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<blockquote data-quote="Phoenix8008" data-source="post: 5002803" data-attributes="member: 211"><p>Hrav opens the unlocked door to give chase to the guard. What he sees beyond the door is a warehouse full of crates and barrels, large and small. Directly ahead is a smaller room set off of the main warehouse with iron bars running from floor to ceiling and a barred door set in the middle. Inside this smaller room, shelves line the walls displaying treasures and wealth which shine and sparkle! Before reaching such rewards though, the guards in the main warehouse room seem intent on blocking the way as it becomes obvious that the alarm here has already been raised at least. Though you can't see anyone from around the crates at the doorway, you hear shouted orders from nearby around the corner.</p><p></p><p>[sblock=Map]<img src="http://www.enworld.org/forum/attachment.php?attachmentid=42029&stc=1&d=1258639940" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p><a href="http://invisiblecastle.com/roller/view/2326378/" target="_blank">Initiatives for Quagmire(+6), Hrav(+8), Girth(+9), Dang't(+7), Beyrk(+5), Kauldron(+4) and Bad Guys(+3 averaged) with Quagmire's Combat Leader bonus already added in. (1d20+6=9, 1d20+8=28, 1d20+9=13, 1d20+7=14, 1d20+5=10, 1d20+4=14, 1d20+3=16)</a></p><p>So initiative order is like this:</p><p>28 - Hrav</p><p>16 - Bad guys</p><p>14 - Dang't</p><p>14 - Kauldron</p><p>13 - Girth</p><p>10 - Beyrk</p><p>09 - Quagmire</p><p></p><p>Per Malenkirk rules, Hrav will get to act first alone. Then I'll post the update and the bad guys actions. After I'm done with that, everybody will be able to post their actions in whatever order. After everyone has posted (or 2-3 days have passed with somebody not posting yet) I'll update, NPC if needed, and post bad guy actions again.</p><p></p><p>[sblock=Details]-The black crates with brown border are 10' tall. Getting on top of them requires either an Acrobatics or Athletics check DC15. Once on top, you can move across black crates as difficult terrain.</p><p>-The smaller brown crates and barrels with black border are harder to stay stable on but are only 5' tall in general. Climbing onto or over these requires a DC15 Athletics(Climb) or Acrobatics check. If you fail this check, you fall back down to the floor (no damage though as it is only 5 feet.)</p><p></p><p>[sblock=Status]<strong><u>Party current/total HP's, [current/total HS's], conditions</u></strong> (* if already acted)</p><p>Hrav: 41/41, [6/8]</p><p>Quagmire: 41/41, [7/9]</p><p>Girth: 45/45, [9/10]</p><p>Dang't: 32/32, [7/8]</p><p>Beyrk: 35/35, [9/11]</p><p>Kauldron: 29/29, [12/12]</p><p></p><p><strong><u>Milestones:</u></strong> 1 today (1 AP awarded)</p><p></p><p><strong><u>Enemy current HP's/conditions:</u></strong></p><p>Halfling Prowler: 52/52 (F28)</p><p>Halfling Slinger 1: 22/22 (Hidden)</p><p>Halfling Slinger 2: 22/22 (Hidden)</p><p>Human Berserker 1: 66/66 (H33)</p><p>Human Berserker 2: 66/66 (I33)</p><p>Human Rabble 1: 1/1 (G34)</p><p>Human Rabble 2: 1/1 (G33)</p><p>Human Rabble 3: 1/1 (G32)</p><p></p><p><strong><u>Enemy stats:</u></strong></p><p></p><p><strong>Halfling Prowler</strong></p><p>Perception 18</p><p>HP 52; Bloodied 26</p><p>AC 18; Fortitude 14, Reflex 17, Will 15; see also <em>crowd shield</em> and <em>nimble reaction</em></p><p>Saving Throws +5 vs fear effects</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:" /> <strong>Short Sword</strong> (Standard, <span style="color: green">at-will</span>) Poison, weapon</p><p>+10 vs AC; 1d6+4 damage and the halfling prowler makes a secondary attack.</p><p><em>Secondary Attack:</em> +8 vs Fortitude; if hit the target takes ongoing 3 poison damage and is slowed (save ends both).</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Hand Crossbow</strong> (Standard, <span style="color: green">At-Will</span>) Poison, Weapon</p><p>Ranged 10/20; +10 vs AC; 1d6+4 damage, and the halfling prowler makes a secondary attack.</p><p><em>Secondary Attack:</em> +8 vs Fortitude; the target takes ongoing 3 poison damage and is slowed (save ends both).</p><p><strong>Catfall:</strong> If the halfling prowler falls, reduce the distance it falls by 20 feet when determining how much damage it takes.</p><p><strong>Crowd Shield:</strong> The halfling prowler gains a +2 bonus to its AC and Reflex defense if it has one creature adjacent to it, or a +4 bonus if two or more creatures are adjacent to it.</p><p><strong>Nimble Reaction:</strong> Halflings gain a +2 racial bonus to AC against opportuninty attacks.