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A Monk, a Wizard, and a Swordmage Walk into a Fallcrest; a 4e Story Now game
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<blockquote data-quote="Manbearcat" data-source="post: 9377934" data-attributes="member: 6696971"><p><strong><em>LEIF</em></strong></p><p></p><p>Complexity 2 SC, Level 1 (DCs 8/12/19)</p><p><strong>Goal (Staged):</strong> <em>Anonymously reinforce the coffers of Renne's widow and household, surveil for hostiles, and route them should they emerge.</em></p><p><strong>2/6 </strong>Successes<strong>/1 </strong>Failures<strong>/0 </strong>Hard DC Available<strong>/1 </strong>Secondary Skill Available<strong>/Primary Skill Training exhausted; Stealth, Acrobatics, ATK</strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong>MECHANICS, ETC</strong></p><p><strong></strong></p><p><strong>Primary Goals</strong>: <em>Prevent either M from reaching B2 square of 1st floor. If either M reaches that sq, 1 Failure is accrued in the Skill Challenge; the Elect cell in Fallcrest is warned of Leif's presence and doings here.</em></p><p></p><p><strong>Secondary Optional Goal: </strong><em>Gain the intel from the vellum tossed into the cooking fire by the Ritualist (see below for details).</em></p><p></p><p>* <strong>ILLUMINATION</strong>: Low Light or Concealment (all parties are Shifters so all have Low Light).</p><p></p><p>* <strong>2ND FLOOR HOLE (Hindering Terrain)</strong>: Any creature forced into hole falls 10 ft (1d10 damage) to corresponding sq on 1st floor. An adjacent creature can Hop Down (see Acrobatics).</p><p></p><p>* <strong>RABID DOG</strong> <strong>(E4 1st Floor, Hindering Terrain)</strong>: Effect: <em>When a creature enters Rabid Dog's square, it takes 5 damage. When a creature enters a square adjacent to Rabid Dog, it is slowed UEoNT.</em></p><p></p><p>* <strong>POISONMIRE (PURPLE, hindering terrain)</strong>: Effect: <em>Any creature that enters a square of Poisonmire or ends its turn adjacent takes 5 poison damage. A creature can take this damage only once per turn.</em></p><p></p><p>* <strong>DEBRIS (difficult terrain)</strong>: Any square with debris is difficult terrain.</p><p></p><p>* <strong>LADDER (KL 1 & 2)</strong>: The ladder is slick and rotted and require a Acrobatics check to traverse, costs 1 extra sq of movement to traverse, and qualify as both Unstable and Narrow for Balance purposes (see Acrobatics).</p><p></p><p>* <strong>THE ELECT FALLCREST MAP AND INTEL (RED STAR)</strong>: The Ritualist tossed the rolled vellum into the small cooking fire. It will go up in smoke at the end of round 1 if not secured. Minor Action (adjacent sq) to secure it for 1 Success in the Skill Challenge (and actionable intel); Thievery DC 12. Failure and its secured, but Leif takes 5 Fire damage. Can attempt Free Action to secure vellum, but failure on Thievery DC means that Vellum is failed to be retrieved, burns beyond usage, and Lief takes 5 fire damage.</p><p></p><p><strong>*</strong> <strong>Elect Assassin (medium, natural, humanoid, Lurker, Minion) </strong>= HP 1, AC 15, Fortitude 13, Reflex 14, Will 12.</p><p></p><p><strong>* Elect Ritualist (medium, natural, humanoid, Controller, Minion)</strong> = HP 1, AC 15, Fortitude 12, Reflex 13, Will 14.