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Living 4th Edition
6 Eagle Down (Judge : Garyh)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 4971455" data-attributes="member: 834"><p>[sblock=OOC]Arg! Lost an entire post because I hit some stupid button on the keyboard. What moronic designer thought it was a good idea to have a button on the keyboard that dragged you back to the previous webpage, thus losing an entire post!?! What good can it do beside getting accidentally pushed and screw up your posts?! If I want to move back, I use the mouse. *****!</p><p></p><p>Sigh.</p><p></p><p>So I am doing it again.</p><p></p><p>I am running TsiRi (It's been 3 days, I think that's fair) and 7 Rabbot (according to the course of action he has formulated.[/sblock]</p><p></p><p><a href="http://virtualbattlemat.com/game/dm_malenkirk-5/" target="_blank">DM_Malenkirk on Virtual Battlemat</a></p><p></p><p>Tsi'ri, hearing the calls for help, disengage from the pack of dogs, dodging their maws, and enters the hall. She spots the weakened turrets and blasts it, destroying one of the two crossbows. 25% less firepower, yeah!</p><p></p><p>7 Rabbit moves in better position, curses the cultist and then summon the deep cold of the void but the shadowy monk resists the spell.</p><p></p><p>Outside, the dog and guards closed on the unprotected mages and took their pound of flesh but the arcane duo is still standing strong.</p><p></p><p>Inside, the turrets both lock on Soldier and focus their fire but all bolts fly wide. Is something affecting the aiming mechanism?!</p><p></p><p>The cultist is far more successful and in combination with the guard, they severely hurt Soldier.</p><p></p><p>The Dwarf keeps firing on Kama'Zer, his best open target and again scores a solid hit. </p><p></p><p>[sblock=Actions]</p><p>Tsiri </p><p>Move: to N10</p><p>Dogs OA</p><p><a href="http://invisiblecastle.com/roller/view/2294912/" target="_blank">OA vs AC 18 (1d20+13=14, 1d8+5=7)</a> miss</p><p>Standard: Eldritch blast </p><p><a href="http://invisiblecastle.com/roller/view/2294908/" target="_blank">vs ref 13 (1d20+6=21, 1d10+5=9)</a> hit</p><p></p><p>PS: Yep, I know it opened a line toward MriThas. But there is a 50% chance that Soldier is still standing because of this move as you will see below!</p><p></p><p>7 Rabbit:</p><p>Move: L12</p><p>Minor: Curse Cultist</p><p>Standard: Frigid Darkness</p><p><a href="http://invisiblecastle.com/roller/view/2294915/" target="_blank">vs Fortitude 14 (1d20+6=9, 2d8+5+1d6=23)</a> forgot +2 from fate of the void, still a miss, too bad; great damage and it was his weakest defence so it was good idea.</p><p></p><p>Turrets vs Soldier</p><p><a href="http://invisiblecastle.com/roller/view/2294922/" target="_blank">vs AC 19 (1d20+8=16, 2d8+3=5, 1d20+8=11, 2d8+3=13, 1d20+8=14, 2d8+3=18)</a> 3 miss!</p><p></p><p>Cultist and Guard vs Soldier</p><p><a href="http://invisiblecastle.com/roller/view/2294930/" target="_blank">vs AC 19 (1st attack: cultist 2nd Guard) (1d20+10+2=23, 1d20+7+2=25)</a> Both hit.</p><p></p><p>The cultist had activated a power that turned his next successful melee attack into a crit. Gloom Fist: 9 damage, ongoing 5 necro save ends</p><p>Guard; 4 damage (total 13 + ongoing). </p><p></p><p><a href="http://invisiblecastle.com/roller/view/2294932/" target="_blank">gloom fist recharge: 4+ (1d6=5)</a> recharge</p><p></p><p>2 guards vs Callen</p><p><a href="http://invisiblecastle.com/roller/view/2294941/" target="_blank">vs Callen 17 (1d20+7+1=25, 1d20+7+1=28)</a> 2 hits, 8 damage</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2294942/" target="_blank">vs AC 18 (1d20+13=27, 1d8+5=12)</a> hit for 12. There you go dude, time to roleplay that phobia in all that glory (whil sending a thunderwave in its face, most likely!)