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Adventure: Protection (Mal Malenkirk)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5372381" data-attributes="member: 834"><p>[OOC]Hope I didn't make too many screws up. Long day, long post.[/OOC]</p><p></p><p>The heroes can hear the archers out of sight struggling to climb the walls and gain height advantage on them. </p><p></p><p>The swordsmen boldy move against the heroes and cause much mayhem, one successfully knocking out Sound of Stone. Another advance menacingly on teh vulnerable Halcyon... but falls unconscious before reaching him. Some kind of magic, it seems.</p><p></p><p>Mikara gets burned by a fire elemental flying down from the roof</p><p></p><p>The dragon flies down the middle of the spellcaster, threatening to make their job harder causing mayhem. </p><p></p><p></p><p></p><p>[OOC]Status Highlight</p><p></p><p>1-The two arhers with a green 4 on them but still located over a street square are in the process of climbing and are conceding combat advantage. This is of particular interest to Aedan once he moves upon the roof since he will get LOS of the archer who almost completed the climb to the south (note that he has cover)</p><p></p><p>PS:Technically, once you are ON the roof you are level 5, not 4, but I didn't feel like multiplying token just for fun.</p><p></p><p>2-Sound of Stone is Dying. If someone heal him before he 'acts' this turn (make his save!), he doesn't lose his turn.</p><p></p><p>3-Mikara is burning. If she can get a free save before she takes her turn, she avoids the damage.[/OOC]</p><p></p><p>[sblock=Actions]</p><p>Archers:</p><p>Move: Climb walls</p><p><a href="http://invisiblecastle.com/roller/view/2758915/" target="_blank">Clockwork starting NW (1d20+3=21, 1d20+3=15, 1d20+3=10, 1d20+3=22)</a></p><p>Move: Two who failed try again</p><p><a href="http://invisiblecastle.com/roller/view/2758918/" target="_blank">1d20+3=16, 1d20+3=22</a></p><p></p><p>Swordmen</p><p>They all attempt their Brutal Cut encounter Power. Someone is going to bleed!</p><p>Move:TPL</p><p>Standard: Brutal Cut</p><p><a href="http://invisiblecastle.com/roller/view/2759025/" target="_blank">vs AC 1<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />ante 2:Mikara 3:Sound of Stone 4:Halcyon (1d20+7-2=24, 3d6+5=12, 1d20+7=18, 3d6+5=15, 1d20+7=22, 3d6+5=19, <s>1d20+7=22, 3d6+5=12</s>)</a></p><p></p><p>Huh... More than one person, actually. That's a wee bit above the average of 17.5 one would expect. One has to hope that probabilties be your friend and balance with a few sucky rolls.</p><p></p><p>Dante: 24 hit for 12</p><p>Mikara: 18 miss</p><p>Sound of stone: 22 hit for 19(!) </p><p><s>Halcyon: 22 hit for 12</s></p><p></p><p>EDIT:News flash! The guy who I used to attack Halcyon was the slowed (sleep) swordman and therefore incapable of reaching him after all. On the downside, it means he still has his brutal cut power available. Same is be true of the fire elemental next to him who can just move 4 square and waste his turn. So while I'm at it:</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2759037/" target="_blank">1: save of Swordmen 2:save of fire elemental (1d20=9, 1d20=20)</a> Swordman is unconscious now</p><p></p><p>Fire Elemental:</p><p>Move: TPL (The one on