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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: 5727303" data-attributes="member: 1642"><p>While the weaker skeleton moves behind Goldenhorn, the other two switch to their melee weapons. The one on the ground draws its sword as it stands, leaving its bow on the ground. The other stows its weapon more carefully, then both of them strike at Goldenhorn.</p><p>[sblock=Enemy Actions]<strong>Skeleton 3</strong></p><p>Minor: Shift to K8</p><p>Standard: Flail ineffectually with sword.</p><p></p><p><strong>Skeleton X</strong></p><p>Move: Stand Up</p><p>Minor: Draw Sword</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3258667/" target="_blank">Short Sword vs. Goldenhorn (1d20+8=20, 1d6+4=6)</a> -5 from Moment of Glory: 1 damage!</p><p></p><p><strong>Skeleton Y</strong></p><p>Minor: Stow Longbow</p><p>Move: Draw Sword</p><p>Standard: <a href="http://invisiblecastle.com/roller/view/3258670/" target="_blank">Short Sword vs. Goldenhorn (1d20+8+2=20, 1d6+4=9)</a> - 5 from Moment of Glory: 4 damage.[/sblock][sblock=map]<img src="http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/ChapelEncounterRound5.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]All PCs (plus Mallaby) have DR5 all from Moment of Glory.</p><p></p><p>Goldenhorn: K7 HP <span style="color: Lime">30/37</span>, Surges 10/10, AP 1, second wind unused</p><p>Spider: J7 HP <span style="color: Lime">31/39</span>, Surges 10/10, AP 1, second wind unused</p><p>Tyris: L7 HP <span style="color: Lime">17/29</span>, Surges 7/7, AP 1, second wind unused</p><p>Zardi: I7 HP <span style="color: Lime">27+3/48</span>, Surges 10/11, AP 1, second wind unused</p><p></p><p>Mallaby: G16 HP <span style="color: Lime">26/26</span>, Surges 5/5, second wind unused</p><p></p><p>Skeleton X J6 HP <span style="color: Lime">17 Damage Taken</span></p><p>Skeleton Y K6 HP <span style="color: Lime">14 Damage Taken</span></p><p>Skeleton 2 J8 HP <span style="color: DarkSlateGray">0/1</span> dead</p><p>Skeleton 3 K8 HP <span style="color: Lime">1/1</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:" /> Swarm of Teeth +9 vs. AC; 1d8+5, ongoing 3 damage (save ends)</p><p>Aura 1: the swarm makes a Swarm of Teeth attack as a free action against any enemy that starts its turn within the aura.</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>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:" /> Maddening Touch +5 vs. Will; 1d8+6 psychic damage and the target is knocked prone and can't stand up (save ends)</p><p>Aura 2: Each enemy that ends its turn in the aura is slowed and takes a -2 penalty to Will until the end of its next turn.</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>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:" /> Slam +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:" /> Short Sword +8 vs. AC; 1d6+4 damage (both 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:" /> Longsword +6 vs. AC; 4 damage (all remaining 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: 5727303, member: 1642"] While the weaker skeleton moves behind Goldenhorn, the other two switch to their melee weapons. The one on the ground draws its sword as it stands, leaving its bow on the ground. The other stows its weapon more carefully, then both of them strike at Goldenhorn. [sblock=Enemy Actions][b]Skeleton 3[/b] Minor: Shift to K8 Standard: Flail ineffectually with sword. [b]Skeleton X[/b] Move: Stand Up Minor: Draw Sword Standard: [url=http://invisiblecastle.com/roller/view/3258667/]Short Sword vs. Goldenhorn (1d20+8=20, 1d6+4=6)[/url] -5 from Moment of Glory: 1 damage! [b]Skeleton Y[/b] Minor: Stow Longbow Move: Draw Sword Standard: [url=http://invisiblecastle.com/roller/view/3258670/]Short Sword vs. Goldenhorn (1d20+8+2=20, 1d6+4=9)[/url] - 5 from Moment of Glory: 4 damage.[/sblock][sblock=map][IMG]http://i587.photobucket.com/albums/ss315/randomlinenoise/Church%20on%20Time/ChapelEncounterRound5.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]All PCs (plus Mallaby) have DR5 all from Moment of Glory. Goldenhorn: K7 HP [COLOR="Lime"]30/37[/COLOR], Surges 10/10, AP 1, second wind unused Spider: J7 HP [COLOR="Lime"]31/39[/COLOR], Surges 10/10, AP 1, second wind unused Tyris: L7 HP [COLOR="Lime"]17/29[/COLOR], Surges 7/7, AP 1, second wind unused Zardi: I7 HP [COLOR="Lime"]27+3/48[/COLOR], Surges 10/11, AP 1, second wind unused Mallaby: G16 HP [COLOR="Lime"]26/26[/COLOR], Surges 5/5, second wind unused Skeleton X J6 HP [COLOR="Lime"]17 Damage Taken[/color] Skeleton Y K6 HP [COLOR="Lime"]14 Damage Taken[/color] Skeleton 2 J8 HP [COLOR="DarkSlateGray"]0/1[/color] dead Skeleton 3 K8 HP [COLOR="Lime"]1/1[/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: Swarm of Teeth +9 vs. AC; 1d8+5, ongoing 3 damage (save ends) Aura 1: the swarm makes a Swarm of Teeth attack as a free action against any enemy that starts its turn within the aura. 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] 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: Maddening Touch +5 vs. Will; 1d8+6 psychic damage and the target is knocked prone and can't stand up (save ends) Aura 2: Each enemy that ends its turn in the aura is slowed and takes a -2 penalty to Will until the end of its next turn. [sblock=Dungeoneering 13/Religion 13] [b]Sliver Wraith Seeker[/b] Level 3 Controller medium aberrant humanoid (undead) [sblock=Dungeoneering 21/Religion 21] 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: Slam +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: Short Sword +8 vs. AC; 1d6+4 damage (both 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: Longsword +6 vs. AC; 4 damage (all remaining 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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