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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: 5649482" data-attributes="member: 14889"><p>Continuing the caller’s assault on Kane, the remaining twig blight reappears and stabs at him viciously, but gets itself snagged on the undergrowth and misses. The caller continues to pound the minds of Castile and Kane, ever more brutally as its situation becomes more desperate.</p><p></p><p>The thorny plant skewers Takahaan and drags him roughly through the undergrowth, but doesn’t get him very far. The zombie-plant, which so far has made no impression on Benjamin’s hide, grabs the toad and tears at him, inflicting a horrible festering wound.</p><p></p><p>[sblock=actions and rolls] <a href="http://dice.brainclouds.net/Result.aspx?ID=V9LURA7P" target="_blank">twig 2 blighted claw vs AC, Kane; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=V9LURA7P" target="_blank">2(1d20) +6 = 8; 3(2d6) +6 = 9</a> misses Kane.</p><p></p><p>The caller takes <a href="http://dice.brainclouds.net/Result.aspx?ID=RUEBMDN6" target="_blank">flaming sphere damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=RUEBMDN6" target="_blank">1(1d4) +4 = 5</a> +10 vulnerability = 15 damage from the flaming sphere and becomes <strong>bloodied</strong>. <a href="http://dice.brainclouds.net/Result.aspx?ID=FVRYKWJ4" target="_blank">caller psychic lance vs Will, Castile; Kane; damage (+4 bloodied)</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=FVRYKWJ4" target="_blank">19(1d20) +6 = 25; 14(1d20) +6 = 20; 3(1d6) +4 +4 = 11</a> hits both Castile and Kane for 11 psychic and they are <strong>dazed</strong> until the end of their next turn. Both are <strong>bloodied</strong>. As a minor action, it gets twig blight 2 to attack Kane again. <a href="http://dice.brainclouds.net/Result.aspx?ID=PLXHV7KN" target="_blank">twig 2 melee basic vs AC (+2 twisted nature), Kane; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=PLXHV7KN" target="_blank">3(1d20) +6 +2 +2 = 13; 1(1d8) +4 = 5</a> misses.</p><p></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=MDCJBWC4" target="_blank">bloodthorn 1 impaling thorn vs Fort, Takahaan; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=MDCJBWC4" target="_blank">13(1d20) +9 = 22; 7(1d8) +4 = 11</a> hits Taka for 11 and grabs him. It takes two minor actions to shift to G13-H14 and pull Taka to I12.</p><p></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=EQE3MLYK" target="_blank">zombie 2 fungal slam vs AC, giant toad; damage</a></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=EQE3MLYK" target="_blank">19(1d20) +9 = 28; 9(2d6) +5 = 14</a> Benjamin is hit for 14 and <strong>bloodied</strong>. He takes ongoing <strong>5 necrotic (save ends)</strong>. Looks bad for the toad.[/sblock]</p><p></p><p></p><p><strong><span style="font-size: 12px">Nasty Biting Plants: Round 5</span></strong></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 <em>concealment</em> 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 17/24, Bloodied 12, Surge value 6; Surges 6/7</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">[x] <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">[x] <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">[x] <strong>Second Wind</strong></span></p><p></p><p><strong>Conditions:</strong> none[/sblock]</p><p></p><p>[sblock=status]<strong>PCs</strong></p><p>Castile (O12) HP <span style="color: red">15</span>/39; surges <span style="color: red">12</span>/13, AP used, dazed (end of turn), bloodied</p><p>Dartmoor (N15) HP <span style="color: red">13</span>/33; surges <span style="color: red">8</span>/10, beast form, bloodied</p><p>Hú Lí (M14) HP <span style="color: red">11</span>/29; surges <span style="color: red">8</span>/8, AP used, grabbed by bloodthorn 2, bloodied</p><p>Kane (P10) HP <span style="color: red">10</span>/28; surges <span style="color: red">9</span>/10, AP used, flaming sphere (J16), dazed (end of turn), bloodied</p><p>Noriaki (K11) HP <span style="color: red">21+4</span>/33; surges <span style="color: red">7</span>/9, AP used, swift panther rage</p><p>Takahaan (I12) HP <span style="color: red">3</span>/29; surges <span style="color: red">7</span>/8, bloodied, grabbed by bloodthorn 1</p><p>Ishirou (N15) HP <span style="color: red">17</span>/24; surges <span style="color: red">6</span>/7</p><p>Giant Toad (R17) HP <span style="color: red">2</span>/16, bloodied, ongoing 5 necrotic (save ends)</p><p></p><p><strong>Bad Guys</strong></p><p>Twig Blight 1 (P11) dead</p><p>Twig