Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
Adv: The Path of Light; DM: ScorpiusRisk; Judge: Ozymandias79
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ScorpiusRisk" data-source="post: 5193191" data-attributes="member: 41601"><p>Hadrak steps back and summons Eefaystos' power. He sends a wave of divine light that weakens three sailors while bolstering Incarnation and the Warden.</p><p></p><p><span style="color: Sienna">-''Who do you think the gods favor now? Superstitious nitwits or those who faithfully accomplish their duty?''</span></p><p></p><p>[sblock=Action]</p><p>Move: Shift to H7</p><p>Standard: Divine Glow, I7:K9</p><p><a href="http://invisiblecastle.com/roller/view/2533577/" target="_blank">Divine Glow vs Sailor 1, 2 and 3. (1d20+11=23, 1d20+11=16, 1d20+11=28, 1d8+10=18)</a> vs Reflex, dmg 18 radiant</p><p></p><p>**Hits 1 and 2. I'm gonna say that since you used a close blast 3, and you're targeting squares a 0 ft in height, that Sailor 3 at 15 ft, or 3 sqaures, is just out of range.**</p><p></p><p>Non-Lethal </p><p></p><p>The Warden and Incarnation get +2 to all attacks for their next turn</p><p></p><p>Hadrak gains +1 to defenses TENT</p><p></p><p>It's a new day right? Otherwise, scratch one surge and the AP.</p><p></p><p>**yup, two days since last fight**</p><p>[/sblock]</p><p></p><p>Stepping in the midsts of the sailors, there is a <em>hisss</em> as Incarnation calls forth his weaponry. Raising his rod high, the warlock glances around him. <span style="color: darkred">This is the price of your failure.</span> He then speaks one syllable, whispers it really, but it resonates with power in the minds of those around him. Their fear suddenly finds form, the form of the flame and shadow-clad warforged before them. They knew now their mistake.</p><p></p><p>[sblock=OOC]Shift to J9. Minor to draw rod & dagger. </p><p><a href="http://invisiblecastle.com/roller/view/2533650/" target="_blank">Tyrannical Threat w/ Divine Glow Bonus (S1–5; Captain): Will 24, 22, 15, 30, 20, 17</a> for <a href="http://invisiblecastle.com/roller/view/2533651/" target="_blank">16 psychic damage</a> (8 if missed) and all target are under Incarnation's warlock curse. Until the end of the encounter, anyone cursed by Incarnation that attacks him takes 2 psychic damage. Nonlethal. Note, it is burst 3, so it <em>should</em> reach S3.</p><p></p><p>**Hits all, bloodies 1 and 2**[/sblock]</p><p></p><p>Rurdev, seeing combat breaking out now, thanks to his inability to see, draws out his axe. The shifter activates the weapon's magic, which causes his blood to rush through him, as if the battle was already half over. He draws upon the rush and shifts, his muscles surge, and his teeth and fingernails lengthen. <span style="color: plum"> "You've started the wrong fight..."</span></p><p> </p><p><span style="color: white"></span></p><p><span style="color: white"></span></p><p><span style="color: white">[sblock=Actions]</span></p><p>Minor: Draw blood fury battleaxe</p><p>Minor: Activate encounter power of blood fury battle axe: Act as bloodied until end of next turn</p><p>Minor: Activate Longtooth Shifting: gain regen 2 while bloodied and +2 to damage until the end of the encounter.</p><p> </p><p>Immediate Reaction: If hit by an attack use Yield Ground to shift to G12 and gain a +2 to all defenses as well as an additional +1 to AC and reflex(boots of fencing master)[/sblock]</p><p> </p><p><span style="color: Red"><strong>The arcane arts bend to my will as well.</strong></span> Georg carefully moves forward and spreads his arms wide. Fire shoots out from his staff and blossoms into a gigantic shroud, engulfing the entire ship but only hurting the crew.