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[Adventure]Curious & Curiouser (Judge: Stonegod)
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<blockquote data-quote="jsb420" data-source="post: 5718615" data-attributes="member: 6672544"><p>…she shifted briefly back into her elven form- long enough to draw her bow and sink an arrow into the suspect tree...(HIT)</p><p> </p><p> "Let me try that knocking with something more...direct." Orsik takes sizable branch weighting at least 30 pounds and swings a throw at the tree. (MISS)</p><p> </p><p> The shifter hunters seem unsure as these crazed adventurers strike out at the heart of the <em>Taboo Grove</em>. The elven druid’s arrow speeds forth to hit the tree, then Orsik’s improvised missile sails through the air hitting the tree’s truck, but shatters on impact.</p><p> </p><p> Without warning, the elf growls deeply. Something begins to rustle in the surrounding foliage. Six creatures, themselves part of the forest animated, and step into the clearing. Rikka knows that these creatures are called wood woads, but these creatures look and smell <em>different</em>. Suddenly the large tree dominating the center of the grove begins to violently shake! From the branches overhead, a cloud of crows lift off to circle the tree. One of tree’s roots bursts free from the soil, spraying loose dirt around it. Branches lower from their raised position to form monstrous arms. Two crazed, demented eyes open on the tree’s massive trunk. As the huge tree starts to shamble towards you, you notice a ring of quarried stone surrounding a tunnel boring straight down, lying where the crazed treant was planted. </p><p> </p><p> All thoughts of placating this fey beast are forgotten as it roars unintelligibly, beginning to raise its branch-like arms to strike at the closest hunter. Roots and branches shoot forth wrapping the doomed hunter and begin to war with each other, until finally the rip the shift apart, bloody gore dripping to the forest floor.</p><p> [gm]Initiatives:</p><p> Braddock: <a href="http://invisiblecastle.com/roller/view/3242521/" target="_blank">1d20+4=6</a></p><p> Quan: <a href="http://invisiblecastle.com/roller/view/3242521/" target="_blank">1d20+7=11</a></p><p> Orsik: <a href="http://invisiblecastle.com/roller/view/3242521/" target="_blank">1d20+4=11</a></p><p> Rikka: <a href="http://invisiblecastle.com/roller/view/3242521/" target="_blank">1d20+10=12</a></p><p> Muzdum: <a href="http://invisiblecastle.com/roller/view/3242521/" target="_blank">1d20+6=20</a></p><p> </p><p> Monsters: <a href="http://invisiblecastle.com/roller/view/3242521/" target="_blank">1d20+8=10</a></p><p> </p><p> [FONT=&quot]Again, everyone gets to go before Braddock![/FONT][/gm][FONT=&quot]</p><p>[/FONT] [sblock=Map] <a href="http://imgur.com/Mk0KP" target="_blank"><img src="http://i.imgur.com/Mk0KP.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p> </p><p> Illumination: bright light; Early Afternoon</p><p> Trees: blocking terrain [/sblock]</p><p> [sblock=Combatants]<strong>Wood Woad</strong>: 76/76 hp; AC 22; Fort 20; Ref 17; Will 20; MBA (Club): +13 vs. AC; 1d8+6 damage; <strong>Nature’s Judgment</strong> (Recharge 5-6; Reliable): +13 vs. AC; 2d8+6 damage and the target is immobilized and takes ongoing 5 damage (save ends both). When the target takes the ongoing damage, a fey or plant target nearest the original target regains an equal number of hit points; <strong>Nature’s Mystery</strong> (Minor; encounter): Close burst 2 – each enemy in burst; no attack roll; the target takes a -2 penalty to attack rolls, all defenses, and saving throws (save ends). A -2 penalty is applied to any save against this unless the target can make a Nature Check (DC 18) as a free action.