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<blockquote data-quote="Phoenix8008" data-source="post: 5044917" data-attributes="member: 211"><p>[sblock=OOC]Stonegod, Dang't did 21 damage to D2, but it had 28 hps, leaving it with 7. Which means the 4 damage from the storm at the start of its turn wouldn't kill it. Unless I'm missing something here? Which is entirely possible of course. Also, since Kauldron got shifted into the tempest, he takes 4 damage at the start of his turn as well. Unless Dang't posts first and ends or moves the zone so that his turn ends before Kauldron starts his I suppose. I also question whether Kauldron would be deafened by entering the howling tempest when it is just being sustained. The deafness is only listed in the 'Hit' section which wouldn't apply to Kauldron because he wasn't targeted when it was cast. There is no deafness listed in the 'Effect' section where the persisting zone effects are spelled out.[/sblock]</p><p>[sblock=Map]<img src="http://www.enworld.org/forum/attachment.php?attachmentid=42512&stc=1&d=1262534092" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p>The party continues their hyper-destructive rampage as the dire wolf and the northern bolter fall to the power of Dang'ts storm after being weakened by the attacks of the group. The northern hammerer barely hangs on to its life, though it is bleeding severely. The hammerer next to Quagmire is bleeding also, though the bolter behind him is untouched so far.</p><p></p><p>The remaining hammerer dwarves look at each other with a grim sense of finality in their eyes. The dwarf near Hrav and Quagmire looks back at the female dwarf behind him and says a gruff "Go!" to her with a choked up voice. He shifts to the right and smashes his shield at Quagmire, but <a href="http://invisiblecastle.com/roller/view/2361114/" target="_blank">misses</a>. The other hammerer tries the same tactic against Kauldron and <a href="http://invisiblecastle.com/roller/view/2361115/" target="_blank">hits</a> the goblin for 13 damage, knocking him prone again. The famale dwarf moves to the doors east of her and opens them up before sprinting down the hallway as fast as her short legs can carry her. (Move to L20, Minor to open doors, Standard to use another move action to run 7 squares to L27. (D2 <a href="http://invisiblecastle.com/roller/view/2361118/" target="_blank">made save</a> to end deafness.)</p><p></p><p>Your turn...[sblock=Status]<strong>Party current/total HP's, [current/total HS's], conditions</strong> (* if already acted)</p><p>Hrav: 28/46, [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: <span style="color: Red">12</span>/29, [9/12] bloodied, prone, deafened?</p><p></p><p><strong>Milestones:</strong> 1.5 today (1 AP awarded)</p><p></p><p><strong>Enemy current(future)/total HP's \ conditions:</strong></p><p><s>Dwarf Hammerer 1: -2/64 \ </s> <span style="color: Red">dead</span></p><p>Dwarf Hammerer 2: <span style="color: Red">3</span>/64 \ bloodied</p><p>Dwarf Hammerer 3: <span style="color: Red">20</span>/64 \ bloodied, grants +5 to damage on any attacks next turn</p><p><s>Dwarf Bolter 1: <span style="color: Red">-2</span>/46 \ </s> <span style="color: Red">dead</span></p><p>Dwarf Bolter 2: 46/46</p><p><s>Dire Wolf: -1/67 \ </s> <span style="color: Red">dead</span></p><p>[/sblock][sblock=Enemy Stats]<strong><u>Dwarf Hammerer</u></strong> Level 5 Soldier</p><p>Medium natural humanoid XP 200</p><p><strong>Initiative </strong>+4 <strong>Senses </strong>Perception +4; low-light vision</p><p><strong>HP </strong>64; <strong>Bloodied </strong>32</p><p><strong>AC </strong>23; <strong>Fortitude </strong>18, <strong>Reflex </strong>15, <strong>Will </strong>17</p><p><strong>Saving Throws</strong> +5 against poison effects</p><p><strong>Speed </strong>5</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>Warhammer </strong>(standard; at-will) ✦ Weapon</p><p>+11 vs. AC; 1d10 + 3 damage.