</p><p></p><p><strong>*</strong> Roll <strong>Monster Knowledge (Nature; take +2 Circumstance Bonus due to Theme)</strong> and <strong>Initiative -2. Failure to exceed enemy Initiative = enemies have CA vs Leif in rd 1.</strong></p><p></p><p>* <strong>Initiative</strong>:</p><p></p><p><strong>Lurker</strong>: r(13) +4 = 17</p><p><strong>Lief</strong>: r(1) +4 - 2 = 3</p><p><strong>Controller</strong>: r(2) +1 = 3 (Lief's Dexterity is better so he goes first)</p><p></p><p>[HR][/HR]</p><p></p><p>[ATTACH=full]367866[/ATTACH]</p><p></p><p><strong><em>ROUND 1</em></strong></p><p></p><p>[HR][/HR]</p><p></p><p><strong>* Leif Monster Knowledge (No Action)</strong></p><p></p><p>vs <strong>Elect Assassin</strong>; r(15)+3+2 = 20. Defeats High DC.</p><p></p><p><strong>Elect Assassin</strong></p><p>Medium natural humanoid (shifter)</p><p>Level 1 Minion Lurker XP 25</p><p>HP 1; a missed attack never damages a minion. Initiative +4</p><p>AC 15, Fortitude 13, Reflex 14, Will 12 Perception+5</p><p>Speed 6 Low Light Vision </p><p></p><p>Traits</p><p><strong>Evasion</strong>: At the end of its turn, the assassin shifts 2 sq as a free action and can hide if it has cover or concealment.</p><p></p><p>Standard Actions</p><p>(⚔) <strong>Deft Blade (weapon) </strong>✦ At-Will</p><p>Attack: Melee 1 (one creature); +4 vs. Ref</p><p>Hit: 3 damage, or 5 damage if the target is granting combat advantage to the assassin.</p><p></p><p>Acrobatics +8, Athletics +5</p><p></p><p>[HR][/HR]</p><p></p><p>vs <strong>Elect Assassin</strong>; r(15)+3+2 = 20. Defeats High DC.</p><p></p><p><strong>Elect Ritualist</strong></p><p>Medium natural humanoid (shifter)</p><p>Level 1 Minion Lurker XP 25</p><p>HP 1; a missed attack never damages a minion. Initiative +1</p><p>AC 15, Fortitude 12, Reflex 13, Will 14 Perception+2</p><p>Speed 6 Low Light Vision </p><p></p><p>Standard Actions</p><p>(⚔) <strong>Hexed Dagger (weapon)</strong> ✦ At-Will</p><p>Attack: Melee 1 (one creature); +5 vs. AC</p><p>Hit: 3 damage and the hexer slides the target 1 square.</p><p></p><p>(➶) <strong>Malaise (implement, psychic)</strong> ✦ At-Will</p><p>Attack: Ranged 10 (one creature); +4 vs. Will</p><p>Hit: The ritualist slides the target 2 squares and the target is slowed UtEoHNT.</p><p></p><p>Acrobatics 0, Athletics +2</p><p></p><p>[HR][/HR]</p><p></p><p><em>The <strong>ELECT ASSASSIN</strong> staggers back when Leif leaps down from his perch to interrupt the surveillance. As Leif's foot crashes through the rotted floor, the assassin spits out a "traitorous fool" and seizes upon the opening to attempt to gut his former comrade-in-arms.</em></p><p><em></em></p><p><em>When Leif pulls his core back just in time to avoid the worst of it, the assassin retreats into the corridor near the fire to protect the escape of the Ritualist.</em></p><p><em></em></p><p><em>"Get out of here. Tell the others," he says over his shoulder.</em></p><p><em></em></p><p><em>The Ritualist has already dumped their maps and correspondence into the makeshift fire and is ready to beat feet.</em></p><p></p><p>* Standard: <strong>Deft Blade (M1, weapon) </strong>vs L's Ref: r(18) +4 +2 (CA) = 24; Hit. 5 damage (target grants CA) to L.</p><p></p><p>* End of Turn: <strong>Evasion (free action)</strong>; the assassin shifts 2 sq to H3.</p><p></p><p>LOCATION: H3.