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[IC] Against the Slavelords
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<blockquote data-quote="GreenKarl" data-source="post: 7129229" data-attributes="member: 6801242"><p>Cursing his luck, Uhtred threw an axe at the ogre but missed. Quellathe held her fire as she waited for an opening against the other enemies within the room. Levanna threw an acid ball at the ogre again but this time the creature somehow moved out of the way. Kelvyn squeezed up out of Uhtred’s way while Tirion swung and missed the ogre with his mace. His spiritual guardians however tore into the brute causing him to howl in pain.</p><p> </p><p>Those within the slave chamber started moving about, with one shouting orders in orcish. The ogre swung at the cleric with its mighty axe but only managed to chop through part of the door with its clumsy attack! </p><p> </p><p>[gm]<strong>Initiative</strong></p><p>18 – <strong>Uhtred</strong></p><p>17 – <strong>Quellathe</strong></p><p>14 – Selattee</p><p>13 <em>– </em><strong>Levanna</strong>, the Ogre and Dutch Diamonds </p><p>12 – <strong>Kelvyn </strong>and Khalil</p><p>4 – <strong>Tirion</strong></p><p>3 – Orcs</p><p> </p><p>[sblock=Actions and Rolls]Uhtred throws an axe at the ogre but misses</p><p>Quellathe is Reading her action if she has a clear shot</p><p>Levanna cast, ogre’s <a href="http://roll.coyotecode.net/lookup.php?rollid=165812" target="_blank">Dex save: 1D20-1 = [19]-1 = 18</a>, made it!!</p><p>Kelvyn moved out of Uhtred’s way but still has an action if he wants to take it.</p><p>Tirion guardian spirits, ogre’s <a href="http://roll.coyotecode.net/lookup.php?rollid=165813" target="_blank">Wis save: 1D20-1 = [3]-1 = 2</a>, failed he takes 14 damage (bring him down to 22 HP)</p><p> </p><p>Selattee moves 25ft south (L14) and Readies her action if the ogre falls.</p><p>Dutch Diamonds orders the orcs forward and uses his Leadership ability.</p><p>The ogre swings at Tirion, <a href="http://roll.coyotecode.net/lookup.php?rollid=165816" target="_blank">Attack and damage if it hits: 1D20+8 = [7]+8 = 15; 2D10+5 = [8, 5]+5 = 18</a>, misses!!!</p><p>Khalil casts mage armor on himself and moves north 6 squares (space M1)</p><p>The orcs move 30ft towards the characters and take the Ready action to move and attack if the ogre falls.</p><p>[/sblock]Heroes Actions and Rolls for Round 3?</p><p>[sblock=Conditions]Kelvyn HP 22/33</p><p>Levanna HP 38/38</p><p>Quellathe HP 46/46</p><p>@ Naeris HP 24/24</p><p>Tirion HP 29/45</p><p>Uhtred HP 64/64</p><p> </p><p>Ogre HP 22/69</p><p>Khalil HP 42/42</p><p>Dutch Diamonds HP 54/54</p><p>Selattee HP 48/48</p><p>Orc Guard #1 HP 18/18</p><p>Orc Guard #2 HP 18/18</p><p>Orc Guard #3 HP 18/18</p><p>Orc Guard #4 HP 18/18</p><p>Orc Guard #5 HP 18/18 [/sblock][sblock=Bad Guys]</p><p>[ATTACH]84775[/ATTACH]</p><p><strong>Khalil Al-Zakhir</strong></p><p><em>Medium humanoid (human Baklunish)</em>, Lawful Evil</p><p><strong>Armor Class </strong>12 (15 with <em>mage armor</em>)</p><p><strong>Hit Points </strong>42 (6d4+6)</p><p><strong>Speed </strong>30ft</p><p><strong>STR </strong>10 (+0),<strong> DEX </strong>14 (+2),<strong> CON </strong>12 (+1),<strong> INT </strong>17 (+3),<strong> WIS </strong>13 (+1)<strong> CHA </strong>8 (-1)</p><p><strong>Saving Throws </strong>Int +6, Wis +4</p><p><strong>Skills </strong>Arcana +6, History +6</p><p><strong>Senses </strong>passive Perception 11</p><p><strong>Languages </strong>Common, Baklumish, Orcish</p><p><strong><em>Sculpt Spells</em></strong>: This wizard can choice up to 1 + the spell’s level that he can ignore with area affects.