Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Play by Post
[LPF] Kostry Kopec
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jkason" data-source="post: 6042472" data-attributes="member: 2710"><p>Even as the man bleeds out, Anaerion makes sure to finish the job, his mystical projectiles shooting through his skull in quick succession. What little breath remained falls out of the limp form with a final sigh, and as before there is the briefest tremor in the ground, and the almost-but-not-quite heard howl of ... something at the edge of your perceptions. The combination of events with the fumes finally overcomes Anaerion's stomach, as he feels the effects his fellows have been dealing with.</p><p></p><p>Ausk smashes one of his assailants again, and though the spongy flesh again absorbs some of the impact, the half-orc is satisfied to notice a sizable dent remains in the creature's side.</p><p></p><p>Gragnor, squeamish of applying his tongue to undead flesh, slashes out, ripping an impressive chunk from the side of the zombie that has harried him as his summoner downs another of the undead.</p><p></p><p>The zombies don't seem to care one way or the other, either for their fallen creator, kin, or for whatever tremor wave fell through the building. Mindlessly obedient to the orders they last had, the gaggle of undead continue their attempts to harm the party.</p><p></p><p>Ausk's assailants both make solid hits on the half-orc, who ignores the audible crack in his ribs. The zombie Gragnor is whittling away comes surprisingly close to connecting with the cat, but without the distraction the caster provided, Gragnor catches sight of the blow just in time to duck it.</p><p></p><p>The remaining two zombies try to move to other targets, but continue to find the walkways impassible. </p><p></p><p></p><p>[sblock=Actions and status]Made a Fort save for Anaerion. He finally failed it, so he's sickened.</p><p></p><p>Zombies:</p><p>3: Move action: Stand</p><p>2, 7: Attack Ausk. Both hit for 13 total damage</p><p>5: Attack Gragnor. Miss</p><p>6, 8: Both fail acro checks.</p><p></p><p><strong>Status</strong></p><p></p><p>Anaerion: 44/44, Mage Armor, Bless, Sickened</p><p>Ausk: 32/82, Rage round 5, Sickened, Bless</p><p>Gragnor: 18/26, Mage Armor, Unfettered, 1 STR damage, Sickened, Bless</p><p>Kalgor: 54/54, Bless</p><p>Rylidak: 53/56, Bless, Sickened</p><p>Celestial Leopard: Sickened, 6/9 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): DEAD</p><p></p><p>Zombies (AC 12):</p><p>Z1: -7/12, Destroyed</p><p>Z2: 4 damage, Moderately Wounded</p><p>Z3: Undamaged, prone</p><p>Z4: 0/12, Destroyed</p><p>Z5: 10 damage, Gravely Wounded ( <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> )</p><p>Z6: Undamaged, prone</p><p>Z7: Undamaged</p><p>Z8: 3 damage, 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 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]PCs up[/gm]</p></blockquote><p></p>
[QUOTE="jkason, post: 6042472, member: 2710"] Even as the man bleeds out, Anaerion makes sure to finish the job, his mystical projectiles shooting through his skull in quick succession. What little breath remained falls out of the limp form with a final sigh, and as before there is the briefest tremor in the ground, and the almost-but-not-quite heard howl of ... something at the edge of your perceptions. The combination of events with the fumes finally overcomes Anaerion's stomach, as he feels the effects his fellows have been dealing with. Ausk smashes one of his assailants again, and though the spongy flesh again absorbs some of the impact, the half-orc is satisfied to notice a sizable dent remains in the creature's side. Gragnor, squeamish of applying his tongue to undead flesh, slashes out, ripping an impressive chunk from the side of the zombie that has harried him as his summoner downs another of the undead. The zombies don't seem to care one way or the other, either for their fallen creator, kin, or for whatever tremor wave fell through the building. Mindlessly obedient to the orders they last had, the gaggle of undead continue their attempts to harm the party. Ausk's assailants both make solid hits on the half-orc, who ignores the audible crack in his ribs. The zombie Gragnor is whittling away comes surprisingly close to connecting with the cat, but without the distraction the caster provided, Gragnor catches sight of the blow just in time to duck it. The remaining two zombies try to move to other targets, but continue to find the walkways impassible. [sblock=Actions and status]Made a Fort save for Anaerion. He finally failed it, so he's sickened. Zombies: 3: Move action: Stand 2, 7: Attack Ausk. Both hit for 13 total damage 5: Attack Gragnor. Miss 6, 8: Both fail acro checks. [b]Status[/b] Anaerion: 44/44, Mage Armor, Bless, Sickened Ausk: 32/82, Rage round 5, Sickened, Bless Gragnor: 18/26, Mage Armor, Unfettered, 1 STR damage, Sickened, Bless Kalgor: 54/54, Bless Rylidak: 53/56, Bless, Sickened Celestial Leopard: Sickened, 6/9 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): DEAD Zombies (AC 12): Z1: -7/12, Destroyed Z2: 4 damage, Moderately Wounded Z3: Undamaged, prone Z4: 0/12, Destroyed Z5: 10 damage, Gravely Wounded ( ;) ) Z6: Undamaged, prone Z7: Undamaged Z8: 3 damage, 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 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]PCs up[/gm] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
[LPF] Kostry Kopec
Top