</p><p>DAMAGE TO ENEMIES: 5 damage to L.</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT DE/BUFFS: na</p><p></p><p>[HR][/HR]</p><p></p><p><strong><em>LIEF </em></strong><em>vaults over the fleeing cultist to land between them. "Traitorous fools!" he rasps, pleased with his little joke as tears through them. Before their bodies touch the floor he lunges for the burning vellum, steeling himself against the fire as the light plays against his fanged, maniacal grin.</em></p><p></p><p>* Move: Crane's Wing Movement Tech (+5 power bonus Athletics) to running leap over ML to sq I3. Need 20 or better to clear 4 ft vertically. r(19) +11 = 30. Success. <strong>TRIGGERS ML MBA DEFT BLADE (M1, WEAPON) VS L'S REF; r(5) +4 (no longer has CA) = 9. MISS.</strong></p><p></p><p>* Standard: Crane's Wing attack on H3 minion. r(12)+4 = 16 vs Fort (12). Hit. <strong>MA SLAIN</strong>.</p><p></p><p>* Free: Centered Flurry of Blows deals 5 damage to J3 minion. <strong>MR SLAIN</strong></p><p></p><p>* Minor: Secondary Skill to add +2 to Thievery roll. Endurance r(8) + 2 = 10 vs. DC8. Success</p><p></p><p>* Free: Primary Skill roll to pull rolled the vellum from the fire. Thievery r(6) + 4 + 2 = 12 vs. DC12. Success</p><p></p><p>LOCATION: I3</p><p>DAMAGE: Both M's <strong>SLAIN</strong>.</p><p>CURRENT HP: 17/26</p><p>HEALING SURGES: 9</p><p>AP: 0</p><p></p><p>[HR][/HR]</p><p></p><p><strong>PRIMARY GOAL WIN CON AND SECONDARY GOAL WIN CONS ACHIEVED. 2 x SUCCESSES EARNED.</strong></p><p><strong></strong></p><p><strong>XP</strong></p><p></p><p>* 25 * 2 = 50/3 = 17 xp apiece for PCs [USER=7028554]@Grendel_Khan[/USER], [USER=82106]@AbdulAlhazred[/USER], [USER=16586]@Campbell[/USER]</p><p></p><p>Complexity 2 SC, Level 1 (DCs 8/12/19)</p><p><strong>Goal (Staged):</strong> <em>Anonymously reinforce the coffers of Renne's widow and household, surveil for hostiles, and route them should they emerge.</em></p><p><strong>4/6 </strong>Successes<strong>/1 </strong>Failures<strong>/0 </strong>Hard DC Available<strong>/0 </strong>Secondary Skill Available<strong>/Primary Skill Training exhausted; Stealth, Acrobatics, ATK, Thievery</strong></p><p></p><p>[USER=7028554]@Grendel_Khan[/USER] , <a href="http://nentirvale.wikidot.com/setting" target="_blank">pick 2 x locations on the Fallcrest map you secured which identify Elect cell activity.</a> Tomorrow (today), I'll update with some intel tomorrow on what you gathered about those cells and cut back to Renne's house with a change of the situation-state of your conflict.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9377934, member: 6696971"] [B][I]LEIF[/I][/B] Complexity 2 SC, Level 1 (DCs 8/12/19) [B]Goal (Staged):[/B] [I]Anonymously reinforce the coffers of Renne's widow and household, surveil for hostiles, and route them should they emerge.[/I] [B]2/6 [/B]Successes[B]/1 [/B]Failures[B]/0 [/B]Hard DC Available[B]/1 [/B]Secondary Skill Available[B]/Primary Skill Training exhausted; Stealth, Acrobatics, ATK[/B] [HR][/HR] [B]MECHANICS, ETC Primary Goals[/B]: [I]Prevent either M from reaching B2 square of 1st floor. If either M reaches that sq, 1 Failure is accrued in the Skill Challenge; the Elect cell in Fallcrest is warned of Leif's presence and doings here.[/I] [B]Secondary Optional Goal: [/B][I]Gain the intel from the vellum tossed into the cooking fire by the Ritualist (see below for details).