</p><p> Wood Woad 1 (C14): <span style="color: green"><strong>76</strong></span>/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:</p><p> Wood Woad 2 (F9): <span style="color: green"><strong>76</strong></span>/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:</p><p> Wood Woad 3 (M5): <span style="color: green"><strong>76</strong></span>/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:</p><p> Wood Woad 4 (S3): <span style="color: green"><strong>76</strong></span>/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:</p><p> Wood Woad 5 (Z5): <span style="color: green"><strong>76</strong></span>/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:</p><p> Wood Woad 6 (AB14): <span style="color: green"><strong>76</strong></span>/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:</p><p> [sblock=Picture] <a href="http://imgur.com/CcNI4" target="_blank"><img src="http://i.imgur.com/CcNI4.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a>[/sblock]</p><p> </p><p> <strong>Wicker-Man</strong> (Elite Blackroot Treant): 232/232 hp; AC 24; Fort 20; Ref 18; Will 18; MBA (Slam) Reach 3; +13 vs. AC; 1d8+5 damage and ongoing 5 necrotic damage (save ends); <strong>Entangling Roots</strong>: (Minor Action) Reach 4; +11 vs. Ref; the target is knocked prone and restrained (save ends). If the Wicker-Man moves, slides, or is pushed more than 4 squares from the target, the target is no longer restrained. <strong>Flame Burst</strong>: (Immediate Reaction) when the Wicker-Man takes any ongoing fire damage; at the start of the Wicker-Man’s turn, it makes a burst 1 attack (no attack roll); any adjacent creature takes 5 fire damage. <strong>Blackroot Aura</strong>: aura 2; enemies that start their turn within the aura take 5 necrotic damage; allies that start their turn within the aura gain 5 hit points. <strong>Vulnerable</strong> Fire (takes ongoing 5 fire (save ends) when dealt fire damage.</p><p> Wicker-Man (R16:T18): <span style="color: green"><strong>226</strong></span>/232 hp; Status:</p><p> [sblock=Picture] <a href="http://imgur.com/LCIP3" target="_blank"><img src="http://i.imgur.com/LCIP3.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a>[/sblock]</p><p> </p><p> <strong>Murder of Crows</strong>: 82/82 hp; AC 21; Fort 18; Ref 19; Will 17; MBA (Swarm of Talons): +11 vs. AC; 1d8+3 damage and ongoing 5 damage (save ends); <strong>Murder’s Wrath</strong> (bloodied only): The murder of crows shifts up to 6 squares and can move through enemy occupied squares as it shifts. It makes a MBA against any creature whose square it enters. The swarm cannot attack the same target twice in this fashion, and must end its movement in an unoccupied square. <strong>Swarm Attack</strong>: aura 1: the murder of crows makes a MBA as a free action against each enemy that begins its turn within the aura. <strong>Resist</strong> half damage from melee and ranged attacks; <strong>Vulnerable</strong> 5 against close and area attacks.</p><p> Murder of Crows (S10:T11 - 10-feet high): <span style="color: green"><strong>82</strong></span>/82 hp; Murder’s Wrath; Status:</p><p> [sblock=Picture] <a href="http://imgur.com/8ycgn" target="_blank"><img src="http://i.imgur.com/8ycgn.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a>[/sblock]</p><p> </p><p> </p><p> <strong>Shifter Hunter</strong> – Level 5(+1): 64(+8)/64(+8) hp; Move: 6; AC 19(+1); Fort 17(+1); Ref 17(+1); Will 16(+1); MBA (Spear): +9(+1) vs. AC; 1d8+1(+1) damage; <strong>Longtooth Shifting:</strong> minor: the Longtooth shifter gains a +2 bonus to damage rolls until the end of its next turn.</p><p> Shifter Hunter 1 (L24): <span style="color: green"><strong>72</strong></span>/72hp; Longtooth Shifting; Status:</p><p> Shifter Hunter 2 (L22): <span style="color: green"><strong>72</strong></span>/72hp; Longtooth Shifting; Status:</p><p> <s>Shifter Hunter 3: </s></p><p> Shifter Hunter 4 (T24): <span style="color: green"><strong>72</strong></span>/72hp; Longtooth Shifting; Status:</p><p> [sblock=Picture]<a href="http://imgur.com/a3Yhw" target="_blank"><img src="http://i.imgur.com/a3Yhw.