</p><p></p><p>[sblock=OOC] Move: Shift to I10</p><p>Standard: Fire Shroud (enlarged) is a close burst 4 targeting only enemies</p><p><a href="http://invisiblecastle.com/roller/view/2534186/" target="_blank">1d20+9=17 (vs S1 Fort)</a></p><p><a href="http://invisiblecastle.com/roller/view/2534186/" target="_blank">1d20+9=16 (vs S2 Fort)</a></p><p><a href="http://invisiblecastle.com/roller/view/2534186/" target="_blank">1d20+9=16 (vs S3 Fort) do I get +2 for flanking? **no**</a></p><p><a href="http://invisiblecastle.com/roller/view/2534186/" target="_blank">1d20+9=13 (vs S4 Fort)</a></p><p><a href="http://invisiblecastle.com/roller/view/2534186/" target="_blank">1d20+9=23 (vs S5 Fort)</a></p><p><a href="http://invisiblecastle.com/roller/view/2534186/" target="_blank">1d20+9=19 (vs S6 Fort)</a></p><p><a href="http://invisiblecastle.com/roller/view/2534186/" target="_blank">1d20+9=21</a> (vs Captain's Fort)</p><p><a href="http://invisiblecastle.com/roller/view/2534190/" target="_blank">1d8+4=6</a> fire damage and 5 ongoing fire damage (save ends)</p><p></p><p>**Hits all but S4**</p><p>[/sblock]</p><p></p><p><span style="color: SeaGreen">"You fools! What do you expect to gain?"</span> Raiyek shouts as he whirls, deflecting attacks and launching his own. <span style="color: SeaGreen">"Palladys help us, there is no glory in betrayal,"</span> he mutters in prayer under his breath.</p><p></p><p>[sblock=OOC]I like the AOE's ... why not keep them going?</p><p></p><p><strong>Standard:</strong> Strength from Valor, close burst 1 vs. Fort.</p><p><a href="http://invisiblecastle.com/roller/view/2534471/" target="_blank">Sailor 4: 1d20+10=22</a></p><p><a href="http://invisiblecastle.com/roller/view/2534471/" target="_blank">Sailor 5: 1d20+10=30, crit</a></p><p><a href="http://invisiblecastle.com/roller/view/2534471/" target="_blank">Captain: 1d20+10=13 </a></p><p><a href="http://invisiblecastle.com/roller/view/2534471/" target="_blank">Damage: 1d10+4=8</a>, non-lethal. <a href="http://invisiblecastle.com/roller/view/2534478/" target="_blank">Crit damage (14+1d6=16)</a> for Sailor 5.</p><p>For every target hit, Raiyek gains 5 temp hp. Assuming first two hit, but missed captain.</p><p></p><p>**correct**</p><p></p><p><strong>Minor:</strong> DC on captain.</p><p></p><p><strong>Move:</strong> shift to I11.[/sblock]</p><p></p><p>After the unrelenting assault most of the sailors are covered in burns and there own blood, yet they do not yield.</p><p></p><p>--------------------------------------</p><p></p><p>Initiative</p><p></p><p>Round 1</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2533453/" target="_blank">22</a>; Enemies; Acted</p><p>Captain; J11; -22 hp; <span style="color: DarkRed">Cursed</span>, 5 ongoing fire damage (save ends), <span style="color: SeaGreen">Marked</span></p><p>Sailor 1; I7; 13/53 hp; <span style="color: Red"><strong>Bloodied</strong></span>, <span style="color: DarkRed">Cursed</span>, 5 ongoing fire damage (save ends)</p><p>Sailor 2; J7; 13/53 hp; <span style="color: Red"><strong>Bloodied</strong></span>, <span style="color: DarkRed">Cursed</span>, 5 ongoing fire damage (save ends)</p><p>Sailor 3; I9(Crows Nest); 31/53; <span style="color: DarkRed">Cursed</span>, 5 ongoing fire damage (save ends)</p><p>Sailor 4; H12; 29/53; <span style="color: DarkRed">Cursed</span></p><p>Sailor 5; J12; 15/53; <span style="color: DarkRed">Cursed</span>, 5 ongoing fire damage (save ends), <span style="color: Red"><strong>Bloodied</strong></span></p><p>Sailor 6; I14; 31/53; <span style="color: DarkRed">Cursed</span>, 5 ongoing fire damage (save ends)</p><p><a href="http://invisiblecastle.com/roller/view/2533449/" target="_blank">21</a>; Hadrak; H7; 52/52; +1 to all defenses TENT; Acted</p><p><a href="http://invisiblecastle.com/roller/view/2533395/" target="_blank">19</a>; Rurdev; G9; 51/51; Acted</p><p><a href="http://invisiblecastle.com/roller/view/2533440/" target="_blank">18</a>; Raiyek; I11; 34/56; Marked TECNT; Acted</p><p><a href="http://invisiblecastle.com/roller/view/2533445/" target="_blank">11</a>; Georg; H9; 44/44; Acted</p><p><a href="http://invisiblecastle.com/roller/view/2533451/" target="_blank">9</a>; Incarnation; J9; 39/53; Acted</p><p><a href="http://invisiblecastle.com/roller/view/2533442/" target="_blank">6</a>; Dane; H10; 60/60</p><p>5; </p><p>Warden; K9; +2 to all attacks next turn</p><p></p><p>Captain</p><p>F 17 W 17</p><p></p><p>Sailors</p><p>F 16 R 16 W 15</p><p></p><p>[sblock=Map]<img src="http://i66.photobucket.com/albums/h265/ScorpiusRisk/Path%20of%20Light/ship03.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p></p><p>Main Mast is at I9. Provides cover. Square is inaccessible. </p><p></p><p>All furniture, crates and stairs are difficult terrain. The inside of the main deck is in the corner of the map. There's more below it but I haven't drawn it yet.