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Adventure: Food of the Gods (DM: ryryguy, Judge: renau1g)
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<blockquote data-quote="ryryguy" data-source="post: 5093032" data-attributes="member: 64945"><p><strong>Round 6 update</strong></p><p></p><p>Chaku nods as Papolstaanas runs up and stabs the halfling. Using his newly arrived ally, the barbarian shifts around to pin the foe between them. <span style="color: sienna">Let us end this.</span></p><p> </p><p><span style="color: white">His feet dig into the snowy terrain, leg muscles bulging as he leaps into the air, maul spinning with ease. At the top of his leap, Chaku cries out, </span><span style="color: sienna">Spirits of the earth, lend me your might!</span><span style="color: white"> To answer he call, the ground beneath the halfling begins to rumble and quake. Small stones and rubble rise up, sheding their wintery casing and join the swirling mass of the hammer. As the angered barbarian begins his descent, the whirling ground descendes too, and begins to pelt the flesh of the halfling, tearing bits from it, but the wounds pale in comparison to the thunderclap that happens when the hammer strikes home. The halfling's head snaps to one side as his muscles slack an unconsciousness takes him.</span></p><p> </p><p>Panting over the exertion, Chaku's guard drops, and he hasn't the strength to purge the venom from his veins.</p><p></p><p>Azryah, feeling slightly restored, moves down to the edge of the hut. She can just see the halfling amongst the groundcover, and concentrates hard on sending Merkari's vengeance to bring him down, but it seems she must still be weak, because he doesn't answer her.</p><p></p><p>Papolstaanas, breathing hard from the pain of so many snake bites, winds his way over to his friends, giving the trees a wide berth. He yelps in anguish as he sees Kaeysari. <span style="color: Wheat">"Is she... is she..."</span> he stammers, failing to complete a sentence before noticing, to his immense relief, she is breathing steadily. <span style="color: Wheat">"We've got to kill that little sneak..."</span> he sputters almost tearfully (apparently unaware of any irony in a kobold's referring to someone else as a "little sneak"). He looks around wildly at the landscape, seeing no halfling, and darts to the door of the hut to see whether his enemy is in there.</p><p></p><p>Jynxx enter's Krassus' mind, "Follow the one with the brimmed hat. He will lead you to safety." Jynxx notches an arrow in his bow and turns back to look at Krassus, <span style="color: blue">"Come, let us find a place away from these rock throwers."</span></p><p></p><p>Cautiously he moves into the hut.</p><p></p><p>[sblock=Inside the Hut]I'm not drawing it on the map for now... there is a wall running east-west down the middle of the hut, with two doors. The room closest to the exterior door looks pretty much like an office, with a desk and several file-sized wooden boxes. Pieces of parchment are scattered around and the desk chair is overturned.[/sblock]</p><p></p><p>Krassus looks around wildly for a moment as the telepath speaks in his mind, but appears to understand the source after a moment. <span style="color: MediumTurquoise">"Right!"</span> he shouts in a shaky voice, and hurries into the hut, where he moves to the far corner of the room.</p><p></p><p><span style="color: DeepSkyBlue">"Ow! Gosh gerfit!"</span> Cillani whipped around and glared hoping to catch sight of the slinger. She closed her eyes and muttered a small prayer. The lightning returned once again before she dashed behind the hut. <span style="color: DeepSkyBlue">"Annoying little bugger."</span></p><p></p><p>Papolstaanas hears Cillani's shout but can't see her or the halfling. <span style="color: Wheat">"Where is he?"</span> he yells.</p><p></p><p>The halfling yelps as the lightning scorches his rear end. He looks across the open ground at Azryah, hate burning in his eyes, and spits a Magari curse. Then he turns and runs into the smoke and fires to the south, passing quickly out of view.</p><p></p><p>[sblock=ooc]The halfling is hidden... his stealth result is only 16, but you still might not be able to see him depending on where you are (he might have total concealment), and he's far enough from everyone, with smoke and crackling burning trees all around, that I don't think anyone could have his location pinpointed. But if you get closer to him, you can locate him by beating that Stealth 16. </p><p></p><p>If you want to pursue him, I'll update after each movement/perception check if you locate him. If no one wants to pursue him, we can end combat here.[/sblock]</p><p></p><p>[sblock=Mechanics]</p><p>Slinger F:</p><p> Stone Rain <a href="http://invisiblecastle.com/roller/view/2410987/" target="_blank">doesn't recharge (1d6=4)</a></p><p> Move: Run to U15 then out of sight.