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A Paid Trip to Spellhold [D&D 4e]
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<blockquote data-quote="Voda Vosa" data-source="post: 5280654" data-attributes="member: 51271"><p><strong><span style="font-size: 18px">Round 8</span></strong></p><p></p><p>The battle rages through all the ship. The chaos among the slaves is managed by the heroes who direct them.</p><p></p><p>Lochlan puts an arrow in the elf’s left tight, hindering his movement. The eyes of the elf look for him, assassin revenge on his gaze.</p><p></p><p>Chizz charges against the elf, but the creature once again dodges the half orc. The slaves rally to Chizz’s shout and charge the elf as well. Both men approach from each side of Chizz, surprising the elf. The fragile archer is <a href="http://invisiblecastle.com/roller/view/2648913/" target="_blank">pushed </a>overboard into the dark and cold waters. His screams are quickly deafened by the roaring waves.</p><p></p><p>Cliff collects himself from the floor, ordering the slaves around him to scatter. They obey as the paladin moves to flank Kumar. Taran also moves back and feeds from the spirits of nature to recover his lost strength. </p><p></p><p>Kaedyn misses yet again, but manages to draw Kumar’s attention away from Asterion, who hover his maul in the air, crushing Kumar. Despair takes over the old pirate, as he finds himself alone surrounded by foes. In a desperate move, he tries to get into his cabin, but is <a href="http://invisiblecastle.com/roller/view/2648924/" target="_blank">cut off</a> by Kaedyn’s rapid swing of the sword.</p><p>Rage taking over, Kumar reaches out to grab Kaedyn. <strong><span style="color: Red">“Treacherous rat! Get out o’ my sight!”</span></strong> he spits in the warrior face before <a href="http://invisiblecastle.com/roller/view/2648933/" target="_blank">throwing </a>him away.</p><p></p><p>The slaves shoot Kumar, only two of them succeeding. </p><p></p><p></p><p>[sblock= Battle]</p><p>Please move your tokens yourselves on the map.</p><p></p><p>Conditions:</p><p>Cliff: 12/39 </p><p>Chizz: 18/34, (5 temp hp)</p><p>Asterion: 21/40</p><p>Lochlan: 22/32</p><p>Sandy: --/-- Dead</p><p>Taran: 19/41, slowed (save ends)</p><p>Kaedyn: 27/45, prone</p><p></p><p>Kumar: -168 [ -9 from Asterion, -14 from Kaedyn, +5 from regeneration -8 from slaves]. Regeneration 5, vulnerable 2</p><p>--------</p><p>Salashan de Dwarf: Dead</p><p>Derkim: -18 [ from Lochlan]. Falls into the waters and disappears. </p><p></p><p>Actions:</p><p>Kumar <a href="http://invisiblecastle.com/roller/view/2648943/" target="_blank">save </a>vs ongoing damage, then use Pirate move to shift inside the cabin but Kaedyn cuts it off with the AoO. He then uses Grab and throw on him, hitting and pushing him 4 away.</p><p>Derkin is pushed offboard, and disappears. </p><p>Unlocked Enemies Info: </p><p>Pirates: HP:25 AC: 17 </p><p>Attk: +6 for 1d6+2</p><p>Dwarf: AC 24 Fort 25</p><p>Attk: +15 for 1d10+9</p><p>Kumar:</p><p>Base Attk: +18 for 2d6+10 and pushes 1</p><p>Grab and throw: Stdr Melee, 1 target. +12 vs ref, if hit, push 4, drop prone and take 2d6 dmg + 1d6 if hits a solid object before the push is done.</p><p>Pirate move: Shift 5 while on the ship</p><p>Booze: Move, Heal 25 hp and gain regeneration 5 for 3 rounds. </p><p></p><p></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>If it gives you an error, try reloading.</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 permanently 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: 5280654, member: 51271"] [B][SIZE="5"]Round 8[/SIZE][/B] The battle rages through all the ship. The chaos among the slaves is managed by the heroes who direct them. Lochlan puts an arrow in the elf’s left tight, hindering his movement. The eyes of the elf look for him, assassin revenge on his gaze. Chizz charges against the elf, but the creature once again dodges the half orc. The slaves rally to Chizz’s shout and charge the elf as well. Both men approach from each side of Chizz, surprising the elf. The fragile archer is [URL="http://invisiblecastle.com/roller/view/2648913/"]pushed [/URL]overboard into the dark and cold waters. His screams are quickly deafened by the roaring waves. Cliff collects himself from the floor, ordering the slaves around him to scatter. They obey as the paladin moves to flank Kumar. Taran also moves back and feeds from the spirits of nature to recover his lost strength. Kaedyn misses yet again, but manages to draw Kumar’s attention away from Asterion, who hover his maul in the air, crushing Kumar. Despair takes over the old pirate, as he finds himself alone surrounded by foes. In a desperate move, he tries to get into his cabin, but is [URL="http://invisiblecastle.com/roller/view/2648924/"]cut off[/URL] by Kaedyn’s rapid swing of the sword. Rage taking over, Kumar reaches out to grab Kaedyn. [B][COLOR="Red"]“Treacherous rat! Get out o’ my sight!”[/COLOR][/B] he spits in the warrior face before [URL="http://invisiblecastle.com/roller/view/2648933/"]throwing [/URL]him away. The slaves shoot Kumar, only two of them succeeding. [sblock= Battle] Please move your tokens yourselves on the map. Conditions: Cliff: 12/39 Chizz: 18/34, (5 temp hp) Asterion: 21/40 Lochlan: 22/32 Sandy: --/-- Dead Taran: 19/41, slowed (save ends) Kaedyn: 27/45, prone Kumar: -168 [ -9 from Asterion, -14 from Kaedyn, +5 from regeneration -8 from slaves]. Regeneration 5, vulnerable 2 -------- Salashan de Dwarf: Dead Derkim: -18 [ from Lochlan]. Falls into the waters and disappears. Actions: Kumar [URL="http://invisiblecastle.com/roller/view/2648943/"]save [/URL]vs ongoing damage, then use Pirate move to shift inside the cabin but Kaedyn cuts it off with the AoO. He then uses Grab and throw on him, hitting and pushing him 4 away. Derkin is pushed offboard, and disappears. Unlocked Enemies Info: Pirates: HP:25 AC: 17 Attk: +6 for 1d6+2 Dwarf: AC 24 Fort 25 Attk: +15 for 1d10+9 Kumar: Base Attk: +18 for 2d6+10 and pushes 1 Grab and throw: Stdr Melee, 1 target. +12 vs ref, if hit, push 4, drop prone and take 2d6 dmg + 1d6 if hits a solid object before the push is done. Pirate move: Shift 5 while on the ship Booze: Move, Heal 25 hp and gain regeneration 5 for 3 rounds. 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] If it gives you an error, try reloading. [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 permanently 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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