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[Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe)
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<blockquote data-quote="jsb420" data-source="post: 5538228" data-attributes="member: 6672544"><p>Round 1: Pirate Attack!</p><p></p><p> </p><p> Just before sunrise, the cutter swoops in and attacks the Salty Dog. Rogar had the sails trimmed last night due to the rising winds and thunderheads off in the distance. Apparently the pirate cutter was running dark, as they closed in on the Salty Dog, but due to the diligence of Cyrus and Fin there’s no threat of ambush; you and your companions were not caught unaware. Be that as it may, the pirates were prepared as well.</p><p> </p><p> [sblock=Initiative]</p><p> Finnean: 7 </p><p> Ixenvalignat: 8</p><p> Cyrus: 6</p><p> Pirates: 10 <a href="http://invisiblecastle.com/roller/view/2993542/" target="_blank">Pirate's initiative (1d20+2=10)</a></p><p> Damien: 28!</p><p> Ardens: 6</p><p> Jesse: 19</p><p> Rogar: 6 <a href="http://invisiblecastle.com/roller/view/2993708/" target="_blank">Initiative (1d20+5=6)</a></p><p> Jack: 17 <a href="http://invisiblecastle.com/roller/view/2993710/" target="_blank">Initiative (1d20+5=17)</a></p><p> </p><p> </p><p> Damien and Jesse are the only ones able to act first before the pirates. I’ll assume that as soon as Cyrus detected the cutter, he shouted out to warn the others. Assume everyone else is below deck, prone. I’ll say 2 moves (or double move) to stand and reach the deck, minor to arm yourselves. When you arrive on deck (G6), tell me what square you arrive in.</p><p></p><p>Jack's turn, he will get up, run to the galley and warn Braedin and the sailors there (he assumes that the PCs heard Cyrus' shout)[/sblock]</p><p> </p><p> [sblock=Terrain, please read]The Salty Dog</p><p> Rogar keeps a tight ship, everything is secured and tidy.</p><p> Bulwark: Runs the perimeter of the Salty Dog’s main deck; 3 feet high. Provides cover from ranged attacks.</p><p> Masts (E5:E6 and L5:L6): You must squeeze into these squares (Except small sized creatures); provides cover against ranged attacks.</p><p> Stairs (N4 and N8): difficult terrain; ascend 5 feet to stern castle; bulwarks ring the perimeter. </p><p> Booby hatch (H5:J6): Considered difficult terrain to avoid tripping.</p><p> </p><p> Pirate Ship</p><p> (*NOTE: disregard catapults!)</p><p> Entire deck is considered difficult terrain for PCs</p><p> Bulwark: Runs the perimeter of the Salty Dog’s main deck; 3 feet high. Provides cover from ranged attacks.</p><p> Mast (H12 not really shown): provides cover against ranged attacks. </p><p> Stairs (H11 and H14): difficult terrain; ascends 5 feet to fo’csle.</p><p>Gangplank: challenging terrain; Acrobatics DC 15 or Athletics DC 15 to cross</p><p> [/sblock]</p><p> </p><p> [sblock=Map]<img src="http://i.imgur.com/x8wug.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p> </p><p> [sblock=Combatants]Locations:</p><p> Rogar: Captain’s quarters</p><p> Jack: below deck in cabin</p><p> Damien: below deck</p><p> Cyrus: P5 (cover; behind wheel lock)</p><p> Ardens: below deck</p><p> Finnean: D6 (cover; behind forward mast)</p><p> Jesse: below deck</p><p> Ixenvalignat: below deck</p><p> </p><p> Motley crew 1: g12</p><p> Motley crew 2: i12</p><p> Motley crew 3: k11 (hiding behind bulwark)</p><p> Motley crew 4: L11 (hiding behind bulwark)</p><p> Motley crew 5: k12</p><p> Motley crew 6: h11 (hiding behind bulwark)</p><p> Motley crew 7: j13</p><p> Motley crew 8: i14</p><p> Elf archer 1: f12 (hiding behind bulwark)</p><p> Elf archer 2: m11 (hiding behind bulwark)</p><p> Gnome arcanist: L13 (hiding behind crate)</p><p> Pirate Captain: d13</p><p> </p><p> Motley crew: AC 15; Fort 13; Ref 11; Will 11; MBA cutlass: +6 vs. AC; 5 damage.</p><p> Elf archer: AC 15, Fort 11; Ref 13; Will 12; RBA shortbow: +7 vs. AC; 1d10+4 damage; MBA cutlass: +5 vs. AC; 1d6+4 damage.