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Trapped in Hell's Basement (DM: Mal Malenkirk Judge:Covaithe)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5126539" data-attributes="member: 834"><p>[sblock=Haruka]Why was your curse 1d8 instead of 1d6?[/sblock]</p><p></p><p>[sblock=Healing Potions]The elite guard and the warforged have a healing potion on their belt, it can be picked as a minor action or as a free action by moving above it with an acrobatic 15 check and a free hand.</p><p></p><p>Right now the little red P used for Patrin's Marks also stand for a potion when it's on the ground. I am soooo lazy.</p><p>[/sblock]</p><p></p><p>Patrin takes advantge of the flanking Haruka do deliver a solid blow. A savage grin on his face as the wind turn in their favor.</p><p></p><p>The warforged, seeing Haruka as a softer target turns on her to but gets decapitated by Patrin as soon as he takes his eyes of him.</p><p></p><p><span style="color: DarkGreen">-''And that's how it's done! It almost feels like a high five moments, but I got no time to sheath my sword.''</span></p><p></p><p>Proving his points, an arrow from nowhere nearly takes out Haruka's head. Ah, yes, the sniper, still lurking in the other room.</p><p></p><p>The archer from the temple keeps harassing the heroes, focusing this time on Ashir.</p><p></p><p>From the room south comes an irate and commanding voice furious at the recents disturbance. He calls for a rally and by the sound of it, many are heeding the call.</p><p></p><p>Patrin doesn't hesitate and runs inside, pushing the battle line as far as he can.</p><p></p><p></p><p>Back near the entrance, the remaining archers hits Raiko to minor damages. He then retreats to the kitchen. The heroes hear a growls and screech coming from that direction that annunces nothing good. By the sound of it, there is a menageries in there.</p><p></p><p>[sblock=Adrenaline Surge]Everyone gets AS. The slaying of the evil mage represented by a skull and a book will also generate an AS[/sblock]</p><p></p><p>[sblock=Actions]</p><p>Patrin</p><p>Standard:</p><p><a href="http://invisiblecastle.com/roller/view/2449450/" target="_blank">vs AC (1d20+11+2=31, 1d10+6=15)</a></p><p>Minor: Adrenaline surge, healing surge.</p><p></p><p>Warforged vs Haruka</p><p><a href="http://invisiblecastle.com/roller/view/2449452/" target="_blank">vs AC 17 (1d20+9-2=17, 1d8+4=7)</a> forgot -2 for mark so miss</p><p></p><p>Patrin CC Interrupt (technically happens before the interrupted attack, I know <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ):</p><p><a href="http://invisiblecastle.com/roller/view/2449462/" target="_blank">vs AC (1d20+11+2=26, 1d10+6=15)</a> Right, so the previous attack was wasted IC time for me because Patrin would have killed him before it landed anyway. Haruka gains 6thp</p><p></p><p>Sniper</p><p><a href="http://invisiblecastle.com/roller/view/2449456/" target="_blank">vs AC 17 (1d20+9+2-2=15, 1d8+4+1d6=14)</a> miss, stays hidden on a miss (sniper power)</p><p></p><p>Archer </p><p><a href="http://invisiblecastle.com/roller/view/2449465/" target="_blank">vs Ashir (1d20+9=18)</a> hit</p><p></p><p>Archer vs Raiko</p><p><a href="http://invisiblecastle.com/roller/view/2449470/" target="_blank">vs AC 20 (1d20+9=21)</a> hit</p><p>[/sblock]</p><p></p><p>[sblock=Status]</p><p>Haruka: 37 +6/40 [10/10] AS 1</p><p>Max: 18 +1 /22 [5/7] AS 1</p><p>Raiko: 22/25 [6/10] AS 2</p><p>Patrin: 41 + 5 /52 [10/11] AS 1</p><p>Sheng 26 +4 /36 AS 2</p><p>Ashir: 17/22 [5/7] AS 1</p><p>[/sblock]</p><p></p><p><a href="http://virtualbattlemat.com/game/hells_basement_1/" target="_blank">http://virtualbattlemat.com/game/hells_basement_1/</a></p><p></p><p>[sblock=Stats]</p><p>Blood Hawk</p><p>Small </p><p>Perception 16</p><p>HP 27; Bloodied 13</p><p>AC 15; Fortitude 12, Reflex 14, Will 12</p><p>Speed 2 (clumsy), fly 6</p><p>OA Claw Rake (standard, at-will) </p><p>+6 vs AC; 1d6+5 damage, and the target takes ongoing 2 damage, or ongoing 5 damage if the blood hawk is bloodied (save ends).