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[LPF] Kostry Kopec
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<blockquote data-quote="jkason" data-source="post: 6038826" data-attributes="member: 2710"><p>[sblock=ooc]jackslate45, it doesn't look to me like Anaerion has line of effect to B21 (there's a wall between him and the square). He should be able to put the critter in B22, though, if that's okay? Just let me know when you post for the round, since the cat won't appear until then, anyway.[/sblock]</p><p></p><p>The man shrieks again as Gragnor closes on him. It's unclear if the fumes or the situation have finally gotten to him, but he definitely seems to have come over queasy. Looking about desperately, he decides there's only one way out, and from the squint of his eyes over the kerchief, Gragnor sees the man knows it's going to hurt. The spellcaster takes a step ... off the edge of the platform.</p><p></p><p>[sblock=ooc]I can't find strict rules on this. Myre himself is only taking a 5' step, but gravity means he's effectively moving more than that. I'm giving Gragnor an AoO since it seems fair.[/sblock]</p><p></p><p>The man hisses at the cat's swipe, then spits out a word charged with power, after which the remainder of his fall is decidedly gentle. Landing lightly on his feet, the man pulls a slimy, discolored tentacle from his pouch. His high-pitched voice encants as his arms swirl in esoteric patterns. Those who can see that far notice the tentacle shriveling and darkening until, with a gesture as if unleashing something, the man opens his hands to reveal them empty. </p><p></p><p>Not so is the floor at the other end of the long vat room. With a slurp and rumble, the floor suddenly sprouts rubbery, black tentacles, whipping out and latching onto both Ausk and Rylidak, squeezing both painfully.</p><p></p><p>The zombie closest to Ausk lashes out with a moan, and with his limbs entwined in powerful magical tendrils, Ausk isn't in a position to properly dodge the attack. The other undead continue their mindless march toward the half-orc. Again, a trio of zombies slip in the muck, two more falling into the hot mud below.</p><p></p><p>[sblock=Actions and Status] Myre: <strong>Move</strong> 5' step off the edge / fall (AoO from Gragnor)</p><p><strong>Immediate</strong>: Cast Feather Fall after AoO resolves (no falling damage)</p><p><strong>Standard</strong>: Cast <a href="http://www.d20pfsrd.com/magic/all-spells/b/black-tentacles" target="_blank">Black Tentacles</a> at intersection of G/H 21/22. </p><p></p><p>I had a bit of a headache trying to properly figure the spread effect with the stairs. What I came up with was that the area of effect is eaten up by 15' moving down the stairs (5' horizontal, 10' vertical), which let Kalgor and Anaerion escape the tentacly nastiness, darnit. <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" /> </p><p></p><p>Tentacles roll a 26 on their combat maneuver check, which beats CMD for both Ausk and Rylidak. Both are now <a href="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled" target="_blank">Grappled</a> and take 6 damage.</p><p></p><p>Zombies:</p><p> </p><p>Z2 attacks Ausk, hitting for 7 slam damage.</p><p>The other zombies all use their action to move. Z1 & Z8 fail their acro checks enough to fall in the muck and take fire damage from falling prone. Z3 simply falls prone. The others all move to close on Ausk (the only creature currently in their perception). </p><p></p><p><strong>Status</strong></p><p></p><p>Anaerion: 44/44, Mage Armor</p><p>Ausk: 69/82, Rage round 2, Sickened, Grappled (target CMD 22 for escape attempts)</p><p>Gragnor: 26/26, Mage Armor, Unfettered, 1 STR damage, Sickened</p><p>Kalgor: 54/54</p><p>Rylidak: 50/56, Grappled (target CMD 22 for escape attempts)</p><p></p><p>* Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.</p><p></p><p>* Grappled: -4 Dex, -2 attacks and maneuvers (except grapple / escape grapple), no 2 handed actions, Concentration to cast, no AoO</p><p></p><p>Human caster: Undamaged, Sickened, AoO from Gragnor Pending</p><p></p><p>Zombies (AC 12):</p><p>Z1: Moderately Wounded, Prone</p><p>Z2: Undamaged</p><p>Z3: Undamaged, Prone</p><p>Z4: 0/12, Destroyed</p><p>Z5: Moderately Wounded</p><p>Z6: Undamaged</p><p>Z7: Undamaged</p><p>Z8: Moderately Wounded, Prone[/sblock]</p><p></p><p>[sblock=Environmental Notes]* The squares on B2 are all on the same level, but are 10 feet above the blue areas. I've screened the creatures who are down the level.</p><p></p><p>* Fumes in here are much more potent than out in the lobby. Base save Fort DC is 15 each round you're in the room to avoid being sickened while there. </p><p></p><p>* The walkways are slick. Moving at more than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you slip entirely off the walkway and fall to the vats below, taking fire instead of falling damage from the heated muck. </p><p></p><p>* You can use a free hand to make use of rails and chains to help steady you for a +5 on the Acro check, but that means the hand is not considered free for any actions during the round. </p><p></p><p>* Moving at full speed on the walkways gives a -5 on the Acro check.</p><p></p><p>* Area B3 is another 15' above the walkways in B2.</p><p></p><p>* The gray screened area is filled with Black Tentacles. Entering the area triggers an auto-grapple attempt (success also causes damage). Even if you avoid the grapple, the area is difficult terrain.[/sblock]</p><p></p><p>[gm]Gragnor AoO to resolve, then everyone is up for the next round[/gm]</p></blockquote><p></p>