</p><p> Gnome Arcanist: AC 16; Fort 13; Ref 15; Will 13; MBA dagger: +6 vs. AC; 1d4 damage.</p><p> Pirate Captain: AC 19; Fort 15; Ref 15; Will 15; MBA cutlass: +10 vs. AC; 2d6+3 damage, and the target is slowed (save ends).</p><p> </p><p> Ardens: 26/26; HS 9 (+1)/9; AP 1; Benefit: +1 healing surge; Status</p><p> Cyrus: 26/26; HS 9/9; AP 1; Benefit: Special; Status</p><p> Damien: 28/28; HS 9/9; AP 1; Benefit: +1 bonus to some attacks; Status Aspect of Pouncing Lynx</p><p> Finnean: 24/24; HS 7/7; AP 1; Benefits: +1 to saves; +1 dmg when flanking; Status</p><p> Ixenvalignat: 22/22; HS 8/8; AP 1; Benefits: +1 to saves; +1 dmg when flanking; Status</p><p> Jesse: 23(+5)/23; HS 7/7; AP 1; Benefit: +5 temp hp; Status</p><p> </p><p> Salty crew 1: non-combatant; Asleep in galley</p><p> Salty crew 2: non-combatant; Asleep in galley</p><p> Salty crew 3: non-combatant; Asleep in galley</p><p> Salty crew 4: non-combatant; Asleep in galley</p><p> Salty crew 5: non-combatant; manning wheel and rudder</p><p> Braedin: non-combatant; Asleep in galley</p><p> Jack the Skipper: 31/31; AC 18; Fort 18; Ref 14; Will 14; MBA Footwork Lure: +9 vs. AC; 1d8+7 damage, and Jack can shift 1 square then slide the target into that vacated square.</p><p> Rogar: 34/34; AC 18; Fort 15; Ref 18; Will 12; MBA Clever Strike: +8 vs. AC; 1d10+7 damage; If an ally is adjacent to the enemy, Rogar gains CA for this attack.</p><p> Whiggans: non-combatant; hiding in crow’s nest</p><p> Aziim: non-combatant; hiding below in cabin shared with Jack</p><p> [/sblock]</p><p></p><p>[sblock=Cyrus Only]Your special mechanic gained from helping sail the ship is once per round, if either Rogar or Jack are within 2 squares of you and you are attacked by a melee attack, either Rogar or Jack can shift up to squares and make a melee basic attack against that creature as a free action.[/sblock]</p><p></p><p>[sblock=ooc]If treex and DemonicJester can post soon i can write up the pirate's actions and post tomorrow morning. I'll be busy most of the day tomorrow celebrating my kids' and my birthdays. 4 birthdays in 9 days, it's like Christmas in April! I'll catch up on Saturday night.[/sblock]</p><p></p><p>[sblock=treex]Here's the PC icon i used for you.</p><p><img src="http://i.imgur.com/gyfGj.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="jsb420, post: 5538228, member: 6672544"] Round 1: Pirate Attack! Just before sunrise, the cutter swoops in and attacks the Salty Dog. Rogar had the sails trimmed last night due to the rising winds and thunderheads off in the distance. Apparently the pirate cutter was running dark, as they closed in on the Salty Dog, but due to the diligence of Cyrus and Fin there’s no threat of ambush; you and your companions were not caught unaware. Be that as it may, the pirates were prepared as well. [sblock=Initiative] Finnean: 7 Ixenvalignat: 8 Cyrus: 6 Pirates: 10 [URL="http://invisiblecastle.com/roller/view/2993542/"]Pirate's initiative (1d20+2=10)[/URL] Damien: 28! Ardens: 6 Jesse: 19 Rogar: 6 [URL="http://invisiblecastle.com/roller/view/2993708/"]Initiative (1d20+5=6)[/URL] Jack: 17 [URL="http://invisiblecastle.com/roller/view/2993710/"]Initiative (1d20+5=17)[/URL] Damien and Jesse are the only ones able to act first before the pirates. I’ll assume that as soon as Cyrus detected the cutter, he shouted out to warn the others. Assume everyone else is below deck, prone. I’ll say 2 moves (or double move) to stand and reach the deck, minor to arm yourselves. When you arrive on deck (G6), tell me what square you arrive in. Jack's turn, he will get up, run to the galley and warn Braedin and the sailors there (he assumes that the PCs heard Cyrus' shout)[/sblock] [sblock=Terrain, please read]The Salty Dog Rogar keeps a tight ship, everything is secured and tidy. Bulwark: Runs the perimeter of the Salty Dog’s main deck; 3 feet