Vishim used special power to shift as minor)</p><p>Only two are able to attack </p><p><a href="http://invisiblecastle.com/roller/view/2759047/" target="_blank">vs reflex 1:Mikara 2:Yishim (1d20+4=19, 1d20+4=9)</a> Hit Mikara, Gains Ongoing damage 5 (fire)</p><p></p><p>Water Elemental</p><p>Move:TPL, 2 can attack</p><p><a href="http://invisiblecastle.com/roller/view/2759060/" target="_blank">vs Fortitude 1:Halcyon 2<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />ante (1d20+4=8)</a> miss Halcyon, forgot to ask that second roll vs Dante...</p><p><a href="http://invisiblecastle.com/roller/view/2759061/" target="_blank">vs Fortitude, Dante (1d20+4-2=9)</a> miss</p><p></p><p>Wyrmling</p><p><a href="http://invisiblecastle.com/roller/view/2759065/" target="_blank">1:Yishim 2:Artemis Hark (1d20+10=11, 1d4+5=8, 1d20+10=20, 1d4+5=6)</a></p><p></p><p>Boss and Hobgoblin; Move and Full Defense</p><p>[/sblock]</p><p></p><p>[sblock=Actions]</p><p>Big Boss: Full defense</p><p>Swordman L19: </p><p>Swordman P20: Unconscious (Save ends)</p><p>Swordman J25: 1/40 Quarry (Mik.), Cursed (Art.)</p><p>Swordman P26: 33/40</p><p>Fire Elemantal O21: 26/27 No OA TENT</p><p>Fire Elemental O23: 5/27 Marked (Halcyon)</p><p>Water ELemental P22: 24/29 </p><p>Water Elemental K19: 8/29 Oath (dante)</p><p></p><p>Aedan: 19/24 </p><p>Artemis Hark: 14/24</p><p>Dante: 15/27 adjacent enemies -2 TENT</p><p>Gilgamesh: 18/26 +1 AC TENT, -1H</p><p>Halcyon: 9/29 +2 defenses TENT, AP&SW spent,</p><p>Lenard: 13/28 Ap spent</p><p>Mercurial: 17/24 -1H</p><p>Mikara: 35 (30) /39, AP spent, marked by swordman </p><p>Owen: 12+5/28 resilience spent, AP spent</p><p>Queen: 22/30 WS</p><p>Sound of Stone: -2/24 +2 defenses TENT, AP&SW spent </p><p>Yishim: 25/29 AP spent</p><p></p><p>Gang Leader (Sinruth, Hobgoblin)</p><p>Perception 13</p><p>HP 185; Bloodied 92</p><p>AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12</p><p>OA: Chain Trip (standard; requires spiked chain, at-will) Weapon</p><p>reach 2; +6 vs Reflex; 1d6+4 damage, and the target is knocked prone. </p><p>Phalanx Soldier</p><p>Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.</p><p></p><p>Wyrmling</p><p>Perception 14</p><p>HP 96; Bloodied 48</p><p>AC 18; Fortitude 17, Reflex 17, Will 16</p><p>Resist 5 lightning</p><p>OA: Claw (standard, at-will) </p><p>+10 vs AC; 1d4+5 damage. </p><p></p><p>Hobgoblin toadies</p><p>Perception 11</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12</p><p>OA: Longsword (standard, at-will) Weapon</p><p>+6 vs AC; 5 damage. </p><p>Phalanx Soldier:</p><p>The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.</p><p></p><p>Archers</p><p>Perception 21</p><p>HP 32; Bloodied 16</p><p>AC 15; Fortitude 11, Reflex 13, Will 12</p><p>OA: Short Sword (if drawn) </p><p>+5 vs AC; 1d6+4 damage. </p><p></p><p>Lesser Fire ElementalHP 27; Bloodied 13 Initiative +6</p><p>Perception 11</p><p>AC 14, Fortitude 12, Reflex 14, Will 13 </p><p>Frozen in Place </p><p>Whenever the lesser fire elemental takes cold damage, it cannot shift until the end of its next turn.</p><p>OA: Slam (Fire) </p><p>Attack: Melee 1 (one creature); +4 vs. Reflex</p><p>Hit: Ongoing 5 fire damage (save ends).