</p><p><strong><em>Potent Cantrip</em></strong>: When a creature succeeds on a saving throw against this Wizard’s cantrip, the creature takes ½ damage (if any) but suffers no additional effects.</p><p><strong><em>Spellcasting</em></strong>: This wizard is a 6[SUP]th[/SUP] level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). This mage has the following spells prepaired:</p><p>Cantrips (at will): <em>fire bolt, light, mage hand, prestidigitation</em></p><p>1[SUP]st[/SUP] level (4 slots): <em>detect magic, mage armor, magic missile, shield</em></p><p>2[SUP]nd[/SUP] level (3 slots): <em>misty step, suggestion</em></p><p>3[SUP]rd[/SUP] level (3 slots): <em>counter spell, fireball</em></p><p>ACTIONS</p><p><strong><em>Dagger</em></strong>. <em>Melee or Range Weapon Attack</em>: +5 to hit, reach 5ft, or range 20/60ft, one target. <em>Hit</em>: 1d4+2 piercing damage.</p><p> </p><p><strong>Dutch Diamonds </strong></p><p><em>Medium humanoid (human Oeridian</em>), Lawful Evil</p><p><strong>Armor Class </strong>16 (mithral chain mail)</p><p><strong>Hit Points </strong>54 (6d8 +18)</p><p><strong>Speed </strong>30ft</p><p><strong>STR </strong>12 (+1),<strong> DEX </strong>10 (+0)<strong> CON </strong>16 (+3)<strong> INT </strong>16 (+3),<strong> WIS </strong>17 (+3)<strong> CHA </strong>10 (+0)</p><p><strong>Saving Throws </strong>Con +6, Wis +6</p><p><strong>Skills </strong>Intimidate +3, Persuasion +3</p><p><strong>Senses </strong>passive Perception 13</p><p><strong>Languages </strong>Common, Orcish, Giant</p><p>ACTION</p><p><strong><em>Shortsword. </em></strong><em>Melee Weapon Attack</em>: +4 to hit, reach 5ft, one target. <em>Hit</em>: 1d6+1 piercing damage.</p><p><strong><em>Whip. </em></strong><em>Melee Weapon Attack</em>: +5 to hit, reach 10ft, one target. <em>Hit</em>: 1d4+1 slashing damage.</p><p><strong><em>Leadership</em> (Recharges after a Short or Long Rest). </strong>For 1 minute, the slave-boss can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the slave-boss.</p><p>A creature can benefit from only one Leadership die at a time. This effect ends if the slave boss is incapacitated.</p><p> </p><p><strong>Selattee</strong></p><p><em>Medium humanoid (human Suloise</em>), Lawful Evil</p><p><strong>Armor Class </strong>18 (Unarmed Defense)</p><p><strong>Hit Points </strong>48 (6d8 +12)</p><p><strong>Speed </strong>55ft</p><p><strong>STR </strong>12 (+1),<strong> DEX </strong>18 (+4)<strong> CON </strong>14 (+2),<strong> INT </strong>11 (+0),<strong> WIS </strong>18 (+4)<strong> CHA </strong>11 (+0)</p><p><strong>Saving Throws </strong>Str +4, Dex +7</p><p><strong>Skills </strong>Acrobatics +7, Athletics +4, Religion +3, Stealth +7</p><p><strong>Senses </strong>passive Perception 14</p><p><strong>Languages </strong>Common, Seulish</p><p><strong><em>Martial Arts.</em></strong> When attacking with an unarmed attack, can make one additional attack as a Bonus action.