[/I] * [B]ILLUMINATION[/B]: Low Light or Concealment (all parties are Shifters so all have Low Light). * [B]2ND FLOOR HOLE (Hindering Terrain)[/B]: Any creature forced into hole falls 10 ft (1d10 damage) to corresponding sq on 1st floor. An adjacent creature can Hop Down (see Acrobatics). * [B]RABID DOG[/B] [B](E4 1st Floor, Hindering Terrain)[/B]: Effect: [I]When a creature enters Rabid Dog's square, it takes 5 damage. When a creature enters a square adjacent to Rabid Dog, it is slowed UEoNT.[/I] * [B]POISONMIRE (PURPLE, hindering terrain)[/B]: Effect: [I]Any creature that enters a square of Poisonmire or ends its turn adjacent takes 5 poison damage. A creature can take this damage only once per turn.[/I] * [B]DEBRIS (difficult terrain)[/B]: Any square with debris is difficult terrain. * [B]LADDER (KL 1 & 2)[/B]: The ladder is slick and rotted and require a Acrobatics check to traverse, costs 1 extra sq of movement to traverse, and qualify as both Unstable and Narrow for Balance purposes (see Acrobatics). * [B]THE ELECT FALLCREST MAP AND INTEL (RED STAR)[/B]: The Ritualist tossed the rolled vellum into the small cooking fire. It will go up in smoke at the end of round 1 if not secured. Minor Action (adjacent sq) to secure it for 1 Success in the Skill Challenge (and actionable intel); Thievery DC 12. Failure and its secured, but Leif takes 5 Fire damage. Can attempt Free Action to secure vellum, but failure on Thievery DC means that Vellum is failed to be retrieved, burns beyond usage, and Lief takes 5 fire damage. [B]*[/B] [B]Elect Assassin (medium, natural, humanoid, Lurker, Minion) [/B]= HP 1, AC 15, Fortitude 13, Reflex 14, Will 12. [B]* Elect Ritualist (medium, natural, humanoid, Controller, Minion)[/B] = HP 1, AC 15, Fortitude 12, Reflex 13, Will 14. [B]*[/B] Roll [B]Monster Knowledge (Nature; take +2 Circumstance Bonus due to Theme)[/B] and [B]Initiative -2. Failure to exceed enemy Initiative = enemies have CA vs Leif in rd 1.[/B] * [B]Initiative[/B]: [B]Lurker[/B]: r(13) +4 = 17 [B]Lief[/B]: r(1) +4 - 2 = 3 [B]Controller[/B]: r(2) +1 = 3 (Lief's Dexterity is better so he goes first) [HR][/HR] [ATTACH type="full" alt="1718750850547.png"]367866[/ATTACH] [B][I]ROUND 1[/I][/B] [HR][/HR] [B]* Leif Monster Knowledge (No Action)[/B] vs [B]Elect Assassin[/B]; r(15)+3+2 = 20. Defeats High DC. [B]Elect Assassin[/B] Medium natural humanoid (shifter) Level 1 Minion Lurker XP 25 HP 1; a missed attack never damages a minion. Initiative +4 AC 15, Fortitude 13, Reflex 14, Will 12 Perception+5 Speed 6 Low Light Vision Traits [B]Evasion[/B]: At the end of its turn, the assassin shifts 2 sq as a free action and can hide if it has cover or concealment. Standard Actions (⚔) [B]Deft Blade (weapon) [/B]✦ At-Will Attack: Melee 1 (one creature); +4 vs. Ref Hit: 3 damage, or 5 damage if the target is granting combat advantage to the assassin. Acrobatics +8, Athletics +5 [HR][/HR] vs [B]Elect Assassin[/B]; r(15)+3+2 = 20. Defeats High DC. [B]Elect Ritualist[/B] Medium natural humanoid (shifter) Level 1 Minion Lurker XP 25 HP 1; a missed attack never damages a minion. Initiative +1 AC 15, Fortitude 12, Reflex 13, Will 14 Perception+2 Speed 6 Low Light Vision Standard Actions (⚔) [B]Hexed Dagger (weapon)[/B] ✦ At-Will Attack: Melee 1 (one creature); +5 vs. AC Hit: 3 damage and the hexer slides the target 1 square. (➶) [B]Malaise (implement, psychic)[/B] ✦ At-Will Attack: Ranged 10 (one creature); +4 vs. Will Hit: The ritualist slides the target 2 squares and the target is slowed UtEoHNT. Acrobatics 0, Athletics +2 [HR][/HR] [I]The [B]ELECT ASSASSIN[/B] staggers back when Leif leaps down from his perch to interrupt the surveillance. As Leif's foot crashes through the rotted floor, the assassin spits out a "traitorous fool" and seizes upon the opening to attempt to gut his former comrade-in-arms. When Leif pulls his core back just in time to avoid the worst of it, the assassin retreats into the corridor near the fire to protect the escape of the Ritualist. "Get out of here. Tell the others," he says over his shoulder. The Ritualist has already dumped their maps and correspondence into the makeshift fire and is ready to beat feet.[/I] * Standard: [B]Deft Blade (M1, weapon) [/B]vs L's Ref: r(18) +4 +2 (CA) = 24; Hit. 5 damage (target grants CA) to L. * End of Turn: [B]Evasion (free action)[/B]; the assassin shifts 2 sq to H3. LOCATION: H3. DAMAGE TO ENEMIES: 5 damage to L. CONDITIONS TO ENEMIES: na CURRENT DE/BUFFS: na [HR][/HR] [B][I]LIEF [/I][/B][I]vaults over the fleeing cultist to land between them. "Traitorous fools!" he rasps, pleased with his little joke as tears through them. Before their bodies touch the floor he lunges for the burning vellum, steeling himself against the fire as the light plays against his fanged, maniacal grin.[/I] * Move: Crane's Wing Movement Tech (+5 power bonus Athletics) to running leap over ML to sq I3. Need 20 or better to clear 4 ft vertically. r(19) +11 = 30. Success. [B]TRIGGERS ML MBA DEFT BLADE (M1, WEAPON) VS L'S REF; r(5) +4 (no longer has CA) = 9. MISS.[/B] * Standard: Crane's Wing attack on H3 minion. r(12)+4 = 16 vs Fort (12). Hit. [B]MA SLAIN[/B]. * Free: Centered Flurry of Blows deals 5 damage to J3 minion. [B]MR SLAIN[/B] * Minor: Secondary Skill to add +2 to Thievery roll. Endurance r(8) + 2 = 10 vs. DC8. Success * Free: Primary Skill roll to pull rolled the vellum from the fire. Thievery r(6) + 4 + 2 = 12 vs. DC12. Success LOCATION: I3 DAMAGE: Both M's [B]SLAIN[/B]. CURRENT HP: 17/26 HEALING SURGES: 9 AP: 0 [HR][/HR] [B]PRIMARY GOAL WIN CON AND SECONDARY GOAL WIN CONS ACHIEVED. 2 x SUCCESSES EARNED. XP[/B] * 25 * 2 = 50/3 = 17 xp apiece for PCs [USER=7028554]@Grendel_Khan[/USER], [USER=82106]@AbdulAlhazred[/USER], [USER=16586]@Campbell[/USER] Complexity 2 SC, Level 1 (DCs 8/12/19) [B]Goal (Staged):[/B] [I]Anonymously reinforce the coffers of Renne's widow and household, surveil for hostiles, and route them should they emerge.[/I] [B]4/6 [/B]Successes[B]/1 [/B]Failures[B]/0 [/B]Hard DC Available[B]/0 [/B]Secondary Skill Available[B]/Primary Skill Training exhausted; Stealth, Acrobatics, ATK, Thievery[/B] [USER=7028554]@Grendel_Khan[/USER] , [URL='http://nentirvale.wikidot.com/setting']pick 2 x locations on the Fallcrest map you secured which identify Elect cell activity.[/URL] Tomorrow (today), I'll update with some intel tomorrow on what you gathered about those cells and cut back to Renne's house with a change of the situation-state of your conflict. [/QUOTE]
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