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A Simple Errand (DM:renau1g, Judge: covaithe)
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<blockquote data-quote="renau1g" data-source="post: 5075865" data-attributes="member: 54810"><p><strong>NPC Time Dorn</strong></p><p></p><p>After his previous missed shot, Jax throws his crossbow to the ground in frustration. <span style="color: Lime">"This is why I use a dagger!"</span> he says as he draws the jagged blade. The kobold leaps at the muck thrower and drives his weapon deep into its center, about where the heart would be if it had one. Jax withdraws his arm, now covered in mud, from the creature's body. <span style="color: lime">"Kyaaah! Back, back!"</span> He slashes wildly, again and again, forcing the muck thrower off-balance and driving it backwards, dripping gobs of mud as it goes. It soon finds itself flanked by the pair of warforged and the unconscious gith.</p><p></p><p>Ingot tracks the muck thrower as Jax sends it staggering back over into range. The hammer symbol on its chest rotates a half-turn and there is a "click". Its fullblade, which had gotten slightly spattered with mud again during the mudmen's attacks, bursts into a bright flame. <span style="color: SlateGray">"For Vulkar!"</span> Ingot shouts as it strikes hard at the muck thrower. The flames flare bright white as the attack hits. Ingot swipes the blade down in a zig-zag motion, cutting lines of fire through the creature as large chunks of its muddy body dry up and crumble away. It still stands, but barely, and it remains on fire, clearly almost destroyed.</p><p></p><p>Ingot wades forward into the deep mud, trying to finish the remaining mudman and stop the staff from opening a gate to... wherever. It makes a quick strike with its blade against the mudman in the corner, which hits, but the mud slows Ingot's momentum and it does only minor damage. Still, a backsplash of healing energy flows over Rrek and revives him once more.</p><p></p><p>Crag takes a step towards the portal-opening staff of earth and feels a slick pocket of mud under the heel of his right foot. Already committed to the movement (momentum will do that...), Crag is completely helpless as his front foot is sent skyward with the rest of him quickly following. If the situation were not already so desperate, it may have even seemed comical. The ice covered warforged slams into the ground with a muddy splash and flails around like a turtle on its back, unable to get up at the moment. Calling on Terra for assistance, he ignores his current position.</p><p></p><p><span style="color: Olive">"Terra! Please help me close that unnatural door to another world so that we can recover the earth staff!"</span> but finds he's too far to work on it...</p><p></p><p>[sblock=ooc]</p><p>Must be adjacent to use primary checks. I'll allow it to be saved for when/if you can get next to it[/sblock]</p><p></p><p>Rrek pushes himself up off the ground for the second time in what seems to be a short while, taking in the quickly changing situation and summoning up what little magical reserves he has remaining...</p><p></p><p>Magic coalesces around Rrek, focusing along his blade as he concentrates on the widening portal, the portal not able to expand any further.</p><p></p><p>Dorn keeps on blasting away with Lightning bolts</p><p></p><p>[sblock=ooc]</p><p><a href="http://invisiblecastle.com/roller/view/2393123/" target="_blank">vs ref; dmg (1d20 6=15, 1d8 9=16)</a> hits MM19 for 16 damage[/sblock]</p><p></p><p>A mud creature slips through the crack in the staff, moving between the fingers of whatever's trying to open the portal. </p><p></p><p>The wounded mudman punches Ingot as the warforged's got its attention. The newcomer punches Rrek, but the gith deflects the attack with his mind.</p><p></p><p>[sblock=Skill Challenge!]