[QUOTE="jkason, post: 6038826, member: 2710"] [sblock=ooc]jackslate45, it doesn't look to me like Anaerion has line of effect to B21 (there's a wall between him and the square). He should be able to put the critter in B22, though, if that's okay? Just let me know when you post for the round, since the cat won't appear until then, anyway.[/sblock] The man shrieks again as Gragnor closes on him. It's unclear if the fumes or the situation have finally gotten to him, but he definitely seems to have come over queasy. Looking about desperately, he decides there's only one way out, and from the squint of his eyes over the kerchief, Gragnor sees the man knows it's going to hurt. The spellcaster takes a step ... off the edge of the platform. [sblock=ooc]I can't find strict rules on this. Myre himself is only taking a 5' step, but gravity means he's effectively moving more than that. I'm giving Gragnor an AoO since it seems fair.[/sblock] The man hisses at the cat's swipe, then spits out a word charged with power, after which the remainder of his fall is decidedly gentle. Landing lightly on his feet, the man pulls a slimy, discolored tentacle from his pouch. His high-pitched voice encants as his arms swirl in esoteric patterns. Those who can see that far notice the tentacle shriveling and darkening until, with a gesture as if unleashing something, the man opens his hands to reveal them empty. Not so is the floor at the other end of the long vat room. With a slurp and rumble, the floor suddenly sprouts rubbery, black tentacles, whipping out and latching onto both Ausk and Rylidak, squeezing both painfully. The zombie closest to Ausk lashes out with a moan, and with his limbs entwined in powerful magical tendrils, Ausk isn't in a position to properly dodge the attack. The other undead continue their mindless march toward the half-orc. Again, a trio of zombies slip in the muck, two more falling into the hot mud below. [sblock=Actions and Status] Myre: [b]Move[/b] 5' step off the edge / fall (AoO from Gragnor) [b]Immediate[/b]: Cast Feather Fall after AoO resolves (no falling damage) [b]Standard[/b]: Cast [url=http://www.d20pfsrd.com/magic/all-spells/b/black-tentacles]Black Tentacles[/url] at intersection of G/H 21/22. I had a bit of a headache trying to properly figure the spread effect with the stairs. What I came up with was that the area of effect is eaten up by 15' moving down the stairs (5' horizontal, 10' vertical), which let Kalgor and Anaerion escape the tentacly nastiness, darnit. :p Tentacles roll a 26 on their combat maneuver check, which beats CMD for both Ausk and Rylidak. Both are now [url=http://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled]Grappled[/url] and take 6 damage. Zombies: Z2 attacks Ausk, hitting for 7 slam damage. The other zombies all use their action to move. Z1 & Z8 fail their acro checks enough to fall in the muck and take fire damage from falling prone. Z3 simply falls prone. The others all move to close on Ausk (the only creature currently in their perception). [b]Status[/b] Anaerion: 44/44, Mage Armor Ausk: 69/82, Rage round 2, Sickened, Grappled (target CMD 22 for escape attempts) Gragnor: 26/26, Mage Armor, Unfettered, 1 STR damage, Sickened Kalgor: 54/54 Rylidak: 50/56, Grappled (target CMD 22 for escape attempts) * Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. * Grappled: -4 Dex, -2 attacks and maneuvers (except grapple / escape grapple), no 2 handed actions, Concentration to cast, no AoO Human caster: Undamaged, Sickened, AoO from Gragnor Pending Zombies (AC 12): Z1: Moderately Wounded, Prone Z2: Undamaged Z3: Undamaged, Prone Z4: 0/12, Destroyed Z5: Moderately Wounded Z6: Undamaged Z7: Undamaged Z8: Moderately Wounded, Prone[/sblock] [sblock=Environmental Notes]* The squares on B2 are all on the same level, but are 10 feet above the blue areas. I've screened the creatures who are down the level. * Fumes in here are much more potent than out in the lobby. Base save Fort DC is 15 each round you're in the room to avoid being sickened while there. * The walkways are slick. Moving at more than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you slip entirely off the walkway and fall to the vats below, taking fire instead of falling damage from the heated muck. * You can use a free hand to make use of rails and chains to help steady you for a +5 on the Acro check, but that means the hand is not considered free for any actions during the round. * Moving at full speed on the walkways gives a -5 on the Acro check. * Area B3 is another 15' above the walkways in B2. * The gray screened area is filled with Black Tentacles. Entering the area triggers an auto-grapple attempt (success also causes damage). Even if you avoid the grapple, the area is difficult terrain.[/sblock] [gm]Gragnor AoO to resolve, then everyone is up for the next round[/gm] [/QUOTE]
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