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[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)
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<blockquote data-quote="Mewness" data-source="post: 5639737" data-attributes="member: 14889"><p>[GM]Castile and Dartmoor still need to attempt the difficult Perception roll (they’re the only ones left who have a chance of succeeding). But as it isn’t relevant to this fight, I’ll keep going and remind you of the check again once it’s over.[/GM]</p><p></p><p>The stream is not too difficult to cross, and the adventurers explore the area on the other side for more nettles. Castile, as usual, is breaking the trail. Slashing away some tough vines with her magic axe, she is startled when an offended plant slashes back!</p><p></p><p>The whipping of this large plant’s long, thorny vines seems to attract the attention of another one like it, and both creep forward on their roots. They are accompanied by two grotesquely twisted, vaguely humanoid plants, with bulbous, wasted limbs. One of them has a sword slung over one knobby shoulder, suggesting that it was once an actual person.</p><p></p><p>Behind them, another large plant sits in an unusually clear spot, as though the natural vegetation has retreated from it. It has large, sick-looking flowers which, in addition to their acrid stench, give off an almost palpable aura of malevolence.</p><p></p><p></p><p><strong>Nasty Biting Plants: Round 1</strong></p><p></p><p>[GM]<strong>Initiative rolls</strong> (includes Takahaan’s combat leader bonus for the good guys)</p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=CU4YAE3U" target="_blank">Initiative for Hú Lí; Castile; Dartmoor; Kane; Noriaki; Takahaan; bad guys</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=CU4YAE3U" target="_blank">13(1d20) +4 = 17; 18(1d20) +4 = 22; 3(1d20) +6 = 9; 3(1d20) +2 = 5; 7(1d20) +7 = 14; 16(1d20) +3 = 19; 15(1d20) +4 = 19</a></p><p></p><p><strong>Castile</strong> is up first, then the bad guys go. (Unless Takahaan wants to use his Initiative-rerolling power: the bad guys are at Initiative 19.)[/GM]</p><p></p><p>[sblock=Terrain Rules, etc.]<strong>Perception Checks</strong></p><p>If your passive Perception is high enough, you can examine appropriate spoiler blocks to locate hidden enemies. If your passive Perception is not high enough, you may make a Perception roll as a minor action, once per round, to attempt to locate them.</p><p></p><p><strong>Terrain Rules</strong></p><p>The dark green terrain is <strong>heavy undergrowth</strong>. It is <strong>difficult terrain</strong>. A small creature, or one who is prone, gains <strong>concealment</strong> while in heavy undergrowth if there is at least one square of heavy undergrowth intervening between it and an observer. If there are at least two squares of heavy undergrowth intervening, the creature gains <strong>total concealment</strong>.</p><p></p><p>The light brown areas are relatively clear and count as <strong>normal terrain</strong>.</p><p></p><p>The dark brown circles are trees; they are blocking terrain.[/sblock]</p><p></p><p>[sblock=Controlling Ishirou]<strong>Companion NPCs in Combat</strong></p><p></p><p>Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Ishirou to use his Eagle Claw Strike attack, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.</p><p></p><p>NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.</p><p></p><p>If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take <strong>one</strong> non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock]</p><p></p><p>[sblock=Ishirou’s powers and stats]<span style="color: darkolivegreen"><strong>Ishirou</strong></span></p><p>HP 24/24, Bloodied 12, Surge value 6; Surges 7/7</p><p>AC 16, Fort 14, Reflex 16, Will 12</p><p><strong>Skills:</strong> Acrobatics +9, Athletics +8, Perception +6</p><p><strong>Striker:</strong> 1/round, Ishirou can deal 1d6 extra damage when he hits an enemy he has CA against.</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:" /> katana +8 vs. AC, 1d10+3 damage</p><p><span style="color: green"><strong>Steel Wind (Attack)</strong></span> (standard; full discipline, implement, psionic; close blast 2, each enemy Ishirou can see in blast)</p><p>Attack: +5 vs. Reflex</p><p>Hit: 1d8+4 damage.</p><p><span style="color: green"><strong>Steel Wind (Movement)</strong></span> (move; full discipline, psionic; personal)</p><p>Effect: Ishirou is no longer marked. He moves his speed (6)+2.</p><p><span style="color: red">[o] <strong>Eagle Claw Strike (Attack)</strong></span> (standard; full discipline, implement, psionic; melee touch, one creature or unattended object)</p><p>Attack: +5 vs. Fortitude</p><p>Hit: 2d8+4 damage, and the target takes a -3 penalty to AC until the end of Ishirou’s next turn. Against an unattended object, this attack deals 2d8 extra damage.