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Adventure: Protection (Mal Malenkirk)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5378806" data-attributes="member: 834"><p>As Yishim retreats, he is by some elementals. Well, that's his problem, now. And also the janitor's.</p><p></p><p>In the back street they hear the archer who fell cursing violently.</p><p></p><p>-''Broke my ankle. Arrrgh!'' </p><p></p><p>Hopefully he's gonna limp out of here.</p><p></p><p>The dragon is more persistent. He wildly rakes Owen body, nearly killing him and then gains altitude for safety. He furiousls vomits another giant lightning on the heroes that engulf Owen, Dante and the mysterious automaton. Owen falls unconscious and the automaton is destroyed.</p><p></p><p>The boss is in a killing mood but is hampered by several layers of magic at the moment and wildly misses Halcyon.</p><p></p><p>But the worst threat at this point are the archers; they launch a volley that is deadly accurate; Mikara and Sound of Stone are grievously wounded. Queen, on the other hand, barely notices that an arrow flied through her.</p><p></p><p>[GM]The fight was balanced at the utmost limit of what 12 PC can handle. I actually calculated a maximum of XP to add to the fight based on each of your level, so with a level 3 pc leaving, I had to remove some opposition. Not ideal, but that's the best I can do. Hope I didn't remove too much or not enough, that's hard to gauge in mid-fight.[/GM]</p><p></p><p>[GM]Some of you are getting lax with the rolls... Remember, include Attack and Target.</p><p></p><p>Try to detail the bonus as much as possible too. For example, Owen shouldn't roll a +11 attack bonus... He had 1d20+8+2+1 for the last attack, though. It's easier for me to track.[/GM]</p><p></p><p>[GM]Satus High Light</p><p></p><p>Lenard, Halcyon, Queen and Aedan have CA against the boss and adjacent fire elemental (swarm of locust)</p><p></p><p>Aedan is hidden from the archer shooting down at SoS.</p><p>[/GM]</p><p></p><p>[sblock=Actions]</p><p>Dragon</p><p>Standard: </p><p><a href="http://invisiblecastle.com/roller/view/2767916/" target="_blank">Claws vs Owen (1d20+10=27, 1d4+5=7, 1d20+10=25, 1d4+5=7)</a> 14 dmg on owen</p><p></p><p>Interrupt by Owen</p><p><a href="http://invisiblecastle.com/roller/view/2767919/" target="_blank">COmbat Challenge vs Dragon shifting (1d20+8+2=17, 1d10+4=5)</a> miss</p><p></p><p>AP</p><p>Breath</p><p><a href="http://invisiblecastle.com/roller/view/2767928/" target="_blank">Reflex 1: Owen 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 3:Summoning (1d20+8=11, 1d20+8=10, 1d20+8=21, 2d6+4=15)</a> 7 on Owen and Dante, 15 on automaton (destroyed)</p><p></p><p>Boss (Immobilized)</p><p><a href="http://invisiblecastle.com/roller/view/2767943/" target="_blank">Chain Yank vs Halcyon (1d20+8-4-2=8, 1d10+4-6=3)</a> miss</p><p></p><p>Fire elementals</p><p><a href="http://invisiblecastle.com/roller/view/2767972/" target="_blank">Fire elemental 1:Halcyon 2:Artemis (1d20+4=18, 1d20+4=11)</a></p><p></p><p>Archers</p><p><a href="http://invisiblecastle.com/roller/view/2767976/" target="_blank">Archers 1:Sound of Stone 2:Mikara 3:Queen (1d20+7=25, 1d10+4=13, 1d20+7=22, 1d10+4=7, 1d20+7=22, 1d10+4-4=2)</a> Whoa!