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[LPF] Kostry Kopec
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<blockquote data-quote="jkason" data-source="post: 6040302" data-attributes="member: 2710"><p>[sblock=ooc]Who's crazy idea was it to set up a combat with all these environmental status variables, anyway? Oh, wait. Sigh. No one but myself to blame the headache on. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> [/sblock]</p><p></p><p>Rylidak's struggles against the tentacles are not going well, as the field of otherwordly appendages manages to crush her further.</p><p></p><p><span style="color: slategray">"Filthy mercenaries and your filthy pets!"</span> shrieks the man. <span style="color: slategray">"Stupid! Help me here!"</span> he calls out to the zombie closest him, which has started shambling up the ladder. With a groan, the creature obeys, moving in to flank the cat (Gragnor is due an AoO on the zombie if he wants it). Its fellows, meanwhile, do their best to assualt the intruders. In the case of the fallen zombies, that's little more than rising back to their feet. The two next to Ausk manage to further bruise the raging oracle, however. </p><p></p><p>The remaining zombie, unable to reach the half-orc, has its attention drawn by the swiftly-moving cat. It turns with a moan, but joins the continuing Zombie Follies routine by falling flat on its back as it tries to move on the slick walkway.</p><p></p><p><span style="color: slategray">"You nasty creature,"</span> snarls the man to Gragnor. <span style="color: slategray">"I'm going to rip what you just took from me out of your miserable soul."</span> He swings his arms carefully, not giving Gragnor an opening, muttering under his breath, until his hands become deathly pale. The man grins malisciously and lashes out, but despite the opening Gragnor's charge and the zombie minion provide, he can't seem to connect. </p><p></p><p>[sblock=Spellcraft DC 27 (Anaerion/Kalgor) or 25 (Ausk)]The man has cast <a href="http://www.d20pfsrd.com/magic/all-spells/v/vampiric-touch" target="_blank">Vampiric Touch</a>[/sblock]</p><p></p><p>[sblock=Actions and Status]I went ahead and made Fort saves for the leopard, Anaerion, and Kalgor, since they're all back in the room. Only the leopard failed his, so it's Sickened.</p><p></p><p>Kalgor was already in B21, so I let Anaerion 'port to B20, since that was your preferred location, anyway. Note: since Anaerion is invisible, Kalgor doesn't know he's there unless Anaerion mentions it.</p><p></p><p>If someone knows of specific rules on this front, please point me to them. otherwise, I'm going with this:</p><p></p><p>If Anaerion tells Kalgor where he is: Bowshots will deal with Anaerion as providing soft cover as normal.</p><p></p><p>If he keeps quiet: apply the 50% miss chance to any bowshot that crosses Anaerion's square (i.e., instead of missing an attempt to hit him, there's a chance you may hit him instead of your target). </p><p></p><p>My assumption is Anaerion'll probably pipe up, but I don't want to decide for you.</p><p></p><p><strong>Enemies:</strong></p><p></p><p>Black Tentacles: succeed on grapple attempt for an additional 8 damage to Rylidak</p><p>Zombies 1,3,8: move action: stand</p><p>Zombies 4,7: attack Ausk. Both hit for a total of 16 damage</p><p>Zombie 6: move action toward leopard. Fails Acro check. Prone</p><p>Zombie 5: Move action to move into flank. Succeeds Acro check. (draws AoO)</p><p>Caster: Cast defensive check succeeds. Standard action cast, misses melee touch to deliver the spell.</p><p></p><p></p><p><strong>Status</strong></p><p></p><p></p><p></p><p>Anaerion: 44/44, Mage Armor, Bless, Invisible</p><p>Ausk: 53/82, Rage round 3, Sickened, Bless</p><p>Gragnor: 26/26, Mage Armor, Unfettered, 1 STR damage, Sickened, Bless</p><p>Kalgor: 54/54, Bless</p><p>Rylidak: 42/56, Grappled (target CMD 22 for escape attempts), Bless</p><p>Celestial Leopard: Sickened, 8/9 rounds remaining</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 (AC 15): Moderately wounded</p><p></p><p>Zombies (AC 12):</p><p>Z1: Moderately Wounded</p><p>Z2: Undamaged</p><p>Z3: Undamaged</p><p>Z4: 0/12, Destroyed</p><p>Z5: Moderately Wounded</p><p>Z6: Undamaged, Prone</p><p>Z7: Undamaged</p><p>Z8: Moderately Wounded[/sblock]</p><p></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>* Note the Acro check is not required for moves that only contain rows 1-6.</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></blockquote><p></p>