</p><p></p><p>The other guard moves next to Mrithas but it took 2 move and he could not charge.</p><p></p><p>Dwarf vs KAMA</p><p><a href="http://invisiblecastle.com/roller/view/2294946/" target="_blank">VS Kama AC 20 (1d20+8+2=20, 1d10+2+1d6=11)</a> hit</p><p>[/sblock]</p><p></p><p>[sblock=Status]</p><p>The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor).</p><p></p><p>Pack of hounds : 27/72 bloodied </p><p></p><p>South Turret (N13) : 16/38 (PS: When bloodied, it loses one crossbow)</p><p></p><p>7 Rabbit: 22/40 [10/10] </p><p>Kama'Zer: 14/41 [7/9] Second-Wind Used, Bloodied </p><p>Soldier: 13 (8) /50 [13/13) Bloodied, Ongoing 5 necro (Save ends) (Yes, I have acounted for the use of WFR)</p><p>Tsi'Ri: 40+9 /40 [10/10]</p><p>Mrithas: 22/34</p><p>Callen: 24/32</p><p></p><p>Turrets: </p><p>38/38</p><p>16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them)</p><p></p><p>Dwarf Bolter</p><p>Perception 18; low-light vision</p><p>HP 46; Bloodied 23</p><p>AC 17; Fortitude 16, Reflex 16, Will 14</p><p>Saving Throws +5 against poison effects</p><p>OA Warhammer (Standard, at-will) Weapon (if drawn)</p><p>+8 vs Armor Class; 1d10+2 damage.</p><p>creatures that don’t have cover.</p><p>Stand Your Ground</p><p>When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.</p><p></p><p>Pack of Hounds</p><p>Perception 18</p><p>Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.</p><p>HP 72; Bloodied 36</p><p>AC 22; Fortitude 19, Reflex 17, Will 18</p><p>Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks</p><p>OA Bite (Standard, at-will) </p><p>+13 vs Armor Class; 1d8+5 damage.</p><p></p><p>Guards</p><p>Perception 10</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 14, Reflex 12, Will 12</p><p>OA : Club (Standard, at-will) </p><p>+7 vs Armor Class; 4 damage.</p><p>Mob Rule</p><p>The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.</p><p></p><p>Dark Cultist</p><p>Perception 10</p><p>HP 52; Bloodied 26</p><p>AC 20; Fortitude 14, Reflex 18, Will 16</p><p>OA Unarmedd Strike (Standard, at-will) </p><p>+10 vs Armor Class; 1d8+3 damage.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4971455, member: 834"] [sblock=OOC]Arg! Lost an entire post because I hit some stupid button on the keyboard. What moronic designer thought it was a good idea to have a button on the keyboard that dragged you back to the previous webpage, thus losing an entire post!?! What good can it do beside getting accidentally pushed and screw up your posts?! If I want to move back, I use the mouse. *****! Sigh. So I am doing it again. I am running TsiRi (It's been 3 days, I think that's fair) and 7 Rabbot (according to the course of action he has formulated.[/sblock] [url=http://virtualbattlemat.com/game/dm_malenkirk-5/]DM_Malenkirk on Virtual Battlemat[/url] Tsi'ri, hearing the calls for help, disengage from the pack of dogs, dodging their maws, and enters the hall. She spots the weakened turrets and blasts it, destroying one of the two crossbows. 25% less firepower, yeah! 7 Rabbit moves in better position, curses the cultist and then summon the deep cold of the void but the shadowy monk resists the spell. Outside, the dog and guards closed on the unprotected mages and took their pound of flesh but the arcane duo is still standing strong. Inside, the turrets both lock on Soldier and focus their fire but all bolts fly wide. Is something affecting the aiming mechanism?! The cultist is far more successful and in combination with the guard, they severely hurt Soldier. The Dwarf keeps firing on Kama'Zer, his best open target and again scores a solid hit. [sblock=Actions] Tsiri Move: to N10 Dogs OA [url=http://invisiblecastle.com/roller/view/2294912/]OA vs AC 18 (1d20+13=14, 1d8+5=7)[/url] miss Standard: Eldritch blast [url=http://invisiblecastle.com/roller/view/2294908/]vs ref 13 (1d20+6=21, 1d10+5=9)[/url] hit PS: Yep, I know it opened a line toward MriThas. But there is a 50% chance that Soldier is still standing because of this move as you will see below! 