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Tall's PotA Campaign - IC
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<blockquote data-quote="TallIan" data-source="post: 7196342" data-attributes="member: 6853819"><p><strong>Sumber Hills</strong> Day 7</p><p></p><p>The party maneuvers into position to attack from two sides, hoping to surprise their would be ambushers. J.V notices that the two bandits nearest him are looking closely at where the party initially stopped but don't seem to react at first.</p><p></p><p>As Duran the mouse scurries around, he does attract some attention from a bored sentry, but the sentry only watches him. It's not until Eroll, tries to move forward that the ambushers tense. A poorly disguised owl hoot comes from the group closest to JV, and it becomes clear that the whole group of ambushers is now alert.</p><p></p><p>The area is filled with bushes and a few trees, so everyone has light concealment and the ability to hide if they want. Erol has likely been seen, but everyone else still believes they are hidden.</p><p></p><p>[GM]Sorry if there have been any inconsistencies over the last few weeks.</p><p></p><p>I placed Duran by the rear guard, but if you envisaged him somewhere else just say so.</p><p></p><p>Initiative and actions if you are faster than the baddies.[/GM]</p><p></p><p>[SBLOCK=Rolls]</p><p>Initiative: Will order it once everyone has rolled initiative.</p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=173924" target="_blank">Priest and Bandits then Reavers Initiative: 1D20 = [15] = 15</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=173924" target="_blank">1D20+2 = [11]+2 = 13</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=173924" target="_blank"></a></p><p></p><p>[/SBLOCK]</p><p></p><p>[SBLOCK=Enemies]</p><p><strong>BANDIT</strong></p><p>Medium humanoid (any race), any non-lawful alignment</p><p>Armor Class 12 (leather armor)</p><p>Hit Points 11 (2d8 + 2)</p><p>Speed 30ft.</p><p>STR DEX CON INT WIS CHA</p><p>11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 .(+O)</p><p>Senses passive Perception 10</p><p>Languages any one language (usually Common)</p><p>Challenge 1/8 (25 XP)</p><p>ACTIONS</p><p><strong>Scimitar.</strong> Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.</p><p><strong>Light Crossbow.</strong> Ranged Weapon Attack: +3 to hit, range 80 ft./320ft., one target. Hit: 5 (1d8 + 1) piercing damage.</p><p></p><p><strong>CRUSHING WAVE REAVER</strong></p><p>Medium humanoid (human), neutral evil</p><p>Armor Class 14 (shield)</p><p>Hit Points 22 (4d8 + 4)</p><p>Speed 30 ft.</p><p>STR DEX CON INT WIS CHA</p><p>15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 8 (-1)</p><p><strong>Skills:</strong> Athletics +4, Stealth +4</p><p><strong>Senses:</strong> passive Perception 10</p><p>Languages: Common</p><p>Challenge 1/2 (100 XP)</p><p><strong>ACTIONS</strong></p><p><strong>Sharktoothed Longsword</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) slashing damage, or 7 (1 d l0 + 2) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword.</p><p><strong>Javelin.</strong> Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (ld6 + 2) piercing damage.</p><p></p><p>The foot soldiers ofthe Crushing Wave cult are vicious sea reavers. Many of them were pirates before they fell in with the cult, and they remain eager for blood and plunder. Crushing Wave reavers appreciate the value of stealth and surprise, and look for chances to launch sudden attacks from positions of concealment whenever possible. The soldiers of the Crushing Wave cult are highly loyal to the cult priests, but they rarely fight to the death if an avenue of retreat is open to them. Reavers carry shields made of giant crab shells, and the blades of their swords are lined with shark's teeth.</p><p></p><p><strong>CRUSHING WAVE PRIEST</strong></p><p>Medium humanoid (human), neutral evil</p><p>Armor Class 13 (chain shirt)</p><p>Hit Points 52 (8d8 + 16)</p><p>Speed 30 ft.</p><p>STR DEX CON INT WIS CHA</p><p>15 (+2) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 16 (+3)</p><p><strong>Skills:</strong> Deception +5, Religion +2, Stealth +2</p><p><strong>Senses:</strong> passive Perception 10</p><p>Languages: Aquan, Common</p><p>Challenge 2 (450 XP)</p><p><strong>Spellcasting.