</p><p></p><p>The brown dotted lines represent a shroud (rope ladder) and the mainyard (big pole the sail hangs on). It takes a DC 12 Athletics check to climb (half speed) the shroud/mainyard or a DC 19 Acrobatics check to move along either at full speed. Regular climbing rules apply, including falling off.</p><p></p><p>There is a low wall around the entire ship, and crows nest, except where indicated by the blue lines. A Bullrush or any power that forces movement requires that you beat the defense by 5 or more in order to move them over that wall. They still get a save to avoid falling, but if its over the wall they aren't prone, they're(you're) hanging on the other side.</p><p></p><p>It takes a Minor action, Athletics/Acrobatics DC 14 check to get over the wall, and that provokes OAs. </p><p></p><p>The deck of the ship is considered 0 ft for our purposes with the half deck 7 and a half feet up, and the crows nest 7 and a half feet above that.</p></blockquote><p></p>
[QUOTE="ScorpiusRisk, post: 5193191, member: 41601"] Hadrak steps back and summons Eefaystos' power. He sends a wave of divine light that weakens three sailors while bolstering Incarnation and the Warden. [COLOR="Sienna"]-''Who do you think the gods favor now? Superstitious nitwits or those who faithfully accomplish their duty?''[/COLOR] [sblock=Action] Move: Shift to H7 Standard: Divine Glow, I7:K9 [url=http://invisiblecastle.com/roller/view/2533577/]Divine Glow vs Sailor 1, 2 and 3. (1d20+11=23, 1d20+11=16, 1d20+11=28, 1d8+10=18)[/url] vs Reflex, dmg 18 radiant **Hits 1 and 2. I'm gonna say that since you used a close blast 3, and you're targeting squares a 0 ft in height, that Sailor 3 at 15 ft, or 3 sqaures, is just out of range.** Non-Lethal The Warden and Incarnation get +2 to all attacks for their next turn Hadrak gains +1 to defenses TENT It's a new day right? Otherwise, scratch one surge and the AP. **yup, two days since last fight** [/sblock] Stepping in the midsts of the sailors, there is a [i]hisss[/i] as Incarnation calls forth his weaponry. Raising his rod high, the warlock glances around him. [color=darkred]This is the price of your failure.[/color] He then speaks one syllable, whispers it really, but it resonates with power in the minds of those around him. Their fear suddenly finds form, the form of the flame and shadow-clad warforged before them. They knew now their mistake. [sblock=OOC]Shift to J9. Minor to draw rod & dagger. [url=http://invisiblecastle.com/roller/view/2533650/]Tyrannical Threat w/ Divine Glow Bonus (S1–5; Captain): Will 24, 22, 15, 30, 20, 17[/url] for [url=http://invisiblecastle.com/roller/view/2533651/]16 psychic damage[/url] (8 if missed) and all target are under Incarnation's warlock curse. Until the end of the encounter, anyone cursed by Incarnation that attacks him takes 2 psychic damage. Nonlethal. Note, it is burst 3, so it [i]should[/i] reach S3. **Hits all, bloodies 1 and 2**[/sblock] Rurdev, seeing combat breaking out now, thanks to his inability to see, draws out his axe. The shifter activates the weapon's magic, which causes his blood to rush through him, as if the battle was already half over. He draws upon the rush and shifts, his muscles surge, and his teeth and fingernails lengthen. [COLOR=plum] "You've started the wrong fight..."[/COLOR] [COLOR=#dda0dd][/COLOR] [COLOR=white] [sblock=Actions][/COLOR] Minor: Draw blood fury battleaxe Minor: Activate encounter power of blood fury battle axe: Act as bloodied until end of next turn Minor: Activate Longtooth Shifting: gain regen 2 while bloodied and +2 to damage until the end of the encounter. Immediate Reaction: If hit by an attack use Yield Ground to shift to G12 and gain a +2 to all defenses as well as an additional +1 to AC and reflex(boots of fencing master)[/sblock] [COLOR=Red][B]The arcane arts bend to my will as well.