</p><p></p><p>Lesser Water Elemental</p><p>Perception 10</p><p>HP 29; Bloodied 14 Initiative +2</p><p>AC 15, Fortitude 14, Reflex 13, Will 12 </p><p>Sensitive to Cold </p><p>Whenever the lesser water elemental takes cold damage, it gains vulnerable 5against the next attack that hits it before the end of its next turn.</p><p>OA: Slam</p><p>Attack: Melee 1 (one creature); +4 vs. Reflex</p><p>Hit: 1d6 damage, and ongoing 5 damage (save ends).</p><p></p><p>Swordmen</p><p>Perception 12</p><p>HP 40; Bloodied 20</p><p>AC 18; Fortitude 18, Reflex 14, Will 14</p><p>OA: Short sword </p><p>+7 vs AC; 1d6+5 damage. Effect: The watchman marks the target until the end of the watchman’s next turn</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5372381, member: 834"] [OOC]Hope I didn't make too many screws up. Long day, long post.[/OOC] The heroes can hear the archers out of sight struggling to climb the walls and gain height advantage on them. The swordsmen boldy move against the heroes and cause much mayhem, one successfully knocking out Sound of Stone. Another advance menacingly on teh vulnerable Halcyon... but falls unconscious before reaching him. Some kind of magic, it seems. Mikara gets burned by a fire elemental flying down from the roof The dragon flies down the middle of the spellcaster, threatening to make their job harder causing mayhem. [OOC]Status Highlight 1-The two arhers with a green 4 on them but still located over a street square are in the process of climbing and are conceding combat advantage. This is of particular interest to Aedan once he moves upon the roof since he will get LOS of the archer who almost completed the climb to the south (note that he has cover) PS:Technically, once you are ON the roof you are level 5, not 4, but I didn't feel like multiplying token just for fun. 2-Sound of Stone is Dying. If someone heal him before he 'acts' this turn (make his save!), he doesn't lose his turn. 3-Mikara is burning. If she can get a free save before she takes her turn, she avoids the damage.[/OOC] [sblock=Actions] Archers: Move: Climb walls [url=http://invisiblecastle.com/roller/view/2758915/]Clockwork starting NW (1d20+3=21, 1d20+3=15, 1d20+3=10, 1d20+3=22)[/url] Move: Two who failed try again [url=http://invisiblecastle.com/roller/view/2758918/]1d20+3=16, 1d20+3=22[/url] Swordmen They all attempt their Brutal Cut encounter Power. Someone is going to bleed! Move:TPL Standard: Brutal Cut [url=http://invisiblecastle.com/roller/view/2759025/]vs AC 1:Dante 2:Mikara 3:Sound of Stone 4:Halcyon (1d20+7-2=24, 3d6+5=12, 1d20+7=18, 3d6+5=15, 1d20+7=22, 3d6+5=19, [s]1d20+7=22, 3d6+5=12[/s])[/url] Huh... More than one person, actually. That's a wee bit above the average of 17.5 one would expect. One has to hope that probabilties be your friend and balance with a few sucky rolls. Dante: 24 hit for 12 Mikara: 18 miss Sound of stone: 22 hit for 19(!) [s]Halcyon: 22 hit for 12[/s] EDIT:News flash! The guy who I used to attack Halcyon was the slowed (sleep) swordman and therefore incapable of reaching him after all. On the downside, it means he still has his brutal cut power available. Same is be true of the fire elemental next to him who can just move 4 square and waste his turn. So while I'm at it: [url=http://invisiblecastle.com/roller/view/2759037/]1: save of Swordmen 2:save of fire elemental (1d20=9, 1d20=20)[/url] Swordman is unconscious now Fire