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Adventure: Food of the Gods (DM: ryryguy, Judge: renau1g)
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<blockquote data-quote="ryryguy" data-source="post: 5098167" data-attributes="member: 64945"><p><strong>Round 7 update</strong></p><p></p><p>His foe fallen, Chaku hustles over towards his comrades. The chaos of combat waning, he is finally able to resist the debilitating effects of the poison in his system.</p><p></p><p>Seeing no threats inside the hut, Papolstaanas attempts to climb onto the roof, but gets hopelessly tangled in his own shield.</p><p></p><p><span style="color: DarkSlateGray">Nice sketch! I made a token out of it... but it doesn't look great, I think because too much white. If you do another version and want it to be the token image, I think maybe try to color either the background or the character.</span></p><p></p><p>Azryah catches a glimpse of the halfling running off into the smoke and moves to follow. She doesn't want to let him get away after all that's already happened. <span style="color: DarkGreen">"Are you people coming, or am I giving chase alone? This way,"</span> she called behind her before continuing to move off in the direction of the noise.</p><p></p><p>Papolstaanas, scrabbling frantically at the side of the hut, yells, <span style="color: Wheat">"I'm coming! I've just got my shield caught on the... Ouch! the twigs in this wall are really--! Maybe I can twist around like...AAAAHH! I think my shield arm is...That hurts! Now it's stuck on the...If I can just reach...up, like this, standing on the..."</span>--there is a splintery crash and a yelp, then--<span style="color: Wheat">"Oh, fudge, it's too high, I think I'll...Perhaps I can...no, no, there would be better...darnit, the frost keeps whooshing all over and it's too--"</span></p><p></p><p><span style="color: DarkGreen">"I've got him in my sights,"</span> she called back. <span style="color: DarkGreen">"He's about 10 feet in front of me on the other side of these burning trees. Cillani, can you bring the rain?"</span></p><p></p><p>Realizing at the last moment Cillani may not understand her expression, she wasn't sure if it was a common one in this area, she quickly clarified.</p><p></p><p><span style="color: DarkGreen">"Well, the lightning, in this case."</span></p><p></p><p><span style="color: DeepSkyBlue">"No this couldn't be a simple mission but we've got to go running."</span> She sighs as she followed Azryah's voice. <span style="color: DeepSkyBlue">"Bring the rain, hmm how interesting I prefer bring the pain, but to each his own."</span> She shrugged slightly and unleashed the lightning. The bolt travels through the thick smoke and detonates on the other side, producing a sudden yelp from the halfling. Pain successfully brought!</p><p></p><p><span style="color: DarkSlateGray">OOC: You just missed rolling a crit (19)... and then, of course, minimum damage. The dice gods can be cruel. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></span></p><p></p><p>The slinger whirls to face the avenger who has caught him trying to double back around into the heavy undergrowth. She sees a look of resignation pass over his face, quickly replaced by a snarling mask. The deva sees something in his eyes that she's seen before, something unmistakable: the fires of fanaticism. She senses that he'll gladly fight to the death.</p><p></p><p>He throws aside his sling, grips his dagger tightly and leaps at his pursuer. Azryah turns aside the wild attack.</p><p></p><p>Meanwhile... Jynxx pokes his head back outside the hut, looking for Kaey. He smiles at her whole heartedly, <span style="color: blue">"Come inside if you would, I have things that need tending to."</span> Jynxx gingerly picks up his injured companion and carries her into the hut. </p><p></p><p><span style="color: DarkSlateGray">OOC: Kaeysari is still unconscious, so you can't really lead her anyplace. But you can carry her in if you wish.</span></p><p></p><p>[sblock=Mechanics]</p><p>Slinger F:</p><p> Move: Shift to AC18</p><p> Standard: Dagger attack vs. Azryah (+2 CA, -2 Concealment) <a href="http://invisiblecastle.com/roller/view/2416317/" target="_blank">Misses with a 14</a></p><p> </p><p>Krassus:</p><p> Chilling in the hut.[/sblock]</p><p>[sblock=Status]</p><p>19 Kaeysari - L13 - <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 - AC18 <span style="color: Red">10/29</span> - bloodied, vanguard's lightning, SR used</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 - U16 - <span style="color: Red">11/23</span> (7/7) AP: 0 </p><p>2 Chaku - Q9 - <span style="color: Red">15 + 4/33</span> (10/12) (SW used) AP: 0 - bloodied</p><p>1 Azryah - AC17 - <span style="color: Yellow">16/28</span> (8/9) (SW used) AP: 1 - running</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>Burnt trees</strong> - provide cover.</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/plantation13.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p></blockquote><p></p>