</p><p></p><p>Evil Wizard (Not Sheng; the Skull and Book token]</p><p>Perception 10;</p><p>HP 88; Bloodied 44</p><p>AC 18; Fortitude 14, Reflex 14, Will 14</p><p>OA Dagger (standard, at-will) Weapon</p><p>+8 vs AC; 1d4+1 damage.</p><p></p><p>Sniper</p><p>Perception 12;</p><p>HP 31; Bloodied 15</p><p>AC 16; Fortitude 13, Reflex 15, Will 12 ; see also goblin tactics</p><p>OA: none, unless short sword drawn.</p><p>Short Sword (standard, at-will) Weapon</p><p>+7 vs AC; 1d6 + 2 damage.</p><p></p><p>Guard Drake </p><p>Perception 17</p><p>HP 48; Bloodied 24</p><p>AC 15; Fortitude 15, Reflex 13, Will 12</p><p>Immune fear (while within 2 squares of an ally)</p><p>OA: Bite (standard, at-will) </p><p>+6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally.</p><p></p><p>Guards (G)</p><p>Perception 11</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 16, Reflex 14, Will 13</p><p>Morningstar (standard, at-will) Weapon</p><p>OA +7 vs AC; 5 damage. If another Guard is adjacent to the target, the target also falls prone.</p><p>Combat Advantage</p><p>The tough’s attack deals 1 extra damage to any target granting combat advantage to it.</p><p></p><p>Archers (A)</p><p>Perception 16</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule</p><p>Crossbow (standard, at-will) Weapon</p><p>Ranged 15/30; +9 vs AC; 3 damage.</p><p>OA none unless they dropped the crossbow and drew a spear</p><p>Then; +7 vs AC; 2 damage.</p><p>Mob Rule: </p><p>The archer gains a +2 power bonus to all defenses while at least two other human archers or guards are within 5 squares of it.</p><p></p><p>Warforged Cultist</p><p>Perception 13</p><p>HP 56; Bloodied 28</p><p>AC 20; Fortitude 17, Reflex 15, Will 14</p><p>Saving Throws +2 against ongoing damage</p><p>Speed 5</p><p>OA Longsword (standard, at-will) </p><p>+9 vs AC; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn.</p><p>Battlefield Tactics:</p><p>The warforged soldier gains a +1 bonus to melee attacks if it has an ally adjacent to the target.</p><p></p><p>Elite Troopers</p><p>Perception 16</p><p>HP 47; Bloodied 23</p><p>AC 18; Fortitude 16, Reflex 15, Will 14</p><p>OA Longsword (standard, at-will) Weapon</p><p>+10 vs AC; 1d10+3 damage, and the target is marked until the end of the next turn.</p><p></p><p>Dretch</p><p>Perception 11; darkvision</p><p>Sickening Miasma aura 1; each enemy within the aura takes 1 damage whenever it takes a standard action or a move action. Multiple sickening miasma auras deal cumulative damage, up to 5 damage.</p><p>HP 44; Bloodied 22</p><p>AC 14; Fortitude 14, Reflex 13, Will 11</p><p>+5 vs AC; 2d6+2 damage.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5126539, member: 834"] [sblock=Haruka]Why was your curse 1d8 instead of 1d6?[/sblock] [sblock=Healing Potions]The elite guard and the warforged have a healing potion on their belt, it can be picked as a minor action or as a free action by moving above it with an acrobatic 15 check and a free hand. Right now the little red P used for Patrin's Marks also stand for a potion when it's on the ground. I am soooo lazy. [/sblock] Patrin takes advantge of the flanking Haruka do deliver a solid blow. A savage grin on his face as the wind turn in their favor. The warforged, seeing Haruka as a softer target turns on her to but gets decapitated by Patrin as soon as he takes his eyes of him. [COLOR="DarkGreen"]-''And that's how it's done! It almost feels like a high five moments, but I got no time to sheath my sword.''[/COLOR] Proving his points, an arrow from nowhere nearly takes out Haruka's head. Ah, yes, the sniper, still lurking in the other room. The archer from the temple keeps harassing the heroes, focusing this time on Ashir. From the room south comes an irate and commanding voice furious at the recents disturbance. He calls for a rally and by the sound of it, many are heeding the call. Patrin doesn't hesitate and runs inside, pushing the battle line as far as he can. Back near the entrance, the remaining archers hits Raiko to minor damages. He then retreats to the kitchen. The heroes hear a growls and screech coming from