[QUOTE="jkason, post: 6040302, member: 2710"] [sblock=ooc]Who's crazy idea was it to set up a combat with all these environmental status variables, anyway? Oh, wait. Sigh. No one but myself to blame the headache on. :) [/sblock] Rylidak's struggles against the tentacles are not going well, as the field of otherwordly appendages manages to crush her further. [color=slategray]"Filthy mercenaries and your filthy pets!"[/color] shrieks the man. [color=slategray]"Stupid! Help me here!"[/color] he calls out to the zombie closest him, which has started shambling up the ladder. With a groan, the creature obeys, moving in to flank the cat (Gragnor is due an AoO on the zombie if he wants it). Its fellows, meanwhile, do their best to assualt the intruders. In the case of the fallen zombies, that's little more than rising back to their feet. The two next to Ausk manage to further bruise the raging oracle, however. The remaining zombie, unable to reach the half-orc, has its attention drawn by the swiftly-moving cat. It turns with a moan, but joins the continuing Zombie Follies routine by falling flat on its back as it tries to move on the slick walkway. [color=slategray]"You nasty creature,"[/color] snarls the man to Gragnor. [color=slategray]"I'm going to rip what you just took from me out of your miserable soul."[/color] He swings his arms carefully, not giving Gragnor an opening, muttering under his breath, until his hands become deathly pale. The man grins malisciously and lashes out, but despite the opening Gragnor's charge and the zombie minion provide, he can't seem to connect. [sblock=Spellcraft DC 27 (Anaerion/Kalgor) or 25 (Ausk)]The man has cast [url=http://www.d20pfsrd.com/magic/all-spells/v/vampiric-touch]Vampiric Touch[/url][/sblock] [sblock=Actions and Status]I went ahead and made Fort saves for the leopard, Anaerion, and Kalgor, since they're all back in the room. Only the leopard failed his, so it's Sickened. Kalgor was already in B21, so I let Anaerion 'port to B20, since that was your preferred location, anyway. Note: since Anaerion is invisible, Kalgor doesn't know he's there unless Anaerion mentions it. If someone knows of specific rules on this front, please point me to them. otherwise, I'm going with this: If Anaerion tells Kalgor where he is: Bowshots will deal with Anaerion as providing soft cover as normal. If he keeps quiet: apply the 50% miss chance to any bowshot that crosses Anaerion's square (i.e., instead of missing an attempt to hit him, there's a chance you may hit him instead of your target). My assumption is Anaerion'll probably pipe up, but I don't want to decide for you. [b]Enemies:[/b] Black Tentacles: succeed on grapple attempt for an additional 8 damage to Rylidak Zombies 1,3,8: move action: stand Zombies 4,7: attack Ausk. Both hit for a total of 16 damage Zombie 6: move action toward leopard. Fails Acro check. Prone Zombie 5: Move action to move into flank. Succeeds Acro check. (draws AoO) Caster: Cast defensive check succeeds. Standard action cast, misses melee touch to deliver the spell. [b]Status[/b] Anaerion: 44/44, Mage Armor, Bless, Invisible Ausk: 53/82, Rage round 3, Sickened, Bless Gragnor: 26/26, Mage Armor, Unfettered, 1 STR damage, Sickened, Bless Kalgor: 54/54, Bless Rylidak: 42/56, Grappled (target CMD 22 for escape attempts), Bless Celestial Leopard: Sickened, 8/9 rounds remaining * 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 (AC 15): Moderately wounded Zombies (AC 12): Z1: Moderately Wounded Z2: Undamaged Z3: Undamaged Z4: 0/12, Destroyed Z5: Moderately Wounded Z6: Undamaged, Prone Z7: Undamaged Z8: Moderately Wounded[/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. * Note the Acro check is not required for moves that only contain rows 1-6. * 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] [/QUOTE]
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