Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
Playing the Game
Play by Post
GREYHAWK CY963 GOLDEN ERA CAMPAIGN: HEROES OF DYVERS: CHAPTER 4
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tellerian Hawke" data-source="post: 7273238" data-attributes="member: 6790669"><p><strong>Druidical Ambush!</strong></p><p></p><p>Ok, this is a map showing the marching order of the patrol within the ravine.</p><p></p><p>The light, sand-colored squares are the canyon walls.</p><p></p><p>The gray and brown squares show muddy rock / shale (gray) and the muddy, clay road (brown.)</p><p></p><p>[ooc] As discussed in our LINE app chat, Lathir can surround the patrol with spikes on all sides. The first spell will occur during a surprise round, and the second spell will occur during round 1. Since the patrol has no idea that the vulture overhead is the source of the attack, Lathir automatically wins initiative for Round 1. [/ooc]</p><p></p><p>[gm]</p><p>The patrol left the fort at 9:40 AM. Lathir realizes that ambushing them EARLIER will be more advantageous, so he ambushes them just after they reach the switchback, at 11:40 AM. There is still almost three miles of twisting ravine between the ambush site and the fort, so the distance, coupled with the sound of the rain, will conceal the fate of the patrol.</p><p>[/gm]</p><p></p><p></p><p style="text-align: center">[ATTACH]90836[/ATTACH]</p><p></p><p>[gm]</p><p><strong><span style="color: #0000ff">Surprise Round: </span></strong><span style="color: #000000">L</span>athir casts <em><strong>Spike Growth</strong></em>. Patrol blunders into it for 1d2 squares.</p><p></p><p><span style="color: #0000ff"><strong>First Round: </strong></span>Lathir casts <em><strong>Stone Spikes</strong></em> in the same area. Patrol tries to exit the way they came, moving 1 square backwards. After discovering that they are trapped, they must succeed on a morale check, with a DC equal to the average DC of Lathir's two spells. (Taking Average: 19+20 = 39, avg = 19.5, round down to 19.) Rolling Morale (WIS check) for each group as a whole (Orcs, Ogres): Orcs: (14) Fail; Ogres (11) Fail. <strong><em><span style="color: #FF0000">The spell is scary, and the patrol panics.</span></em></strong></p><p><strong><em><span style="color: #FF0000"></span></em></strong></p><p><span style="color: #0000ff"><strong>Second Round: </strong></span>Patrol moves 1d2 more squares before realizing that flight is futile.</p><p></p><p><span style="color: #0000ff"><strong>Initial Blunder: </strong></span>Patrol moves 2 squares through Spike Growth.</p><p><span style="color: #0000ff"><strong>Retreat Movement:</strong></span> Patrol moves 1 square through both spells (Spike Growth and Stone Spikes.)</p><p><span style="color: #0000ff"><strong>Panic: </strong></span>Patrol moves 2 squares through both spells.</p><p></p><p><span style="color: #ff0000"><strong>Damage inflicted:</strong></span> Initial Blunder: 2d4 (3 pts.); Retreat: 1d8+1d4 (8 pts.); Panic: 2d4+2d8 (9 pts.); Every patrol member suffers a total of 20 pts. damage, which means ALL OF THEM are still alive, albeit SERIOUSLY INJURED. (Especially the Orcs, none of whom have the desire now to move.)</p><p></p><p><span style="color: #ff0000"><strong>Saving throws:</strong></span> Ogres (7) Fail; Orcs (5) Fail; All patrol members suffer grievous wounds to their legs that slows their movement by 1/2 for 24 hours. I did not roll for both spells, because the effects overlap, rather than stack. If they had made their saves for the spell, they would have had to roll for the second spell. But since they all failed the first spell, the second save is a moot point.</p><p></p><p><span style="color: #ff0000"><strong>Spell Duration (Both spells):</strong></span> 9 Hours.</p><p>[/gm]</p><p></p><p>[ooc] End of part one; part two coming soon. [/ooc]</p></blockquote><p></p>
[QUOTE="Tellerian Hawke, post: 7273238, member: 6790669"] [b]Druidical Ambush![/b] Ok, this is a map showing the marching order of the patrol within the ravine. The light, sand-colored squares are the canyon walls. The gray and brown squares show muddy rock / shale (gray) and the muddy, clay road (brown.) [ooc] As discussed in our LINE app chat, Lathir can surround the patrol with spikes on all sides. The first spell will occur during a surprise round, and the second spell will occur during round 1. Since the patrol has no idea that the vulture overhead is the source of the attack, Lathir automatically wins initiative for Round 1. [/ooc] [gm] The patrol left the fort at 9:40 AM. Lathir realizes that ambushing them EARLIER will be more advantageous, so he ambushes them just after they reach the switchback, at 11:40 AM. There is still almost three miles of twisting ravine between the ambush site and the fort, so the distance, coupled with the sound of the rain, will conceal the fate of the patrol. [/gm] [CENTER][ATTACH]90836._xfImport[/ATTACH][/CENTER] [gm] [B][COLOR=#0000ff]Surprise Round: [/COLOR][/B][COLOR=#000000]L[/COLOR]athir casts [I][B]Spike Growth[/B][/I]. Patrol blunders into it for 1d2 squares. [COLOR=#0000ff][B]First Round: [/B][/COLOR]Lathir casts [I][B]Stone Spikes[/B][/I] in the same area. Patrol tries to exit the way they came, moving 1 square backwards. After discovering that they are trapped, they must succeed on a morale check, with a DC equal to the average DC of Lathir's two spells. (Taking Average: 19+20 = 39, avg = 19.5, round down to 19.) Rolling Morale (WIS check) for each group as a whole (Orcs, Ogres): Orcs: (14) Fail; Ogres (11) Fail. [B][I][COLOR=#FF0000]The spell is scary, and the patrol panics. [/COLOR][/I][/B] [COLOR=#0000ff][B]Second Round: [/B][/COLOR]Patrol moves 1d2 more squares before realizing that flight is futile. [COLOR=#0000ff][B]Initial Blunder: [/B][/COLOR]Patrol moves 2 squares through Spike Growth. [COLOR=#0000ff][B]Retreat Movement:[/B][/COLOR] Patrol moves 1 square through both spells (Spike Growth and Stone Spikes.) [COLOR=#0000ff][B]Panic: [/B][/COLOR]Patrol moves 2 squares through both spells. [COLOR=#ff0000][B]Damage inflicted:[/B][/COLOR] Initial Blunder: 2d4 (3 pts.); Retreat: 1d8+1d4 (8 pts.); Panic: 2d4+2d8 (9 pts.); Every patrol member suffers a total of 20 pts. damage, which means ALL OF THEM are still alive, albeit SERIOUSLY INJURED. (Especially the Orcs, none of whom have the desire now to move.) [COLOR=#ff0000][B]Saving throws:[/B][/COLOR] Ogres (7) Fail; Orcs (5) Fail; All patrol members suffer grievous wounds to their legs that slows their movement by 1/2 for 24 hours. I did not roll for both spells, because the effects overlap, rather than stack. If they had made their saves for the spell, they would have had to roll for the second spell. But since they all failed the first spell, the second save is a moot point. [COLOR=#ff0000][B]Spell Duration (Both spells):[/B][/COLOR] 9 Hours. [/gm] [ooc] End of part one; part two coming soon. [/ooc] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
GREYHAWK CY963 GOLDEN ERA CAMPAIGN: HEROES OF DYVERS: CHAPTER 4
Top