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Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)
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<blockquote data-quote="BenBrown" data-source="post: 5711652" data-attributes="member: 1642"><p>As Tyris reaches the steps to the chapel, it becomes clear that something is not right. A sense of otherwordly wrongness hangs over the place like a shroud. Then, from one of the holes in the floor, rising from the crypts below appears a shadowy figure, a cloaked nothingness, with only a void staring out from under its hood. It gestures and its minions appear. Piles of rubble resolve themselves into skeletons, which stand and nock arrows to their bows. Two more distant have great longbows, and three closer by smaller weapons. A shambling walking corpse squeezes out from behind one of the statues on the southern side, and a skittering swarm of rats, their eyes glowing with an evil malevolence swarms up out of the other hole.[sblock=Initiative]<a href="http://invisiblecastle.com/roller/view/3230708/" target="_blank">Tyris Initiative (1d20+5=21)</a></p><p><a href="http://invisiblecastle.com/roller/view/3230703/" target="_blank">Goldenhorn Initiative (1d20+1=17)</a></p><p><a href="http://invisiblecastle.com/roller/view/3230704/" target="_blank">Spider Initiative (1d20+5=6)</a></p><p><a href="http://invisiblecastle.com/roller/view/3230713/" target="_blank">Zardi Initiative (1d20+1=3)</a></p><p></p><p><a href="http://invisiblecastle.com/roller/view/3230715/" target="_blank">Enemies Initiative (1d20+5=19)</a></p><p></p><p>Tyris gets to act, then the enemies.[/sblock][sblock=Perception 19]There is another zombie hiding in the alcove at H15[/sblock][sblock=map]<img src="http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/ChapelEncounterStart.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>Stairs are considered difficult terrain.</p><p>Rubble is difficult terrain. If the middle of a square is occupied by rubble, it is considered difficult terrain. A bit of rubble at the edges is just artistic license.</p><p>The altar in the center is an extra square of movement to move into an altar space. Moving from one to the other is not an issue.</p><p>The altar also provides partial cover against ranged attacks.</p><p>The pillars in the alcoves are solid and tall. It could be possible to squeeze behind one.</p><p>The fallen pillar in L-M14 is difficult terrain.</p><p>In H7 and Q12 are big holes in the floor, leading down to the chapel undercroft, which is normally entered through the structure at E7.</p><p>The brown circles outside the chapel are trees.</p><p>The grey thing at the upper left is a big rock.</p><p>The thing at the lower right is a well with a low wall around it. If you move into this square and can't fly, it's an extra square of movement to get in, and you need to make a DC 15 acrobatics check to avoid falling into the well.[/sblock][sblock=status]Goldenhorn: K20 HP <span style="color: Lime">37/37</span>, Surges 10/10, AP 1, second wind unused</p><p>Spider: K18 HP <span style="color: Lime">39/39</span>, Surges 10/10, AP 1, second wind unused</p><p>Tyris: J16 HP <span style="color: Lime">29/29</span>, Surges 7/7, AP 1, second wind unused</p><p>Zardi: J18 HP <span style="color: Lime">48/48</span>, Surges 11/11, AP 1, second wind unused</p><p></p><p>Mallaby: K19 HP <span style="color: Lime">26/26</span>, Surges 5/5, second wind unused</p><p></p><p>Rat Swarm N12 HP <span style="color: Lime">No Damage Taken</span></p><p>Shadowy Figure H8 HP <span style="color: Lime">No Damage Taken</span></p><p>Zombie A O13 HP <span style="color: Lime">No Damage Taken</span></p><p>Zombie B H15 HP <span style="color: Lime">No Damage Taken</span></p><p>Skeleton X I5 HP <span style="color: Lime">No Damage Taken</span></p><p>Skeleton Y L5 HP <span style="color: Lime">No Damage Taken</span></p><p>Skeleton 1 G13 HP <span style="color: Lime">No Damage Taken</span></p><p>Skeleton 