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a>[/sblock]</p><p> </p><p> Braddock (Q25): <span style="color: green"><strong>52</strong></span>/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status: </p><p> Quan (O24): <span style="color: green"><strong>42</strong></span> /42 hp; HS 7/7; AP 1(+1); Second Wind; Elven Accuracy ; Status: </p><p> Orsik (P23): <span style="color: green"><strong>45</strong></span>/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance; Rune of Mending [1] , [2]; Status: </p><p> Muzdum (R23): <span style="color: green"><strong>62</strong></span>+10thp/62; HS 11/12; AP 1 ; Dwarven Resilience; Status: </p><p> Rikka (N22): <span style="color: green"><strong>50</strong></span>/50 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy; Status:[/sblock]</p><p> [sblock=Controlling the Shifter Hunters]During this encounter, you will be able to use your extra actions (thus losing that action that round) to direct the movements of the shifter hunters. Each round, the hunters will have <strong><u>ONE</u></strong> Standard action. This can be converted to a move action or be used as a melee basic attack (including charge). You can spend your character’s extra actions to give the hunter additional actions as listed below. To be able to direct the shifter hunter’s actions, you <strong><u>MUST</u></strong> be within 2 squares of the hunter your character wishes to control.</p><p> </p><p> (your) Minor Action -> (hunter’s) Move Action (shift, run or move) <u><strong>OR</strong></u> Minor Action (Longtooth Shifting power)</p><p> </p><p> (your) Move Action -> (hunter’s) Move Action (shift, run or move)</p><p> </p><p> (your) Standard Action -> (hunter’s) Move Action (shift, run or move) <u><strong>AND</strong></u> Minor Action (Longtooth Shifting power)</p><p> </p><p> *NOTE: Shifter Hunters are considered allies and as such, they can flank with the characters or other shifters. They can also be healed and they are able to use any effects that can effect a PC (i.e. Orsik’s Rune of Mending, etc).</p><p> </p><p> **NOTE: Getting to Know the Hunters: Grants Orsik the ability to give two commands to the shifter hunter he is directing (i.e. initial Standard Action and either a MOVE or MINOR - without needing to spend Orsik's action). The targeted shifter hunter cannot make two attacks during the same given round. </p><p> </p><p> ***NOTE: All normal combat rules apply to these creatures.[/sblock]</p><p> [gm]Summary:</p><p> Braddock: -</p><p> Quan: -</p><p> Orsik: -</p><p> Rikka: -</p><p> Muzdum: -[/gm]</p></blockquote><p></p>
[QUOTE="jsb420, post: 5718615, member: 6672544"] …she shifted briefly back into her elven form- long enough to draw her bow and sink an arrow into the suspect tree...(HIT) "Let me try that knocking with something more...direct." Orsik takes sizable branch weighting at least 30 pounds and swings a throw at the tree. (MISS) The shifter hunters seem unsure as these crazed adventurers strike out at the heart of the [I]Taboo Grove[/I]. The elven druid’s arrow speeds forth to hit the tree, then Orsik’s improvised missile sails through the air hitting the tree’s truck, but shatters on impact. Without warning, the elf growls deeply. Something begins to rustle in the surrounding foliage. Six creatures, themselves part of the forest animated, and step into the clearing. Rikka knows that these creatures are called wood woads, but these creatures look and smell [I]different[/I]. Suddenly the large tree dominating the center of the grove begins to violently shake! From the branches overhead, a cloud of crows lift off to circle the tree. One of tree’s roots bursts free from the soil, spraying loose dirt