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[KK]Game 2: When Compost Attacks! (Encounter 2 pending)
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<blockquote data-quote="Victim" data-source="post: 4450230" data-attributes="member: 78"><p>The group of heroes (and possibly others) is nearing the heart of the Lost Swamp (so called because of the ancient city lost as the swamp appeared, not because someone has misplaced the swamp). It's been rough journey in a hostile environment. You've had to deal with the uncomfortable wetness, lack of maps, stirge swarms, magical crocodiles, etc while dodging patrols and reinforcements. The group has managed to make this far without being detected - your best estimates have you within a day of reaching your goal. . But it looks like you'll have to fight the rest of the way...</p><p></p><p>You see a number of plant monsters in your path, along a pair of attractive eladrin women who are attempting to hide. Erdric's keen senses detect another humanoid lurking in the weeds off to the side in ambush. The terrain is uneven and forested, with disgusting, slimey water collecting in lower areas while the hills remain merely muddy.</p><p></p><p>"<span style="color: Lime">Turn back intruders, lest you incur the wrath of the Mothers and the Master</span>," one of the eladrin women calls, in a cheerful tone at odds with the threatening words.</p><p></p><p>Encounter 1: Kill All Enemies. Roll for initiative!</p><p></p><p>[sblock=Initiative]Remember that Torment provides a <strong>+4</strong> bonus to initiative because of his feat. IIRC, PC initiative bonuses are as follows:</p><p></p><p></p><p>Narbel: +10</p><p></p><p></p><p>Starwinds: +12</p><p>Glib: +12</p><p></p><p>Dalamar's Paladin: +11 (without any feat or item bonuses that may apply)</p><p></p><p>Tharos: Ini 36</p><p></p><p>Feygrove Choker: Ini: 26 Stealth: 24</p><p></p><p>Eladrin x2 Ini: 22 Stealth: 23</p><p></p><p></p><p>Shambling Mound Ini: 20 </p><p></p><p>Battle Briar x2 Ini: 18 </p><p></p><p>Erdric Ini: 17</p><p></p><p>Reed Ini: 17</p><p> </p><p>Stormrage Shambler Ini: 13 </p><p></p><p>Torment Ini: 12</p><p></p><p>[/sblock]</p><p></p><p></p><p>Map Key</p><p>[sblock]Brown: normal terrain</p><p>Bright Green squares: trees. You can't move through them. Can provide cover. I only noted the ground level footprint of the tree; let me know if you want to do some climbing around in the branches or something. I'm most likely inclined to be generous, if you have the skills to pull it off.</p><p>Olive Green: opaque water/muck, (mostly?) shallow. Difficult terrain without some waterwalk stuff or something. </p><p>Green Grass: foiliage/undergrowth. Difficult terrain. Provides concealment to creatures in/behind it.</p><p></p><p>If a square has water in it on a diagonal, then you can ignore the water. </p><p></p><p>For movement directions and so forth, North is arbitrarily declared to be the top of the map, as usual.</p><p></p><p>Yellowed areas are part of the Battlebriar's Aura. They are difficult terrain and PCs starting their turns inside the aura take 5 damage.[/sblock]</p><p></p><p></p><p>Monster Knowledge:[sblock]</p><p>Nature= 27</p><p>Battle Briar: This a creature of bark and thorns.[sblock]Large natural animate (plant</p><p>Grasping Thorns aura: damage and difficult terrain nearby</p><p>Threatening Reach</p><p>Claw: Reach 2, pull 1, damage</p><p>Thorn Burst: close burst attack with slow[/sblock]</p><p></p><p>Shambling Mound:</p><p>This a lump of decomposing plant matter with a few vines stuck in that somehow moves.[sblock]Large natural animate (plant) </p><p>Tendril: physical damage with reach.</p><p>Enveloping Attack: 2 attacks, and can eat you if both hit (save ends).</p><p>Lightning Affinity: heal when damaged by lightning[/sblock]</p><p></p><p>Stormrage Shambler: </p><p>Like an ordinary shambling mound, but visibly charged with lightning. This is the Shambling Mound with the Red border.[sblock]Large natural animate (plant)</p><p>Lightning Aura: damage to nearby creatures</p><p>Tendrils: impact+lightning damage on hit. More when bloodied. Reach 2.</p><p>Double Attack: make two tendril attacks</p><p>Lightning Blast: Encounter: lighting damage in blast</p><p>Lightning Affinity: Heals 10 when hit by lightning[/sblock]</p><p></p><p>Arcana=27</p><p>Feygrove Choker: a humanoid with extra long arms[sblock]Medium fey humanoid </p><p>Tentacle Claw: Reach 3, damage, grab</p><p>Choke: choke grabbed targets</p><p>Body Shield: attacks can hit grabbed victim, not versus grabbed targets</p><p>Chameleon Hide: can gain concealment when not grabbing</p><p>Vine Fetter: vines ensnare enemies[/sblock]</p><p></p><p>Dryad. [sblock]Tree Stride. Teleport 8 from plant to plant</p><p>Deceptive Veil: disguise as human, elf or eladrin</p><p>Claw: does more damage when only 1 enemy is nearby[/sblock]</p><p></p><p>Briar Witch Dryad</p><p>[sblock] Thorn boon: nearby allied plants do more damage in melee</p><p>Curse of Thorns: enemies moving or being moved nearby take damage per square</p><p>Tree Stride: teleport from plant to plant</p><p>Briar Cage: a thrown thorn that hits a creature does damage and goes into an entangling mass of thorns</p><p>Claw: does some sucky damage in melee</p><p>Thorny Body: it hurts to grab a creature made of briars, stupid</p><p>Deceptive Veil: but sometimes it looks cute and not made of thorns. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> [/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Victim, post: 4450230, member: 78"] The group of heroes (and possibly others) is nearing the heart of the Lost Swamp (so called because of the ancient city lost as the swamp appeared, not because someone has misplaced the swamp). It's been rough journey in a hostile environment. You've had to deal with the uncomfortable wetness, lack of maps, stirge swarms, magical crocodiles, etc while dodging patrols and reinforcements. The group has managed to make this far without being detected - your best estimates have you within a day of reaching your goal. . But it looks like you'll have to fight the rest of the way... You see a number of plant monsters in your path, along a pair of attractive eladrin women who are attempting to hide. Erdric's keen senses detect another humanoid lurking in the weeds off to the side in ambush. The terrain is uneven and forested, with disgusting, slimey water collecting in lower areas while the hills remain merely muddy. "[COLOR="Lime"]Turn back intruders, lest you incur the wrath of the Mothers and the Master[/COLOR]," one of the eladrin women calls, in a cheerful tone at odds with the threatening words. Encounter 1: Kill All Enemies. Roll for initiative! [sblock=Initiative]Remember that Torment provides a [B]+4[/B] bonus to initiative because of his feat. IIRC, PC initiative bonuses are as follows: Narbel: +10 Starwinds: +12 Glib: +12 Dalamar's Paladin: +11 (without any feat or item bonuses that may apply) Tharos: Ini 36 Feygrove Choker: Ini: 26 Stealth: 24 Eladrin x2 Ini: 22 Stealth: 23 Shambling Mound Ini: 20 Battle Briar x2 Ini: 18 Erdric Ini: 17 Reed Ini: 17 Stormrage Shambler Ini: 13 Torment Ini: 12 [/sblock] Map Key [sblock]Brown: normal terrain Bright Green squares: trees. You can't move through them. Can provide cover. I only noted the ground level footprint of the tree; let me know if you want to do some climbing around in the branches or something. I'm most likely inclined to be generous, if you have the skills to pull it off. Olive Green: opaque water/muck, (mostly?) shallow. Difficult terrain without some waterwalk stuff or something. Green Grass: foiliage/undergrowth. Difficult terrain. Provides concealment to creatures in/behind it. If a square has water in it on a diagonal, then you can ignore the water. For movement directions and so forth, North is arbitrarily declared to be the top of the map, as usual. Yellowed areas are part of the Battlebriar's Aura. They are difficult terrain and PCs starting their turns inside the aura take 5 damage.[/sblock] Monster Knowledge:[sblock] Nature= 27 Battle Briar: This a creature of bark and thorns.[sblock]Large natural animate (plant Grasping Thorns aura: damage and difficult terrain nearby Threatening Reach Claw: Reach 2, pull 1, damage Thorn Burst: close burst attack with slow[/sblock] Shambling Mound: This a lump of decomposing plant matter with a few vines stuck in that somehow moves.[sblock]Large natural animate (plant) Tendril: physical damage with reach. Enveloping Attack: 2 attacks, and can eat you if both hit (save ends). Lightning Affinity: heal when damaged by lightning[/sblock] Stormrage Shambler: Like an ordinary shambling mound, but visibly charged with lightning. This is the Shambling Mound with the Red border.[sblock]Large natural animate (plant) Lightning Aura: damage to nearby creatures Tendrils: impact+lightning damage on hit. More when bloodied. Reach 2. Double Attack: make two tendril attacks Lightning Blast: Encounter: lighting damage in blast Lightning Affinity: Heals 10 when hit by lightning[/sblock] Arcana=27 Feygrove Choker: a humanoid with extra long arms[sblock]Medium fey humanoid Tentacle Claw: Reach 3, damage, grab Choke: choke grabbed targets Body Shield: attacks can hit grabbed victim, not versus grabbed targets Chameleon Hide: can gain concealment when not grabbing Vine Fetter: vines ensnare enemies[/sblock] Dryad. [sblock]Tree Stride. Teleport 8 from plant to plant Deceptive Veil: disguise as human, elf or eladrin Claw: does more damage when only 1 enemy is nearby[/sblock] Briar Witch Dryad [sblock] Thorn boon: nearby allied plants do more damage in melee Curse of Thorns: enemies moving or being moved nearby take damage per square Tree Stride: teleport from plant to plant Briar Cage: a thrown thorn that hits a creature does damage and goes into an entangling mass of thorns Claw: does some sucky damage in melee Thorny Body: it hurts to grab a creature made of briars, stupid Deceptive Veil: but sometimes it looks cute and not made of thorns. :eek: [/sblock][/sblock] [/QUOTE]
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[KK]Game 2: When Compost Attacks! (Encounter 2 pending)
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