high. Provides cover from ranged attacks. Masts (E5:E6 and L5:L6): You must squeeze into these squares (Except small sized creatures); provides cover against ranged attacks. Stairs (N4 and N8): difficult terrain; ascend 5 feet to stern castle; bulwarks ring the perimeter. Booby hatch (H5:J6): Considered difficult terrain to avoid tripping. Pirate Ship (*NOTE: disregard catapults!) Entire deck is considered difficult terrain for PCs Bulwark: Runs the perimeter of the Salty Dog’s main deck; 3 feet high. Provides cover from ranged attacks. Mast (H12 not really shown): provides cover against ranged attacks. Stairs (H11 and H14): difficult terrain; ascends 5 feet to fo’csle. Gangplank: challenging terrain; Acrobatics DC 15 or Athletics DC 15 to cross [/sblock] [sblock=Map][IMG]http://i.imgur.com/x8wug.jpg[/IMG][/sblock] [sblock=Combatants]Locations: Rogar: Captain’s quarters Jack: below deck in cabin Damien: below deck Cyrus: P5 (cover; behind wheel lock) Ardens: below deck Finnean: D6 (cover; behind forward mast) Jesse: below deck Ixenvalignat: below deck Motley crew 1: g12 Motley crew 2: i12 Motley crew 3: k11 (hiding behind bulwark) Motley crew 4: L11 (hiding behind bulwark) Motley crew 5: k12 Motley crew 6: h11 (hiding behind bulwark) Motley crew 7: j13 Motley crew 8: i14 Elf archer 1: f12 (hiding behind bulwark) Elf archer 2: m11 (hiding behind bulwark) Gnome arcanist: L13 (hiding behind crate) Pirate Captain: d13 Motley crew: AC 15; Fort 13; Ref 11; Will 11; MBA cutlass: +6 vs. AC; 5 damage. Elf archer: AC 15, Fort 11; Ref 13; Will 12; RBA shortbow: +7 vs. AC; 1d10+4 damage; MBA cutlass: +5 vs. AC; 1d6+4 damage. Gnome Arcanist: AC 16; Fort 13; Ref 15; Will 13; MBA dagger: +6 vs. AC; 1d4 damage. Pirate Captain: AC 19; Fort 15; Ref 15; Will 15; MBA cutlass: +10 vs. AC; 2d6+3 damage, and the target is slowed (save ends). Ardens: 26/26; HS 9 (+1)/9; AP 1; Benefit: +1 healing surge; Status Cyrus: 26/26; HS 9/9; AP 1; Benefit: Special; Status Damien: 28/28; HS 9/9; AP 1; Benefit: +1 bonus to some attacks; Status Aspect of Pouncing Lynx Finnean: 24/24; HS 7/7; AP 1; Benefits: +1 to saves; +1 dmg when flanking; Status Ixenvalignat: 22/22; HS 8/8; AP 1; Benefits: +1 to saves; +1 dmg when flanking; Status Jesse: 23(+5)/23; HS 7/7; AP 1; Benefit: +5 temp hp; Status Salty crew 1: non-combatant; Asleep in galley Salty crew 2: non-combatant; Asleep in galley Salty crew 3: non-combatant; Asleep in galley Salty crew 4: non-combatant; Asleep in galley Salty crew 5: non-combatant; manning wheel and rudder Braedin: non-combatant; Asleep in galley Jack the Skipper: 31/31; AC 18; Fort 18; Ref 14; Will 14; MBA Footwork Lure: +9 vs. AC; 1d8+7 damage, and Jack can shift 1 square then slide the target into that vacated square. Rogar: 34/34; AC 18; Fort 15; Ref 18; Will 12; MBA Clever Strike: +8 vs. AC; 1d10+7 damage; If an ally is adjacent to the enemy, Rogar gains CA for this attack. Whiggans: non-combatant; hiding in crow’s nest Aziim: non-combatant; hiding below in cabin shared with Jack [/sblock] [sblock=Cyrus Only]Your special mechanic gained from helping sail the ship is once per round, if either Rogar or Jack are within 2 squares of you and you are attacked by a melee attack, either Rogar or Jack can shift up to squares and make a melee basic attack against that creature as a free action.[/sblock] [sblock=ooc]If treex and DemonicJester can post soon i can write up the pirate's actions and post tomorrow morning. I'll be busy most of the day tomorrow celebrating my kids' and my birthdays. 4 birthdays in 9 days, it's like Christmas in April! I'll catch up on Saturday night.[/sblock] [sblock=treex]Here's the PC icon i used for you. [IMG]http://i.imgur.com/gyfGj.jpg[/IMG] [/sblock] [/QUOTE]
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[Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe)
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