</p><p><strong><em>Ki. </em></strong>Ki Points 6; Flurry of Blows (1 ki, after your attack action you can make 2 unarmed attacks as a bonus action), Patient Defense (1 ki, take the Dodge action as a bonus action), Step of the Wind (1 ki, take the Disengage or Dash action as a bonus action).</p><p><strong><em>Deflect Missile</em></strong>. Use monk’s reaction to reduce missile attack from ranged weapon attack by 1d10+10.</p><p><strong><em>Slow Fall. </em></strong>Use monk’s reaction to reduce the damage from falling by 30 points.</p><p><strong><em>Extra Attack</em></strong>. Monk can take two attacks with the attack option.</p><p><strong><em>Stunning Strike</em></strong>. Uses 1 ki, the target must make a Constitution check vs. DC 15</p><p><strong><em>Ki-Empowered Strike</em></strong>. Unarmed strikes count as magical weapons.</p><p><strong><em>Open Hand. </em></strong>Whenever the monk makes a successful attack from Flurry of Blows, the monk can impose one of the following onto the target: must make a Dexterity save (DC 15) of fall prone, or must make a Strength saving throw or be pushed back 15ft or they cannot take a reaction until their next turn. </p><p><strong><em>Wholeness of Body. </em></strong>As an action the monk heals 18 HP of damage.</p><p>ACTIONS</p><p><strong><em>Unarmed Fist. </em></strong><em>Melee Unarmed Attack</em>: +7 to hit, 5ft reach, one target. <em>Hit</em>: 1d6+4 crushing damage.</p><p> </p><p><strong>Orc Guards</strong></p><p><em>Medium humanoid</em> (orc), chaotic evil</p><p><strong>Armor Class</strong> 16 (mail shirts, shield)</p><p><strong>Hit Points</strong> 18 (2d8+6)</p><p><strong>Saves </strong>Str +5, Con +5</p><p><strong>Speed</strong> 30 ft.</p><p><strong>STR</strong> 16 (+3), <strong>DEX</strong> 12 (+1), <strong>CON</strong> 16 (+3),<strong> INT</strong> 8 (-1), <strong>WIS</strong> 11 (+0), <strong>CHA</strong> 8 (−1)</p><p><strong>Skills</strong> Intimidate +1, Perception +2</p><p><strong>Senses </strong>darkvision 60ft., <em>passive </em>Perception 12</p><p><strong>Languages</strong> Common, Orc</p><p><strong><em>Aggressive</em></strong><em>. </em>As a bonus action, the orc can move up to its speed towards a hostile creature that it can see.</p><p>ACTIONS</p><p><strong>Battle Axe</strong>. <em>Melee Weapon Attack</em>: +5 to hit, reach 5ft., one target. <em>Hit</em>: 1d8+3 slashing damage.[/sblock][sblock=Map][ATTACH]84776[/ATTACH][/sblock][/gm]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7129229, member: 6801242"] Cursing his luck, Uhtred threw an axe at the ogre but missed. Quellathe held her fire as she waited for an opening against the other enemies within the room. Levanna threw an acid ball at the ogre again but this time the creature somehow moved out of the way. Kelvyn squeezed up out of Uhtred’s way while Tirion swung and missed the ogre with his mace. His spiritual guardians however tore into the brute causing him to howl in pain. Those within the slave chamber started moving about, with one shouting orders in orcish. The ogre swung at the cleric with its mighty axe but only managed to chop through part of the door with its clumsy attack! [gm][B]Initiative[/B] 18 – [B]Uhtred[/B] 17 – [B]Quellathe[/B] 