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Adventure: Protection (Mal Malenkirk)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5375776" data-attributes="member: 834"><p>[sblock=Mercurial]I assume that you meant O23 for the servant instead of O22. otherwise your servant would get an OA from the fire elemental while doing his ranged 5 attack. Since he isn't marked by Halcyon, there is no upside.</p><p></p><p>If you really meant to put the servant adjacent to the fire elemental, say so at the start of your turn, roll the OA and I'll retcon.</p><p>[/sblock]</p><p></p><p>[sblock=Dante Gilgamesh]</p><p>Your wall placement in conjonction with damage roll is confusing as hell. You placed the wall at L18 to P18 and rolled damage for L19, P19 and O20. L19 is the swordman, fair enough. P19 and O20 are empty squares though. And why would you roll damage for O20 anyway if the wall really is at L18 to P18? That's not adjacent.</p><p></p><p>I am guessing you meant to put the wall through L19 to P19 and to target L19(Swordman), O19 (boss) and P20 (sleeping swordman). That's the only thing that makes sense in conjonction with your attack rolls.</p><p></p><p>Please be extra careful with coordinates, especially since your PC is area-effetc-happy. The time you don't take to double check is transfered on to me...</p><p></p><p>Also, for your stealth, at K23 you are only eligible to make a stealth check against the swordman at L19 (amongst the foes on ground level)[/sblock] </p><p></p><p>The wall of acid change the battlefield greatly. One swordman, standing right into the fog surges forward to avoid the pain but Queen, in the form of a wild swarm, graps her foe bodily and push him back toward the acid. He still manages to escape the fog but he is greatly weakened by acid, grasping shadows and claws.</p><p></p><p>The fire elemental are annoying as ever and Yishim gets burned.</p><p></p><p>The menacing boss is at last in melee and he is pissed from all the bee stings, acid burns and other mishaps he had to endured. His chain flashes and before he knows how it happened, Halcyon is on his back.</p><p></p><p>The archers move for the kill. Well, most of them. The one standing alone on the south west building doesn't like his location and takes a running leap accross the street to flank Aedan... But he misjudge the distance and falls down to the street, cursing loudly.</p><p></p><p>[sblock=Actions]</p><p>Goon Moves around the building</p><p></p><p>Swordmen</p><p>L19</p><p>Move: to N21</p><p>Provokes OA from Queen and Dante</p><p><a href="http://invisiblecastle.com/roller/view/2764550/" target="_blank">Dante OA vs Swordman (1d20+4=11, 1d10+1=10)</a> miss</p><p><a href="http://invisiblecastle.com/roller/view/2764519/" target="_blank">Grasping claw OA vs Swordman reflex (1d20+4=24, 1d8+4=9)</a> crit, 12dmg</p><p>Logical thing to do is slide him back toward the wall</p><p>Standard: Convert to move and go back to L21</p><p>This enters the grasping shadow zone for 5 dmg</p><p></p><p>Swordman next to SoS</p><p><a href="http://invisiblecastle.com/roller/view/2764526/" target="_blank">Sword vs Sound of Stone AC (1d20+7=18, 1d6+5=8)</a> hit</p><p></p><p>Sleeping Beauty</p><p><a href="http://invisiblecastle.com/roller/view/2764527/" target="_blank">save swordman (1d20=7)</a> takes damage from stinging cloud</p><p></p><p>Fire elemental </p><p>Moves: TPL (remember they can shift as minor)</p><p><a href="http://invisiblecastle.com/roller/view/2764529/" target="_blank">Fire elemental vs Reflex 1:Mikara 2:Yishim 3:Summoned Servant (1d20+4=14, 1d20+4=23, 1d20+4=11)</a> yishim gets ongoing fire 5</p><p></p><p>Water Elemental</p><p>Move:TPL</p><p></p><p>Boss:</p><p>Move:TPL</p><p>Standard</p><p><a href="http://invisiblecastle.com/roller/view/2764551/" target="_blank">Chain Trip vs Halcyon reflex (1d20+6=13, 1d6+4=10)</a> hit, Halcyon is prone</p><p>Ends in stinging cloud, tales damage</p><p></p><p>Archers:</p><p></p><p>SE archer tries to jump</p><p><a href="http://invisiblecastle.com/roller/view/2764554/" target="_blank">Atletic Jump DC 10 (1d20+2=6)</a></p><p></p><p>Ah!