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<blockquote data-quote="jkason" data-source="post: 6040886" data-attributes="member: 2710"><p>Ausk connects with his morningstar, but as he pulls the spiked ball from the side of his target, he notices the spongy undead flesh seems to spring back into place as if untouched. Ausk isn't quite as lucky with the swinging zombie fists, one of which definitely feels like it's left a large bruise. </p><p></p><p>Anaerion moves forward cautiously, and though the zombie below seems to look in the direction of Malkovian's voice when the tempermental soul speaks, it turns to the visible target Kalgor presents when it climbs the ladder back out of the steaming muck. </p><p></p><p>One more zombie falls on the walkway, but the others seem to keep their ground, each moving toward what it perceives to be the closest available target. </p><p></p><p>On the far end of the room, Gragnor's zombie predictably fails to connect with the eidolon as his apparent master shrieks in pain from multiple wounds and the vicous, unyielding jaw of Anaerion's summoned cat. Though bleeding profusely, the man yet lives.</p><p></p><p><span style="color: slategray">"It's coming for all of us, you know!"</span> he shrieks. <span style="color: slategray">"Going to swallow this damnable city whole, but not before I take my pound of flesh from you miserable sods!"</span> With that, the man finally manages to snag one of Gragnor's legs. The grip feels inexplicably like a bite, however, and Gragnor feels weaker even as he notices the pale white hands of the caster grow blood red for a moment, and one of the gashes along his arm seems to seal itself shut again.</p><p></p><p>[sblock=actions and status]* The zombie DR negated the morningstar damage from Ausk.</p><p></p><p>* The Dex penalty from being Grappled brought the caster's AC down far enough for Gragnor's 13 to hit. He takes a whopping 30 damage during the PC round. Yeowch. I begin to see why folks think summoning / summoners are so powerful. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>* While Anaerion was technically closer to the zombie, I didn't figure it was smart enough to realize the voice in the air meant there was a person there when it couldn't see one, so it went for Kalgor (in general, I've been trying to play the zombies as mindless, which accounts for their slip'n'sliding all over the bloody walkways. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ). </p><p></p><p>Zombies: </p><p></p><p>1, 3, 8: Move. Acro checks. 3 fails and falls prone, others move per map.</p><p>2, 7: Attack Ausk. 1 zombie hits for 8 damage</p><p>6: Stand from prone</p><p>5: Attack Gragnor. Not surprisingly, he misses.</p><p>Caster: Standard: Touch attack (with grapple and sickened penalties and flanking bonus) vs. Gragnor. Hit, drains 8 HP from Gragnor and adds it as temp HP for himself.</p><p></p><p><strong>Status</strong></p><p></p><p>Anaerion: 44/44, Mage Armor, Bless, Invisible</p><p>Ausk: 45/82, Rage round 4, Sickened, Bless</p><p>Gragnor: 18/26, Mage Armor, Unfettered, 1 STR damage, Sickened, Bless</p><p>Kalgor: 54/54, Bless</p><p>Rylidak: 42/56, Bless</p><p>Celestial Leopard: Sickened, Grappled, 7/9 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, 13 while grappled): Heavily wounded, sickened, grappled</p><p></p><p>Zombies (AC 12):</p><p>Z1: Moderately Wounded</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[/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 for 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><p></p><p>[gm]PC's up[/gm]</p></blockquote><p></p>
[QUOTE="jkason, post: 6040886, member: 2710"] Ausk connects with his morningstar, but as he pulls the spiked ball from the side of his target, he notices the spongy undead flesh seems to spring back into place as if untouched. Ausk isn't quite as lucky with the swinging zombie fists, one of which definitely feels like it's left a large bruise. Anaerion moves forward cautiously, and though the zombie below seems to look in the direction of Malkovian's voice when the tempermental soul speaks, it turns to the visible target Kalgor presents when it climbs the ladder back out of the steaming muck. One more zombie falls on the walkway, but the others seem to keep their ground, each moving toward what it perceives to be the closest available target. On the far end of the room, Gragnor's zombie predictably fails to connect with the eidolon as his apparent master shrieks in pain from multiple wounds and the vicous, unyielding jaw of Anaerion's summoned cat. Though bleeding profusely, the man yet lives. [color=slategray]"It's coming for all of us, you know!"[/color] he shrieks. [color=slategray]"Going to swallow this damnable city whole, but not before I take my pound of flesh from you miserable sods!"[/color] With that, the man finally manages to snag one of Gragnor's legs. The grip feels inexplicably like a bite, however, and Gragnor feels weaker even as he notices the pale white hands of the caster grow blood red for a moment, and one of the gashes along his arm seems to seal itself shut again. [sblock=actions and status]* The zombie DR negated the morningstar damage from Ausk. * The Dex penalty from being Grappled brought the caster's AC down far enough for Gragnor's 13 to hit. He takes a whopping 30 damage during the PC round. Yeowch. I begin to see why folks think summoning / summoners are so powerful. :) * While Anaerion was technically closer to the zombie, I didn't figure it was smart enough to realize the voice in the air meant there was a person there when it couldn't see one, so it went for Kalgor (in general, I've been trying to play the zombies as mindless, which accounts for their slip'n'sliding all over the bloody walkways. :) ). Zombies: 1, 3, 8: Move. Acro checks. 3 fails and falls prone, others move per map. 2, 7: Attack Ausk. 1 zombie hits for 8 damage 6: Stand from prone 5: Attack Gragnor. Not surprisingly, he misses. Caster: Standard: Touch attack (with grapple and sickened penalties and flanking bonus) vs. Gragnor. Hit, drains 8 HP from Gragnor and adds it as temp HP for himself. [b]Status[/b] Anaerion: 44/44, Mage Armor, Bless, Invisible Ausk: 45/82, Rage round 4, Sickened, Bless Gragnor: 18/26, Mage Armor, Unfettered, 1 STR damage, Sickened, Bless Kalgor: 54/54, Bless Rylidak: 42/56, Bless Celestial Leopard: Sickened, Grappled, 7/9 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, 13 while grappled): Heavily wounded, sickened, grappled Zombies (AC 12): Z1: Moderately Wounded Z2: Undamaged Z3: Undamaged, prone Z4: 0/12, Destroyed Z5: Moderately Wounded Z6: Undamaged 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 for 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] [gm]PC's up[/gm] [/QUOTE]
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