ash.</p><p><strong>Success:</strong> The ash fills the air, obscuring vision.</p><p><strong>Target:</strong> Each creature in a close blast 3</p><p><strong>Attack:</strong> Level + 3 vs. Fortitude</p><p><strong>Hit:</strong> The target is blinded until the end of your next turn.</p><p><strong>Effect:</strong> The area of the blast is heavily obscured until the end of the encounter.[/SPOILER]</p><h3><span style="font-size: 15px">Mud Sink At-Will Terrain</span></h3><p>[SPOILER]<em>A patch of innocuous mud conceals a clinging morass that proves hard to escape.</em></p><p><strong>Standard Action</strong></p><p><strong>Check:</strong> Athletics check (moderate DC 13) to maneuver one creature adjacent to you and to the mud sink into a mud sink square.</p><p><strong>Success:</strong> You slide the creature 1 square into the mud sink square adjacent to it. You then make the following attack against that creature.</p><p><strong>Target:</strong> Melee 1; one creature</p><p><strong>Attack:</strong> Level +3 vs. Reflex</p><p><strong>Hit:</strong> The target is immobilized (save ends).</p><p>Aftereffect: The target is slowed (save ends).[/SPOILER]</p><p></p><p><strong>Roll initiative (and Religion, if you desire) and place your PCs anywhere within 3 squares of the central “island” amid the crossroads.</strong></p><p></p><p>* * *</p><p></p><p><strong>Bone Harbinger Swarms: (black circles), L2 Skirmishers, HP </strong>35, <strong>AC </strong>16, <strong>Fortitude </strong>13, <strong>Reflex</strong> 16, <strong>Will</strong> 13</p><p>[SPOILER]<strong>Bone Harbinger Swarm Level 2 Skirmisher</strong></p><p><strong>Medium natural beast (swarm, undead) XP 125</strong></p><p><strong>HP</strong> 35; <strong>Bloodied</strong> 17 <strong>Initiative</strong> +6</p><p><strong>AC</strong> 16, <strong>Fortitude</strong> 13, <strong>Reflex</strong> 16, <strong>Will</strong> 13 <strong>Perception</strong>+6</p><p><strong>Speed</strong> 2, fly 6 (hover) Darkvision</p><p><strong>Immune</strong> disease, poison; <strong>Resist</strong> 5 necrotic, half damage from melee and ranged attacks; <strong>Vulnerable</strong> 5 radiant, 5 to close and area attacks</p><p></p><p><strong>Traits</strong></p><p>☼ <strong>Hindering Swarm</strong> ✦ <strong>Aura</strong> 1</p><p>Enemies in the aura take a -2 penalty to melee and ranged attack rolls.</p><p></p><p><strong>Evasive Flight</strong></p><p>A flying bone harbinger swarm does not provoke opportunity attacks when it moves.</p><p></p><p><strong>Swarm</strong></p><p>The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.</p><p></p><p><strong>Standard Actions</strong></p><p>(⚔) <strong>Beaks and Talons</strong> ✦ <strong>At-Will</strong></p><p><em>Attack:</em> Melee 1 (one creature); +7 vs. AC</p><p><em>Hit:</em> 1d8 + 6 damage. The swarm can slide the target 1 square to a square adjacent to it.</p><p></p><p>⚔ <strong>Feasting Harbingers</strong> ✦ <strong>Recharge</strong> ⚅</p><p>The bone harbinger swarm shifts up to its speed, can shift through squares occupied by enemies, and makes the following attack once against each enemy whose square it enters; +7 vs AC; 2d6+6 damage.</p><p></p><p><strong>Move Actions</strong></p><p><strong>Blur of Black</strong> <strong>and White</strong></p><p>The bone harbinger swarm moves up to its speed, and can move through squares occupied by enemies.