</p><p><strong>Second Chance:</strong> (immediate inturrupt, when the halfling would be hit by an attack; <span style="color: red">encounter</span>) The halfling prowler forces the attacker to reroll the attack and take the new result.</p><p></p><p><strong>Halfling Slinger</strong></p><p>Perception 15</p><p>HP 22; Bloodied 11</p><p>AC 15; Fortitude 12, Reflex 15, Will 13; see also <em>Nimble Reaction</em></p><p>Saving Throws +5 vs Fear Effects</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:" /> <strong>Dagger</strong> (Standard, <span style="color: green">at-will</span>) Weapon</p><p>+4 vs AC; 1d4+4 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/br.gif" class="smilie" loading="lazy" alt=":branged:" title="Basic Ranged :branged:" data-shortname=":branged:" /><strong>Sling</strong> (Standard, <span style="color: green">at-will</span>) Weapon</p><p>Ranged 10/20; +6 vs AC; 1d6+4 damage</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Stone Rain</strong> (Standard, <span style="color: orange">recharge</span> <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) Weapon</p><p>The halfling slinger makes three sling attacks, each with a -2 penalty to the attack roll.</p><p><strong>Combat Advantage:</strong>The halfling slinger deals an extra 1d6 damage on ranged attacks against any target it has combat advantage against.</p><p><strong>Nimble Reaction:</strong> Halflings gain a +2 racial bonus to AC against opportuninty attacks.</p><p><strong>Second Chance:</strong> (immediate inturrupt, when the halfling would be hit by an attack; <span style="color: red">encounter</span>) The halfling prowler forces the attacker to reroll the attack and take the new result.</p><p><strong>Sniper:</strong> A hidden halfling slinger that misses with a ranged attack remains hidden.</p><p></p><p><strong>Human Berserker</strong></p><p>Perception 12</p><p>HP 66; Bloodied 33</p><p>AC 15; Fortitude 15, Reflex 14, Will 14</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Handaxe</strong> (standard, <span style="color: green">At-will</span>) weapon</p><p>Ranged 5/10; +5 vs AC; 1d6+3 damage</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:" /> <strong>Greataxe</strong> (Standard, <span style="color: green">At-will</span>) weapon</p><p>+7 vs AC; 1d12+4 damage(crit 1d12+16)</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Battle Fury</strong> (<em>free, when first bloodied</em>; <span style="color: red">Encounter</span>)</p><p>+11 vs AC; 1d12+4+1d6 damage</p><p></p><p><strong>Human Rabble</strong></p><p>Perception 10</p><p>HP 1; a missed attack never damages a minion </p><p>AC 15; Fortitude 13, Reflex 11, Will 11; see also <em>mob rule</em></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:" /> <strong>Club</strong> (Standard, at-will) Weapon</p><p>+6 vs Armor Class; 4 damage.</p><p><strong>Mob Rule</strong> - The human rabble gains a +2 power bonus to all defenses while at least two other human rabble are within 5 squares of it.</p><p>[sblock=Enemy Actions] none yet</p><p>[/sblock][/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Phoenix8008, post: 5002803, member: 211"] Hrav opens the unlocked door to give chase to the guard. What he sees beyond the door is a warehouse full of crates and barrels, large and small. Directly ahead is a smaller room set off of the main warehouse with iron bars running from floor to ceiling and a barred door set in the middle. Inside this smaller room, shelves line the walls displaying treasures and wealth which shine and sparkle! Before reaching such rewards though, the guards in the main warehouse room seem intent on blocking the way as it becomes obvious that the alarm here has already been raised at least. Though you can't see anyone from around the crates at the doorway, you hear shouted orders from nearby around the corner. [sblock=Map][IMG]http://www.enworld.org/forum/attachment.php?attachmentid=42029&stc=1&d=1258639940[/IMG][/sblock] [url=http://invisiblecastle.com/roller/view/2326378/]Initiatives for Quagmire(+6), Hrav(+8), Girth(+9), Dang't(+7), Beyrk(+5), Kauldron(+4) and Bad Guys(+3 averaged) with Quagmire's Combat Leader bonus already added in. (1d20+6=9, 1d20+8=28, 1d20+9=13, 1d20+7=14, 1d20+5=10, 1d20+4=14, 1d20+3=16)[/url] So initiative order is like this: 28 - Hrav 16 - Bad guys 14 - Dang't 14 - Kauldron 13 - Girth 10 - Beyrk 09 - Quagmire Per Malenkirk rules, Hrav will get to act first alone. Then I'll post the update and the bad guys actions. After I'm done with that, everybody will be able to post their actions in whatever order. After everyone has