2 N13 HP <span style="color: Lime">No Damage Taken</span></p><p>Skeleton 3 F12 HP <span style="color: Lime">No Damage Taken</span>[/sblock][sblock=Mallaby]<strong>Lord Adelin Mallaby</strong></p><p>AC: 15, Fort: 12, Ref: 13, Will: 14</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Rapier +6 vs. AC, 1d8+4</p><p>Speed 6</p><p>HP: 26, Surge Value 6, Surges per day 5</p><p>Second Wind: unused</p><p></p><p>Mallaby is not a fully trained fighter. He will only defend himself on his own. He will however, follow orders. </p><p>As a minor action, any character can have Mallaby spend an action. He can't use more than the usual complement (standard, move, minor) in one turn, but a PC's minor action can be used for any of them.[/sblock][sblock=Enemies]</p><p><strong>Swarm of Rats</strong></p><p>AC: 18 Fort: 16 Ref: 15 Will: 13</p><p>Immune to disease & poison</p><p>Half damage from melee and ranged attacks</p><p>Vulnerable 10 from area and close attacks</p><p>May not be pushed, pulled, or slid by melee or ranged attacks</p><p>Passive Perception 18</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> +9 vs. AC; 1d8+5, ongoing 3 damage (save ends)</p><p>May occupy the same space as another creature. Enemies may enter its space as difficult terrain</p><p>[sblock=Nature 14/Religion 14]</p><p><strong>Skittering Corpse Rat Swarm</strong></p><p>Level 4 Skirmisher</p><p>medium natural animate (swarm, undead)</p><p>[sblock=Nature 21/Religion 21]</p><p>Aura 1: the swarm makes a basic melee attack as a free action against any enemy that starts its turn within the aura.</p><p>When a character fails the saving throw against the ongoing damage from the swarm's attack for the first time, the character contracts Filth Fever, which has no mechanical effect until an extended rest.[/sblock][/sblock]<strong>Shadowy Figure</strong></p><p>AC: 15 Fort: 14 Ref: 15 Will: 14</p><p>Immune to dazing, disease & poison</p><p>Resist 10 necrotic</p><p>Insubstantial: takes half damage from any damage source, including ongoing damage</p><p>Passive Perception 14</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> +5 vs. Will; 1d8+6 psychic damage and the target is knocked prone and can't stand up (save ends)</p><p>[sblock=Dungeoneering 13/Religion 13]</p><p><strong>Sliver Wraith Seeker</strong></p><p>Level 3 Controller</p><p>medium aberrant humanoid (undead)</p><p>[sblock=Dungeoneering 21/Religion 21]</p><p>Aura 2: Each enemy tha ends its turn in the aura is slowed and takes a -2 penalty to Will until the end of its next turn.</p><p>Recharge attack close burst 5 which slides the target 5 squares to a square witin the aura.</p><p>Speed is fly 6, and can hover and phase.[/sblock][/sblock]</p><p></p><p><strong>Zombies</strong></p><p>AC: 17 Fort: 15 Ref: 17 Will: 14</p><p>Immune to disease & poison</p><p>Resist 10 necrotic</p><p>Vulnerable 5 radiant</p><p>Passive Perception 16</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> +8 vs. AC; 1d6+5 damage</p><p>+2d6 damage to any target it has CA against</p><p>[sblock=Nature 13/Religion 13]</p><p><strong>Skulk Zombie</strong></p><p>Level 3 Skirmisher</p><p>medium natural animate (undead)</p><p>[sblock=Nature 21/Religion 21]</p><p>Zombie has an at-will mobile attack where it moves up to half its speed (speed 6), can make a melee attack at any point during this move, and does not provoke OA from the target of its attack while moving away from it.</p><p>Can climb (spider climb) at full speed.[/sblock][/sblock]</p><p></p><p><strong>Longbow Skeletons (X and Y)</strong></p><p>AC: 16 Fort: 14 Ref: 16 Will: 15</p><p>Immune to disease & poison</p><p>Resist 10 necrotic</p><p>Vulnerable 5 radiant</p><p>Passive Perception 15</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Longsword +8 vs. AC; 1d6+4 damage (none have swords drawn)</p><p>[sblock=Nature 13/Religion 13]</p><p><strong>Skeletal Archer</strong></p><p>Level 3 Artillery</p><p>medium natural animate (undead)</p><p>[sblock=Nature 21/Religion 21]</p><p>Gets a +1 bonus to ranged attack rolls against the closest enemy.