</p><p></p><p><strong>Str</strong> 8 (0) <strong>Dex</strong> 17 (+4) <strong>Wis</strong> 10 (+1)</p><p><strong>Con</strong> 11 (+1) <strong>Int</strong> 1 (-4) <strong>Cha</strong> 6 (-1)</p><p><strong>Alignment</strong> Evil <strong>Languages</strong> -[/SPOILER]</p><p></p><p><strong>Ash Zombies: (white circles), L2 Minions, HP</strong> 1; a missed attack never damages a minion. <strong>AC</strong> 14, <strong>Fortitude</strong> 14, <strong>Reflex</strong> 14, <strong>Will</strong> 12</p><p></p><p>Jendi's Monster Knowledge Religion check, r19+9=28. Exceeds Hard DC. Full stat block added below.</p><p>[SPOILER]<strong>Ash Zombie Level 2 Minion Brute</strong></p><p><strong>Small natural animate (undead)</strong> <strong>XP 31</strong></p><p><strong>HP</strong> 1; a missed attack never damages a minion. <strong>Initiative</strong> +1</p><p><strong>AC</strong> 14, <strong>Fortitude</strong> 14, <strong>Reflex</strong> 14, <strong>Will</strong> 12 <strong>Perception</strong>-1</p><p><strong>Speed</strong> 5 Darkvision</p><p><strong>Immune</strong> disease, poison</p><p></p><p><strong>Standard Actions</strong></p><p>(⚔) <strong>Grab and Gnaw</strong> ✦ <strong>At-Will</strong></p><p><em>Attack:</em> Melee 1 (one creature); +7 vs. AC</p><p><em>Hit:</em> 3 damage, and the zombie grabs the target (escape DC 13). Until the grab ends, the target takes ongoing 5 damage.</p><p></p><p><strong>Triggered Actions</strong></p><p><strong>Cast Off</strong> ✦ <strong>Encounter</strong></p><p><em>Trigger:</em> A grabbed creature escapes from the ash zombie.</p><p><em>Effect (Immediate Reaction):</em> The ash zombie shifts up to half its speed.</p><p></p><p><strong>Skills</strong> Stealth +6</p><p><strong>Str</strong> 11 (+1) <strong>Dex</strong> 11 (+1) <strong>Wis</strong> 7 (-1)</p><p><strong>Con</strong> 10 (+1) <strong>Int</strong> 1 (-4) <strong>Cha</strong> 3 (-3)</p><p><strong>Alignment</strong> Unaligned <strong>Languages</strong> -</p><p>[/SPOILER]</p><p></p><p><strong>Initiative:</strong></p><p>Nemo (green circle), r10+6=16</p><p>Mylistra (purple circle), r12+4=16</p><p>Jendi (blue circle), r14+1=15</p><p>Ash Zombies (white circles), r13+1=14</p><p>Bone Harbinger Swarms (black circles), r6+6=12</p><p>Toriq (red circle), r6+2=8</p><p>Chokedust Cloud Hazard, TBD</p><p></p><p><strong><em>ROUND ONE</em></strong></p></blockquote><p></p>
[QUOTE="darkbard, post: 9315219, member: 1282"] Okay, considering the complexity and difficulty of your multifaceted goals for this scene, I’m setting this as a L+2 (L4) C4 Skill Challenge ([B]10 Successes before 3 Failures[/B]), staged with 2 significant stakes: (1) uncovering Cosmo's connection to the Cult of Orcus achieved upon Success 6 and (2) putting a stop to Cosmo's excavation in the Forest achieved upon Success 10, which will also prevent the consecration of the Ashen Fane (a Grim Portent in the Cult of Orcus Front). This SC will include 2 Nested Combats of L+2 for 1 Success each in the Skill Challenge: the combat below and a confrontation with the Ashen Fane’s defenders as fictionally appropriate at or near the Challenge’s completion; additional combat is possible as a consequence for micro-failures. I’m going to count Jendi’s great success with that Religion roll as both (1) the first success in this Skill Challenge (essentially, identifying the threat of the Bone Harbingers (see below) and causal link between Cosmo’s logging work and the Cult of Orcus) and (2) your Monster Knowledge check vs the