</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2764556/" target="_blank">Falling dmg and Acrobatic check to reduce (2d10=9, 1d20+5=18)</a> he takes no damage from the fall. Second move to get back up. Minor to curse loudly.</p><p></p><p>The other archers:</p><p>Move TPL</p><p>Standard:</p><p><a href="http://invisiblecastle.com/roller/view/2764559/" target="_blank">1:Mikara (this one has +2 to hit from mobile attack) 2:Aedan (1d20+7=24, 1d10+4=14, 1d20+7=18, 1d10+4=5)</a> both hit</p><p></p><p>Dragon:</p><p>Move:Shift TPL</p><p><a href="http://invisiblecastle.com/roller/view/2764566/" target="_blank">Breath weapon 1<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />ante Gilgamesh 2:Mercurial 3:Artemis (1d20+8=13, 1d20+8=24, 1d20+8=18, 2d6+4=11)</a>[/sblock]</p><p></p><p>[GM]Status Highlights:</p><p></p><p>Yishim, Mikara, Halcyon, Queen, Owen and Aedan have Combat Advantage on the Dragon for their next attack (Lead by Example)</p><p></p><p>The Edges of the roofs are elevated and grant cover. So for example if Aedan is at T21, he has cover from the archer south. Remember the cunning sneak class feature this time.</p><p>[/GM]</p><p></p><p>[sblock=S&S]</p><p>Wyrmling: 61/96, cursed (Art.), grants CA on everyone except Artemis' next turn (just once)</p><p>Big Boss: 149/185 Full defense, Slowed (TENT)</p><p>Swordman L21: 12/40 Marked (Dante)</p><p>Swordman P20: 18/40 Unconscious (Save ends)</p><p>Swordman Q25: 23/40</p><p>Fire Elemantal O21: 26/27 No OA TENT, Slowed TENT</p><p>Fire Elemental L25: 9/27 Quarry (Mikara)</p><p>Fire Elemental Q27: 14/27</p><p></p><p>Aedan: 14/24 AP spent</p><p>Artemis Hark: 3/24 -1H</p><p>Dante: 15/27 adjacent enemies -2 TENT</p><p>Gilgamesh: 13/26 -1H</p><p>Halcyon: 8/29 AP&SW spent, prone</p><p>Lenard: 13/28 Ap spent</p><p>Mercurial: 6/24 -2H, AP spent</p><p>Mikara: 16/39, AP spent </p><p>Owen: 12+5/28 AP spent</p><p>Queen: 22/30 WS</p><p>Sound of Stone: 2/24 AP&SW spent </p><p>Yishim: 25 (20)/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: 5375776, member: 834"] [sblock=Mercurial]I assume that you meant O23 for the servant instead of O22. otherwise your servant would get an OA from the fire elemental while doing his ranged 5 attack. Since he isn't marked by Halcyon, there is no upside. If you really meant to put the servant adjacent to the fire elemental, say so at the start of your turn, roll the OA and I'll retcon. [/sblock] [sblock=Dante Gilgamesh] Your wall placement in conjonction with damage roll is confusing as hell. You placed the wall at L18 to P18 and rolled damage for L19, P19 and O20. L19 is the swordman, fair enough. P19 and O20 are empty squares though. And why would you roll damage for O20 anyway if the wall really is at L18 to P18? That's not adjacent. I am guessing you meant to put the wall through L19 to P19 and to target L19(Swordman), O19 (boss) and P20 (sleeping swordman). That's the only thing that makes sense in conjonction with your attack rolls. Please be extra careful with coordinates, especially since your PC is area-effetc-happy. The time you don't take to double check is transfered on to me... Also, for your stealth, at K23 you are only eligible to make a stealth check against the swordman at L19 (amongst the foes on ground level)[/sblock] The wall of acid change the battlefield greatly. One swordman, standing right into the fog surges forward to avoid the pain but Queen, in