</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>Shield Bash</strong> (minor; recharge <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:" /> )</p><p>+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked</p><p>prone or pushed 1 square (dwarf hammerer’s choice).</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>Throwing Hammer</strong> (standard; at-will) ✦ Weapon</p><p>Ranged 5/10; +10 vs. AC; 1d6 + 3 damage.</p><p><strong>Stubborn </strong>(immediate interrupt, when an enemy tries to push the</p><p>dwarf hammerer or knock it prone; <span style="color: Green">at-will</span>)</p><p>The hammerer makes a melee basic attack against the enemy.</p><p><strong>Stand Your Ground</strong></p><p>When an effect forces a dwarf to move—through a pull, a push, or</p><p>a slide—the dwarf moves 1 square less than the effect specifies.</p><p>When an attack would knock the dwarf prone, the dwarf can roll</p><p>a saving throw to avoid falling prone.</p><p><strong>Alignment </strong>Any <strong>Languages </strong>Common, Dwarven</p><p><strong>Skills </strong>Dungeoneering +11, Endurance +5</p><p><strong>Str </strong>17 (+5) <strong>Dex </strong>10 (+2) <strong>Wis </strong>14 (+4)</p><p><strong>Con </strong>16 (+5) <strong>Int </strong>11 (+2) <strong>Cha </strong>12 (+3)</p><p><strong>Equipment </strong>plate armor, heavy shield, warhammer, 3 throwing</p><p>hammers</p><p></p><p></p><p><strong><u>Dwarf Bolter</u></strong> Level 4 Artillery</p><p>Medium natural humanoid XP 175</p><p><strong>Initiative </strong>+5 <strong>Senses </strong>Perception +8; low-light vision</p><p><strong>HP </strong>46; <strong>Bloodied </strong>23</p><p><strong>AC </strong>17; <strong>Fortitude </strong>16, <strong>Reflex </strong>16, <strong>Will </strong>14</p><p><strong>Saving Throws</strong> +5 against poison eff ects</p><p><strong>Speed </strong>5</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>Warhammer </strong>(standard; at-will) ✦ Weapon</p><p>+8 vs. AC; 1d10 + 2 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>Crossbow </strong>(standard; at-will) ✦ Weapon</p><p>Ranged 15/30; +10 vs. AC; 1d8 + 3 damage.</p><p><strong>Aimed Shot</strong></p><p>The dwarf bolter gains a +2 bonus to attack rolls and deals an</p><p>extra 1d6 damage with ranged attacks against creatures that</p><p>don’t have cover.</p><p><strong>Stand Your Ground</strong></p><p>When an eff ect forces a dwarf to move—through a pull, a</p><p>push, or a slide—the dwarf moves 1 square less than the eff ect</p><p>specifi es. When an attack would knock the dwarf prone, the</p><p>dwarf can roll a saving throw to avoid falling prone.</p><p><strong>Alignment </strong>Unaligned <strong>Languages </strong>Common, Dwarven</p><p><strong>Skills </strong>Dungeoneering +10, Endurance +7</p><p><strong>Str </strong>14 (+4) <strong>Dex </strong>16 (+5) <strong>Wis </strong>12 (+3)</p><p><strong>Con </strong>16 (+5) <strong>Int </strong>11 (+2) Cha 10 (+2)</p><p><strong>Equipment </strong>chainmail, warhammer, crossbow with 20 bolts</p><p></p><p></p><p><strong><u>Dire Wolf</u></strong> Level 5 Skirmisher</p><p>Large natural beast (mount) XP 200</p><p><strong>Initiative </strong>+7 <strong>Senses </strong>Perception +9; low-light vision</p><p><strong>HP </strong>67; <strong>Bloodied </strong>33</p><p><strong>AC </strong>19; <strong>Fortitude </strong>18, <strong>Reflex </strong>17, <strong>Will </strong>16</p><p><strong>Speed </strong>8</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>Bite</strong> (standard; at-will)</p><p>+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone</p><p>target.