Bone Harbingers (27 Religion skill check exceeds Hard DC 21; see below for full stat block). In addition, [B]take +2 bonus to your attack rolls against them in Round One[/B] as you exploit Jendi’s knowledge of these creatures. [B]You still need to make a Monster Knowledge Religion check for the Ash Zombies. Skill Challenge: Prevent the Consecration of the Ashen Fane[/B], L4 C4 (1 Success/0 Failures; DCs 10/14/21; 3 Hard DCs; 4 Secondary Skills available; 4 Advantages available) [I]As Jendi describes the threat posed by these Bone Harbingers—and what they portend—the details of the immediate landscape come into better view. Once this must have been a crossroads, for amid the layers of ash the faint trail of an ancient road is visible without any living greenery to obscure it. A shallow, green-hued stream trickles through, emitting a noxious odor. The ash that covers the ground is of three shades itself, a predominating light brown plain interrupted by a shimmering silver-gray expanse and dark splotches along the streambanks and in a few other swathes. Clouds of ochre ash drift across the plains, occasionally yielding a brief glimpse of dead tree or the crumbling edifice in the middle distance. As you prepare yourselves for the impending onslaught from the Bone Harbingers, four small humanoid figures—corpses, really, of ash and desiccated flesh—rise from the earth to join in the attack![/I] [ATTACH type="full" alt="1712878111717.png"]357486[/ATTACH] [B]Badlands: Ashen Fane Approach (EL 4 Combat Encounter, 624 XP) Features: Dead Trees: [/B]These desiccated trunks and branches are blocking terrain but can be entered and climbed with a successful Moderate Athletics check (DC 13). They are 12 squares (smaller trees) or 14 squares (single, larger tree) high. They can provide Cover. [B]Ancient Road: [/B]Once, long, long ago, a well-maintained road passed through this area. Now, this crossroads is covered with a thin layer of ochre ash. This settled ash can be Stunted with (see Settled Ash below). [B]Ashen Plain: [/B]The predominating light brown badlands are beset by some necromantic scourge and are now defiled ground. [HEADING=2]Defiled Ground[/HEADING] [I]Necromantic events leave unseen traces of their former presence. Defiled ground sometimes attracts undead.[/I] [B]Effect: [/B]Undead gain a +1 bonus to rolls to recharge their powers while on defiled ground. In addition, if an undead creature is reduced to 0 hit points while on defiled ground, roll a d20; on a 10 or higher, the undead creature rises with 1 hit point on its next turn. If radiant damage reduces an undead creature to 0 hit points, it can't rise again in this manner. [B]Silver Plain: [/B]This irregular area of the landscape must have been burned by some otherworldly heat, for it shimmers like glass and is called slipsand. [HEADING=2]Slipsand[/HEADING] [I]Blasted by some arcane energy, the ground is saturated with high quantities of glass particles, making its surface particularly treacherous.