</p><p><span style="color: red">[o] <strong>Eagle Claw Strike (Movement)</strong></span> (move; full discipline, psionic; personal)</p><p>Effect: Ishirou flies his speed (6). If he doesn’t land at the end of this movement, he falls.</p><p><span style="color: red">[o] <strong>Heroic Effort</strong></span> (no action; personal)</p><p>Trigger: Ishirou misses with an attack or fails a save</p><p>Effect: Ishirou gains a +4 racial bonus to the attack roll or saving throw.</p><p><span style="color: red">[o] <strong>Second Wind</strong></span></p><p></p><p><strong>Conditions:</strong> none[/sblock]</p><p></p><p>[sblock=Perception 11]There is small but nasty-looking plant (twig blight) in G14.[/sblock]</p><p>[sblock=Perception 12]There is small but nasty-looking plant (twig blight) in I20.[/sblock]</p><p></p><p>[sblock=status]<strong>PCs</strong></p><p>Castile (N12) HP 39/39; surges 13/13</p><p>Dartmoor (Q12) HP 33/33; surges 10/10</p><p>Hú Lí (Q13) HP 29/29; surges 8/8</p><p>Kane (O13) HP 28/28; surges 10/10</p><p>Noriaki (N13) HP 33/33; surges 9/9</p><p>Takahaan (O12) HP 29/29; surges 8/8</p><p>Ishirou (P12) HP 24/24; surges 7/7</p><p></p><p><strong>Bad Guys</strong></p><p>Blighted Caller (H17-I18)</p><p>Fungal Bloodthorn 1 (K10-L11)</p><p>Fungal Bloodthorn 2 (L18-M19)</p><p>Blighted Zombie 1 (K12)</p><p>Blighted Zombie 2 (M17)</p><p>[/sblock]</p><p></p><p>[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.</p><p></p><p>[sblock=Blighted Caller]Blighted Caller</p><p>AC 16, Fort 15, Ref 14, Will 16; HP 76, bloodied 38</p><p>Immune to blinded, gaze, sleep; Vulnerable 10 fire</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:" /> Grasping Roots (reach 3) +6 vs. Reflex, 1d8+5 damage and the target is grabbed. The caller can have up to two creatures grabbed at one time.</p><p>Note: the caller has threatening reach 3.[/sblock]</p><p>[sblock=Fungal Bloodthorn]Fungal Bloodthorn</p><p>AC 18, Fort 15, Ref 12, Will 14; HP 41, bloodied 20</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:" /> striking vine +9 vs. AC, 1d8+5 damage[/sblock]</p><p>[sblock=Blighted Zombie]Blighted Zombie</p><p>AC 16, Fort 17, Ref 15, Will 15; HP 68, bloodied 34</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:" /> Fungal Slam +9 vs. AC, 2d6+5 damage and ongoing 5 poison damage (save ends)</p><p>Roots of the Colony: If you hit a blighted zombie, and the other zombie is within 5 squares of it, then the zombie you hit takes only half damage, but the other zombie takes the same amount.[/sblock]</p><p>[sblock=Twig Blight]Twig Blight</p><p>AC 15, Fort 11, Ref 15, Will 13; HP 22, bloodied 11</p><p>Resist 5 poison; Vulnerable 5 fire</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:" /> Bite +6 vs. AC, 1d8+4 poison damage</p><p>Note: The twig blights are small and gain concealment while in heavy undergrowth if there is at least one square of heavy undergrowth between the twig blight and an observer.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Mewness, post: 5639737, member: 14889"] [GM]Castile and Dartmoor still need to attempt the difficult Perception roll (they’re the only ones left who have a chance of succeeding). But as it isn’t relevant to this fight, I’ll keep going and remind you of the check again once it’s over.[/GM] The stream is not too difficult to cross, and the adventurers explore the area on the other side for more nettles. Castile, as usual, is breaking the trail. Slashing away some tough vines with her magic axe, she is startled when an offended plant slashes back! The whipping of this large plant’s long, thorny vines seems to attract the attention of another one like it, and both creep forward on their roots. They are accompanied by two grotesquely twisted, vaguely humanoid plants, with bulbous, wasted limbs. One of them has a sword slung over one knobby shoulder, suggesting that it was once an actual person. Behind them, another large plant sits in an unusually clear spot, as though the natural vegetation has retreated from it. It has large, sick-looking flowers which, in addition to their acrid stench, give off an almost palpable aura of malevolence. [B]Nasty Biting Plants: Round 1[/B] [GM][b]Initiative rolls[/b] (includes Takahaan’s combat leader bonus for the good guys) [URL=http://dice.brainclouds.net/Result.aspx?ID=CU4YAE3U]Initiative for Hú Lí; Castile; Dartmoor; Kane; Noriaki; Takahaan; bad guys 13(1d20) +4 = 17; 18(1d20) +4 = 22; 3(1d20) +6 = 9; 3(1d20) +2 = 5; 7(1d20) +7 = 14; 16(1d20) +3 = 19; 15(1d20) +4 = 19[/URL] [B]Castile[/B] is up first, then the bad guys go. (Unless Takahaan wants to use his Initiative-rerolling power: the bad guys are at Initiative 19.)