</p><p><strong>Combat Advantage</strong></p><p>The dire wolf gains combat advantage against a target that has</p><p>one or more of the dire wolf’s allies adjacent to it. If the dire</p><p>wolf has combat advantage against the target, the target is also</p><p>knocked prone on a hit.</p><p><strong>Pack Hunter</strong> (while mounted by a friendly rider of 5th level or</p><p>higher; <span style="color: Green">at-will</span>) ✦ <strong>Mount</strong></p><p>The dire wolf’s rider gains combat advantage against an enemy if</p><p>it has at least one ally other than its mount adjacent to the target.</p><p><strong>Alignment </strong>Unaligned <strong>Languages </strong>—</p><p><strong>Str </strong>19 (+6) <strong>Dex </strong>16 (+5) <strong>Wis </strong>14 (+4)</p><p><strong>Con </strong>19 (+6) <strong>Int </strong>5 (–1) <strong>Cha </strong>11 (+2)[/sblock]</p></blockquote><p></p>
[QUOTE="Phoenix8008, post: 5044917, member: 211"] [sblock=OOC]Stonegod, Dang't did 21 damage to D2, but it had 28 hps, leaving it with 7. Which means the 4 damage from the storm at the start of its turn wouldn't kill it. Unless I'm missing something here? Which is entirely possible of course. Also, since Kauldron got shifted into the tempest, he takes 4 damage at the start of his turn as well. Unless Dang't posts first and ends or moves the zone so that his turn ends before Kauldron starts his I suppose. I also question whether Kauldron would be deafened by entering the howling tempest when it is just being sustained. The deafness is only listed in the 'Hit' section which wouldn't apply to Kauldron because he wasn't targeted when it was cast. There is no deafness listed in the 'Effect' section where the persisting zone effects are spelled out.[/sblock] [sblock=Map][IMG]http://www.enworld.org/forum/attachment.php?attachmentid=42512&stc=1&d=1262534092[/img][/sblock] The party continues their hyper-destructive rampage as the dire wolf and the northern bolter fall to the power of Dang'ts storm after being weakened by the attacks of the group. The northern hammerer barely hangs on to its life, though it is bleeding severely. The hammerer next to Quagmire is bleeding also, though the bolter behind him is untouched so far. The remaining hammerer dwarves look at each other with a grim sense of finality in their eyes. The dwarf near Hrav and Quagmire looks back at the female dwarf behind him and says a gruff "Go!" to her with a choked up voice. He shifts to the right and smashes his shield at Quagmire, but [url=http://invisiblecastle.com/roller/view/2361114/]misses[/url]. The other hammerer tries the same tactic against Kauldron and [url=http://invisiblecastle.com/roller/view/2361115/]hits[/url] the goblin for 13 damage, knocking him prone again. The famale dwarf moves to the doors east of her and opens them up before sprinting down the hallway as fast as her short legs can carry her. (Move to L20, Minor to open doors, Standard to use another move action to run 7 squares to L27. (D2 [url=http://invisiblecastle.com/roller/view/2361118/]made save[/url] to end deafness.) Your turn...