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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: 5130098" data-attributes="member: 834"><p>[sblock=OOC]Well, that was... unexpected.[/sblock]</p><p></p><p>[sblock=Max]Sheng had already spent a HS on his turn with his Adrenaline Surge . Did you notice that when you spent an inspiring word on him? He was at 25 + 4 /36 at that point. Take a look at his current level and confirm me whether you really intended to do that.</p><p></p><p>Also:</p><p><a href="http://invisiblecastle.com/roller/view/2453092/" target="_blank">Athletic (1d20+1=7)</a></p><p></p><p>Raiko had -2 to his attack against the Blood HAwk and missed.</p><p>[/sblock]</p><p></p><p>The evil wizard and the elite trooper unleash hell on the beleaguered Patrin but can't make him fall. Disgruntled, the wizard closes the door for cover while the trooper maneuvers to take advantage of Patrin's confused state and avoid his assault. Even dizzy, he packs a punch!</p><p></p><p>The Blood hawk, who had in fact managed to just stay out of reach of Raiko's blade, goes for some revenge but fails to breach the paladin's defense. It then flies in the corridor. A guard who had stayed out of the melee so far finally finds his courage and runs screaming through the corridor, causing Sheng some grief.</p><p></p><p><a href="http://virtualbattlemat.com/game/hells_basement_1/" target="_blank">Hell's Basement 1 on Virtual Battlemat</a></p><p></p><p>[sblock=Action]</p><p>Patrin</p><p><a href="http://invisiblecastle.com/roller/view/2453123/" target="_blank">vs AC 18, resolute shield (1d20+11=22, 1d10+6=16)</a> hit</p><p><a href="http://invisiblecastle.com/roller/view/2453131/" target="_blank">save (1d20=5)</a></p><p></p><p>Wizard:</p><p><a href="http://invisiblecastle.com/roller/view/2453150/" target="_blank">vs Ref 17 Patrin (1d20+6+2=14, 3d4+4=14)</a></p><p>spends AP</p><p><a href="http://invisiblecastle.com/roller/view/2453152/" target="_blank">vs Patrin reflex (1d20+6+2=21, 3d4+4=10)</a> hit</p><p></p><p>Move then closes the door</p><p></p><p>Elite Guard: </p><p><a href="http://invisiblecastle.com/roller/view/2453161/" target="_blank">vs AC 22 (1d20+10+2=16, 1d8+3=7, 1d6=3)</a> miss</p><p>Moves to current location without getting OAed (Patrin is still dazed, and looking at a wasted turn by the current setup).</p><p></p><p>Damn it, my attempt to ratchet the tension by felling the defender has been thwarted by IC's viciousness.</p><p></p><p>Blood Hawk</p><p><a href="http://invisiblecastle.com/roller/view/2453171/" target="_blank">vs Ac 20 (1d20+6=16, 1d6+5=6)</a></p><p></p><p>Guard</p><p><a href="http://invisiblecastle.com/roller/view/2453175/" target="_blank">charge (1d20+7+1=22)</a>hit for 5</p><p>[/sblock]</p><p></p><p>[sblock=Stats and Status]</p><p>Evil Wizard: 63/88</p><p>Elite Guard: 31/47</p><p></p><p>Blood Hawk: 4/27</p><p></p><p>Haruka: 22 +6 /40 [10/10] AS 1</p><p>Max: 18 +4 /22 [5/7] AS 0</p><p>Raiko: 12 /25 [6/10] AS 1</p><p>Patrin: 3 /52 [10/11] AS 1, Dazed (save ends), marked by Elite guard</p><p>Sheng 24 /36 [6/7] AS 0</p><p>Ashir: 17 +4 /22 [5/7] AS 0</p><p></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: 5130098, member: 834"] [sblock=OOC]Well, that was... unexpected.[/sblock] [sblock=Max]Sheng had already spent a HS on his turn with his Adrenaline Surge . Did you notice that when you spent an inspiring word on him? He was at 25 + 4 /36 at that point. Take a look at his current level and confirm me whether you really intended to do that. Also: [url=http://invisiblecastle.com/roller/view/2453092/]Athletic (1d20+1=7)[/url] Raiko had -2 to his attack against the Blood HAwk and missed. [/sblock] The evil wizard and the elite trooper unleash hell on the beleaguered Patrin but can't make him fall. Disgruntled, the wizard closes the door for cover while the trooper maneuvers to take advantage of Patrin's confused state and avoid his assault. Even dizzy, he packs a punch! The Blood hawk, who had in fact managed to just stay out of reach of Raiko's blade, goes for some revenge but fails to breach the paladin's defense. It then flies in the corridor. A guard who had stayed out of the melee so far finally finds his courage and runs screaming through the corridor, causing Sheng some grief. [url=http://virtualbattlemat.com/game/hells_basement_1/]Hell's Basement 1 on Virtual Battlemat[/url] [sblock=Action] Patrin [url=http://invisiblecastle.com/roller/view/2453123/]vs AC 18, resolute shield (1d20+11=22, 1d10+6=16)[/url] hit [url=http://invisiblecastle.com/roller/view/2453131/]save (1d20=5)[/url] Wizard: [url=http://invisiblecastle.com/roller/view/2453150/]vs Ref 17 Patrin (1d20+6+2=14, 3d4+4=14)[/url] spends AP [url=http://invisiblecastle.com/roller/view/2453152/]vs Patrin reflex (1d20+6+2=21, 3d4+4=10)[/url] hit Move then closes the door Elite Guard: [url=http://invisiblecastle.com/roller/view/2453161/]vs AC 22 (1d20+10+2=16, 1d8+3=7, 1d6=3)[/url] miss Moves to current location without getting OAed (Patrin is still dazed, and looking at a wasted turn by the current setup). Damn it, my attempt to ratchet the tension by felling the defender has been thwarted by IC's viciousness. Blood Hawk [url=http://invisiblecastle.com/roller/view/2453171/]vs Ac 20 (1d20+6=16, 1d6+5=6)[/url] Guard [url=http://invisiblecastle.com/roller/view/2453175/]charge (1d20+7+1=22)[/url]hit for 5 [/sblock] [sblock=Stats and Status] Evil Wizard: 63/88 Elite Guard: 31/47 Blood Hawk: 4/27 Haruka: 22 +6 /40 [10/10] AS 1 Max: 18 +4 /22 [5/7] AS 0 Raiko: 12 /25 [6/10] AS 1 Patrin: 3 /52 [10/11] AS 1, Dazed (save ends), marked by Elite guard Sheng 24 /36 [6/7] AS 0 Ashir: 17 +4 /22 [5/7] AS 0 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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