</p><p>Encounter Double Shot for massive damage.[/sblock][/sblock]</p><p></p><p><strong>Shortbow Skeletons</strong></p><p>AC: 16 Fort: 13 Ref: 14 Will: 13</p><p>Passive Perception 12</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Shortsword +6 vs. AC; 4 damage (none have swords drawn)</p><p>[sblock=Nature 12/Religion 12]</p><p><strong>Decrepit Skeleton</strong></p><p>Level 1 Minion Skirmisher</p><p>medium natural animate (undead)</p><p>[sblock=Nature 19/Religion 19]</p><p>Can shift 1 square before melee or ranged attacks.[/sblock][/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="BenBrown, post: 5711652, member: 1642"] As Tyris reaches the steps to the chapel, it becomes clear that something is not right. A sense of otherwordly wrongness hangs over the place like a shroud. Then, from one of the holes in the floor, rising from the crypts below appears a shadowy figure, a cloaked nothingness, with only a void staring out from under its hood. It gestures and its minions appear. Piles of rubble resolve themselves into skeletons, which stand and nock arrows to their bows. Two more distant have great longbows, and three closer by smaller weapons. A shambling walking corpse squeezes out from behind one of the statues on the southern side, and a skittering swarm of rats, their eyes glowing with an evil malevolence swarms up out of the other hole.[sblock=Initiative][url=http://invisiblecastle.com/roller/view/3230708/]Tyris Initiative (1d20+5=21)[/url] [url=http://invisiblecastle.com/roller/view/3230703/]Goldenhorn Initiative (1d20+1=17)[/url] [url=http://invisiblecastle.com/roller/view/3230704/]Spider Initiative (1d20+5=6)[/url] [url=http://invisiblecastle.com/roller/view/3230713/]Zardi Initiative (1d20+1=3)[/url] [url=http://invisiblecastle.com/roller/view/3230715/]Enemies Initiative (1d20+5=19)[/url] Tyris gets to act, then the enemies.[/sblock][sblock=Perception 19]There is another zombie hiding in the alcove at H15[/sblock][sblock=map][IMG]http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/ChapelEncounterStart.gif[/IMG] Stairs are considered difficult terrain. Rubble is difficult terrain. If the middle of a square is occupied by rubble, it is considered difficult terrain. A bit of rubble at the edges is just artistic license. The altar in the center is an extra square of movement to move into an altar space. Moving from one to the other is not an issue. The altar also provides partial cover against ranged attacks. The pillars in the alcoves are solid and tall. It could be possible to squeeze behind one. The fallen pillar in L-M14 is difficult terrain. In H7 and Q12 are big holes in the floor, leading down to the chapel undercroft, which is normally entered through the structure at E7. The brown circles outside the chapel are trees. The grey thing at the upper left is a big rock. The thing at the lower right is a well with a low wall around it. If you move into this square and can't fly, it's an extra square of movement to get in, and you need to make a DC 15 acrobatics check to avoid falling into the well.[/sblock][sblock=status]Goldenhorn: K20 HP [COLOR="Lime"]37/37[/COLOR], Surges 10/10, AP 1, second wind unused Spider: K18 HP [COLOR="Lime"]39/39[/COLOR], Surges 10/10, AP 1, second wind unused Tyris: J16 HP [COLOR="Lime"]29/29[/COLOR], Surges 7/7, AP 1, second wind unused Zardi: J18 HP [COLOR="Lime"]48/48[/COLOR], Surges 11/11, AP 1, second wind unused Mallaby: K19 HP [COLOR="Lime"]26/26[/COLOR], Surges 5/5, second wind unused Rat Swarm N12 HP [COLOR="Lime"]No Damage Taken[/color] Shadowy Figure H8 HP [COLOR="Lime"]No Damage Taken[/color] Zombie A O13 HP [COLOR="Lime"]No Damage Taken[/color] Zombie B H15 HP [COLOR="Lime"]No Damage Taken[/color] Skeleton X I5 HP [COLOR="Lime"]No Damage Taken[/color] Skeleton Y L5 HP [COLOR="Lime"]No Damage Taken[/color] Skeleton 1 G13 HP [COLOR="Lime"]No