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<blockquote data-quote="Jfdlsjfd" data-source="post: 9592369" data-attributes="member: 42856"><p>The trap choice was just announcing ourselves.</p><p></p><p><em>Doh! The smuggler, for once, wouldn't mind focusing on a single opponent in this case, as a lifelong practice of crime has trained them well... the fight might have been tactically more challenging. </em></p><p></p><p>Since we are doing a surprise attack, and have a <s>rogue </s> Trickster with us that creates a distraction by sending a pile of barrel over them, we get 3 rounds before they can react.</p><p></p><p>I am tempted not to copy the map, is it's obvious the fight will be very one sided.</p><p></p><p>[ATTACH=full]397036[/ATTACH]</p><p></p><p>We can rest assured that we have plenty of area to flee to.</p><p></p><p>There are 8 smugglers, FP 8, PA 6, AR 0, AW 6, damage 1d6+1 HP 12 each.</p><p></p><p><em>Sigh... so many to die to our bloodthirsty, Sayan Wizard.</em></p><p>Round 1:</p><p>Trixie in slot 1 hacks her nearby smuggler (8) and hits, thanks to the redundant magic blade we got from the magi in book 1, for 5 damage.</p><p>Winny in slot 2 strikes the east smuggler (to free the square in order for another one to take his place should the fight reach the rounud the smuuggler can actually act...) (6 for 6 damage)</p><p>Salvia in slot 4 fires an arrow at the smuggler at the south of Esmeralda in 3, and hits (6) for 3 damage.</p><p>Esmeralda casts Sheet Lightning and... misses (12).</p><p>Trixie takes her extra action and misses the smuggler (11).</p><p></p><p><em>The dice are against us... The smuggler will certainly act before being dead. </em></p><p>Round 2:</p><p></p><p>Trixie keeps hacking... and keeps missing (10)</p><p>Winny cleaves the pristine southern smuggler in twain (8, for 9 damage).</p><p>Salvia fire another arrows at the smuggler closest to Esmeralda and misses (11)</p><p>Esmeralda keeps chanting her Sheet Lightning spell, this time with a -2 to the roll: 4+4-2= 6, for 9 damage -- honestly, the first die gave a result of 1 and I was readily expecting a minimal roll of 4 damage... -- clearing a few of our foes.</p><p></p><p>[ATTACH=full]397042[/ATTACH]</p><p></p><p>Round 3:</p><p></p><p>All the reamining smugglers are coming to their senses. They also are 3 HP each.</p><p></p><p>Trixie shoots an arrow with her magic bow (8) and hits for 6 damage the northernmost smuggler. We need more magic bows.</p><p>Winny uses her Dagger of Wislet (10) and kills the now northernmost smuggler (4 damage). The dagger rematerializes in her hands.</p><p>Salvia shoots the now brand-new northermost smuggler (6) for 3 damage. RIP.</p><p>Esmeralda wastes a perfectly good Nemesis Bolt on the last, northernmost smuggler, rolling a 10, which works since she no longer has Sheet Lightning in her mind. Damage is: 6, 2, 2, 2, 2, 1, 3 = 18+7 = 25 damage.</p><p></p><p>The remaining smugglers move... oh, there are no remaining smugglers.</p><p></p><p>We catch Lagrestin as he was trying to run off. We hold him over the side of the quay and resume our beratement: "So far you have not given an old friend a warm reception in Crescentium, Lagrestin. This will now change. Let us go to your house, where you will provide luxurious lodging and a sumtuous meal". "Impossible, gasps Lagrestin, starting at the water lapping inches below his nose. I have fallen on hard times. I currently reside in a single rented room near the bazaar. It is so small that my cat and I must sleep in shifts." "Suggest an alternative" You push his head under the water to give your words emphasis. "Glub", he splutters.</p><p></p><p><em>Yes, that's us, the heroes of Crescentium.</em></p><p></p><p>Anyway, he offers to write us an introductory note to the local equivalent of the Templars, at the Temple of the Roc. He's acquainted to their commander, who will let us stay a few days. It is now time of offer our thanks:</p><p></p><p>You haul him up and wait while he scrawls the letter, then you boot him in the harbour, "Hope you can swim, Lagrestin..." and leave.