Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
6 Eagle Down (Judge : Garyh)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mal Malenkirk" data-source="post: 4959422" data-attributes="member: 834"><p>[sblock=Ozy]<img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>I appreciate your rules lawyer abilities and attention to details; they have come in very handy so far. But surely you'll admit that this one, you could have let slide! Phoenix gave us a suiting epilogue to the fight and I'll let it stand as is.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>[/sblock]</p><p></p><p>[sblock=Lead the Attack]Fight is over, but this power is sure to get used again in this adventure since you wil now get an extended rest.</p><p></p><p>So for the record; I assume that the bonus to hit granted by <em>Lead the attack</em> is not granted until the end of the fight to all allies who were within 5 squares <u>at the time the power was used</u>. It is granted to each ally who is within 5 square of the warlord <u>when they make their attack</u> until the end of the fight. </p><p></p><p>So if you were within 5 square of Kama'Zer when she used <em>Lead the Attack </em> but then moved ten squares away and make a ranged attack, you no longer have the bonus. Conversely, if you were 10 square away when she used the power but then moved within 5 square of her to make your attack, you do get the bonus. Therefore if Kama'Zer wins the initiative, moves five square forward and wacks the BBG with lead the attack, she hasn't screwed everyone out of the bonus; Just join her and go get your +5 by fighting within 5 square, that's all. On the other hand, don't stick to her until she use the power and then scamper on the other side of the map, that won't work (There is no range 20/40 rangers here so it's not much of an issue, but still...)</p><p></p><p>I actually believe that this is the correct interpretation (and it match the fluff; the warlord is directing his allies so presumably he is constantly communicating with all nearby allies) but it has caused arguments in the past at the gaming table so I spell it out up front. </p><p>[/sblock] </p><p></p><p>The party stands victorious. Castor alongs with a few patrons who hadn't been able to exit peek out cautiously from under the tables where they had found refuge. </p><p></p><p>A swift rush to the basement by some of the adventurers finds it empty. Not fooled, the team search for a secret passage of somekind. When a light source is brought to bear, a trapdoor is finally found after about a minute of searching. By the lack of odors, it doesn't lead to the sewers. A quick check shows it is a smuggler's tunnels and a query to Castor reveals that it leads to a house near the customs less than a hundred yards away. The mage is now long gone. At least they have Castor well in hand. And in light of his allies betrayal, he is very talkative, even grateful.</p><p></p><p>[sblock=OOC or, Man, you guys are blind as a bat!]Obviously, the mage couldn't have gone far. There had to be a trap door / sliding panel real close to the base of the stairs.</p><p></p><p>I decided that the DC to spot it in the dark was 21 and with a source of light it was 16 (Level 2 DC check, Hard and Medium) and that you'd get a chance to spot it at first glance (without a 1 minute search) or even spot it automatically if your passive perception was high enough.</p><p></p><p>Turns out that Tsi'Ri, who could arrive almost on the tail of the mage, has +0 perception and couldn't succeed the first check. </p><p></p><p>Once light was brought to bear (be it a light spell or a sunrod), I allowed the best perception of the team (there are 3 contenders at +3) to get a shot to spot it immediately. </p><p></p><p><a href="http://invisiblecastle.com/roller/view/2282911/" target="_blank">Perception (1d20+3=8)</a> fail.</p><p></p><p>After that, well, of course you are all allowed a standard 1 minute search check and the DC is 16 so I didn't bother with it. <em>Someone</em> out of 6 checks was bound to beat 16. </p><p> </p><p>So that leaves you a bit over 1 minute behind the mage. Let's say she's gone. Meh. Castor knows plenty enough to keep the story moving, it's no big deal.</p><p></p><p>Also, I have just discovered that stealthy enemies will be your <em>bane</em>!</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4959422, member: 834"] [sblock=Ozy]:lol: I appreciate your rules lawyer abilities and attention to details; they have come in very handy so far. But surely you'll admit that this one, you could have let slide! Phoenix gave us a suiting epilogue to the fight and I'll let it stand as is. ;) [/sblock] [sblock=Lead the Attack]Fight is over, but this power is sure to get used again in this adventure since you wil now get an extended rest. So for the record; I assume that the bonus to hit granted by [I]Lead the attack[/I] is not granted until the end of the fight to all allies who were within 5 squares [U]at the time the power was used[/U]. It is granted to each ally who is within 5 square of the warlord [U]when they make their attack[/U] until the end of the fight. So if you were within 5 square of Kama'Zer when she used [I]Lead the Attack [/I] but then moved ten squares away and make a ranged attack, you no longer have the bonus. Conversely, if you were 10 square away when she used the power but then moved within 5 square of her to make your attack, you do get the bonus. Therefore if Kama'Zer wins the initiative, moves five square forward and wacks the BBG with lead the attack, she hasn't screwed everyone out of the bonus; Just join her and go get your +5 by fighting within 5 square, that's all. On the other hand, don't stick to her until she use the power and then scamper on the other side of the map, that won't work (There is no range 20/40 rangers here so it's not much of an issue, but still...) I actually believe that this is the correct interpretation (and it match the fluff; the warlord is directing his allies so presumably he is constantly communicating with all nearby allies) but it has caused arguments in the past at the gaming table so I spell it out up front. [/sblock] The party stands victorious. Castor alongs with a few patrons who hadn't been able to exit peek out cautiously from under the tables where they had found refuge. A swift rush to the basement by some of the adventurers finds it empty. Not fooled, the team search for a secret passage of somekind. When a light source is brought to bear, a trapdoor is finally found after about a minute of searching. By the lack of odors, it doesn't lead to the sewers. A quick check shows it is a smuggler's tunnels and a query to Castor reveals that it leads to a house near the customs less than a hundred yards away. The mage is now long gone. At least they have Castor well in hand. And in light of his allies betrayal, he is very talkative, even grateful. [sblock=OOC or, Man, you guys are blind as a bat!]Obviously, the mage couldn't have gone far. There had to be a trap door / sliding panel real close to the base of the stairs. I decided that the DC to spot it in the dark was 21 and with a source of light it was 16 (Level 2 DC check, Hard and Medium) and that you'd get a chance to spot it at first glance (without a 1 minute search) or even spot it automatically if your passive perception was high enough. Turns out that Tsi'Ri, who could arrive almost on the tail of the mage, has +0 perception and couldn't succeed the first check. Once light was brought to bear (be it a light spell or a sunrod), I allowed the best perception of the team (there are 3 contenders at +3) to get a shot to spot it immediately. [url=http://invisiblecastle.com/roller/view/2282911/]Perception (1d20+3=8)[/url] fail. After that, well, of course you are all allowed a standard 1 minute search check and the DC is 16 so I didn't bother with it. [I]Someone[/I] out of 6 checks was bound to beat 16. So that leaves you a bit over 1 minute behind the mage. Let's say she's gone. Meh. Castor knows plenty enough to keep the story moving, it's no big deal. Also, I have just discovered that stealthy enemies will be your [I]bane[/I]! [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
6 Eagle Down (Judge : Garyh)
Top