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<blockquote data-quote="MnM_UH" data-source="post: 674524" data-attributes="member: 10023"><p><strong>Issue #3 - "Embers" (Continued)</strong></p><p></p><p>Scene 1: "Battle on the Waterfront" - Combat Round Three</p><p></p><p>(<span style="color: sienna">Electrostatic recovers from his Stunned effect and cannot take an action. He does regain dodge bonuses to Defense and can make Reflex saves as normal. He must restart Energy Field and the like on his next turn.</span>)</p><p></p><p>"There he is!" the Scoundrel shouted as he spotted the villainous Trickster emerging from behind a large container. He blasted with both Hellfire Pistols, and staggered the pin-striped villain. "Think you can hide from me, huh?"</p><p></p><p>(<span style="color: sienna">The Scoundrel sees 'Trickster' and uses a full-round action to fire both Hellfire Pistols at the illusion (DEF 18), hitting with results of 22 and 20. Since he has interacted with the illusion, the Scoundrel can attempt a Will save (DC 25) to see through it, but fails with an 8.</span>)</p><p></p><p>"Thou shall not resist me much longer, varlet," Cyber-Knight announced as he made another pass at Electrostatic. The electric hero, still woozy from the last shot, saw Cyber-Knight coming from far away, and would not be so easily surprised this time. He tumbled under the robotic horse's legs, and emerged on the other side.</p><p></p><p>"Nice try," Electrostatic said as he watched Cyber-Knight continue past him.</p><p></p><p>(<span style="color: sienna">Cyber-Knight charges 15' at Electrostatic (DEF 29) and misses with a 19. He continues past his target for another 35' (Move-By Attack).</span>)</p><p></p><p><em>The fool gave away his position,</em> Trickster realized, and moved near a collection of barrels to get a better look. <em>That Scoundrel moron,</em> he thought. <em>Easy pickings.</em></p><p></p><p>The illusion of Trickster regained its footing. Pulling out a large pistol, the illusion fired a shot at the Scoundrel, landing squarely in the hero's chest, and dropping the Scoundrel immediately.</p><p></p><p><em>That should keep him out of action for a while.</em></p><p></p><p>(<span style="color: sienna">Trickster uses a half action to move 20' and get in position to see the Scoundrel. Since he's moving and within audible range of Pathfinder and the Scoundrel and visual range of the latter, Trickster makes a Hide check (28) and a Move Silently check (18). Pathfinder's Listen check is 22, so he hears something nearby. The Scoundrel's Spot check is 4 (fails) and his Listen check is 17 (fails). Trickster uses his other half action to cause his illusory double to draw a pistol and fire at the Scoundrel (DEF for Mental Blast = 19), and hits with a 24. The Scoundrel resists with a Will save (DC 30), and fails with an 18. The Scoundrel takes a Stun hit and is unconscious.</span>)</p><p></p><p><em>Someone is nearby,</em> Pathfinder thought, his supernatural sense of smell picking up something new. <em>But where? I don't see --</em> Then, he saw Trickster's illusory double. Some black barrels were in the way, so Pathfinder scampered to get a better shot. His back was turned, so Pathfinder had a very easy shot, and let loose with his crossbow, plunking the villain. 'Trickster' staggered, but did not drop, and turned to face the scout.</p><p></p><p>(<span style="color: sienna">Trickster is within 30', so Pathfinder can use his Scent ability. He makes a Spot check (DC 10), and gets a natural 20! He is fooled, however, by the illusory Trickster standing 10' away from the real (invisible) one. Pathfinder moves 30' as a half action, then fires his SuperX Crossbow at the illusion (DEF 18) and hits with a 27. Pathfinder now gets a Will save (DC 25) to see through the illusion, but fails with an 11.</span>)</p><p></p><p>"You risk your lives to save these slack-jawed fools?" Bombardier asked. "Save them from this!" He pulled a Nega-Bomb from his bandolier and hurled it toward the edge of the pier, where six people stood, gawking at the combat. The blast took all six down, and butted Seraphim and Electrostatic, but neither hero was seriously affected.</p><p></p><p>(<span style="color: sienna">Bombardier takes a 5' step and draws a Nega-Bomb. He targets a square near the edge of the pier (DEF 10), and gets a -6 range penalty, but hits with a 13. Seraphim, Electrostatic, and 6 Bystanders are caught in the blast. Reflex saves (DC 18) for the heroes. Electrostatic (18) succeeds while Seraphim (17) fails. Neither hero needs to make a Damage save since their protections are more than the damage bonus of the attack (Electrostatic's +8 vs. +4 half damage; Seraphim's +10 vs. +8 full damage). 6 Bystanders are knocked unconscious.</span>)</p><p></p><p>"I'll take care of this scum," Seraphim announced. "The rest of you work on Cyber-Knight."</p><p></p><p>Pathfinder was confused. "But their leader is right here!"</p><p></p><p>Seraphim looked, but could see nothing from where he was. "Stop Cyber-Knight!"</p><p></p><p>With that, Seraphim charged Bombardier, who was still gloating about harming innocents. The angelic hero put his sword away and tackled Bombardier, who could not react in time to resist.</p><p></p><p>(<span style="color: sienna">Seraphim uses a free action to power Leadership. He puts away his sword as a free action and attempts to grapple with Bombardier (DEF 18). The initial melee attack roll is 26, so now both make opposed Grapple checks. Seraphim gets a 27 vs. Bombardier's 14. Seraphim has Bombardier in a hold, but the villain takes no damage since his Protection effect (+8) is greater than Seraphim Str bonus (+4).</span>)</p><p></p><p>(<span style="color: sienna">This ends the third combat round.</span>)</p><p></p><p><span style="font-size: 12px"><strong>Watch for round 4, coming soon!</strong></span></p></blockquote><p></p>
