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6 Eagle Down (Judge : Garyh)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5038045" data-attributes="member: 834"><p>Rinch speaks one word in a dead language and a wave of anguish wash over the heroes gathered near the cave. 7 Rabbit's iron will allow him to resist while Mri'thas swiftly uses his staff to swallow the worst of it, but Andrec, Soldier, Kama'Zer and Tsi'Ri all get a vicious nose bleed and can't help but stumble in Rinch's desired direction.</p><p></p><p>Soldier in particular is hit hard and moved in an akward location. The Hulk, with a big fat grin on his face, takes the chance to smash into him. He barel misses, tearing a chunk of rock from the wall. </p><p></p><p>The dark enissary is more opportunistic and stabs the warrior before stepping away and becoming shadowy.</p><p></p><p>The hounds charge. One misses montroya but the other flanks Tsi'ri and brings her painfully to the ground, inflicting necrotic rabbies ion the process!</p><p></p><p>The Zombies are fewer in number than they use to and several fall to pieces as they brun from Callen's magic. The remaining zombies are undaunted and keeps harassing the heroes, one managing a painful slam on Montroya.</p><p></p><p>The Corruption corpse focus their fire on Jarel and it takes it toll, the arcane warrior is weakened by their foul powers.</p><p></p><p><a href="http://www.4shared.com/file/181083047/6ec110da/6eagle6.html" target="_blank"><img src="http://dc178.4shared.com/img/181083047/6ec110da/6eagle6.png?rnd=0.8257320843574895" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p></p><p></p><p>[sblock=Action]</p><p>Armor of Agathys on Z3:</p><p><a href="http://invisiblecastle.com/roller/view/2354612/" target="_blank">cold (1d6+4=10)</a></p><p></p><p>Rinch:</p><p>Move: TPL</p><p>Standard: Commanding Voice</p><p><a href="http://invisiblecastle.com/roller/view/2354332/" target="_blank">vs Will, 1:Soldier 2:Kama'Zer 3:Mri'Thas 4:Tsi'Ri 5:7 Rabbit 6:Andrec (1d20+10=30, 1d20+10=25, 1d20+10=18, 1d20+10=25, 1d20+10=14, 1d20+10=14, 1d6+5=10)</a> </p><p></p><p>Kama'Zer, Mrithas, Tsi'Ri and Andrec: Hit for 10</p><p>Soldier, critical for 15</p><p><a href="http://invisiblecastle.com/roller/view/2354334/" target="_blank">crit (1d6=4)</a></p><p></p><p>7 Rabbit: missed </p><p></p><p>Mrithas: Activates Staff of defense (+3 to will), attack turns into a miss</p><p></p><p>Rinch: Spends AP. </p><p>Attacks Mrithas:</p><p><a href="http://invisiblecastle.com/roller/view/2354346/" target="_blank">vs Mrithas AC 18 (1d20+11=23, 2d6+7=12)</a> hit, dazed TENT</p><p></p><p>I forgot the -2 from mark, still a hit. Can't be cancelled by Shield because it is an immediate interrupt and it was already used for the staff of defense to not get hit by Rinch's Commanding Voice.</p><p></p><p>Recharge:</p><p><a href="http://invisiblecastle.com/roller/view/2354343/" target="_blank">Recharge 1:Curse of blindness (5) 2:Commanding voice (6) (1d6=5, 1d6=3)</a> </p><p></p><p>Hulk:</p><p>Zombie Smash</p><p><a href="http://invisiblecastle.com/roller/view/2354350/" target="_blank">Zombie Smash, vs AC 20, dmg, recharge 6 (1d20+12+2=18, 4d8+5=24, 1d6=3)</a></p><p></p><p>Awww, miss. Now that would have been an interesting twist on the fight, no?</p><p>PS I just noted that the CA was only good for Rinch. Still a miss.</p><p></p><p>Dark One:</p><p>Move: Dark Step TPL, gains CA vs Soldier</p><p><a href="http://invisiblecastle.com/roller/view/2354352/" target="_blank">vs Soldier AC 20 (1d20+10+2=30, 1d4+5+1d6=13)</a> hit</p><p></p><p>Hounds:</p><p>save for H3 </p><p><a href="http://invisiblecastle.com/roller/view/2354355/" target="_blank">save (1d20=12)</a></p><p></p><p><a href="http://invisiblecastle.com/roller/view/2354357/" target="_blank">1:Andrec (+2 CA, +1 charge) 2:Montroya (-2 marked +1 charge) (1d20+7=22, 1d6+3=5, 1d20+7=14, 1d6+3=4)</a></p><p></p><p>My mistake here; I wrote Andrec but as you can see from the map, the target of the charging/flanking Hound 2 is clearly Tsi'Ri.