[/GM] [sblock=Terrain Rules, etc.][b]Perception Checks[/b] If your passive Perception is high enough, you can examine appropriate spoiler blocks to locate hidden enemies. If your passive Perception is not high enough, you may make a Perception roll as a minor action, once per round, to attempt to locate them. [b]Terrain Rules[/b] The dark green terrain is [b]heavy undergrowth[/b]. It is [b]difficult terrain[/b]. A small creature, or one who is prone, gains [b]concealment[/b] while in heavy undergrowth if there is at least one square of heavy undergrowth intervening between it and an observer. If there are at least two squares of heavy undergrowth intervening, the creature gains [b]total concealment[/b]. The light brown areas are relatively clear and count as [b]normal terrain[/b]. The dark brown circles are trees; they are blocking terrain.[/sblock] [sblock=Controlling Ishirou][b]Companion NPCs in Combat[/b] Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Ishirou to use his Eagle Claw Strike attack, you spend a standard action. If you want him to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf. NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them. If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take [b]one[/b] non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock] [sblock=Ishirou’s powers and stats][color=darkolivegreen][b]Ishirou[/b][/color] HP 24/24, Bloodied 12, Surge value 6; Surges 7/7 AC 16, Fort 14, Reflex 16, Will 12 [b]Skills:[/b] Acrobatics +9, Athletics +8, Perception +6 [b]Striker:[/b] 1/round, Ishirou can deal 1d6 extra damage when he hits an enemy he has CA against. :bmelee: katana +8 vs. AC, 1d10+3 damage [color=green][b]Steel Wind (Attack)[/b][/color] (standard; full discipline, implement, psionic; close blast 2, each enemy Ishirou can see in blast) Attack: +5 vs. Reflex Hit: 1d8+4 damage. [color=green][b]Steel Wind (Movement)[/b][/color] (move; full discipline, psionic; personal) Effect: Ishirou is no longer marked. He moves his speed (6)+2. [color=red][o] [b]Eagle Claw Strike (Attack)[/b][/color] (standard; full discipline, implement, psionic; melee touch, one creature or unattended object) Attack: +5 vs. Fortitude Hit: 2d8+4 damage, and the target takes a -3 penalty to AC until the end of Ishirou’s next turn. Against an unattended object, this attack deals 2d8 extra damage. [color=red][o] [b]Eagle Claw Strike (Movement)[/b][/color] (move; full discipline, psionic; personal) Effect: Ishirou flies his speed (6). If he doesn’t land at the end of this movement, he falls. [color=red][o] [b]Heroic Effort[/b][/color] (no action; personal) Trigger: Ishirou misses with an attack or fails a save Effect: Ishirou gains a +4 racial bonus to the attack roll or saving throw. [color=red][o] [b]Second Wind[/b][/color] [b]Conditions:[/b] none[/sblock] [sblock=Perception 11]There is small but nasty-looking plant (twig blight) in G14.[/sblock] [sblock=Perception 12]There is small but nasty-looking plant (twig blight) in I20.[/sblock] [sblock=status][b]PCs[/b] Castile (N12) HP 39/39; surges 13/13 Dartmoor (Q12) HP 33/33; surges 10/10 Hú Lí (Q13) HP 29/29; surges 8/8 Kane (O13) HP 28/28; surges 10/10 Noriaki (N13) HP 33/33; surges 9/9 Takahaan (O12) HP 29/29; surges 8/8 Ishirou (P12) HP 24/24; surges 7/7 [b]Bad Guys[/b] Blighted Caller (H17-I18) Fungal Bloodthorn 1 (K10-L11) Fungal Bloodthorn 2 (L18-M19) Blighted Zombie 1 (K12) Blighted Zombie 2 (M17) [/sblock] [sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs. [sblock=Blighted Caller]Blighted Caller AC 16, Fort 15, Ref 14, Will 16; HP 76, bloodied 38 Immune to blinded, gaze, sleep; Vulnerable 10 fire :bmelee: Grasping Roots (reach 3) +6 vs. Reflex, 1d8+5 damage and the target is grabbed. The caller can have up to two creatures grabbed at one time. Note: the caller has threatening reach 3.[/sblock] [sblock=Fungal Bloodthorn]Fungal Bloodthorn AC 18, Fort 15, Ref 12, Will 14; HP 41, bloodied 20 :bmelee: striking vine +9 vs. AC, 1d8+5 damage[/sblock] [sblock=Blighted Zombie]Blighted Zombie AC 16, Fort 17, Ref 15, Will 15; HP 68, bloodied 34 :bmelee: Fungal Slam +9 vs. AC, 2d6+5 damage and ongoing 5 poison damage (save ends) Roots of the Colony: If you hit a blighted zombie, and the other zombie is within 5 squares of it, then the zombie you hit takes only half damage, but the other zombie takes the same amount.[/sblock] [sblock=Twig Blight]Twig Blight AC 15, Fort 11, Ref 15, Will 13; HP 22, bloodied 11 Resist 5 poison; Vulnerable 5 fire :bmelee: Bite +6 vs. AC, 1d8+4 poison damage Note: The twig blights are small and gain concealment while in heavy undergrowth if there is at least one square of heavy undergrowth between the twig blight and an observer.[/sblock][/sblock] [/QUOTE]
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[Adventure] Serpent's Skull: Souls for Smuggler's Shiv (DM: Mewness; Judge: THB)
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