[/B][/COLOR] Georg carefully moves forward and spreads his arms wide. Fire shoots out from his staff and blossoms into a gigantic shroud, engulfing the entire ship but only hurting the crew. [sblock=OOC] Move: Shift to I10 Standard: Fire Shroud (enlarged) is a close burst 4 targeting only enemies [URL="http://invisiblecastle.com/roller/view/2534186/"]1d20+9=17 (vs S1 Fort) 1d20+9=16 (vs S2 Fort) 1d20+9=16 (vs S3 Fort) do I get +2 for flanking? **no** 1d20+9=13 (vs S4 Fort) 1d20+9=23 (vs S5 Fort) 1d20+9=19 (vs S6 Fort) 1d20+9=21[/URL] (vs Captain's Fort) [URL="http://invisiblecastle.com/roller/view/2534190/"]1d8+4=6[/URL] fire damage and 5 ongoing fire damage (save ends) **Hits all but S4** [/sblock] [COLOR=SeaGreen]"You fools! What do you expect to gain?"[/COLOR] Raiyek shouts as he whirls, deflecting attacks and launching his own. [COLOR=SeaGreen]"Palladys help us, there is no glory in betrayal,"[/COLOR] he mutters in prayer under his breath. [sblock=OOC]I like the AOE's ... why not keep them going? [B]Standard:[/B] Strength from Valor, close burst 1 vs. Fort. [URL="http://invisiblecastle.com/roller/view/2534471/"]Sailor 4: 1d20+10=22 Sailor 5: 1d20+10=30, crit Captain: 1d20+10=13 Damage: 1d10+4=8[/URL], non-lethal. [URL="http://invisiblecastle.com/roller/view/2534478/"]Crit damage (14+1d6=16)[/URL] for Sailor 5. For every target hit, Raiyek gains 5 temp hp. Assuming first two hit, but missed captain. **correct** [B]Minor:[/B] DC on captain. [B]Move:[/B] shift to I11.[/sblock] After the unrelenting assault most of the sailors are covered in burns and there own blood, yet they do not yield. -------------------------------------- Initiative Round 1 [url=http://invisiblecastle.com/roller/view/2533453/]22[/url]; Enemies; Acted Captain; J11; -22 hp; [COLOR="DarkRed"]Cursed[/COLOR], 5 ongoing fire damage (save ends), [COLOR="SeaGreen"]Marked[/COLOR] Sailor 1; I7; 13/53 hp; [COLOR="Red"][B]Bloodied[/B][/COLOR], [COLOR="DarkRed"]Cursed[/COLOR], 5 ongoing fire damage (save ends) Sailor 2; J7; 13/53 hp; [COLOR="Red"][B]Bloodied[/B][/COLOR], [COLOR="DarkRed"]Cursed[/COLOR], 5 ongoing fire damage (save ends) Sailor 3; I9(Crows Nest); 31/53; [COLOR="DarkRed"]Cursed[/COLOR], 5 ongoing fire damage (save ends) Sailor 4; H12; 29/53; [COLOR="DarkRed"]Cursed[/COLOR] Sailor 5; J12; 15/53; [COLOR="DarkRed"]Cursed[/COLOR], 5 ongoing fire damage (save ends), [COLOR="Red"][B]Bloodied[/B][/COLOR] Sailor 6; I14; 31/53; [COLOR="DarkRed"]Cursed[/COLOR], 5 ongoing fire damage (save ends) [url=http://invisiblecastle.com/roller/view/2533449/]21[/url]; Hadrak; H7; 52/52; +1 to all defenses TENT; Acted [url=http://invisiblecastle.com/roller/view/2533395/]19[/url]; Rurdev; G9; 51/51; Acted [url=http://invisiblecastle.com/roller/view/2533440/]18[/url]; Raiyek; I11; 34/56; Marked TECNT; Acted [url=http://invisiblecastle.com/roller/view/2533445/]11[/url]; Georg; H9; 44/44; Acted [url=http://invisiblecastle.com/roller/view/2533451/]9[/url]; Incarnation; J9; 39/53; Acted [url=http://invisiblecastle.com/roller/view/2533442/]6[/url]; Dane; H10; 60/60 5; Warden; K9; +2 to all attacks next turn Captain F 17 W 17 Sailors F 16 R 16 W 15 [sblock=Map][img]http://i66.photobucket.com/albums/h265/ScorpiusRisk/Path%20of%20Light/ship03.png[/img][/sblock] Main Mast is at I9. Provides cover. Square is inaccessible. All furniture, crates and stairs are difficult terrain. The inside of the main deck is in the corner of the map. There's more below it but I haven't drawn it yet. The brown dotted lines represent a shroud (rope ladder) and the mainyard (big pole the sail hangs on). It takes a DC 12 Athletics check to climb (half speed) the shroud/mainyard or a DC 19 Acrobatics check to move along either at full speed. Regular climbing rules apply, including falling off. There is a low wall around the entire ship, and crows nest, except where indicated by the blue lines. A Bullrush or any power that forces movement requires that you beat the defense by 5 or more in order to move them over that wall. They still get a save to avoid falling, but if its over the wall they aren't prone, they're(you're) hanging on the other side. It takes a Minor action, Athletics/Acrobatics DC 14 check to get over the wall, and that provokes OAs. The deck of the ship is considered 0 ft for our purposes with the half deck 7 and a half feet up, and the crows nest 7 and a half feet above that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
Adv: The Path of Light; DM: ScorpiusRisk; Judge: Ozymandias79
Top