</strong> The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit</p><p>with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):</p><p></p><p>Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost</p><p>1st level (4 slots): expeditious retreat, ice knife,* magic missile, shield</p><p>2nd level (3 slots): blur, hold person</p><p>3rd level (2 slots): sleet storm</p><p><strong>ACTIONS</strong></p><p><strong>Quarterstaff</strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) bludgeoning damage.</p><p></p><p>Crushing Wave priests are the fanatical core of the cult. Gathering in secretive cabals, they perform dark rituals to glorify Olhydra as the embodiment of water's destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra's favor.[/SBLOCK]</p><p></p><p>[SBLOCK=map]</p><p>[ATTACH]87168[/ATTACH]</p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="TallIan, post: 7196342, member: 6853819"] [B]Sumber Hills[/B] Day 7 The party maneuvers into position to attack from two sides, hoping to surprise their would be ambushers. J.V notices that the two bandits nearest him are looking closely at where the party initially stopped but don't seem to react at first. As Duran the mouse scurries around, he does attract some attention from a bored sentry, but the sentry only watches him. It's not until Eroll, tries to move forward that the ambushers tense. A poorly disguised owl hoot comes from the group closest to JV, and it becomes clear that the whole group of ambushers is now alert. The area is filled with bushes and a few trees, so everyone has light concealment and the ability to hide if they want. Erol has likely been seen, but everyone else still believes they are hidden. [GM]Sorry if there have been any inconsistencies over the last few weeks. I placed Duran by the rear guard, but if you envisaged him somewhere else just say so. Initiative and actions if you are faster than the baddies.[/GM] [SBLOCK=Rolls] Initiative: Will order it once everyone has rolled initiative. [URL="http://roll.coyotecode.net/lookup.php?rollid=173924"]Priest and Bandits then Reavers Initiative: 1D20 = [15] = 15 1D20+2 = [11]+2 = 13 [/URL] [/SBLOCK] [SBLOCK=Enemies] [B]BANDIT[/B] Medium humanoid (any race), any non-lawful alignment Armor Class 12 (leather armor) Hit Points 11 (2d8 + 2) Speed 30ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 .(+O) Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/8 (25 XP) ACTIONS [B]Scimitar.[/B] Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. [B]Light Crossbow.[/B] Ranged Weapon Attack: +3 to hit, range 80 ft./320ft., one target. Hit: 5 (1d8 + 1) piercing damage. [B]CRUSHING WAVE REAVER[/B] Medium humanoid (human), neutral evil Armor Class 14 (shield) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 8 (-1) [B]Skills:[/B] Athletics +4, Stealth +4 [B]Senses:[/B] passive Perception 10 Languages: Common Challenge 1/2 (100 XP) [B]ACTIONS[/B] [B]Sharktoothed Longsword[/B]. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) slashing damage, or 7 (1 d l0 + 2) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword. [B]Javelin.[/B] Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (ld6 + 2) piercing damage. The foot soldiers ofthe Crushing Wave cult are vicious sea reavers. Many of them were pirates before they fell in with the cult, and they remain eager for blood and plunder. Crushing Wave reavers appreciate the value of stealth and surprise, and look for chances to launch sudden attacks from positions of concealment whenever possible. The soldiers of the Crushing Wave cult are highly loyal to the cult priests, but they rarely fight to the death if an avenue of retreat is open to them. Reavers carry shields made of giant crab shells, and the blades of their swords are lined with shark's teeth. [B]CRUSHING WAVE PRIEST[/B] Medium humanoid (human), neutral evil Armor Class 13 (chain shirt) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 16 (+3) [B]Skills:[/B] Deception +5, Religion +2, Stealth +2 [B]Senses:[/B] passive Perception 10 Languages: Aquan, Common Challenge 2 (450 XP) [B]Spellcasting.[/B] The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): expeditious retreat, ice knife,* magic missile, shield 2nd level (3 slots): blur, hold person 3rd level (2 slots): sleet storm [B]ACTIONS[/B] [B]Quarterstaff[/B]. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) bludgeoning damage. Crushing Wave priests are the fanatical core of the cult. Gathering in secretive cabals, they perform dark rituals to glorify Olhydra as the embodiment of water's destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra's favor.[/SBLOCK] [SBLOCK=map] [ATTACH]87168._xfImport[/ATTACH] [/SBLOCK] [/QUOTE]
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