[QUOTE="ryryguy, post: 5098167, member: 64945"] [b]Round 7 update[/b] His foe fallen, Chaku hustles over towards his comrades. The chaos of combat waning, he is finally able to resist the debilitating effects of the poison in his system. Seeing no threats inside the hut, Papolstaanas attempts to climb onto the roof, but gets hopelessly tangled in his own shield. [color=DarkSlateGray]Nice sketch! I made a token out of it... but it doesn't look great, I think because too much white. If you do another version and want it to be the token image, I think maybe try to color either the background or the character.[/color] Azryah catches a glimpse of the halfling running off into the smoke and moves to follow. She doesn't want to let him get away after all that's already happened. [COLOR=DarkGreen]"Are you people coming, or am I giving chase alone? This way,"[/COLOR] she called behind her before continuing to move off in the direction of the noise. Papolstaanas, scrabbling frantically at the side of the hut, yells, [COLOR="Wheat"]"I'm coming! I've just got my shield caught on the... Ouch! the twigs in this wall are really--! Maybe I can twist around like...AAAAHH! I think my shield arm is...That hurts! Now it's stuck on the...If I can just reach...up, like this, standing on the..."[/COLOR]--there is a splintery crash and a yelp, then--[COLOR="Wheat"]"Oh, fudge, it's too high, I think I'll...Perhaps I can...no, no, there would be better...darnit, the frost keeps whooshing all over and it's too--"[/COLOR] [COLOR=DarkGreen]"I've got him in my sights,"[/COLOR] she called back. [COLOR=DarkGreen]"He's about 10 feet in front of me on the other side of these burning trees. Cillani, can you bring the rain?"[/COLOR] Realizing at the last moment Cillani may not understand her expression, she wasn't sure if it was a common one in this area, she quickly clarified. [COLOR=DarkGreen]"Well, the lightning, in this case."[/COLOR] [COLOR=DeepSkyBlue]"No this couldn't be a simple mission but we've got to go running."[/COLOR] She sighs as she followed Azryah's voice. [COLOR=DeepSkyBlue]"Bring the rain, hmm how interesting I prefer bring the pain, but to each his own."[/COLOR] She shrugged slightly and unleashed the lightning. The bolt travels through the thick smoke and detonates on the other side, producing a sudden yelp from the halfling. Pain successfully brought! [color=DarkSlateGray]OOC: You just missed rolling a crit (19)... and then, of course, minimum damage. The dice gods can be cruel. ;)[/color] The slinger whirls to face the avenger who has caught him trying to double back around into the heavy undergrowth. She sees a look of resignation pass over his face, quickly replaced by a snarling mask. The deva sees something in his eyes that she's seen before, something unmistakable: the fires of fanaticism. She senses that he'll gladly fight to the death. He throws aside his sling, grips his dagger tightly and leaps at his pursuer. Azryah turns aside the wild attack. Meanwhile... Jynxx pokes his head back outside the hut, looking for Kaey. He smiles at her whole heartedly, [color=blue]"Come inside if you would, I have things that need tending to."[/color] Jynxx gingerly picks up his injured companion and carries her into the hut. [color=DarkSlateGray]OOC: Kaeysari is still unconscious, so you can't really lead her anyplace. But you can carry her in if you wish.[/color] [sblock=Mechanics] Slinger F: Move: Shift to AC18 Standard: Dagger attack vs. Azryah (+2 CA, -2 Concealment) [url=http://invisiblecastle.com/roller/view/2416317/]Misses with a 14[/url] Krassus: Chilling in the hut.[/sblock] [sblock=Status] 19 Kaeysari - L13 - [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 - AC18 [color=Red]10/29[/color] - bloodied, vanguard's lightning, SR used 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 - U16 - [color=Red]11/23[/color] (7/7) AP: 0 2 Chaku - Q9 - [color=Red]15 + 4/33[/color] (10/12) (SW used) AP: 0 - bloodied 1 Azryah - AC17 - [color=Yellow]16/28[/color] (8/9) (SW used) AP: 1 - running 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]Burnt trees[/b] - provide cover. [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/plantation13.png[/IMG][/sblock] [/QUOTE]
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Adventure: Food of the Gods (DM: ryryguy, Judge: renau1g)
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