</p><p></p><p>Tsi'Ri hit, Montroya missed</p><p></p><p>Zombies</p><p>Save for Zombie 6</p><p><a href="http://invisiblecastle.com/roller/view/2354596/" target="_blank">save (1d20=2)</a></p><p></p><p>Zombie 8 us dazed and can't charge Andrec so he just moves and doesn't attack.</p><p><a href="http://invisiblecastle.com/roller/view/2354599/" target="_blank">1:Tsiri (+2 CA) 2:Mrithas (+2 CA) 3:Montroya (+1 Charge) (1d20+6=10, 2d6+2=5, 1d20+6=15, 2d6+2=12, 1d20+6=21, 2d6+2=10, 1d20+6=9, 2d6+2=10)</a></p><p></p><p>Miss Tsi'ri and Mrithas, hit montroya for 10</p><p></p><p>Corruption Corpse</p><p>Save:</p><p><a href="http://invisiblecastle.com/roller/view/2354608/" target="_blank">save (1d20=16)</a></p><p></p><p>Moves: TPL</p><p>Attacks:</p><p><a href="http://invisiblecastle.com/roller/view/2354611/" target="_blank">vs Jarel's reflex (1d20+7=10, 2d6+3=10, 1d20+7=27, 2d6+3=6)</a> one miss, one crit, 15 damage +weakened</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Status]</p><p>Dark Emissary 2: Concealed</p><p></p><p>Hound 3: 8 /54 Marked (Jarel)</p><p></p><p>Corruption Corpse 2: 14/46 cursed (Tsi'Ri), burning</p><p>Corruption Corpse 3: 36/46 </p><p></p><p></p><p></p><p>Rinch: 75 /136 </p><p></p><p>Hulk: 88 + 5 / 88</p><p></p><p>Zombie 3: 15/40 cursed (7 Rabbit)</p><p>Zombie 5: Dead</p><p>Zombie 6: 9 (4) /40 Burning, Dazed TENT</p><p>Zombie 7: Dead</p><p>Zombie 8: 27/40 Dazed</p><p>Zombie 9: DEAD </p><p></p><p>Jarel: 28/43 [5/11] weakened TENT </p><p>Montroya: 22/37 [7/8] </p><p>Andrec: 21/32 [4/7]</p><p>7 Rabbit: 46 +5 /46 [6/10] Armor of Agathys</p><p>Kama'Zer: 26 /46 [2/9] Blind (Save ends) </p><p>Soldier: 17 (23) /50 [3/13) Regenerate 6 when bloodied, slowed (save) </p><p>Tsi'Ri: 37 (32) /46 [9/10] prone, ongoing 5 (save ends) </p><p>Mrithas: 8 / 38 [5/9] dazed TENT </p><p>Callen: 32/37 [6/8]</p><p></p><p>Rinch (Same picture as for Damon from the first fight)</p><p>HP 136; Bloodied 68 ; see terrible visage</p><p>AC 22; Fortitude 19, Reflex 18, Will 22</p><p>Cold Resistance 5</p><p>Scepter of Striking (standard, at-will) Weapon</p><p>+11 vs AC; 2d6 + 7 damage, and the target is dazed until the end of Rinch’s next turn.</p><p></p><p>Z = Good old Zombie</p><p>HP 40; Bloodied 20</p><p>AC 13; Fortitude 13, Reflex 9, Will 10</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Slam (standard, at-will) </p><p>+6 vs AC; 2d6+2 damage.</p><p>Zombie Grab (standard, at-will) </p><p>Zombie Weakness (dies on a crit)</p><p></p><p>Gravehound (You know the picture. You love grave hounds!)</p><p>HP 54; Bloodied 27</p><p>AC 14; Fortitude 14, Reflex 12, Will 11</p><p>+7 vs AC; 1d6+3 damage, and the target takes ongoing 5 necrotic damage (save ends) and is knocked prone if it is Medium size or smaller.</p><p>Death Jaws (when reduced to 0 hit points) Necrotic</p><p>The gravehound makes a bite attack against a target within its reach.</p><p>Zombie Weakness</p><p></p><p>Corruption Corpse (The humanoid looking Zombies with punched in face)</p><p>Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.</p><p>HP 46; Bloodied 23</p><p>Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)</p><p>AC 17; Fortitude 16, Reflex 14, Will 14</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>+8 vs AC; 1d6+3 damage.</p><p></p><p>Chillborn Zombie (The one zombie icon with some frost on it, near Rinch. One of the most dangerous foe, by the way, plan how you take him out carefully)</p><p></p><p>Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage.</p><p>HP 71; Bloodied 35</p><p>AC 22; Fortitude 20, Reflex 16, Will 16</p><p>Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant</p><p>+11 vs AC; 1d6+4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends).</p><p>Death Burst (when reduced to 0 hit points) Cold</p><p>The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends).</p><p></p><p>Dark One Emisarry (Did you not have enough of the last one? Here is a double treat!)</p><p>HP 48; Bloodied 24</p><p>AC 20; Fortitude 16, Reflex 20, Will 17</p><p>Dagger (standard, at-will) Weapon</p><p>+10 vs AC; 1d4+5 damage.</p><p>Killing Dark (when reduced to 0 hit points, ) </p><p>Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark one emissary explodes in a spout of darkness.</p><p></p><p>Zombie Hulk</p><p></p><p>HP 88; Bloodied 44</p><p>AC 20; Fortitude 23, Reflex 17, Will 18</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant</p><p>Slam (standard, at-will) </p><p>Reach 2; +12 vs AC; 2d8+5 damage.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5038045, member: 834"] Rinch speaks one word in a dead language and a wave of anguish wash over the heroes gathered near the cave. 7 Rabbit's iron will allow him to resist while Mri'thas swiftly uses his staff to swallow the worst of it, but Andrec, Soldier, Kama'Zer and Tsi'Ri all get a vicious nose bleed and can't help but stumble in Rinch's desired direction. Soldier in particular is hit hard and moved in an akward location. The Hulk, with a big fat grin on his face, takes the chance to smash into him. He barel misses, tearing a chunk of rock from the wall. The dark enissary is more opportunistic and stabs the warrior before stepping away and becoming shadowy. The hounds charge. One misses montroya but the other flanks Tsi'ri and brings her painfully to the ground, inflicting necrotic rabbies ion the process! The Zombies are fewer in number than they use to and several fall to pieces as they brun from Callen's magic. The remaining zombies are undaunted and keeps harassing the heroes, one managing a painful slam on Montroya. The Corruption corpse focus their fire on Jarel and it takes it toll, the arcane warrior is weakened by their foul powers. [URL=http://www.4shared.com/file/181083047/6ec110da/6eagle6.html][IMG]http://dc178.4shared.com/img/181083047/6ec110da/6eagle6.png?rnd=0.8257320843574895[/IMG][/URL] [sblock=Action] Armor of Agathys on Z3: [url=http://invisiblecastle.com/roller/view/2354612/]cold (1d6+4=10)[/url] Rinch: Move: TPL Standard: Commanding Voice [url=http://invisiblecastle.com/roller/view/2354332/]vs Will, 1:Soldier 2:Kama'Zer 3:Mri'Thas 4:Tsi'Ri 5:7 Rabbit 6:Andrec (1d20+10=30, 1d20+10=25, 1d20+10=18, 1d20+10=25, 1d20+10=14, 1d20+10=14, 1d6+5=10)[/url] Kama'Zer, Mrithas, Tsi'Ri and Andrec: Hit for 10 Soldier, critical for 15 [url=http://invisiblecastle.com/roller/view/2354334/]crit (1d6=4)[/url] 7 Rabbit: missed Mrithas: Activates Staff of defense (+3 to will), attack turns into a miss Rinch: Spends AP. Attacks Mrithas: [url=http://invisiblecastle.com/roller/view/2354346/]vs Mrithas AC 18 (1d20+11=23, 2d6+7=12)[/url] hit, dazed TENT I forgot the -2 from mark, still a hit. Can't be cancelled by Shield because it is an immediate interrupt and it was already used for the staff of defense to not get hit by Rinch's Commanding Voice. Recharge: [url=http://invisiblecastle.com/roller/view/2354343/]Recharge 1:Curse of blindness (5) 2:Commanding voice (6) (1d6=5, 1d6=3)[/url] Hulk: Zombie Smash [url=http://invisiblecastle.com/roller/view/2354350/]Zombie Smash, vs AC 20, dmg, recharge 6 (1d20+12+2=18, 4d8+5=24, 1d6=3)[/url] Awww, miss. Now that would have been an interesting twist on the fight, no? PS I just noted that the CA was only good for Rinch. Still a miss. Dark One: Move: Dark Step TPL, gains CA vs Soldier [url=http://invisiblecastle.com/roller/view/2354352/]vs Soldier AC 20 (1d20+10+2=30, 1d4+5+1d6=13)[/url] hit Hounds: save for H3 [url=http://invisiblecastle.com/roller/view/2354355/]save (1d20=12)[/url] [url=http://invisiblecastle.com/roller/view/2354357/]1:Andrec (+2 CA, +1 charge) 2:Montroya (-2 marked +1 charge) (1d20+7=22, 1d6+3=5, 1d20+7=14, 1d6+3=4)[/url] My mistake