the form of a wild swarm, graps her foe bodily and push him back toward the acid. He still manages to escape the fog but he is greatly weakened by acid, grasping shadows and claws. The fire elemental are annoying as ever and Yishim gets burned. The menacing boss is at last in melee and he is pissed from all the bee stings, acid burns and other mishaps he had to endured. His chain flashes and before he knows how it happened, Halcyon is on his back. The archers move for the kill. Well, most of them. The one standing alone on the south west building doesn't like his location and takes a running leap accross the street to flank Aedan... But he misjudge the distance and falls down to the street, cursing loudly. [sblock=Actions] Goon Moves around the building Swordmen L19 Move: to N21 Provokes OA from Queen and Dante [url=http://invisiblecastle.com/roller/view/2764550/]Dante OA vs Swordman (1d20+4=11, 1d10+1=10)[/url] miss [url=http://invisiblecastle.com/roller/view/2764519/]Grasping claw OA vs Swordman reflex (1d20+4=24, 1d8+4=9)[/url] crit, 12dmg Logical thing to do is slide him back toward the wall Standard: Convert to move and go back to L21 This enters the grasping shadow zone for 5 dmg Swordman next to SoS [url=http://invisiblecastle.com/roller/view/2764526/]Sword vs Sound of Stone AC (1d20+7=18, 1d6+5=8)[/url] hit Sleeping Beauty [url=http://invisiblecastle.com/roller/view/2764527/]save swordman (1d20=7)[/url] takes damage from stinging cloud Fire elemental Moves: TPL (remember they can shift as minor) [url=http://invisiblecastle.com/roller/view/2764529/]Fire elemental vs Reflex 1:Mikara 2:Yishim 3:Summoned Servant (1d20+4=14, 1d20+4=23, 1d20+4=11)[/url] yishim gets ongoing fire 5 Water Elemental Move:TPL Boss: Move:TPL Standard [url=http://invisiblecastle.com/roller/view/2764551/]Chain Trip vs Halcyon reflex (1d20+6=13, 1d6+4=10)[/url] hit, Halcyon is prone Ends in stinging cloud, tales damage Archers: SE archer tries to jump [url=http://invisiblecastle.com/roller/view/2764554/]Atletic Jump DC 10 (1d20+2=6)[/url] Ah! [url=http://invisiblecastle.com/roller/view/2764556/]Falling dmg and Acrobatic check to reduce (2d10=9, 1d20+5=18)[/url] he takes no damage from the fall. Second move to get back up. Minor to curse loudly. The other archers: Move TPL Standard: [url=http://invisiblecastle.com/roller/view/2764559/]1:Mikara (this one has +2 to hit from mobile attack) 2:Aedan (1d20+7=24, 1d10+4=14, 1d20+7=18, 1d10+4=5)[/url] both hit Dragon: Move:Shift TPL [url=http://invisiblecastle.com/roller/view/2764566/]Breath weapon 1:Dante Gilgamesh 2:Mercurial 3:Artemis (1d20+8=13, 1d20+8=24, 1d20+8=18, 2d6+4=11)[/url][/sblock] [GM]Status Highlights: Yishim, Mikara, Halcyon, Queen, Owen and Aedan have Combat Advantage on the Dragon for their next attack (Lead by Example) The Edges of the roofs are elevated and grant cover. So for example if Aedan is at T21, he has cover from the archer south. Remember the cunning sneak class feature this time. [/GM] [sblock=S&S] Wyrmling: 61/96, cursed (Art.), grants CA on everyone except Artemis' next turn (just once) Big Boss: 149/185 Full defense, Slowed (TENT) Swordman L21: 12/40 Marked (Dante) Swordman P20: 18/40 Unconscious (Save ends) Swordman Q25: 23/40 Fire Elemantal O21: 26/27 No OA TENT, Slowed TENT Fire Elemental L25: 9/27 Quarry (Mikara) Fire Elemental Q27: 14/27 Aedan: 14/24 AP spent Artemis Hark: 3/24 -1H Dante: 15/27 adjacent enemies -2 TENT Gilgamesh: 13/26 -1H Halcyon: 8/29 AP&SW spent, prone Lenard: 13/28 Ap spent Mercurial: 6/24 -2H, AP spent Mikara: 16/39, AP spent Owen: 12+5/28 AP spent Queen: 22/30 WS Sound of Stone: 2/24 AP&SW spent Yishim: 25 (20)/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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