</p><p>Staff is currently in E1, need to be adjacent to use either primary checks. In 3 rounds, more trouble ensues <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p>Skill Challenge: Stem the Tide</p><p>6 Successes before 3 failures</p><p>Primary Skills: Arcana and Nature DC 16 - standard action - 1 success - use your knowledge to help close the portal</p><p>Secondary Skills: Acrobatics DC 11 - Maintain your balance in the mud - you get +2 on next check - move action - 0 successes</p><p>Athletics DC 11 - You help brace an ally against the mud, giving them +2 on next skill check - move action- 0 successes</p><p></p><p>1 Success, 0 failures - 1st round completed...2 more to go.</p><p>[/sblock]</p><p>[sblock=Stats]</p><p>Mud Men</p><p>HP 43; Bloodied 21</p><p>AC 14; Fortitude 15, Reflex 13, Will 13</p><p></p><p>Muck Thrower</p><p>HP 47; Bloodied 23</p><p>AC 18; Fortitude 19; Reflex 14; Will 16</p><p>[/sblock]</p><p></p><p>[sblock=Combat Stuff]</p><p>MM19 - 18/43 - bloodied</p><p></p><p>MM19 & 97 - <a href="http://invisiblecastle.com/roller/view/2393126/" target="_blank">vs ac; dmg (1d20 7=21, 1d10 3=11, 1d20 7=19, 1d10 3=8)</a> Retcon from Ingot's mark, it attacks the cleric instead, the second one <em>does</em> attack Rrek though and <em>just</em> misses</p><p></p><p>Dorn - 25- 27/27 - 3/6 - </p><p>Rrek - 17 - 14/33 - 8/12 - slwoed (save ends), bloodied, </p><p>Crag - 16- 28/49+5thp - 13/14 - Frosty the Snowman, prone</p><p>Bad Guys - 15</p><p>Jax - 14- 22/24 - 0/7 - <- you're up </p><p>Ingot - 3- 9/32 - 5/9 - bloodied</p><p><a href="http://invisiblecastle.com/roller/view/2380087/" target="_blank">Init bad guys; Dorn; Jax; rrek; Ingot; Crag (1d20 5=14, 1d20 5=25, 1d20 5=14, 1d20 2=17, 1d20=3, 1d20 1=16)</a></p><p>[/sblock]</p><p></p><p>[sblock=Terrain Features]</p><p>Illumination: There is no illumination in this room, besides the sunrod</p><p></p><p>Ceiling: The ceiling is 15 feet high.</p><p></p><p>Muddy Squares: Although not deep enough to hinder movement, the elemental mud that covers these squares is treacherously slick. Any Acrobatics, Athletics, or Stealth checks made in a muddy square take a –2 penalty. </p><p></p><p>Shelves: The large shelving units in this room are 10 feet high, have been magically shaped directly from the surrounding stone of the walls, and cannot be toppled over. However, they can be climbed with a DC 15 Athletics check.</p><p></p><p>Thick Mud: The squares around the staff (really dark squares) are filled with thick mud and are challenging terrain. A skill check is not required to move into a square with thick mud; however, it requires a DC 10 Athletics check to move out of a square with thick mud; a failed check means the PC is immobilized (save ends).[/sblock]</p></blockquote><p></p>
[QUOTE="renau1g, post: 5075865, member: 54810"] [b]NPC Time Dorn[/b] After his previous missed shot, Jax throws his crossbow to the ground in frustration. [COLOR="Lime"]"This is why I use a dagger!"[/COLOR] he says as he draws the jagged blade. The kobold leaps at the muck thrower and drives his weapon deep into its center, about where the heart would be if it had one. Jax withdraws his arm, now covered in mud, from the creature's body. [COLOR="lime"]"Kyaaah! Back, back!"[/COLOR] He slashes wildly, again and again, forcing the muck thrower off-balance and driving it backwards, dripping gobs of mud as it goes. It soon finds itself flanked by the pair of warforged and the unconscious gith. Ingot tracks the muck thrower as Jax sends it staggering back over into range. The hammer symbol on its chest rotates a half-turn and there is a "click". Its fullblade, which had gotten slightly spattered with mud again during the mudmen's attacks, bursts into a bright flame. [COLOR="SlateGray"]"For Vulkar!"[/COLOR] Ingot shouts as it strikes hard at the muck thrower. The flames flare bright white as the attack hits. Ingot swipes the blade down in a zig-zag motion, cutting lines of fire through the creature as large chunks of its muddy body dry up and crumble away. It still stands, but barely, and it remains on fire, clearly almost destroyed. Ingot wades forward into the deep mud, trying to finish the remaining mudman and stop the staff from opening a gate to... wherever. It makes a quick strike with its blade against the mudman in the corner, which hits, but the mud slows Ingot's momentum and it does only minor damage. Still, a backsplash of healing energy flows over Rrek and revives