that direction that annunces nothing good. By the sound of it, there is a menageries in there. [sblock=Adrenaline Surge]Everyone gets AS. The slaying of the evil mage represented by a skull and a book will also generate an AS[/sblock] [sblock=Actions] Patrin Standard: [url=http://invisiblecastle.com/roller/view/2449450/]vs AC (1d20+11+2=31, 1d10+6=15)[/url] Minor: Adrenaline surge, healing surge. Warforged vs Haruka [url=http://invisiblecastle.com/roller/view/2449452/]vs AC 17 (1d20+9-2=17, 1d8+4=7)[/url] forgot -2 for mark so miss Patrin CC Interrupt (technically happens before the interrupted attack, I know ;) ): [url=http://invisiblecastle.com/roller/view/2449462/]vs AC (1d20+11+2=26, 1d10+6=15)[/url] Right, so the previous attack was wasted IC time for me because Patrin would have killed him before it landed anyway. Haruka gains 6thp Sniper [url=http://invisiblecastle.com/roller/view/2449456/]vs AC 17 (1d20+9+2-2=15, 1d8+4+1d6=14)[/url] miss, stays hidden on a miss (sniper power) Archer [url=http://invisiblecastle.com/roller/view/2449465/]vs Ashir (1d20+9=18)[/url] hit Archer vs Raiko [url=http://invisiblecastle.com/roller/view/2449470/]vs AC 20 (1d20+9=21)[/url] hit [/sblock] [sblock=Status] Haruka: 37 +6/40 [10/10] AS 1 Max: 18 +1 /22 [5/7] AS 1 Raiko: 22/25 [6/10] AS 2 Patrin: 41 + 5 /52 [10/11] AS 1 Sheng 26 +4 /36 AS 2 Ashir: 17/22 [5/7] AS 1 [/sblock] [url]http://virtualbattlemat.com/game/hells_basement_1/[/url] [sblock=Stats] Blood Hawk Small Perception 16 HP 27; Bloodied 13 AC 15; Fortitude 12, Reflex 14, Will 12 Speed 2 (clumsy), fly 6 OA Claw Rake (standard, at-will) +6 vs AC; 1d6+5 damage, and the target takes ongoing 2 damage, or ongoing 5 damage if the blood hawk is bloodied (save ends). Evil Wizard (Not Sheng; the Skull and Book token] Perception 10; HP 88; Bloodied 44 AC 18; Fortitude 14, Reflex 14, Will 14 OA Dagger (standard, at-will) Weapon +8 vs AC; 1d4+1 damage. Sniper Perception 12; HP 31; Bloodied 15 AC 16; Fortitude 13, Reflex 15, Will 12 ; see also goblin tactics OA: none, unless short sword drawn. Short Sword (standard, at-will) Weapon +7 vs AC; 1d6 + 2 damage. Guard Drake Perception 17 HP 48; Bloodied 24 AC 15; Fortitude 15, Reflex 13, Will 12 Immune fear (while within 2 squares of an ally) OA: Bite (standard, at-will) +6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally. Guards (G) Perception 11 HP 1; a missed attack never damages a minion. AC 16; Fortitude 16, Reflex 14, Will 13 Morningstar (standard, at-will) Weapon OA +7 vs AC; 5 damage. If another Guard is adjacent to the target, the target also falls prone. Combat Advantage The tough’s attack deals 1 extra damage to any target granting combat advantage to it. Archers (A) Perception 16 HP 1; a missed attack never damages a minion. AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule Crossbow (standard, at-will) Weapon Ranged 15/30; +9 vs AC; 3 damage. OA none unless they dropped the crossbow and drew a spear Then; +7 vs AC; 2 damage. Mob Rule: The archer gains a +2 power bonus to all defenses while at least two other human archers or guards are within 5 squares of it. Warforged Cultist Perception 13 HP 56; Bloodied 28 AC 20; Fortitude 17, Reflex 15, Will 14 Saving Throws +2 against ongoing damage Speed 5 OA Longsword (standard, at-will) +9 vs AC; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn. Battlefield Tactics: The warforged soldier gains a +1 bonus to melee attacks if it has an ally adjacent to the target. Elite Troopers Perception 16 HP 47; Bloodied 23 AC 18; Fortitude 16, Reflex 15, Will 14 OA Longsword (standard, at-will) Weapon +10 vs AC; 1d10+3 damage, and the target is marked until the end of the next turn. Dretch Perception 11; darkvision Sickening Miasma aura 1; each enemy within the aura takes 1 damage whenever it takes a standard action or a move action. Multiple sickening miasma auras deal cumulative damage, up to 5 damage. HP 44; Bloodied 22 AC 14; Fortitude 14, Reflex 13, Will 11 +5 vs AC; 2d6+2 damage. [/sblock] [/QUOTE]
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