Blight 2 (P9) <span style="color: green">+10</span> temp HP, blighted claw used</p><p>Blighted Caller (H17-I18) threatening reach 3, <span style="color: red">51</span> damage, AP used, bloodied</p><p>Fungal Bloodthorn 1 (G13-H14) <span style="color: red">28</span> damage, bloodied, next person to attack it with CA gets +2 to attack roll</p><p>Fungal Bloodthorn 2 (L15-M16) dead</p><p>Blighted Zombie 1 (K12) dead</p><p>Blighted Zombie 2 (Q16) <span style="color: red">36</span> damage, bloodied</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 necrotic 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: 5649482, member: 14889"] Continuing the caller’s assault on Kane, the remaining twig blight reappears and stabs at him viciously, but gets itself snagged on the undergrowth and misses. The caller continues to pound the minds of Castile and Kane, ever more brutally as its situation becomes more desperate. The thorny plant skewers Takahaan and drags him roughly through the undergrowth, but doesn’t get him very far. The zombie-plant, which so far has made no impression on Benjamin’s hide, grabs the toad and tears at him, inflicting a horrible festering wound. [sblock=actions and rolls] [URL=http://dice.brainclouds.net/Result.aspx?ID=V9LURA7P]twig 2 blighted claw vs AC, Kane; damage 2(1d20) +6 = 8; 3(2d6) +6 = 9[/URL] misses Kane. The caller takes [URL=http://dice.brainclouds.net/Result.aspx?ID=RUEBMDN6]flaming sphere damage 1(1d4) +4 = 5[/URL] +10 vulnerability = 15 damage from the flaming sphere and becomes [b]bloodied[/b]. [URL=http://dice.brainclouds.net/Result.aspx?ID=FVRYKWJ4]caller psychic lance vs Will, Castile; Kane; damage (+4 bloodied) 19(1d20) +6 = 25; 14(1d20) +6 = 20; 3(1d6) +4 +4 = 11[/URL] hits both Castile and Kane for 11 psychic and they are [b]dazed[/b] until the end of their next turn. Both are [b]bloodied[/b]. As a minor action, it gets twig blight 2 to attack Kane again. [URL=http://dice.brainclouds.net/Result.aspx?ID=PLXHV7KN]twig 2 melee basic vs AC (+2 twisted nature), Kane; damage 3(1d20) +6 +2 +2 = 13; 1(1d8) +4 = 5[/URL] misses. [URL=http://dice.brainclouds.net/Result.aspx?ID=MDCJBWC4]bloodthorn 1 impaling thorn vs Fort, Takahaan; damage 13(1d20) +9 = 22; 7(1d8) +4 = 11[/URL] hits Taka for 11 and grabs him. It takes two minor actions to shift to G13-H14 and pull Taka to I12. [URL=http://dice.brainclouds.net/Result.aspx?ID=EQE3MLYK]zombie 2 fungal slam vs AC, giant toad; damage 19(1d20) +9 = 28; 9(2d6) +5 = 14[/URL] Benjamin is hit for 14 and [b]bloodied[/b]. He takes ongoing [B]5 necrotic (save ends)[/B]. Looks bad for the toad.[/sblock] [B][SIZE="3"]Nasty Biting Plants: Round 5[/SIZE][/B] [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 [i]concealment[/i] 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 17/24, Bloodied 12, Surge value 6; Surges 6/7 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][x] [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][x] [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][x] [b]Second Wind[/b][/color] [b]Conditions:[/b] none[/sblock] [sblock=status][b]PCs[/b] Castile (O12) HP [color=red]15[/color]/39; surges [color=red]12[/color]/13, AP used, dazed (end of turn), bloodied Dartmoor (N15) HP [color=red]13[/color]/33; surges [color=red]8[/color]/10, beast form, bloodied Hú Lí (M14) HP [color=red]11[/color]/29; surges [color=red]8[/color]/8, AP used, grabbed by bloodthorn 2, bloodied Kane (P10) HP [color=red]10[/color]/28; surges [color=red]9[/color]/10, AP used, flaming sphere (J16), dazed (end of turn), bloodied Noriaki (K11) HP [color=red]21+4[/color]/33; surges [color=red]7[/color]/9, AP used, swift panther rage Takahaan (I12) HP [color=red]3[/color]/29; surges [color=red]7[/color]/8, bloodied, grabbed by bloodthorn 1 Ishirou (N15) HP [color=red]17[/color]/24; surges [color=red]6[/color]/7 Giant Toad (R17) HP [color=red]2[/color]/16, bloodied, ongoing 5 necrotic (save ends) [b]Bad Guys[/b] Twig Blight 1 (P11) dead Twig Blight 2 (P9) [color=green]+10[/color] temp HP, blighted claw used Blighted Caller (H17-I18) threatening reach 3, [color=red]51[/color] damage, AP used, bloodied Fungal Bloodthorn 1 (G13-H14) [color=red]28[/color] damage, bloodied, next person to attack it with CA gets +2 to attack roll Fungal Bloodthorn 2 (L15-M16) dead Blighted Zombie 1 (K12) dead Blighted Zombie 2 (Q16) [color=red]36[/color] damage, bloodied [/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 necrotic 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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