14 – Selattee 13 [I]– [/I][B]Levanna[/B], the Ogre and Dutch Diamonds 12 – [B]Kelvyn [/B]and Khalil 4 – [B]Tirion[/B] 3 – Orcs [sblock=Actions and Rolls]Uhtred throws an axe at the ogre but misses Quellathe is Reading her action if she has a clear shot Levanna cast, ogre’s [URL="http://roll.coyotecode.net/lookup.php?rollid=165812"]Dex save: 1D20-1 = [19]-1 = 18[/URL], made it!! Kelvyn moved out of Uhtred’s way but still has an action if he wants to take it. Tirion guardian spirits, ogre’s [URL="http://roll.coyotecode.net/lookup.php?rollid=165813"]Wis save: 1D20-1 = [3]-1 = 2[/URL], failed he takes 14 damage (bring him down to 22 HP) Selattee moves 25ft south (L14) and Readies her action if the ogre falls. Dutch Diamonds orders the orcs forward and uses his Leadership ability. The ogre swings at Tirion, [URL="http://roll.coyotecode.net/lookup.php?rollid=165816"]Attack and damage if it hits: 1D20+8 = [7]+8 = 15; 2D10+5 = [8, 5]+5 = 18[/URL], misses!!! Khalil casts mage armor on himself and moves north 6 squares (space M1) The orcs move 30ft towards the characters and take the Ready action to move and attack if the ogre falls. [/sblock]Heroes Actions and Rolls for Round 3? [sblock=Conditions]Kelvyn HP 22/33 Levanna HP 38/38 Quellathe HP 46/46 @ Naeris HP 24/24 Tirion HP 29/45 Uhtred HP 64/64 Ogre HP 22/69 Khalil HP 42/42 Dutch Diamonds HP 54/54 Selattee HP 48/48 Orc Guard #1 HP 18/18 Orc Guard #2 HP 18/18 Orc Guard #3 HP 18/18 Orc Guard #4 HP 18/18 Orc Guard #5 HP 18/18 [/sblock][sblock=Bad Guys] [ATTACH=CONFIG]84775._xfImport[/ATTACH] [B]Khalil Al-Zakhir[/B] [I]Medium humanoid (human Baklunish)[/I], Lawful Evil [B]Armor Class [/B]12 (15 with [I]mage armor[/I]) [B]Hit Points [/B]42 (6d4+6) [B]Speed [/B]30ft [B]STR [/B]10 (+0),[B] DEX [/B]14 (+2),[B] CON [/B]12 (+1),[B] INT [/B]17 (+3),[B] WIS [/B]13 (+1)[B] CHA [/B]8 (-1) [B]Saving Throws [/B]Int +6, Wis +4 [B]Skills [/B]Arcana +6, History +6 [B]Senses [/B]passive Perception 11 [B]Languages [/B]Common, Baklumish, Orcish [B][I]Sculpt Spells[/I][/B]: This wizard can choice up to 1 + the spell’s level that he can ignore with area affects. [B][I]Potent Cantrip[/I][/B]: When a creature succeeds on a saving throw against this Wizard’s cantrip, the creature takes ½ damage (if any) but suffers no additional effects. [B][I]Spellcasting[/I][/B]: This wizard is a 6[SUP]th[/SUP] level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). This mage has the following spells prepaired: Cantrips (at will): [I]fire bolt, light, mage hand, prestidigitation[/I] 1[SUP]st[/SUP] level (4 slots): [I]detect magic, mage armor, magic missile, shield[/I] 2[SUP]nd[/SUP] level (3 slots): [I]misty step, suggestion[/I] 3[SUP]rd[/SUP] level (3 slots): [I]counter spell, fireball[/I] ACTIONS [B][I]Dagger[/I][/B]. [I]Melee or Range Weapon Attack[/I]: +5 to hit, reach 5ft, or range 20/60ft, one target. [I]Hit[/I]: 1d4+2 piercing damage. [B]Dutch Diamonds [/B] [I]Medium humanoid (human Oeridian[/I]), Lawful Evil [B]Armor Class [/B]16 (mithral chain mail) [B]Hit Points [/B]54 (6d8 +18) [B]Speed [/B]30ft [B]STR [/B]12 (+1),[B] DEX [/B]10 (+0)[B] CON [/B]16 (+3)[B] INT [/B]16 (+3),[B] WIS [/B]17 (+3)[B] CHA [/B]10 (+0) [B]Saving Throws [/B]Con +6, Wis +6 [B]Skills [/B]Intimidate +3, Persuasion +3 [B]Senses [/B]passive Perception 13 [B]Languages [/B]Common, Orcish, Giant ACTION [B][I]Shortsword. [/I][/B][I]Melee Weapon Attack[/I]: +4 to hit, reach 5ft, one target. [I]Hit[/I]: 1d6+1 piercing damage. [B][I]Whip. [/I][/B][I]Melee Weapon Attack[/I]: +5 to hit, reach 10ft, one target. [I]Hit[/I]: 1d4+1 slashing damage. [B][I]Leadership[/I] (Recharges after a Short or Long Rest). [/B]For 1 minute, the slave-boss can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the slave-boss. A creature can benefit from only one Leadership die at a time. This effect ends if the slave boss is incapacitated. [B]Selattee[/B] [I]Medium humanoid (human Suloise[/I]), Lawful Evil [B]Armor Class [/B]18 (Unarmed Defense) [B]Hit Points [/B]48 (6d8 +12) [B]Speed [/B]55ft [B]STR [/B]12 (+1),[B] DEX [/B]18 (+4)[B] CON [/B]14 (+2),[B] INT [/B]11 (+0),[B] WIS [/B]18 (+4)[B] CHA [/B]11 (+0) [B]Saving Throws [/B]Str +4, Dex +7 [B]Skills [/B]Acrobatics +7, Athletics +4, Religion +3, Stealth +7 [B]Senses [/B]passive Perception 14 [B]Languages [/B]Common, Seulish [B][I]Martial Arts.[/I][/B] When attacking with an unarmed attack, can make one additional attack as a Bonus action. [B][I]Ki. [/I][/B]Ki Points 6; Flurry of Blows (1 ki, after your attack action you can make 2 unarmed attacks as a bonus action), Patient Defense (1 ki, take the Dodge action as a bonus action), Step of the Wind (1 ki, take the Disengage or Dash action as a bonus action). [B][I]Deflect Missile[/I][/B]. Use monk’s reaction to reduce missile attack from ranged weapon attack by 1d10+10. [B][I]Slow Fall. [/I][/B]Use monk’s reaction to reduce the damage from falling by 30 points. [B][I]Extra Attack[/I][/B]. Monk can take two attacks with the attack option. [B][I]Stunning Strike[/I][/B]. Uses 1 ki, the target must make a Constitution check vs. DC 15 [B][I]Ki-Empowered Strike[/I][/B]. Unarmed strikes count as magical weapons. [B][I]Open Hand. [/I][/B]Whenever the monk makes a successful attack from Flurry of Blows, the monk can impose one of the following onto the target: must make a Dexterity save (DC 15) of fall prone, or must make a Strength saving throw or be pushed back 15ft or they cannot take a reaction until their next turn. [B][I]Wholeness of Body. [/I][/B]As an action the monk heals 18 HP of damage. ACTIONS [B][I]Unarmed Fist. [/I][/B][I]Melee Unarmed Attack[/I]: +7 to hit, 5ft reach, one target. [I]Hit[/I]: 1d6+4 crushing damage. [B]Orc Guards[/B] [I]Medium humanoid[/I] (orc), chaotic evil [B]Armor Class[/B] 16 (mail shirts, shield) [B]Hit Points[/B] 18 (2d8+6) [B]Saves [/B]Str +5, Con +5 [B]Speed[/B] 30 ft. [B]STR[/B] 16 (+3), [B]DEX[/B] 12 (+1), [B]CON[/B] 16 (+3),[B] INT[/B] 8 (-1), [B]WIS[/B] 11 (+0), [B]CHA[/B] 8 (−1) [B]Skills[/B] Intimidate +1, Perception +2 [B]Senses [/B]darkvision 60ft., [I]passive [/I]Perception 12 [B]Languages[/B] Common, Orc [B][I]Aggressive[/I][/B][I]. [/I]As a bonus action, the orc can move up to its speed towards a hostile creature that it can see. ACTIONS [B]Battle Axe[/B]. [I]Melee Weapon Attack[/I]: +5 to hit, reach 5ft., one target. [I]Hit[/I]: 1d8+3 slashing damage.[/sblock][sblock=Map][ATTACH=CONFIG]84776._xfImport[/ATTACH][/sblock][/gm] [/QUOTE]
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