Damage Taken[/color] Skeleton 2 N13 HP [COLOR="Lime"]No Damage Taken[/color] Skeleton 3 F12 HP [COLOR="Lime"]No Damage Taken[/color][/sblock][sblock=Mallaby][b]Lord Adelin Mallaby[/b] AC: 15, Fort: 12, Ref: 13, Will: 14 :bmelee: Rapier +6 vs. AC, 1d8+4 Speed 6 HP: 26, Surge Value 6, Surges per day 5 Second Wind: unused Mallaby is not a fully trained fighter. He will only defend himself on his own. He will however, follow orders. As a minor action, any character can have Mallaby spend an action. He can't use more than the usual complement (standard, move, minor) in one turn, but a PC's minor action can be used for any of them.[/sblock][sblock=Enemies] [b]Swarm of Rats[/b] AC: 18 Fort: 16 Ref: 15 Will: 13 Immune to disease & poison Half damage from melee and ranged attacks Vulnerable 10 from area and close attacks May not be pushed, pulled, or slid by melee or ranged attacks Passive Perception 18 :bmelee: +9 vs. AC; 1d8+5, ongoing 3 damage (save ends) May occupy the same space as another creature. Enemies may enter its space as difficult terrain [sblock=Nature 14/Religion 14] [b]Skittering Corpse Rat Swarm[/b] Level 4 Skirmisher medium natural animate (swarm, undead) [sblock=Nature 21/Religion 21] Aura 1: the swarm makes a basic melee attack as a free action against any enemy that starts its turn within the aura. When a character fails the saving throw against the ongoing damage from the swarm's attack for the first time, the character contracts Filth Fever, which has no mechanical effect until an extended rest.[/sblock][/sblock][b]Shadowy Figure[/b] AC: 15 Fort: 14 Ref: 15 Will: 14 Immune to dazing, disease & poison Resist 10 necrotic Insubstantial: takes half damage from any damage source, including ongoing damage Passive Perception 14 :bmelee: +5 vs. Will; 1d8+6 psychic damage and the target is knocked prone and can't stand up (save ends) [sblock=Dungeoneering 13/Religion 13] [b]Sliver Wraith Seeker[/b] Level 3 Controller medium aberrant humanoid (undead) [sblock=Dungeoneering 21/Religion 21] Aura 2: Each enemy tha ends its turn in the aura is slowed and takes a -2 penalty to Will until the end of its next turn. Recharge attack close burst 5 which slides the target 5 squares to a square witin the aura. Speed is fly 6, and can hover and phase.[/sblock][/sblock] [b]Zombies[/b] AC: 17 Fort: 15 Ref: 17 Will: 14 Immune to disease & poison Resist 10 necrotic Vulnerable 5 radiant Passive Perception 16 :bmelee: +8 vs. AC; 1d6+5 damage +2d6 damage to any target it has CA against [sblock=Nature 13/Religion 13] [b]Skulk Zombie[/b] Level 3 Skirmisher medium natural animate (undead) [sblock=Nature 21/Religion 21] Zombie has an at-will mobile attack where it moves up to half its speed (speed 6), can make a melee attack at any point during this move, and does not provoke OA from the target of its attack while moving away from it. Can climb (spider climb) at full speed.[/sblock][/sblock] [b]Longbow Skeletons (X and Y)[/b] AC: 16 Fort: 14 Ref: 16 Will: 15 Immune to disease & poison Resist 10 necrotic Vulnerable 5 radiant Passive Perception 15 :bmelee: Longsword +8 vs. AC; 1d6+4 damage (none have swords drawn) [sblock=Nature 13/Religion 13] [b]Skeletal Archer[/b] Level 3 Artillery medium natural animate (undead) [sblock=Nature 21/Religion 21] Gets a +1 bonus to ranged attack rolls against the closest enemy. Encounter Double Shot for massive damage.[/sblock][/sblock] [b]Shortbow Skeletons[/b] AC: 16 Fort: 13 Ref: 14 Will: 13 Passive Perception 12 :bmelee: Shortsword +6 vs. AC; 4 damage (none have swords drawn) [sblock=Nature 12/Religion 12] [b]Decrepit Skeleton[/b] Level 1 Minion Skirmisher medium natural animate (undead) [sblock=Nature 19/Religion 19] Can shift 1 square before melee or ranged attacks.[/sblock][/sblock][/sblock] [/QUOTE]
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Adventure: Get Me to the Church on Time (DM: BenBrown, Judge: Renau1g)
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