[QUOTE="MnM_UH, post: 674524, member: 10023"] [b]Issue #3 - "Embers" (Continued)[/b] Scene 1: "Battle on the Waterfront" - Combat Round Three ([COLOR=sienna]Electrostatic recovers from his Stunned effect and cannot take an action. He does regain dodge bonuses to Defense and can make Reflex saves as normal. He must restart Energy Field and the like on his next turn.[/COLOR]) "There he is!" the Scoundrel shouted as he spotted the villainous Trickster emerging from behind a large container. He blasted with both Hellfire Pistols, and staggered the pin-striped villain. "Think you can hide from me, huh?" ([COLOR=sienna]The Scoundrel sees 'Trickster' and uses a full-round action to fire both Hellfire Pistols at the illusion (DEF 18), hitting with results of 22 and 20. Since he has interacted with the illusion, the Scoundrel can attempt a Will save (DC 25) to see through it, but fails with an 8.[/COLOR]) "Thou shall not resist me much longer, varlet," Cyber-Knight announced as he made another pass at Electrostatic. The electric hero, still woozy from the last shot, saw Cyber-Knight coming from far away, and would not be so easily surprised this time. He tumbled under the robotic horse's legs, and emerged on the other side. "Nice try," Electrostatic said as he watched Cyber-Knight continue past him. ([COLOR=sienna]Cyber-Knight charges 15' at Electrostatic (DEF 29) and misses with a 19. He continues past his target for another 35' (Move-By Attack).[/COLOR]) [I]The fool gave away his position,[/I] Trickster realized, and moved near a collection of barrels to get a better look. [I]That Scoundrel moron,[/I] he thought. [I]Easy pickings.[/I] The illusion of Trickster regained its footing. Pulling out a large pistol, the illusion fired a shot at the Scoundrel, landing squarely in the hero's chest, and dropping the Scoundrel immediately. [I]That should keep him out of action for a while.[/I] ([COLOR=sienna]Trickster uses a half action to move 20' and get in position to see the Scoundrel. Since he's moving and within audible range of Pathfinder and the Scoundrel and visual range of the latter, Trickster makes a Hide check (28) and a Move Silently check (18). Pathfinder's Listen check is 22, so he hears something nearby. The Scoundrel's Spot check is 4 (fails) and his Listen check is 17 (fails). Trickster uses his other half action to cause his illusory double to draw a pistol and fire at the Scoundrel (DEF for Mental Blast = 19), and hits with a 24. The Scoundrel resists with a Will save (DC 30), and fails with an 18. The Scoundrel takes a Stun hit and is unconscious.[/COLOR]) [I]Someone is nearby,[/I] Pathfinder thought, his supernatural sense of smell picking up something new. [I]But where? I don't see --[/I] Then, he saw Trickster's illusory double. Some black barrels were in the way, so Pathfinder scampered to get a better shot. His back was turned, so Pathfinder had a very easy shot, and let loose with his crossbow, plunking the villain. 'Trickster' staggered, but did not drop, and turned to face the scout. ([COLOR=sienna]Trickster is within 30', so Pathfinder can use his Scent ability. He makes a Spot check (DC 10), and gets a natural 20! He is fooled, however, by the illusory Trickster standing 10' away from the real (invisible) one. Pathfinder moves 30' as a half action, then fires his SuperX Crossbow at the illusion (DEF 18) and hits with a 27. Pathfinder now gets a Will save (DC 25) to see through the illusion, but fails with an 11.[/COLOR]) "You risk your lives to save these slack-jawed fools?" Bombardier asked. "Save them from this!" He pulled a Nega-Bomb from his bandolier and hurled it toward the edge of the pier, where six people stood, gawking at the combat. The blast took all six down, and butted Seraphim and Electrostatic, but neither hero was seriously affected. ([COLOR=sienna]Bombardier takes a 5' step and draws a Nega-Bomb. He targets a square near the edge of the pier (DEF 10), and gets a -6 range penalty, but hits with a 13. Seraphim, Electrostatic, and 6 Bystanders are caught in the blast. Reflex saves (DC 18) for the heroes. Electrostatic (18) succeeds while Seraphim (17) fails. Neither hero needs to make a Damage save since their protections are more than the damage bonus of the attack (Electrostatic's +8 vs. +4 half damage; Seraphim's +10 vs. +8 full damage). 6 Bystanders are knocked unconscious.[/COLOR]) "I'll take care of this scum," Seraphim announced. "The rest of you work on Cyber-Knight." Pathfinder was confused. "But their leader is right here!" Seraphim looked, but could see nothing from where he was. "Stop Cyber-Knight!" With that, Seraphim charged Bombardier, who was still gloating about harming innocents. The angelic hero put his sword away and tackled Bombardier, who could not react in time to resist. ([COLOR=sienna]Seraphim uses a free action to power Leadership. He puts away his sword as a free action and attempts to grapple with Bombardier (DEF 18). The initial melee attack roll is 26, so now both make opposed Grapple checks. Seraphim gets a 27 vs. Bombardier's 14. Seraphim has Bombardier in a hold, but the villain takes no damage since his Protection effect (+8) is greater than Seraphim Str bonus (+4).[/COLOR]) ([COLOR=sienna]This ends the third combat round.[/COLOR]) [SIZE=3][B]Watch for round 4, coming soon![/B][/SIZE] [/QUOTE]
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