</p><p> Move: ???</p><p> </p><p>Krassus:</p><p> Move: to R8.</p><p> Second move pending... to X8 if no one tells him differently.[/sblock]</p><p> [sblock=Status]</p><p>19 Kaeysari - K12 - <span style="color: Red">-1/28</span> (8/10) (SW used) AP: 0 - <span style="color: DarkRed"><strong>unconscious</strong></span>, longtooth shifting</p><p>18 Jynxx - L14 - <span style="color: Yellow">21/24</span> (8/8) AP: 1</p><p>15 -- BAD GUYS --</p><p>Wereserpent - J13 - DEAD</p><p>Swarm Q - P10 - DEAD</p><p>Swarm X - P11 - DEAD</p><p>Slinger F - ?? <span style="color: Yellow">15/29</span> - SR used, running (grants CA), out of sight, hidden (DC 16)</p><p>Slinger J - H1 - DEAD</p><p>7 Papolstaanas - K14 - <span style="color: Red">7/35</span> (12/13) (SW used) AP: 1 - bloodied, form of winter's herald (+1 AC)</p><p>4 Cillani - O11 - <span style="color: Red">11/23</span> (7/7) AP: 0 </p><p>2 Chaku - G1 - <span style="color: Red">15 + 4/33</span> (10/12) (SW used) AP: 0 - bloodied, -2 to attacks + weakened (save ends both)</p><p>1 Azryah - P11 - <span style="color: Yellow">16/28</span> (8/9) (SW used) AP: 1 </p><p>0 KRASSUS - L12 - <span style="color: Red">2/3 hits</span> taken - [/sblock]</p><p>[sblock=Enemies]</p><p><strong>Zocaltipapatlaca Slinger</strong></p><p>HP 29, bloodied 14</p><p>AC 17, Fort 13, Ref 16, Will 14</p><p>Basic Attack: Dagger, +5 vs AC; 1d4 + 4 damage</p><p></p><p><strong>Poisoned Tree / Gas Cloud</strong></p><p>Perception</p><p> DC 23: The character notices that the pods are swollen and vibrating, and the bark is flaking off in patches.</p><p>Trigger: Creature enters or starts turn in area</p><p>Attack: +5 vs Fortitude</p><p>Hit: 1d10 damage plus ongoing 5 poison damage (save ends), and the target is knocked prone (only when trap first goes off). A character cannot succeed on a saving throw against the acid until he or she is out of the poison gas cloud.</p><p>Countermeasures</p><p> Nature DC ??: A character adjacent to the trap can prevent the pods from falling with a successful check (before the trap is initially triggered). Failure will trigger the trap!</p><p> Athletics DC 15: A character can move through the gas cloud without being subject to an attack (but must end his turn outside the cloud).</p><p> A character can attack the pods to spring the trap without entering the area (AC 5, Reflex 5, Fortitude 10, 10 hit points).</p><p>The gas cloud is also lightly obscured terrain.</p><p>[/sblock]</p><p>[sblock=Terrain Notes]</p><p><strong>Undergrowth (green squares)</strong> - difficult terrain, and provides concealment to Small creatures or prone Medium creatures.</p><p></p><p><strong>Trees (4 squares each around the green tree pictures)</strong> - provide cover against enemies on the other side of the center point, where the trunk is. Either horizontal or vertical direction counts for determining "other side". I.e., for the tree at N8 - N9 - O8 - O9, if a creature is in N8, it has cover against enemies who are in rows O or higher, or who are in columns 9 or higher.</p><p></p><p><strong>Burning trees (reddish squares)</strong> - these squares are heavily obscured terrain (from thick smoke), provide cover, and deal 1d6 fire damage to creatures entering or starting their turn in them.</p><p></p><p><strong>Smoke (grey squares)</strong> - lightly obscured terrain (provides concealment).</p><p></p><p><strong>Huts</strong> - Blocking terrain. Can be climbed with a DC 15 Athletics check; climbing distance is 2 squares (so requires 4 squares of movement to reach the top). It is unclear how much weight the thatched roofs can support...</p><p></p><p><strong>Rooftop</strong> - Rooftop squares are difficult terrain. Medium characters, and Small characters in heavy armor, who enter the rooftop area are subject to an attack: +4 vs. Reflex; hit: Immobilized (save ends), as they fall partially through the thatch (but are caught by the wood structure underneath). An immobilized character can also try to free itself by spending a move action to make a DC 15 Athletics check. (The attack only happens when you first get onto the roof, after that you can move on the rooftop and just treat it as normal difficult terrain.)</p><p></p><p><strong>Cistern</strong> - Difficult terrain, and blocks line of sight. You must make a DC 10 Athletics check to clamber over the rim; failure wastes 2 squares of movemnt. You may remain on the rim and move to an adjacent cistern square with a DC 10 Acrobatics check; failure means you fall off the rim into the water (no damage, but see below). You may also simply choose to enter the water, which is difficult terrain, and requires another DC 10 Athletics check to get back up on the rim. From the rim you may enter non-cistern squares normally. (Sheesh, sounds complicated! But basically the idea is checks to move onto and around the rim, or you could just go through it requiring you to go over the rim twice, once in and once out.)</p><p></p><p><strong>Drying tables</strong> - Provides cover if you're behind it. DC 10 Athletics or Acrobatics to jump up on top. Moving on the top is difficult terrain.[/sblock]</p><p>[sblock=Map]<img src="http://i737.photobucket.com/albums/xx14/ryryguy_l4w/FOG_Plantation/plantation12.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p></blockquote><p></p>