</p><p>[/sblock]</p><p></p><p>[sblock=S&S]</p><p>Wyrmling: 15/96, cursed (Art.), Quarry, marked (owen), AP spent</p><p>Big Boss: 141/185 immobilized, -4 attack TENT, marked (Dante)</p><p>Swordman Q25: 23/40</p><p>Fire Elemantal O22: 2/27 Marked (Halcyon)</p><p>Fire Elemental J26: 9/27 </p><p></p><p>Aedan: 17/27 AP spent, hidden 27</p><p>Artemis Hark: 3/24 -1H</p><p>Dante: 8/27 </p><p>Gilgamesh: 22/26 -1H +2 defenses TENT, SW spent</p><p>Halcyon: 8 (3) /29 AP&SW spent</p><p>Lenard: 13/28 Ap spent</p><p>Mercurial: 12/24 -2H, AP&SW spent</p><p>Mikara: 3/39, AP spent </p><p>Owen: -4/28 AP spent</p><p>Queen: 20/30 WS</p><p>Sound of Stone: 5/24 AP&SW 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: 5378806, member: 834"] As Yishim retreats, he is by some elementals. Well, that's his problem, now. And also the janitor's. In the back street they hear the archer who fell cursing violently. -''Broke my ankle. Arrrgh!'' Hopefully he's gonna limp out of here. The dragon is more persistent. He wildly rakes Owen body, nearly killing him and then gains altitude for safety. He furiousls vomits another giant lightning on the heroes that engulf Owen, Dante and the mysterious automaton. Owen falls unconscious and the automaton is destroyed. The boss is in a killing mood but is hampered by several layers of magic at the moment and wildly misses Halcyon. But the worst threat at this point are the archers; they launch a volley that is deadly accurate; Mikara and Sound of Stone are grievously wounded. Queen, on the other hand, barely notices that an arrow flied through her. [GM]The fight was balanced at the utmost limit of what 12 PC can handle. I actually calculated a maximum of XP to add to the fight based on each of your level, so with a level 3 pc leaving, I had to remove some opposition. Not ideal, but that's the best I can do. Hope I didn't remove too much or not enough, that's hard to gauge in mid-fight.[/GM] [GM]Some of you are getting lax with the rolls... Remember, include Attack and Target. Try to detail the bonus as much as possible too. For example, Owen shouldn't roll a +11 attack bonus... He had 1d20+8+2+1 for the last attack, though. It's easier for me to track.[/GM] [GM]Satus High Light Lenard, Halcyon, Queen and Aedan have CA against the boss and adjacent fire elemental (swarm of locust) Aedan is hidden from the archer shooting down at SoS. [/GM] [sblock=Actions] Dragon Standard: [url=http://invisiblecastle.com/roller/view/2767916/]Claws vs Owen (1d20+10=27, 1d4+5=7, 1d20+10=25, 1d4+5=7)[/url] 14 dmg on owen Interrupt by Owen [url=http://invisiblecastle.com/roller/view/2767919/]COmbat Challenge vs Dragon shifting (1d20+8+2=17, 1d10+4=5)[/url] miss AP Breath [url=http://invisiblecastle.com/roller/view/2767928/]Reflex 1: Owen 2:Dante 3:Summoning (1d20+8=11, 1d20+8=10, 1d20+8=21, 2d6+4=15)[/url] 7 on Owen and Dante, 15 on automaton (destroyed) Boss (Immobilized) [url=http://invisiblecastle.com/roller/view/2767943/]Chain Yank vs Halcyon (1d20+8-4-2=8, 1d10+4-6=3)[/url] miss Fire elementals [url=http://invisiblecastle.com/roller/view/2767972/]Fire elemental 1:Halcyon 2:Artemis (1d20+4=18, 1d20+4=11)[/url] Archers [url=http://invisiblecastle.com/roller/view/2767976/]Archers 1:Sound of Stone 2:Mikara 3:Queen (1d20+7=25, 1d10+4=13, 1d20+7=22, 1d10+4=7, 1d20+7=22, 1d10+4-4=2)[/url] Whoa! [/sblock] [sblock=S&S] Wyrmling: 15/96, cursed (Art.), Quarry, marked (owen), AP spent Big Boss: 141/185 immobilized, -4 attack TENT, marked (Dante) Swordman Q25: 23/40 Fire Elemantal O22: 2/27 Marked (Halcyon) Fire Elemental J26: 9/27 Aedan: 17/27 AP spent, hidden 27 Artemis Hark: 3/24 -1H Dante: 8/27 Gilgamesh: 22/26 -1H +2 defenses TENT, SW spent Halcyon: 8 (3) /29 AP&SW spent Lenard: 13/28 Ap spent Mercurial: 12/24 -2H, AP&SW spent Mikara: 3/39, AP spent Owen: -4/28 AP spent Queen: 20/30 WS Sound of Stone: 5/24 AP&SW 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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