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Underneath the Undeath [DM: Voda Vosa; Judge: ?]
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<blockquote data-quote="jbear" data-source="post: 6069271" data-attributes="member: 75065"><p>Boris's grunt is the only acknowledgement of the pain caused by the flaming skeleton's fire attack. Seeing Chambers hard pressed he does not hesitate though he does call out for the others to do quite the opposite of what he himself is doing. <strong><span style="color: #add8e6">"There are too many. They fight with advantage here. Retreat! To the next room! Let them come to us!" </span></strong>Of course Boris does not retreat. Instead he begins to roar his somewhat incoherent mix of curses and divine blessings. <strong><span style="color: #add8e6">"Kiss the Sun! And kiss our Black Hole!" </span></strong>Suddenly his blade flares with a bright burning light and he charges at the skeleton closest to his dagger hurling ally. Unfortunately for Boris the only route to get to the undead creature is through a rubble heap, which is all that saves it from feeling the eldritch fury coiled tight within the heart of the strike as it narrowly misses. Not one to curl up and surrender in the face of insurmountable odds, Boris blinks out of existence a moment later reappears ... slightly nearer the door. Perhaps the fearless Warlock-Knight was leaving open his options to retreat and live to fight another day after all? In any case he remains in the rubble which at least offers him some protection from the deadly stoning that is going on. In the mean time, the two boneheads he had left behind had sucked up a whole world of hurt, caught in the radiant implosion left behind in the wake of Boris' timely disappearance. Unfortunately with all that is going on around him Boris seems to have forgotten that he is on fire. He continues to burn.</p><p></p><p>[sblock=Actions]Strat of Turn: Boris takes 5 fire dmg (reduced to 4)</p><p> Minor: Bless Weapon: +1 power bonus to atks and +1d6 radiant dmg til end of encounter; 18-20 crit range vs creatures with radiant vulnerability</p><p>Minor: Curse closest enemy (SM2)</p><p>Standard: Charge (H6) vs SM1: <a href="http://invisiblecastle.com/roller/view/3850126/" target="_blank">16 vs AC=Miss</a> (miscalculated atk roll by one in dice roller, sorry; a friend with some administration rights has hooked me up with a new IC account <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> NB: TCO does have an initiative of 6, if someone could grant him CAdv, that would be a hit <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I'm sure given the situation our kind DM wouln't mind that it was retroactive <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />)</p><p>AP: Otherwind Stride (close burst 1) vs FORT: <a href="http://invisiblecastle.com/roller/view/3850130/" target="_blank">21 vs SM1; 22 vs SM2</a> Both are hit for 12 dmg +2 radiant dmg +5 radiant vulnerability dmg = <a href="http://invisiblecastle.com/roller/view/3850156/" target="_blank">19 dmg</a> SM2 also takes <a href="http://invisiblecastle.com/roller/view/3850160/" target="_blank">5 Curse dmg</a> for a total of 24 dmg. Both are IMMOBILISED TENT! (going and standing next to them would be a bit silly)</p><p>Effect: Boris teleports 1 to G6</p><p>End of turn: Save vs ongoing dmg: <a href="http://invisiblecastle.com/roller/view/3850161/" target="_blank">1</a></p><p>[/sblock]</p><p></p><p>[OOC] <strong>Summary: </strong>SM1 takes 19 dmg, SM2 takes 24 dmg; both are IMMOBILISED TENT; if noone goes next to them, neither can attack next turn.