here; I wrote Andrec but as you can see from the map, the target of the charging/flanking Hound 2 is clearly Tsi'Ri. Tsi'Ri hit, Montroya missed Zombies Save for Zombie 6 [url=http://invisiblecastle.com/roller/view/2354596/]save (1d20=2)[/url] Zombie 8 us dazed and can't charge Andrec so he just moves and doesn't attack. [url=http://invisiblecastle.com/roller/view/2354599/]1:Tsiri (+2 CA) 2:Mrithas (+2 CA) 3:Montroya (+1 Charge) (1d20+6=10, 2d6+2=5, 1d20+6=15, 2d6+2=12, 1d20+6=21, 2d6+2=10, 1d20+6=9, 2d6+2=10)[/url] Miss Tsi'ri and Mrithas, hit montroya for 10 Corruption Corpse Save: [url=http://invisiblecastle.com/roller/view/2354608/]save (1d20=16)[/url] Moves: TPL Attacks: [url=http://invisiblecastle.com/roller/view/2354611/]vs Jarel's reflex (1d20+7=10, 2d6+3=10, 1d20+7=27, 2d6+3=6)[/url] one miss, one crit, 15 damage +weakened [/sblock] [sblock=Status] Dark Emissary 2: Concealed Hound 3: 8 /54 Marked (Jarel) Corruption Corpse 2: 14/46 cursed (Tsi'Ri), burning Corruption Corpse 3: 36/46 Rinch: 75 /136 Hulk: 88 + 5 / 88 Zombie 3: 15/40 cursed (7 Rabbit) Zombie 5: Dead Zombie 6: 9 (4) /40 Burning, Dazed TENT Zombie 7: Dead Zombie 8: 27/40 Dazed Zombie 9: DEAD Jarel: 28/43 [5/11] weakened TENT Montroya: 22/37 [7/8] Andrec: 21/32 [4/7] 7 Rabbit: 46 +5 /46 [6/10] Armor of Agathys Kama'Zer: 26 /46 [2/9] Blind (Save ends) Soldier: 17 (23) /50 [3/13) Regenerate 6 when bloodied, slowed (save) Tsi'Ri: 37 (32) /46 [9/10] prone, ongoing 5 (save ends) Mrithas: 8 / 38 [5/9] dazed TENT Callen: 32/37 [6/8] Rinch (Same picture as for Damon from the first fight) HP 136; Bloodied 68 ; see terrible visage AC 22; Fortitude 19, Reflex 18, Will 22 Cold Resistance 5 Scepter of Striking (standard, at-will) Weapon +11 vs AC; 2d6 + 7 damage, and the target is dazed until the end of Rinch’s next turn. Z = Good old Zombie HP 40; Bloodied 20 AC 13; Fortitude 13, Reflex 9, Will 10 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Slam (standard, at-will) +6 vs AC; 2d6+2 damage. Zombie Grab (standard, at-will) Zombie Weakness (dies on a crit) Gravehound (You know the picture. You love grave hounds!) HP 54; Bloodied 27 AC 14; Fortitude 14, Reflex 12, Will 11 +7 vs AC; 1d6+3 damage, and the target takes ongoing 5 necrotic damage (save ends) and is knocked prone if it is Medium size or smaller. Death Jaws (when reduced to 0 hit points) Necrotic The gravehound makes a bite attack against a target within its reach. Zombie Weakness Corruption Corpse (The humanoid looking Zombies with punched in face) Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls. HP 46; Bloodied 23 Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn) AC 17; Fortitude 16, Reflex 14, Will 14 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant +8 vs AC; 1d6+3 damage. Chillborn Zombie (The one zombie icon with some frost on it, near Rinch. One of the most dangerous foe, by the way, plan how you take him out carefully) Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage. HP 71; Bloodied 35 AC 22; Fortitude 20, Reflex 16, Will 16 Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant +11 vs AC; 1d6+4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends). Death Burst (when reduced to 0 hit points) Cold The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends). Dark One Emisarry (Did you not have enough of the last one? Here is a double treat!) HP 48; Bloodied 24 AC 20; Fortitude 16, Reflex 20, Will 17 Dagger (standard, at-will) Weapon +10 vs AC; 1d4+5 damage. Killing Dark (when reduced to 0 hit points, ) Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark one emissary explodes in a spout of darkness. Zombie Hulk HP 88; Bloodied 44 AC 20; Fortitude 23, Reflex 17, Will 18 Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant Slam (standard, at-will) Reach 2; +12 vs AC; 2d8+5 damage. [/sblock] [/QUOTE]
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