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A Paid Trip to Spellhold [D&D 4e]
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<blockquote data-quote="Voda Vosa" data-source="post: 5227588" data-attributes="member: 51271"><p>Cliff aims, and then, unleashes a powerful blow, however the sneaky dwarf catches a hanging rope with his free hand, and swoops through the air, away from harm's way. He spins around the main mast, and lands behind the shifter, landing a <a href="http://invisiblecastle.com/roller/view/2583954/" target="_blank">low cut</a> through the paladin's defenses, pushing him away. <strong><span style="color: Red">"Derrs yer payment!"</span></strong> he exclaims.</p><p></p><p>Chizz takes a successful swing at the moving dwarf, and his blades taste dwarven blood again. Salasahn parries the rest of his blows, however.</p><p></p><p>Lochlan loads the ballista, and shoots an arrow that sinks in the dwarf's shoulder. His eyes goes wild for a moment, but there are no enemies around, so he stands dubious, enough for Asterion to ram him with his hammer.</p><p></p><p>Sandy [NPCing] operates the ballista and <a href="http://invisiblecastle.com/roller/view/2583961/" target="_blank">shots </a>it. The bolts flies across the ship, and sinks on a pirate's torso.</p><p></p><p>Taran turns the pirate in a collection of flesh pieces after morphing into a dread beast.</p><p></p><p>The slaves swarm around the dwarf, in a vengeance frenzy. They attack twice, but only two blows make it through the defenses of the powerful pirate.</p><p></p><p>Salashan shifts into the vacated space left by Cliff and <a href="http://invisiblecastle.com/roller/view/2583984/" target="_blank">skewers </a>him again. The pain sends him aback once more. </p><p></p><p>The fat bald man confident in his previous luck, strikes Chizz on the right arm again, but is greeted by a counterstrike from the brutal half orc, that takes his breath away, and almost his life as well. </p><p>The two pirates engaging the slaves finish one off, with the help of the remaining archer.</p><p>The other two pirates that came from the stairs take their chances against Cliff. One misses widely, and the other, not for much. </p><p></p><p>Two more pirates and two more slaves run from below.</p><p></p><p>Kumar’s door trembles with another blow from the captain.</p><p></p><p></p><p>[sblock= Battle]</p><p>Door will remain locked until round 3 if the slaves continue there and not attack. Any PC attempting to keep the door shut will start an Endurance skill challenge, to further delay the apparition of Kumar on the battlefield. It might be worth trying.</p><p>Also, please move your tokens yourselves on the map.</p><p></p><p>Conditions:</p><p>Cliff: 20/39 Marked by Salashan</p><p>Chizz: -3</p><p>Asterion</p><p>Lochlan</p><p>Sandy</p><p>Taran</p><p>Slave 1: 15/25</p><p>Pirate 3: 7/25 bloodied</p><p></p><p>Salashan de Dwarf: -86, Bloodied, Divine sanction by Cliff</p><p></p><p>Unlocked Enemies Info: </p><p>Pirates: HP:25 AC: 17 </p><p>Attk: +6 for 1d6+2</p><p>Dwarf: AC 24</p><p>Attk: +15 for 1d10+9</p><p>The map is here, use it, move your tokens around, etc. <a href="http://spreadsheets.google.com/ccc?key=0AkGZsYIgn79wdEw3ckRxa09BRzR4eTVwX2VvdTlPeFE&hl=en" target="_blank">Battle over the Ship MAP</a></p><p>Salashan Rolls posted on IC descriptions. He takes a total of 30 points out of Cliff, using an immediat interrupt to teleport up to 3 squares and make a basic melee vs the attacker, avoiding the attack. It had additional benefits since he ended with no pirate adjacent to him, saving from the worse of possessing spirits.</p><p>Pirates <a href="http://invisiblecastle.com/roller/view/2584001/" target="_blank">Roll Lookup</a></p><p>Slaves: <a href="http://invisiblecastle.com/roller/view/2584028/" target="_blank">Roll Lookup</a></p><p></p><p>[sblock= Important Battle Information, please read]</p><p>Any nearby PC can command slaves, I’ll do the rolling of the slaves, so just spell out the commands you wish them to perform.</p><p></p><p>2 more armed slaves will appear each round from the stairs until number 20 slave has appeared. </p><p></p><p>2 more pirates will appear each round from the stairs until number 12 pirate has appeared.</p><p></p><p>The big square In the middle is the main post. </p><p></p><p>Going up the stairs is difficult terrain so each stairs square takes 2 normal move squares. </p><p></p><p>Characters standing on the edge of high deck gain a +2 to ranged attacks vs characters on lower deck, and gain concealment vs ranged attacks from low deck attackers. </p><p></p><p>Standing anywere but the edge of the high deck grants superior conealment from attackers from the other deck. This is true for characters on the lower and on the higher deck. (So the dwarf gets sup. Concealment vs Sandy and Taran, and they too have concealment vs him. Lochlan has +2 attack vs the dwarf, and concealment vs his ranged attacks, whereas the dwarf gets no bonus against Lochlan’s attacks.)</p><p></p><p>I8 is the entrance to the captain’s cabin. It’s currently closed.</p><p></p><p>To disable the ballista permantly would take a minor action from the three characters around it. Firing it would take a move action from each of them. The ballista has a ranged attack of +10 vs Ref for 4d8 points of dmg. It has an inherent -4 to attack (plus the cover) people in the lower deck, but can target normally people on the higher deck and the stairs. </p><p></p><p>The borders of the ship can be used like a “trap”. If someone pushes a character to a square of water, the pushed character falls to the freezing waters and takes 10 dmg each round it remains in it. Characters can use the Rope stairs to climb up, but it would require a successful swim check (DC 15 for each move action used to reach the square adjacent) and a successful climb check (DC 10) to climb up. Minor NPC will instantly die, but bosses will use those rules to climb up again.