</p><p></p><p><strong>Team Talk:</strong> Given the fact we lost initiative in such a hard encounter and we are already 1 man down, 2 very seriously injured and hardly a dent in our enemies and nearly all are ranged and can remain spread out, I really do think we should retreat. I don't fancy our chances of victory under these circumstances. If we retreat into the next room there is really no reason why a bunch of mindless skeleton miners wouldn't follow us to their tactical disadvantage. There maybe we stand a chance. @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=69684" target="_blank">WEContact</a></u></strong></em>, you might even want to beg the DM to let you retake Chambers action and just have him flee; keep dice roll for your next eventual attack? </p><p></p><p>Healing Priority has to be our sorceror. We can't leave him behind. He needs to flee on his own steam which he can't do if he is dying. </p><p></p><p>TCO will try and cover the retreat to the best of his abilities. </p><p></p><p>Anyway, that's how I see it. (Of course killing a few of the bad guys as we retreat would be a good idea, particularly the melee miners who are already wounded; but this needs to be done at a distance if possible; At the moment they are neutralised for next round) [/OOC]</p><p></p><p><span style="font-family: 'Verdana'">[sblock=The Cursed One]</span></p><p><a href="http://l4w.wikia.com/wiki/PC:The_Cursed_One_(jbear1979)" target="_blank">The Cursed One aka Boris</a></p><p><span style="font-family: 'Verdana'">Human Hybrid Paladin | Warlock 3 </span></p><p><span style="font-family: 'Verdana'">Passive Perception/Insight 10</span></p><p><span style="font-family: 'Verdana'">AC:20, Fort:17, Reflex:16, Will:17, Speed:5</span></p><p><span style="font-family: 'Verdana'">HP: (+0 THP) 25/39, Bloodied:19, Surge Value:9, Surges left:9/11</span></p><p><span style="font-family: 'Verdana'">Initiative +2</span></p><p><span style="font-family: 'Verdana'">Action Points: 1 </span><span style="color: Red"><span style="font-family: 'Verdana'">(encounter)</span></span><span style="font-family: 'Verdana'">: USED</span></p><p></p><p><strong>Conditions:</strong><span style="font-family: 'Verdana'"> Ongoing 5 fire dmg (save ends)</span></p><p><strong>Buffs:</strong><span style="font-family: 'Verdana'"> Bless Weapon: +1 power bonus to atks & +1d6 radiant dmg; crits 18-20 til end of encounter</span></p><p><span style="font-family: 'Verdana'"></span>Cover (In Rubble): Ranged atks take -2 penalty</p><p></p><p><strong>Powers:</strong></p><p><span style="font-family: 'Verdana'">MBA: Eldritch Strike +9 vs AC, 1d12+5 damage (+1d6 dmg if cursed)</span></p><p><span style="color: Green"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: Green"><span style="font-family: 'Verdana'">Divine Challenge: </span></span></p><p><span style="color: Green"><span style="font-family: 'Verdana'">Divine Sanction: </span></span></p><p><span style="color: Green"><span style="font-family: 'Verdana'">Warlock's Curse: </span></span><span style="font-family: 'Verdana'">SM2</span><span style="color: Green"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: Green"><span style="font-family: 'Verdana'">Eldritch Strike, Ardent Strike, Dire Radiance</span></span></p><p><span style="color: Green"><span style="font-family: 'Verdana'">Helm of Seven Deaths: Souls Captured 5/7</span></span></p><p><span style="color: Red"><span style="font-family: 'Verdana'">Blade of Crimson: USED</span></span></p><p><span style="color: Red"><span style="font-family: 'Verdana'">Valorous Smite: </span></span></p><p><span style="color: Red"><span style="font-family: 'Verdana'">Otherwind Stride: USED</span></span></p><p><span style="color: Red"><span style="font-family: 'Verdana'">Helm of Seven Deaths: </span></span></p><p><span style="color: Red"><span style="font-family: 'Verdana'">Second Wind</span></span></p><p><span style="color: DimGray"><span style="font-family: 'Verdana'">Crown of Stars:</span></span></p><p><span style="color: DimGray"><span style="font-family: 