7 Rabbit: Move: L12 Minor: Curse Cultist Standard: Frigid Darkness [url=http://invisiblecastle.com/roller/view/2294915/]vs Fortitude 14 (1d20+6=9, 2d8+5+1d6=23)[/url] forgot +2 from fate of the void, still a miss, too bad; great damage and it was his weakest defence so it was good idea. Turrets vs Soldier [url=http://invisiblecastle.com/roller/view/2294922/]vs AC 19 (1d20+8=16, 2d8+3=5, 1d20+8=11, 2d8+3=13, 1d20+8=14, 2d8+3=18)[/url] 3 miss! Cultist and Guard vs Soldier [url=http://invisiblecastle.com/roller/view/2294930/]vs AC 19 (1st attack: cultist 2nd Guard) (1d20+10+2=23, 1d20+7+2=25)[/url] Both hit. The cultist had activated a power that turned his next successful melee attack into a crit. Gloom Fist: 9 damage, ongoing 5 necro save ends Guard; 4 damage (total 13 + ongoing). [url=http://invisiblecastle.com/roller/view/2294932/]gloom fist recharge: 4+ (1d6=5)[/url] recharge 2 guards vs Callen [url=http://invisiblecastle.com/roller/view/2294941/]vs Callen 17 (1d20+7+1=25, 1d20+7+1=28)[/url] 2 hits, 8 damage [url=http://invisiblecastle.com/roller/view/2294942/]vs AC 18 (1d20+13=27, 1d8+5=12)[/url] hit for 12. There you go dude, time to roleplay that phobia in all that glory (whil sending a thunderwave in its face, most likely!) The other guard moves next to Mrithas but it took 2 move and he could not charge. Dwarf vs KAMA [url=http://invisiblecastle.com/roller/view/2294946/]VS Kama AC 20 (1d20+8+2=20, 1d10+2+1d6=11)[/url] hit [/sblock] [sblock=Status] The tentacle is a conjuration. It can't be targeted, it can be moved through and will disappear if the Cultist can't sustain it (minor). Pack of hounds : 27/72 bloodied South Turret (N13) : 16/38 (PS: When bloodied, it loses one crossbow) 7 Rabbit: 22/40 [10/10] Kama'Zer: 14/41 [7/9] Second-Wind Used, Bloodied Soldier: 13 (8) /50 [13/13) Bloodied, Ongoing 5 necro (Save ends) (Yes, I have acounted for the use of WFR) Tsi'Ri: 40+9 /40 [10/10] Mrithas: 22/34 Callen: 24/32 Turrets: 38/38 16 AC 13 fortitude and reflex, immune to will effect, can't be cursed (though you are free to curse at them) Dwarf Bolter Perception 18; low-light vision HP 46; Bloodied 23 AC 17; Fortitude 16, Reflex 16, Will 14 Saving Throws +5 against poison effects OA Warhammer (Standard, at-will) Weapon (if drawn) +8 vs Armor Class; 1d10+2 damage. creatures that don’t have cover. Stand Your Ground When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone. Pack of Hounds Perception 18 Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn. HP 72; Bloodied 36 AC 22; Fortitude 19, Reflex 17, Will 18 Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks OA Bite (Standard, at-will) +13 vs Armor Class; 1d8+5 damage. Guards Perception 10 HP 1; a missed attack never damages a minion. AC 16; Fortitude 14, Reflex 12, Will 12 OA : Club (Standard, at-will) +7 vs Armor Class; 4 damage. Mob Rule The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it. Dark Cultist Perception 10 HP 52; Bloodied 26 AC 20; Fortitude 14, Reflex 18, Will 16 OA Unarmedd Strike (Standard, at-will) +10 vs Armor Class; 1d8+3 damage. [/sblock] [/QUOTE]
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