posted (or 2-3 days have passed with somebody not posting yet) I'll update, NPC if needed, and post bad guy actions again. [sblock=Details]-The black crates with brown border are 10' tall. Getting on top of them requires either an Acrobatics or Athletics check DC15. Once on top, you can move across black crates as difficult terrain. -The smaller brown crates and barrels with black border are harder to stay stable on but are only 5' tall in general. Climbing onto or over these requires a DC15 Athletics(Climb) or Acrobatics check. If you fail this check, you fall back down to the floor (no damage though as it is only 5 feet.) [sblock=Status][b][u]Party current/total HP's, [current/total HS's], conditions[/u][/b] (* if already acted) Hrav: 41/41, [6/8] Quagmire: 41/41, [7/9] Girth: 45/45, [9/10] Dang't: 32/32, [7/8] Beyrk: 35/35, [9/11] Kauldron: 29/29, [12/12] [b][u]Milestones:[/u][/b] 1 today (1 AP awarded) [b][u]Enemy current HP's/conditions:[/u][/b] Halfling Prowler: 52/52 (F28) Halfling Slinger 1: 22/22 (Hidden) Halfling Slinger 2: 22/22 (Hidden) Human Berserker 1: 66/66 (H33) Human Berserker 2: 66/66 (I33) Human Rabble 1: 1/1 (G34) Human Rabble 2: 1/1 (G33) Human Rabble 3: 1/1 (G32) [b][u]Enemy stats:[/u][/b] [b]Halfling Prowler[/b] Perception 18 HP 52; Bloodied 26 AC 18; Fortitude 14, Reflex 17, Will 15; see also [i]crowd shield[/i] and [i]nimble reaction[/i] Saving Throws +5 vs fear effects :bmelee: [b]Short Sword[/b] (Standard, [color=green]at-will[/color]) Poison, weapon +10 vs AC; 1d6+4 damage and the halfling prowler makes a secondary attack. [I]Secondary Attack:[/I] +8 vs Fortitude; if hit the target takes ongoing 3 poison damage and is slowed (save ends both). :ranged: [b]Hand Crossbow[/b] (Standard, [color=green]At-Will[/color]) Poison, Weapon Ranged 10/20; +10 vs AC; 1d6+4 damage, and the halfling prowler makes a secondary attack. [I]Secondary Attack:[/I] +8 vs Fortitude; the target takes ongoing 3 poison damage and is slowed (save ends both). [b]Catfall:[/b] If the halfling prowler falls, reduce the distance it falls by 20 feet when determining how much damage it takes. [b]Crowd Shield:[/b] The halfling prowler gains a +2 bonus to its AC and Reflex defense if it has one creature adjacent to it, or a +4 bonus if two or more creatures are adjacent to it. [b]Nimble Reaction:[/b] Halflings gain a +2 racial bonus to AC against opportuninty attacks. [b]Second Chance:[/b] (immediate inturrupt, when the halfling would be hit by an attack; [color=red]encounter[/color]) The halfling prowler forces the attacker to reroll the attack and take the new result. [b]Halfling Slinger[/b] Perception 15 HP 22; Bloodied 11 AC 15; Fortitude 12, Reflex 15, Will 13; see also [i]Nimble Reaction[/i] Saving Throws +5 vs Fear Effects :bmelee: [b]Dagger[/b] (Standard, [color=green]at-will[/color]) Weapon +4 vs AC; 1d4+4 damage. :branged:[b]Sling[/b] (Standard, [color=green]at-will[/color]) Weapon Ranged 10/20; +6 vs AC; 1d6+4 damage :ranged: [b]Stone Rain[/b] (Standard, [color=orange]recharge[/color] :5::6:) Weapon The halfling slinger makes three sling attacks, each with a -2 penalty to the attack roll. [b]Combat Advantage:[/b]The halfling slinger deals an extra 1d6 damage on ranged attacks against any target it has combat advantage against. [b]Nimble Reaction:[/b] Halflings gain a +2 racial bonus to AC against opportuninty attacks. [b]Second Chance:[/b] (immediate inturrupt, when the halfling would be hit by an attack; [color=red]encounter[/color]) The halfling prowler forces the attacker to reroll the attack and take the new result. [b]Sniper:[/b] A hidden halfling slinger that misses with a ranged attack remains hidden. [b]Human Berserker[/b] Perception 12 HP 66; Bloodied 33 AC 15; Fortitude 15, Reflex 14, Will 14 :ranged: [b]Handaxe[/b] (standard, [color=green]At-will[/color]) weapon Ranged 5/10; +5 vs AC; 1d6+3 damage :bmelee: [b]Greataxe[/b] (Standard, [color=green]At-will[/color]) weapon +7 vs AC; 1d12+4 damage(crit 1d12+16) :melee: [b]Battle Fury[/b] ([i]free, when first bloodied[/i]; [color=red]Encounter[/color]) +11 vs AC; 1d12+4+1d6 damage [b]Human Rabble[/b] Perception 10 HP 1; a missed attack never damages a minion AC 15; Fortitude 13, Reflex 11, Will 11; see also [i]mob rule[/i] :bmelee: [b]Club[/b] (Standard, at-will) Weapon +6 vs Armor Class; 4 damage. [b]Mob Rule[/b] - The human rabble gains a +2 power bonus to all defenses while at least two other human rabble are within 5 squares of it. [sblock=Enemy Actions] none yet [/sblock][/sblock][/sblock] [/QUOTE]
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