[QUOTE="ryryguy, post: 5093032, member: 64945"] [b]Round 6 update[/b] Chaku nods as Papolstaanas runs up and stabs the halfling. Using his newly arrived ally, the barbarian shifts around to pin the foe between them. [COLOR=sienna]Let us end this.[/COLOR] [COLOR=white]His feet dig into the snowy terrain, leg muscles bulging as he leaps into the air, maul spinning with ease. At the top of his leap, Chaku cries out, [/COLOR][COLOR=sienna]Spirits of the earth, lend me your might![/COLOR][COLOR=white] To answer he call, the ground beneath the halfling begins to rumble and quake. Small stones and rubble rise up, sheding their wintery casing and join the swirling mass of the hammer. As the angered barbarian begins his descent, the whirling ground descendes too, and begins to pelt the flesh of the halfling, tearing bits from it, but the wounds pale in comparison to the thunderclap that happens when the hammer strikes home. The halfling's head snaps to one side as his muscles slack an unconsciousness takes him.[/COLOR] Panting over the exertion, Chaku's guard drops, and he hasn't the strength to purge the venom from his veins. Azryah, feeling slightly restored, moves down to the edge of the hut. She can just see the halfling amongst the groundcover, and concentrates hard on sending Merkari's vengeance to bring him down, but it seems she must still be weak, because he doesn't answer her. Papolstaanas, breathing hard from the pain of so many snake bites, winds his way over to his friends, giving the trees a wide berth. He yelps in anguish as he sees Kaeysari. [COLOR="Wheat"]"Is she... is she..."[/COLOR] he stammers, failing to complete a sentence before noticing, to his immense relief, she is breathing steadily. [COLOR="Wheat"]"We've got to kill that little sneak..."[/COLOR] he sputters almost tearfully (apparently unaware of any irony in a kobold's referring to someone else as a "little sneak"). He looks around wildly at the landscape, seeing no halfling, and darts to the door of the hut to see whether his enemy is in there. Jynxx enter's Krassus' mind, "Follow the one with the brimmed hat. He will lead you to safety." Jynxx notches an arrow in his bow and turns back to look at Krassus, [color=blue]"Come, let us find a place away from these rock throwers."[/color] Cautiously he moves into the hut. [sblock=Inside the Hut]I'm not drawing it on the map for now... there is a wall running east-west down the middle of the hut, with two doors. The room closest to the exterior door looks pretty much like an office, with a desk and several file-sized wooden boxes. Pieces of parchment are scattered around and the desk chair is overturned.[/sblock] Krassus looks around wildly for a moment as the telepath speaks in his mind, but appears to understand the source after a moment. [COLOR="MediumTurquoise"]"Right!"[/color] he shouts in a shaky voice, and hurries into the hut, where he moves to the far corner of the room. [COLOR=DeepSkyBlue]"Ow! Gosh gerfit!"[/COLOR] Cillani whipped around and glared hoping to catch sight of the slinger. She closed her eyes and muttered a small prayer. The lightning returned once again before she dashed behind the hut. [COLOR=DeepSkyBlue]"Annoying little bugger."[/COLOR] Papolstaanas hears Cillani's shout but can't see her or the halfling. [COLOR="Wheat"]"Where is he?"[/COLOR] he yells. The halfling yelps as the lightning scorches his rear end. He looks across the open ground at Azryah, hate burning in his eyes, and spits a Magari curse. Then he turns and runs into the smoke and fires to the south, passing quickly out of view. [sblock=ooc]The halfling is hidden... his stealth result is only 16, but you still might not be able to see him depending on where you are (he might have total concealment), and he's far enough from everyone, with smoke and crackling burning trees all around, that I don't think anyone could have his location pinpointed. But if you get closer to him, you can locate him by beating that Stealth 16. If you want to pursue him, I'll update after each movement/perception check if you locate him. If no one wants to pursue him, we can end combat here.