around it. Branches lower from their raised position to form monstrous arms. Two crazed, demented eyes open on the tree’s massive trunk. As the huge tree starts to shamble towards you, you notice a ring of quarried stone surrounding a tunnel boring straight down, lying where the crazed treant was planted. All thoughts of placating this fey beast are forgotten as it roars unintelligibly, beginning to raise its branch-like arms to strike at the closest hunter. Roots and branches shoot forth wrapping the doomed hunter and begin to war with each other, until finally the rip the shift apart, bloody gore dripping to the forest floor. [gm]Initiatives: Braddock: [URL="http://invisiblecastle.com/roller/view/3242521/"]1d20+4=6[/URL] Quan: [URL="http://invisiblecastle.com/roller/view/3242521/"]1d20+7=11[/URL] Orsik: [URL="http://invisiblecastle.com/roller/view/3242521/"]1d20+4=11[/URL] Rikka: [URL="http://invisiblecastle.com/roller/view/3242521/"]1d20+10=12[/URL] Muzdum: [URL="http://invisiblecastle.com/roller/view/3242521/"]1d20+6=20[/URL] Monsters: [URL="http://invisiblecastle.com/roller/view/3242521/"]1d20+8=10[/URL] [FONT="]Again, everyone gets to go before Braddock![/FONT][/gm][FONT="] [/FONT] [sblock=Map] [URL="http://imgur.com/Mk0KP"][IMG]http://i.imgur.com/Mk0KP.jpg[/IMG][/URL] Illumination: bright light; Early Afternoon Trees: blocking terrain [/sblock] [sblock=Combatants][B]Wood Woad[/B]: 76/76 hp; AC 22; Fort 20; Ref 17; Will 20; MBA (Club): +13 vs. AC; 1d8+6 damage; [B]Nature’s Judgment[/B] (Recharge 5-6; Reliable): +13 vs. AC; 2d8+6 damage and the target is immobilized and takes ongoing 5 damage (save ends both). When the target takes the ongoing damage, a fey or plant target nearest the original target regains an equal number of hit points; [B]Nature’s Mystery[/B] (Minor; encounter): Close burst 2 – each enemy in burst; no attack roll; the target takes a -2 penalty to attack rolls, all defenses, and saving throws (save ends). A -2 penalty is applied to any save against this unless the target can make a Nature Check (DC 18) as a free action. Wood Woad 1 (C14): [COLOR=green][B]76[/B][/COLOR]/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status: Wood Woad 2 (F9): [COLOR=green][B]76[/B][/COLOR]/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status: Wood Woad 3 (M5): [COLOR=green][B]76[/B][/COLOR]/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status: Wood Woad 4 (S3): [COLOR=green][B]76[/B][/COLOR]/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status: Wood Woad 5 (Z5): [COLOR=green][B]76[/B][/COLOR]/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status: Wood Woad 6 (AB14): [COLOR=green][B]76[/B][/COLOR]/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status: [sblock=Picture] [URL="http://imgur.com/CcNI4"][IMG]http://i.imgur.com/CcNI4.jpg[/IMG][/URL][/sblock] [B]Wicker-Man[/B] (Elite Blackroot Treant): 232/232 hp; AC 24; Fort 20; Ref 18; Will 18; MBA (Slam) Reach 3; +13 vs. AC; 1d8+5 damage and ongoing 5 necrotic damage (save ends); [B]Entangling Roots[/B]: (Minor Action) Reach 4; +11 vs. Ref; the target is knocked prone and restrained (save ends). If the Wicker-Man moves, slides, or is pushed more than 4 squares from the target, the target is no longer restrained. [B]Flame Burst[/B]: (Immediate Reaction) when the Wicker-Man takes any ongoing fire damage; at the start of the Wicker-Man’s turn, it makes a burst 1 attack (no attack roll); any adjacent creature takes 5 fire damage. [B]Blackroot Aura[/B]: aura 2; enemies that start their turn within the aura take 5 necrotic damage; allies that start their turn within the aura gain 5 hit points. [B]Vulnerable[/B] Fire (takes ongoing 5 fire (save ends) when dealt fire damage. Wicker-Man (R16:T18): [COLOR=green][B]226[/B][/COLOR]/232 hp; Status: [sblock=Picture] [URL="http://imgur.com/LCIP3"][IMG]http://i.imgur.com/LCIP3.jpg[/IMG][/URL][/sblock] [B]Murder