Elemental: Move: TPL (The one on Vishim used special power to shift as minor) Only two are able to attack [url=http://invisiblecastle.com/roller/view/2759047/]vs reflex 1:Mikara 2:Yishim (1d20+4=19, 1d20+4=9)[/url] Hit Mikara, Gains Ongoing damage 5 (fire) Water Elemental Move:TPL, 2 can attack [url=http://invisiblecastle.com/roller/view/2759060/]vs Fortitude 1:Halcyon 2:Dante (1d20+4=8)[/url] miss Halcyon, forgot to ask that second roll vs Dante... [url=http://invisiblecastle.com/roller/view/2759061/]vs Fortitude, Dante (1d20+4-2=9)[/url] miss Wyrmling [url=http://invisiblecastle.com/roller/view/2759065/]1:Yishim 2:Artemis Hark (1d20+10=11, 1d4+5=8, 1d20+10=20, 1d4+5=6)[/url] Boss and Hobgoblin; Move and Full Defense [/sblock] [sblock=Actions] Big Boss: Full defense Swordman L19: Swordman P20: Unconscious (Save ends) Swordman J25: 1/40 Quarry (Mik.), Cursed (Art.) Swordman P26: 33/40 Fire Elemantal O21: 26/27 No OA TENT Fire Elemental O23: 5/27 Marked (Halcyon) Water ELemental P22: 24/29 Water Elemental K19: 8/29 Oath (dante) Aedan: 19/24 Artemis Hark: 14/24 Dante: 15/27 adjacent enemies -2 TENT Gilgamesh: 18/26 +1 AC TENT, -1H Halcyon: 9/29 +2 defenses TENT, AP&SW spent, Lenard: 13/28 Ap spent Mercurial: 17/24 -1H Mikara: 35 (30) /39, AP spent, marked by swordman Owen: 12+5/28 resilience spent, AP spent Queen: 22/30 WS Sound of Stone: -2/24 +2 defenses TENT, AP&SW spent Yishim: 25/29 AP spent Gang Leader (Sinruth, Hobgoblin) Perception 13 HP 185; Bloodied 92 AC 22 (24 with phalanx soldier); Fortitude 16, Reflex 16, Will 12 OA: Chain Trip (standard; requires spiked chain, at-will) Weapon reach 2; +6 vs Reflex; 1d6+4 damage, and the target is knocked prone. Phalanx Soldier Sinruth gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Wyrmling Perception 14 HP 96; Bloodied 48 AC 18; Fortitude 17, Reflex 17, Will 16 Resist 5 lightning OA: Claw (standard, at-will) +10 vs AC; 1d4+5 damage. Hobgoblin toadies Perception 11 HP 1; a missed attack never damages a minion. AC 17 (19 with phalanx soldier); Fortitude 15, Reflex 13, Will 12 OA: Longsword (standard, at-will) Weapon +6 vs AC; 5 damage. Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Archers Perception 21 HP 32; Bloodied 16 AC 15; Fortitude 11, Reflex 13, Will 12 OA: Short Sword (if drawn) +5 vs AC; 1d6+4 damage. Lesser Fire ElementalHP 27; Bloodied 13 Initiative +6 Perception 11 AC 14, Fortitude 12, Reflex 14, Will 13 Frozen in Place Whenever the lesser fire elemental takes cold damage, it cannot shift until the end of its next turn. OA: Slam (Fire) Attack: Melee 1 (one creature); +4 vs. Reflex Hit: Ongoing 5 fire damage (save ends). Lesser Water Elemental Perception 10 HP 29; Bloodied 14 Initiative +2 AC 15, Fortitude 14, Reflex 13, Will 12 Sensitive to Cold Whenever the lesser water elemental takes cold damage, it gains vulnerable 5against the next attack that hits it before the end of its next turn. OA: Slam Attack: Melee 1 (one creature); +4 vs. Reflex Hit: 1d6 damage, and ongoing 5 damage (save ends). Swordmen Perception 12 HP 40; Bloodied 20 AC 18; Fortitude 18, Reflex 14, Will 14 OA: Short sword +7 vs AC; 1d6+5 damage. Effect: The watchman marks the target until the end of the watchman’s next turn [/sblock] [/QUOTE]
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