'Verdana'">Bless Weapon: ACTIVE</span></span></p><p><span style="color: DimGray"><span style="font-family: 'Verdana'">Fullblade of Defense: </span></span></p><p><span style="color: DimGray"><span style="font-family: 'Verdana'">Dazzling Plate Armour:</span></span></p><p><span style="color: DimGray"><span style="font-family: 'Verdana'">Helm of Seven Deaths: Unavailable</span></span></p><p><span style="color: DimGray"><span style="font-family: 'Verdana'"></span></span></p><p></p><p><strong>Consumables:</strong></p><p><span style="font-family: 'Verdana'">Potions of Healing: 1/1</span></p><p><span style="font-family: 'Verdana'">Augmenting Whetstone: 2/2</span></p><p></p><p><strong>Combat notes:</strong> </p><p><span style="font-family: 'Verdana'">Dazzling Plate: TCO gains +2 to all defenses vs Charm, Fear and Psychic attacks.</span></p><p><span style="font-family: 'Verdana'">Gauntlets of Arcane Might: TCO gains 2 THP when he hits an enemy he marks with an arcane attack.</span></p><p><span style="font-family: 'Verdana'">Fullblade of Defense: Resist 1 vs All dmg; </span></p><p><span style="font-family: 'Verdana'">TCO will use his Fullblade of Defense Daily power to halve damage of an attack will reduce him below 0.</span></p><p><span style="font-family: 'Verdana'">[/sblock]</span></p></blockquote><p></p>
[QUOTE="jbear, post: 6069271, member: 75065"] Boris's grunt is the only acknowledgement of the pain caused by the flaming skeleton's fire attack. Seeing Chambers hard pressed he does not hesitate though he does call out for the others to do quite the opposite of what he himself is doing. [B][COLOR=#add8e6]"There are too many. They fight with advantage here. Retreat! To the next room! Let them come to us!" [/COLOR][/B]Of course Boris does not retreat. Instead he begins to roar his somewhat incoherent mix of curses and divine blessings. [B][COLOR=#add8e6]"Kiss the Sun! And kiss our Black Hole!" [/COLOR][/B]Suddenly his blade flares with a bright burning light and he charges at the skeleton closest to his dagger hurling ally. Unfortunately for Boris the only route to get to the undead creature is through a rubble heap, which is all that saves it from feeling the eldritch fury coiled tight within the heart of the strike as it narrowly misses. Not one to curl up and surrender in the face of insurmountable odds, Boris blinks out of existence a moment later reappears ... slightly nearer the door. Perhaps the fearless Warlock-Knight was leaving open his options to retreat and live to fight another day after all? In any case he remains in the rubble which at least offers him some protection from the deadly stoning that is going on. In the mean time, the two boneheads he had left behind had sucked up a whole world of hurt, caught in the radiant implosion left behind in the wake of Boris' timely disappearance. Unfortunately with all that is going on around him Boris seems to have forgotten that he is on fire. He continues to burn. [sblock=Actions]Strat of Turn: Boris takes 5 fire dmg (reduced to 4) Minor: Bless Weapon: +1 power bonus to atks and +1d6 radiant dmg til end of encounter; 18-20 crit range vs creatures with radiant vulnerability Minor: Curse closest enemy (SM2) Standard: Charge (H6) vs SM1: [URL="http://invisiblecastle.com/roller/view/3850126/"]16 vs AC=Miss[/URL] (miscalculated atk roll by one in dice roller, sorry; a friend with some administration rights has hooked me up with a new IC account :) NB: TCO does have an initiative of 6, if someone could grant him CAdv, that would be a hit ;) I'm sure given the situation our kind DM wouln't mind that it was retroactive :P) AP: Otherwind Stride (close burst 1) vs FORT: [URL="http://invisiblecastle.com/roller/view/3850130/"]21 vs SM1; 22 vs SM2[/URL] Both are hit for 12 dmg +2 radiant dmg +5 radiant vulnerability dmg = [URL="http://invisiblecastle.com/roller/view/3850156/"]19 dmg[/URL] SM2 also takes [URL="http://invisiblecastle.com/roller/view/3850160/"]5 Curse dmg[/URL] for a total of 24 dmg. Both are IMMOBILISED TENT! (going and standing next to them would be a bit silly) Effect: Boris teleports 1 to G6 End of turn: Save vs ongoing dmg: [URL="http://invisiblecastle.com/roller/view/3850161/"]1[/URL] [/sblock] [OOC] [B]Summary: [/B]SM1 takes 19 dmg, SM2 takes 24 dmg; both are IMMOBILISED TENT; if noone goes next to them, neither can attack next turn. [B]Team Talk:[/B] Given the fact we lost initiative in such a hard encounter and we are already 1 man down, 2 very seriously injured and hardly a dent in our enemies and nearly all are ranged and can remain spread out, I really do think we should retreat. I don't fancy our chances of victory under these circumstances. If we retreat into the next room there is really no reason why a bunch of mindless skeleton miners wouldn't follow us to their tactical disadvantage. There maybe we stand a chance. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=69684"]WEContact[/URL][/U][/B][/I], you might even want to beg the DM to let you retake Chambers action and just have him flee; keep dice roll for your next eventual attack? Healing Priority has to be our sorceror. We can't leave him behind. He needs to flee on his own steam which he can't do if he is dying. TCO will try and cover the retreat to the best of his abilities. Anyway, that's how I see it. (Of course killing a few of the bad guys as we retreat would be a good idea, particularly the melee miners who are already wounded; but this needs to be done at a distance if possible; At the moment they are neutralised for next round) [/OOC] [FONT=Verdana][sblock=The Cursed One][/FONT] [URL="http://l4w.wikia.com/wiki/PC:The_Cursed_One_(jbear1979)"]The Cursed One aka Boris[/URL] [FONT=Verdana]Human Hybrid Paladin | Warlock 3 [/FONT] [FONT=Verdana]Passive Perception/Insight 10[/FONT] [FONT=Verdana]AC:20, Fort:17, Reflex:16, Will:17, Speed:5[/FONT] [FONT=Verdana]HP: (+0 THP) 25/39, Bloodied:19, Surge Value:9, Surges left:9/11[/FONT] [FONT=Verdana]Initiative +2[/FONT] [FONT=Verdana]Action Points: 1 [/FONT][COLOR=Red][FONT=Verdana](encounter)[/FONT][/COLOR][FONT=Verdana]: USED[/FONT] [B]Conditions:[/B][FONT=Verdana] Ongoing 5 fire dmg (save ends)[/FONT] [B]Buffs:[/B][FONT=Verdana] Bless Weapon: +1 power bonus to atks & +1d6 radiant dmg; crits 18-20 til end of encounter [/FONT]Cover (In Rubble): Ranged atks take -2 penalty [B]Powers:[/B] [FONT=Verdana]MBA: Eldritch Strike +9 vs AC, 1d12+5 damage (+1d6 dmg if cursed)[/FONT] [COLOR=Green][FONT=Verdana] Divine Challenge: Divine Sanction: Warlock's Curse: [/FONT][/COLOR][FONT=Verdana]SM2[/FONT][COLOR=Green][FONT=Verdana] Eldritch Strike, Ardent Strike, Dire Radiance Helm of Seven Deaths: Souls Captured 5/7[/FONT][/COLOR] [COLOR=Red][FONT=Verdana]Blade of Crimson: USED Valorous Smite: Otherwind Stride: USED Helm of Seven Deaths: Second Wind[/FONT][/COLOR] [COLOR=DimGray][FONT=Verdana]Crown of Stars: Bless Weapon: ACTIVE Fullblade of Defense: Dazzling Plate Armour: Helm of Seven Deaths: Unavailable [/FONT][/COLOR] [B]Consumables:[/B] [FONT=Verdana]Potions of Healing: 1/1[/FONT] [FONT=Verdana]Augmenting Whetstone: 2/2[/FONT] [B]Combat notes:[/B][FONT=Verdana] [/FONT] [FONT=Verdana]Dazzling Plate: TCO gains +2 to all defenses vs Charm, Fear and Psychic attacks.[/FONT] [FONT=Verdana]Gauntlets of Arcane Might: TCO gains 2 THP when he hits an enemy he marks with an arcane attack.[/FONT] [FONT=Verdana]Fullblade of Defense: Resist 1 vs All dmg; [/FONT] [FONT=Verdana]TCO will use his Fullblade of Defense Daily power to halve damage of an attack will reduce him below 0.[/FONT] [FONT=Verdana][/sblock][/FONT] [/QUOTE]
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