of Crows[/B]: 82/82 hp; AC 21; Fort 18; Ref 19; Will 17; MBA (Swarm of Talons): +11 vs. AC; 1d8+3 damage and ongoing 5 damage (save ends); [B]Murder’s Wrath[/B] (bloodied only): The murder of crows shifts up to 6 squares and can move through enemy occupied squares as it shifts. It makes a MBA against any creature whose square it enters. The swarm cannot attack the same target twice in this fashion, and must end its movement in an unoccupied square. [B]Swarm Attack[/B]: aura 1: the murder of crows makes a MBA as a free action against each enemy that begins its turn within the aura. [B]Resist[/B] half damage from melee and ranged attacks; [B]Vulnerable[/B] 5 against close and area attacks. Murder of Crows (S10:T11 - 10-feet high): [COLOR=green][B]82[/B][/COLOR]/82 hp; Murder’s Wrath; Status: [sblock=Picture] [URL="http://imgur.com/8ycgn"][IMG]http://i.imgur.com/8ycgn.jpg[/IMG][/URL][/sblock] [B]Shifter Hunter[/B] – Level 5(+1): 64(+8)/64(+8) hp; Move: 6; AC 19(+1); Fort 17(+1); Ref 17(+1); Will 16(+1); MBA (Spear): +9(+1) vs. AC; 1d8+1(+1) damage; [B]Longtooth Shifting:[/B] minor: the Longtooth shifter gains a +2 bonus to damage rolls until the end of its next turn. Shifter Hunter 1 (L24): [COLOR=green][B]72[/B][/COLOR]/72hp; Longtooth Shifting; Status: Shifter Hunter 2 (L22): [COLOR=green][B]72[/B][/COLOR]/72hp; Longtooth Shifting; Status: [s]Shifter Hunter 3: [/s] Shifter Hunter 4 (T24): [COLOR=green][B]72[/B][/COLOR]/72hp; Longtooth Shifting; Status: [sblock=Picture][URL="http://imgur.com/a3Yhw"][IMG]http://i.imgur.com/a3Yhw.jpg[/IMG][/URL][/sblock] Braddock (Q25): [COLOR=green][B]52[/B][/COLOR]/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status: Quan (O24): [COLOR=green][B]42[/B][/COLOR] /42 hp; HS 7/7; AP 1(+1); Second Wind; Elven Accuracy ; Status: Orsik (P23): [COLOR=green][B]45[/B][/COLOR]/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance; Rune of Mending [1] , [2]; Status: Muzdum (R23): [COLOR=green][B]62[/B][/COLOR]+10thp/62; HS 11/12; AP 1 ; Dwarven Resilience; Status: Rikka (N22): [COLOR=green][B]50[/B][/COLOR]/50 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy; Status:[/sblock] [sblock=Controlling the Shifter Hunters]During this encounter, you will be able to use your extra actions (thus losing that action that round) to direct the movements of the shifter hunters. Each round, the hunters will have [B][U]ONE[/U][/B] Standard action. This can be converted to a move action or be used as a melee basic attack (including charge). You can spend your character’s extra actions to give the hunter additional actions as listed below. To be able to direct the shifter hunter’s actions, you [B][U]MUST[/U][/B] be within 2 squares of the hunter your character wishes to control. (your) Minor Action -> (hunter’s) Move Action (shift, run or move) [U][B]OR[/B][/U] Minor Action (Longtooth Shifting power) (your) Move Action -> (hunter’s) Move Action (shift, run or move) (your) Standard Action -> (hunter’s) Move Action (shift, run or move) [U][B]AND[/B][/U] Minor Action (Longtooth Shifting power) *NOTE: Shifter Hunters are considered allies and as such, they can flank with the characters or other shifters. They can also be healed and they are able to use any effects that can effect a PC (i.e. Orsik’s Rune of Mending, etc). **NOTE: Getting to Know the Hunters: Grants Orsik the ability to give two commands to the shifter hunter he is directing (i.e. initial Standard Action and either a MOVE or MINOR - without needing to spend Orsik's action). The targeted shifter hunter cannot make two attacks during the same given round. ***NOTE: All normal combat rules apply to these creatures.[/sblock] [gm]Summary: Braddock: - Quan: - Orsik: - Rikka: - Muzdum: -[/gm] [/QUOTE]
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