him once more. Crag takes a step towards the portal-opening staff of earth and feels a slick pocket of mud under the heel of his right foot. Already committed to the movement (momentum will do that...), Crag is completely helpless as his front foot is sent skyward with the rest of him quickly following. If the situation were not already so desperate, it may have even seemed comical. The ice covered warforged slams into the ground with a muddy splash and flails around like a turtle on its back, unable to get up at the moment. Calling on Terra for assistance, he ignores his current position. [COLOR=Olive]"Terra! Please help me close that unnatural door to another world so that we can recover the earth staff!"[/COLOR] but finds he's too far to work on it... [sblock=ooc] Must be adjacent to use primary checks. I'll allow it to be saved for when/if you can get next to it[/sblock] Rrek pushes himself up off the ground for the second time in what seems to be a short while, taking in the quickly changing situation and summoning up what little magical reserves he has remaining... Magic coalesces around Rrek, focusing along his blade as he concentrates on the widening portal, the portal not able to expand any further. Dorn keeps on blasting away with Lightning bolts [sblock=ooc] [url=http://invisiblecastle.com/roller/view/2393123/]vs ref; dmg (1d20 6=15, 1d8 9=16)[/url] hits MM19 for 16 damage[/sblock] A mud creature slips through the crack in the staff, moving between the fingers of whatever's trying to open the portal. The wounded mudman punches Ingot as the warforged's got its attention. The newcomer punches Rrek, but the gith deflects the attack with his mind. [sblock=Skill Challenge!] Staff is currently in E1, need to be adjacent to use either primary checks. In 3 rounds, more trouble ensues :devil: Skill Challenge: Stem the Tide 6 Successes before 3 failures Primary Skills: Arcana and Nature DC 16 - standard action - 1 success - use your knowledge to help close the portal Secondary Skills: Acrobatics DC 11 - Maintain your balance in the mud - you get +2 on next check - move action - 0 successes Athletics DC 11 - You help brace an ally against the mud, giving them +2 on next skill check - move action- 0 successes 1 Success, 0 failures - 1st round completed...2 more to go. [/sblock] [sblock=Stats] Mud Men HP 43; Bloodied 21 AC 14; Fortitude 15, Reflex 13, Will 13 Muck Thrower HP 47; Bloodied 23 AC 18; Fortitude 19; Reflex 14; Will 16 [/sblock] [sblock=Combat Stuff] MM19 - 18/43 - bloodied MM19 & 97 - [url=http://invisiblecastle.com/roller/view/2393126/]vs ac; dmg (1d20 7=21, 1d10 3=11, 1d20 7=19, 1d10 3=8)[/url] Retcon from Ingot's mark, it attacks the cleric instead, the second one [I]does[/I] attack Rrek though and [I]just[/I] misses Dorn - 25- 27/27 - 3/6 - Rrek - 17 - 14/33 - 8/12 - slwoed (save ends), bloodied, Crag - 16- 28/49+5thp - 13/14 - Frosty the Snowman, prone Bad Guys - 15 Jax - 14- 22/24 - 0/7 - <- you're up Ingot - 3- 9/32 - 5/9 - bloodied [url=http://invisiblecastle.com/roller/view/2380087/]Init bad guys; Dorn; Jax; rrek; Ingot; Crag (1d20 5=14, 1d20 5=25, 1d20 5=14, 1d20 2=17, 1d20=3, 1d20 1=16)[/url] [/sblock] [sblock=Terrain Features] Illumination: There is no illumination in this room, besides the sunrod Ceiling: The ceiling is 15 feet high. Muddy Squares: Although not deep enough to hinder movement, the elemental mud that covers these squares is treacherously slick. Any Acrobatics, Athletics, or Stealth checks made in a muddy square take a –2 penalty. Shelves: The large shelving units in this room are 10 feet high, have been magically shaped directly from the surrounding stone of the walls, and cannot be toppled over. However, they can be climbed with a DC 15 Athletics check. Thick Mud: The squares around the staff (really dark squares) are filled with thick mud and are challenging terrain. A skill check is not required to move into a square with thick mud; however, it requires a DC 10 Athletics check to move out of a square with thick mud; a failed check means the PC is immobilized (save ends).[/sblock] [/QUOTE]
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