[/I] [B]Effect: [/B]A creature that enters a square containing slipsand must make an Acrobatics check (moderate DC 13). On a failure, the creature falls prone and takes 5 damage from the glass fragments. [B]Dark Brown Plain and Streambed: [/B]Both banks of the eerie green stream and two other areas are covered with a thick layer of dark ash and dust. Entering any of these dark brown squares activates the Hazard (see Chokedust Cloud below). [B]Green Stream and Pools: [/B]These bodies of water shimmer with a bright green hue and give off a caustic vapor. They are hindering terrain and difficult terrain for creatures without earth walk. They sink into the mire, muck clinging to flesh and clothing. In addition, any creature that starts its turn in a square of these acidic bogs takes ongoing 5 acid damage and is slowed (save ends both). They can be Stunted with (see Mud Sink below). [B]Bonepowder Haze: [/B]These clouds of gray ash waft above the landscape, posing banes for the living and boons to the undead. Fields of bonepowder haze are lightly obscured. Any living creature within a square containing this terrain regains only one-half normal hit points from healing effects. Furthermore, whenever a living creature receives a healing effect while in bonepowder haze, each undead creature within 3 squares of it gains a +2 power bonus to attack rolls until the end of the undead creature's next turn. * * * [B]Hazard:[/B] [SPOILER][B]Chokedust Cloud Level 2 Lurker Hazard XP 125[/B] [I]Powdery ash billows into the air, filling it with a clinging, choking cloud.[/I] [B]Hazard:[/B] These areas of ash contain extremely fine particles. The slightest disturbance kicks up a stifling haze. [B]Trigger[/B] When a creature enters a square containing chokedust or when a square in the area is included in a blast or a burst attack, the hazard makes the following attack. [B]Attack * Zone Opportunity Action[/B] [B]Area[/B] the entire chokedust area (any contiguous dark brown squares) [B]Target: [/B]Each creature in the area [B]Attack: [/B]+4 vs. Fortitude [B]Hit: [/B]The target is blinded and takes ongoing 5 damage (save ends both). A creature cannot save against this hazard's effect while it is within the cloud. [B]Countermeasures[/B] ✦ Acrobatics DC 15: A character can move into an area of chokedust without triggering its attack by succeeding on a skill check as part of the move action. ✦ Endurance DC 10: A character can make a skill check as a minor action to gain a +2 bonus to Fortitude against the chokedust cloud's attack. The bonus lasts until the end of the character's next turn.[/SPOILER] * * * [B]Terrain Powers:[/B] [HEADING=2][SIZE=4]Settled Ash At-Will Terrain[/SIZE][/HEADING] [SPOILER][I]A sickly ochre and gray ash coats the ground. The slightest disturbance kicks up an obscuring cloud.[/I] [B]Standard Action Requirement:[/B] You must be on or adjacent to a square of the ancient road. [B]Check:[/B] Athletics check (easy DC 9) to raise a cloud of ash. [B]Success:[/B] The ash fills the air, obscuring vision. [B]Target:[/B] Each creature in a close blast 3 [B]Attack:[/B] Level + 3 vs. Fortitude [B]Hit:[/B] The target is blinded until the end of your next turn. [B]Effect:[/B] The area of the blast is heavily obscured until the end of the encounter.[/SPOILER] [HEADING=2][SIZE=4]Mud Sink At-Will Terrain[/SIZE][/HEADING] [SPOILER][I]A patch of innocuous mud conceals a clinging morass that proves hard to escape.[/I] [B]Standard Action Check:[/B] Athletics check (moderate DC 13) to maneuver one creature adjacent to you and to the mud sink into a mud sink square. [B]Success:[/B] You slide the creature 1 square into the mud sink square adjacent to it. You then make the following attack against that creature. [B]Target:[/B] Melee 1; one creature [B]Attack:[/B] Level +3 vs. Reflex [B]Hit:[/B] The target is immobilized (save ends). Aftereffect: The target is slowed (save ends).