</p><p>[/sblock]</p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5227588, member: 51271"] Cliff aims, and then, unleashes a powerful blow, however the sneaky dwarf catches a hanging rope with his free hand, and swoops through the air, away from harm's way. He spins around the main mast, and lands behind the shifter, landing a [URL="http://invisiblecastle.com/roller/view/2583954/"]low cut[/URL] through the paladin's defenses, pushing him away. [B][COLOR="Red"]"Derrs yer payment!"[/COLOR][/B] he exclaims. Chizz takes a successful swing at the moving dwarf, and his blades taste dwarven blood again. Salasahn parries the rest of his blows, however. Lochlan loads the ballista, and shoots an arrow that sinks in the dwarf's shoulder. His eyes goes wild for a moment, but there are no enemies around, so he stands dubious, enough for Asterion to ram him with his hammer. Sandy [NPCing] operates the ballista and [URL="http://invisiblecastle.com/roller/view/2583961/"]shots [/URL]it. The bolts flies across the ship, and sinks on a pirate's torso. Taran turns the pirate in a collection of flesh pieces after morphing into a dread beast. The slaves swarm around the dwarf, in a vengeance frenzy. They attack twice, but only two blows make it through the defenses of the powerful pirate. Salashan shifts into the vacated space left by Cliff and [URL="http://invisiblecastle.com/roller/view/2583984/"]skewers [/URL]him again. The pain sends him aback once more. The fat bald man confident in his previous luck, strikes Chizz on the right arm again, but is greeted by a counterstrike from the brutal half orc, that takes his breath away, and almost his life as well. The two pirates engaging the slaves finish one off, with the help of the remaining archer. The other two pirates that came from the stairs take their chances against Cliff. One misses widely, and the other, not for much. Two more pirates and two more slaves run from below. Kumar’s door trembles with another blow from the captain. [sblock= Battle] Door will remain locked until round 3 if the slaves continue there and not attack. Any PC attempting to keep the door shut will start an Endurance skill challenge, to further delay the apparition of Kumar on the battlefield. It might be worth trying. Also, please move your tokens yourselves on the map. Conditions: Cliff: 20/39 Marked by Salashan Chizz: -3 Asterion Lochlan Sandy Taran Slave 1: 15/25 Pirate 3: 7/25 bloodied Salashan de Dwarf: -86, Bloodied, Divine sanction by Cliff Unlocked Enemies Info: Pirates: HP:25 AC: 17 Attk: +6 for 1d6+2 Dwarf: AC 24 Attk: +15 for 1d10+9 The map is here, use it, move your tokens around, etc. [URL="http://spreadsheets.google.com/ccc?key=0AkGZsYIgn79wdEw3ckRxa09BRzR4eTVwX2VvdTlPeFE&hl=en"]Battle over the Ship MAP[/URL] Salashan Rolls posted on IC descriptions. He takes a total of 30 points out of Cliff, using an immediat interrupt to teleport up to 3 squares and make a basic melee vs the attacker, avoiding the attack. It had additional benefits since he ended with no pirate adjacent to him, saving from the worse of possessing spirits. Pirates [url=http://invisiblecastle.com/roller/view/2584001/]Roll Lookup[/url] Slaves: [url=http://invisiblecastle.com/roller/view/2584028/]Roll Lookup[/url] [sblock= Important Battle Information, please read] Any nearby PC can command slaves, I’ll do the rolling of the slaves, so just spell out the commands you wish them to perform. 2 more armed slaves will appear each round from the stairs until number 20 slave has appeared. 2 more pirates will appear each round from the stairs until number 12 pirate has appeared. The big square In the middle is the main post. Going up the stairs is difficult terrain so each stairs square takes 2 normal move squares. Characters standing on the edge of high deck gain a +2 to ranged attacks vs characters on lower deck, and gain concealment vs ranged attacks from low deck attackers. Standing anywere but the edge of the high deck grants superior conealment from attackers from the other deck. This is true for characters on the lower and on the higher deck. (So the dwarf gets sup. Concealment vs Sandy and Taran, and they too have concealment vs him. Lochlan has +2 attack vs the dwarf, and concealment vs his ranged attacks, whereas the dwarf gets no bonus against Lochlan’s attacks.) I8 is the entrance to the captain’s cabin. It’s currently closed. To disable the ballista permantly would take a minor action from the three characters around it. Firing it would take a move action from each of them. The ballista has a ranged attack of +10 vs Ref for 4d8 points of dmg. It has an inherent -4 to attack (plus the cover) people in the lower deck, but can target normally people on the higher deck and the stairs. The borders of the ship can be used like a “trap”. If someone pushes a character to a square of water, the pushed character falls to the freezing waters and takes 10 dmg each round it remains in it. Characters can use the Rope stairs to climb up, but it would require a successful swim check (DC 15 for each move action used to reach the square adjacent) and a successful climb check (DC 10) to climb up. Minor NPC will instantly die, but bosses will use those rules to climb up again. [/sblock] [/sblock] [/QUOTE]
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