[/sblock] [sblock=Mechanics] Slinger F: Stone Rain [url=http://invisiblecastle.com/roller/view/2410987/]doesn't recharge (1d6=4)[/url] Move: Run to U15 then out of sight. Move: ??? Krassus: Move: to R8. Second move pending... to X8 if no one tells him differently.[/sblock] [sblock=Status] 19 Kaeysari - K12 - [color=Red]-1/28[/color] (8/10) (SW used) AP: 0 - [color=DarkRed][b]unconscious[/b][/color], longtooth shifting 18 Jynxx - L14 - [color=Yellow]21/24[/color] (8/8) AP: 1 15 -- BAD GUYS -- Wereserpent - J13 - DEAD Swarm Q - P10 - DEAD Swarm X - P11 - DEAD Slinger F - ?? [color=Yellow]15/29[/color] - SR used, running (grants CA), out of sight, hidden (DC 16) Slinger J - H1 - DEAD 7 Papolstaanas - K14 - [color=Red]7/35[/color] (12/13) (SW used) AP: 1 - bloodied, form of winter's herald (+1 AC) 4 Cillani - O11 - [color=Red]11/23[/color] (7/7) AP: 0 2 Chaku - G1 - [color=Red]15 + 4/33[/color] (10/12) (SW used) AP: 0 - bloodied, -2 to attacks + weakened (save ends both) 1 Azryah - P11 - [color=Yellow]16/28[/color] (8/9) (SW used) AP: 1 0 KRASSUS - L12 - [color=Red]2/3 hits[/color] taken - [/sblock] [sblock=Enemies] [b]Zocaltipapatlaca Slinger[/b] HP 29, bloodied 14 AC 17, Fort 13, Ref 16, Will 14 Basic Attack: Dagger, +5 vs AC; 1d4 + 4 damage [b]Poisoned Tree / Gas Cloud[/b] Perception DC 23: The character notices that the pods are swollen and vibrating, and the bark is flaking off in patches. Trigger: Creature enters or starts turn in area Attack: +5 vs Fortitude Hit: 1d10 damage plus ongoing 5 poison damage (save ends), and the target is knocked prone (only when trap first goes off). A character cannot succeed on a saving throw against the acid until he or she is out of the poison gas cloud. Countermeasures Nature DC ??: A character adjacent to the trap can prevent the pods from falling with a successful check (before the trap is initially triggered). Failure will trigger the trap! Athletics DC 15: A character can move through the gas cloud without being subject to an attack (but must end his turn outside the cloud). A character can attack the pods to spring the trap without entering the area (AC 5, Reflex 5, Fortitude 10, 10 hit points). The gas cloud is also lightly obscured terrain. [/sblock] [sblock=Terrain Notes] [b]Undergrowth (green squares)[/b] - difficult terrain, and provides concealment to Small creatures or prone Medium creatures. [b]Trees (4 squares each around the green tree pictures)[/b] - provide cover against enemies on the other side of the center point, where the trunk is. Either horizontal or vertical direction counts for determining "other side". I.e., for the tree at N8 - N9 - O8 - O9, if a creature is in N8, it has cover against enemies who are in rows O or higher, or who are in columns 9 or higher. [b]Burning trees (reddish squares)[/b] - these squares are heavily obscured terrain (from thick smoke), provide cover, and deal 1d6 fire damage to creatures entering or starting their turn in them. [b]Smoke (grey squares)[/b] - lightly obscured terrain (provides concealment). [b]Huts[/b] - Blocking terrain. Can be climbed with a DC 15 Athletics check; climbing distance is 2 squares (so requires 4 squares of movement to reach the top). It is unclear how much weight the thatched roofs can support... [b]Rooftop[/b] - Rooftop squares are difficult terrain. Medium characters, and Small characters in heavy armor, who enter the rooftop area are subject to an attack: +4 vs. Reflex; hit: Immobilized (save ends), as they fall partially through the thatch (but are caught by the wood structure underneath). An immobilized character can also try to free itself by spending a move action to make a DC 15 Athletics check. (The attack only happens when you first get onto the roof, after that you can move on the rooftop and just treat it as normal difficult terrain.) [b]Cistern[/b] - Difficult terrain, and blocks line of sight. You must make a DC 10 Athletics check to clamber over the rim; failure wastes 2 squares of movemnt. You may remain on the rim and move to an adjacent cistern square with a DC 10 Acrobatics check; failure means you fall off the rim into the water (no damage, but see below). You may also simply choose to enter the water, which is difficult terrain, and requires another DC 10 Athletics check to get back up on the rim. From the rim you may enter non-cistern squares normally. (Sheesh, sounds complicated! But basically the idea is checks to move onto and around the rim, or you could just go through it requiring you to go over the rim twice, once in and once out.) [b]Drying tables[/b] - Provides cover if you're behind it. DC 10 Athletics or Acrobatics to jump up on top. Moving on the top is difficult terrain.[/sblock] [sblock=Map][IMG]http://i737.photobucket.com/albums/xx14/ryryguy_l4w/FOG_Plantation/plantation12.png[/IMG][/sblock] [/QUOTE]
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