[/SPOILER] [B]Roll initiative (and Religion, if you desire) and place your PCs anywhere within 3 squares of the central “island” amid the crossroads.[/B] * * * [B]Bone Harbinger Swarms: (black circles), L2 Skirmishers, HP [/B]35, [B]AC [/B]16, [B]Fortitude [/B]13, [B]Reflex[/B] 16, [B]Will[/B] 13 [SPOILER][B]Bone Harbinger Swarm Level 2 Skirmisher Medium natural beast (swarm, undead) XP 125 HP[/B] 35; [B]Bloodied[/B] 17 [B]Initiative[/B] +6 [B]AC[/B] 16, [B]Fortitude[/B] 13, [B]Reflex[/B] 16, [B]Will[/B] 13 [B]Perception[/B]+6 [B]Speed[/B] 2, fly 6 (hover) Darkvision [B]Immune[/B] disease, poison; [B]Resist[/B] 5 necrotic, half damage from melee and ranged attacks; [B]Vulnerable[/B] 5 radiant, 5 to close and area attacks [B]Traits[/B] ☼ [B]Hindering Swarm[/B] ✦ [B]Aura[/B] 1 Enemies in the aura take a -2 penalty to melee and ranged attack rolls. [B]Evasive Flight[/B] A flying bone harbinger swarm does not provoke opportunity attacks when it moves. [B]Swarm[/B] The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. [B]Standard Actions[/B] (⚔) [B]Beaks and Talons[/B] ✦ [B]At-Will[/B] [I]Attack:[/I] Melee 1 (one creature); +7 vs. AC [I]Hit:[/I] 1d8 + 6 damage. The swarm can slide the target 1 square to a square adjacent to it. ⚔ [B]Feasting Harbingers[/B] ✦ [B]Recharge[/B] ⚅ The bone harbinger swarm shifts up to its speed, can shift through squares occupied by enemies, and makes the following attack once against each enemy whose square it enters; +7 vs AC; 2d6+6 damage. [B]Move Actions Blur of Black[/B] [B]and White[/B] The bone harbinger swarm moves up to its speed, and can move through squares occupied by enemies. [B]Str[/B] 8 (0) [B]Dex[/B] 17 (+4) [B]Wis[/B] 10 (+1) [B]Con[/B] 11 (+1) [B]Int[/B] 1 (-4) [B]Cha[/B] 6 (-1) [B]Alignment[/B] Evil [B]Languages[/B] -[/SPOILER] [B]Ash Zombies: (white circles), L2 Minions, HP[/B] 1; a missed attack never damages a minion. [B]AC[/B] 14, [B]Fortitude[/B] 14, [B]Reflex[/B] 14, [B]Will[/B] 12 Jendi's Monster Knowledge Religion check, r19+9=28. Exceeds Hard DC. Full stat block added below. [SPOILER][B]Ash Zombie Level 2 Minion Brute Small natural animate (undead)[/B] [B]XP 31 HP[/B] 1; a missed attack never damages a minion. [B]Initiative[/B] +1 [B]AC[/B] 14, [B]Fortitude[/B] 14, [B]Reflex[/B] 14, [B]Will[/B] 12 [B]Perception[/B]-1 [B]Speed[/B] 5 Darkvision [B]Immune[/B] disease, poison [B]Standard Actions[/B] (⚔) [B]Grab and Gnaw[/B] ✦ [B]At-Will[/B] [I]Attack:[/I] Melee 1 (one creature); +7 vs. AC [I]Hit:[/I] 3 damage, and the zombie grabs the target (escape DC 13). Until the grab ends, the target takes ongoing 5 damage. [B]Triggered Actions Cast Off[/B] ✦ [B]Encounter[/B] [I]Trigger:[/I] A grabbed creature escapes from the ash zombie. [I]Effect (Immediate Reaction):[/I] The ash zombie shifts up to half its speed. [B]Skills[/B] Stealth +6 [B]Str[/B] 11 (+1) [B]Dex[/B] 11 (+1) [B]Wis[/B] 7 (-1) [B]Con[/B] 10 (+1) [B]Int[/B] 1 (-4) [B]Cha[/B] 3 (-3) [B]Alignment[/B] Unaligned [B]Languages[/B] - [/SPOILER] [B]Initiative:[/B] Nemo (green circle), r10+6=16 Mylistra (purple circle), r12+4=16 Jendi (blue circle), r14+1=15 Ash Zombies (white circles), r13+1=14 Bone Harbinger Swarms (black circles), r6+6=12 Toriq (red circle), r6+2=8 Chokedust Cloud Hazard, TBD [B][I]ROUND ONE[/I][/B] [/QUOTE]
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