[sblock=Status][B]Party current/total HP's, [current/total HS's], conditions[/B] (* if already acted) Hrav: 28/46, [6/8] Quagmire: 41/41, [7/9] Girth: 45/45, [9/10] Dang't: 32/32, [7/8] Beyrk: 35/35, [9/11] Kauldron: [COLOR="Red"]12[/COLOR]/29, [9/12] bloodied, prone, deafened? [B]Milestones:[/B] 1.5 today (1 AP awarded) [B]Enemy current(future)/total HP's \ conditions:[/B] [s]Dwarf Hammerer 1: -2/64 \ [/s] [COLOR="Red"]dead[/COLOR] Dwarf Hammerer 2: [COLOR="Red"]3[/COLOR]/64 \ bloodied Dwarf Hammerer 3: [COLOR="Red"]20[/COLOR]/64 \ bloodied, grants +5 to damage on any attacks next turn [s]Dwarf Bolter 1: [COLOR="Red"]-2[/COLOR]/46 \ [/s] [COLOR="Red"]dead[/COLOR] Dwarf Bolter 2: 46/46 [s]Dire Wolf: -1/67 \ [/s] [COLOR="Red"]dead[/COLOR] [/sblock][sblock=Enemy Stats][B][U]Dwarf Hammerer[/U][/B] Level 5 Soldier Medium natural humanoid XP 200 [B]Initiative [/B]+4 [B]Senses [/B]Perception +4; low-light vision [B]HP [/B]64; [B]Bloodied [/B]32 [B]AC [/B]23; [B]Fortitude [/B]18, [B]Reflex [/B]15, [B]Will [/B]17 [B]Saving Throws[/B] +5 against poison effects [B]Speed [/B]5 :bmelee: [B]Warhammer [/B](standard; at-will) ✦ Weapon +11 vs. AC; 1d10 + 3 damage. :melee: [B]Shield Bash[/B] (minor; recharge :5::6: ) +9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked prone or pushed 1 square (dwarf hammerer’s choice). :ranged: [B]Throwing Hammer[/B] (standard; at-will) ✦ Weapon Ranged 5/10; +10 vs. AC; 1d6 + 3 damage. [B]Stubborn [/B](immediate interrupt, when an enemy tries to push the dwarf hammerer or knock it prone; [COLOR="Green"]at-will[/COLOR]) The hammerer makes a melee basic attack against the enemy. [B]Stand Your Ground[/B] When an effect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone. [B]Alignment [/B]Any [B]Languages [/B]Common, Dwarven [B]Skills [/B]Dungeoneering +11, Endurance +5 [B]Str [/B]17 (+5) [B]Dex [/B]10 (+2) [B]Wis [/B]14 (+4) [B]Con [/B]16 (+5) [B]Int [/B]11 (+2) [B]Cha [/B]12 (+3) [B]Equipment [/B]plate armor, heavy shield, warhammer, 3 throwing hammers [B][U]Dwarf Bolter[/U][/B] Level 4 Artillery Medium natural humanoid XP 175 [B]Initiative [/B]+5 [B]Senses [/B]Perception +8; low-light vision [B]HP [/B]46; [B]Bloodied [/B]23 [B]AC [/B]17; [B]Fortitude [/B]16, [B]Reflex [/B]16, [B]Will [/B]14 [B]Saving Throws[/B] +5 against poison eff ects [B]Speed [/B]5 :bmelee: [B]Warhammer [/B](standard; at-will) ✦ Weapon +8 vs. AC; 1d10 + 2 damage. :ranged: [B]Crossbow [/B](standard; at-will) ✦ Weapon Ranged 15/30; +10 vs. AC; 1d8 + 3 damage. [B]Aimed Shot[/B] The dwarf bolter gains a +2 bonus to attack rolls and deals an extra 1d6 damage with ranged attacks against creatures that don’t have cover. [B]Stand Your Ground[/B] When an eff ect forces a dwarf to move—through a pull, a push, or a slide—the dwarf moves 1 square less than the eff ect specifi es. When an attack would knock the dwarf prone, the dwarf can roll a saving throw to avoid falling prone. [B]Alignment [/B]Unaligned [B]Languages [/B]Common, Dwarven [B]Skills [/B]Dungeoneering +10, Endurance +7 [B]Str [/B]14 (+4) [B]Dex [/B]16 (+5) [B]Wis [/B]12 (+3) [B]Con [/B]16 (+5) [B]Int [/B]11 (+2) Cha 10 (+2) [B]Equipment [/B]chainmail, warhammer, crossbow with 20 bolts [B][U]Dire Wolf[/U][/B] Level 5 Skirmisher Large natural beast (mount) XP 200 [B]Initiative [/B]+7 [B]Senses [/B]Perception +9; low-light vision [B]HP [/B]67; [B]Bloodied [/B]33 [B]AC [/B]19; [B]Fortitude [/B]18, [B]Reflex [/B]17, [B]Will [/B]16 [B]Speed [/B]8 :bmelee: [B]Bite[/B] (standard; at-will) +10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone target. [B]Combat Advantage[/B] The dire wolf gains combat advantage against a target that has one or more of the dire wolf’s allies adjacent to it. If the dire wolf has combat advantage against the target, the target is also knocked prone on a hit. [B]Pack Hunter[/B] (while mounted by a friendly rider of 5th level or higher; [COLOR="Green"]at-will[/COLOR]) ✦ [B]Mount[/B] The dire wolf’s rider gains combat advantage against an enemy if it has at least one ally other than its mount adjacent to the target. [B]Alignment [/B]Unaligned [B]Languages [/B]— [B]Str [/B]19 (+6) [B]Dex [/B]16 (+5) [B]Wis [/B]14 (+4) [B]Con [/B]19 (+6) [B]Int [/B]5 (–1) [B]Cha [/B]11 (+2)[/sblock] [/QUOTE]
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