</p><p></p><p></p><p><em>I really enjoyed games like Knights of the Old Republic where youu had a light side and a dark side solution to puzzles, varying your standing with the Force as you go. Here, we made the Light side choice. The absolute jerkiest choice would have been to call the patrol to scare Lagrestin, forcing him to push his contraband into the harbour and tell him that we could have denounced him and force him to recommand an inn. At said inn, we think that he might send people during the night to kill us, and we get the opportunity to befriend noble, fierce badawin warriors from the desert, remember that their strict observance to the Ta'ashim faith forbids them to drink any alcohol, spike their lemonade (I kid you not) so they snore loudly, put our cloaks on them, enjoy them being beaten by Lagrestin enforcers, intervene just before they are dead so the thugs leave, recover our cloaks. The badawin warriors then gives us their gold as thanks for saving their live.</em></p><p><em></em></p><p><em>Further commentary: we're determined to nearly kill (or actually drown) Lagrestin for snubbing us in the spice market, we've killed 4 of his guards and 8 of his associates, but apparently we won't touch his loot. There <em>was</em> a juicy purse of gold that we might have taken to fund our stay in Crescentium... I suppose it would be stealing, and stealing is beneath us. </em></p><p></p><p>We make our way to the Temple of the Roc, an old Ta'ashim temple rededicated to the True Faith. We are welcome with our letter of introduction (technically our letters, since Winny already had her own). We are allowed to stay in the monastery of the templar knights and learn that a new commander has recently been appointed. His name is Tobias de Vantery.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9592369, member: 42856"] The trap choice was just announcing ourselves. [I]Doh! The smuggler, for once, wouldn't mind focusing on a single opponent in this case, as a lifelong practice of crime has trained them well... the fight might have been tactically more challenging. [/I] Since we are doing a surprise attack, and have a [S]rogue [/S] Trickster with us that creates a distraction by sending a pile of barrel over them, we get 3 rounds before they can react. I am tempted not to copy the map, is it's obvious the fight will be very one sided. [ATTACH type="full" alt="1739916332816.png"]397036[/ATTACH] We can rest assured that we have plenty of area to flee to. There are 8 smugglers, FP 8, PA 6, AR 0, AW 6, damage 1d6+1 HP 12 each. [I]Sigh... so many to die to our bloodthirsty, Sayan Wizard.[/I] Round 1: Trixie in slot 1 hacks her nearby smuggler (8) and hits, thanks to the redundant magic blade we got from the magi in book 1, for 5 damage. Winny in slot 2 strikes the east smuggler (to free the square in order for another one to take his place should the fight reach the rounud the smuuggler can actually act...) (6 for 6 damage) Salvia in slot 4 fires an arrow at the smuggler at the south of Esmeralda in 3, and hits (6) for 3 damage. Esmeralda casts Sheet Lightning and... misses (12). Trixie takes her extra action and misses the smuggler (11). [I]The dice are against us... The smuggler will certainly act before being dead. [/I] Round 2: Trixie keeps hacking... and keeps missing (10) Winny cleaves the pristine southern smuggler in twain (8, for 9 damage). Salvia fire another arrows at the smuggler closest to Esmeralda and misses (11) Esmeralda keeps chanting her Sheet Lightning spell, this time with a -2 to the roll: 4+4-2= 6, for 9 damage -- honestly, the first die gave a result of 1 and I was readily expecting a minimal roll of 4 damage... -- clearing a few of our foes. [ATTACH type="full" alt="1739917520432.png"]397042[/ATTACH] Round 3: All the reamining smugglers are coming to their senses. They also are 3 HP each. Trixie shoots an arrow with her magic bow (8) and hits for 6 damage the northernmost smuggler. We need more magic bows. Winny uses her Dagger of Wislet (10) and kills the now northernmost smuggler (4 damage). The dagger rematerializes in her hands. Salvia shoots the now brand-new northermost smuggler (6) for 3 damage. RIP. Esmeralda wastes a perfectly good Nemesis Bolt on the last, northernmost smuggler, rolling a 10, which works since she no longer has Sheet Lightning in her mind. Damage is: 6, 2, 2, 2, 2, 1, 3 = 18+7 = 25 damage. The remaining smugglers move... oh, there are no remaining smugglers. We catch Lagrestin as he was trying to run off. We hold him over the side of the quay and resume our beratement: "So far you have not given an old friend a warm reception in Crescentium, Lagrestin. This will now change. Let us go to your house, where you will provide luxurious lodging and a sumtuous meal". "Impossible, gasps Lagrestin, starting at the water lapping inches below his nose. I have fallen on hard times. I currently reside in a single rented room near the bazaar. It is so small that my cat and I must sleep in shifts." "Suggest an alternative" You push his head under the water to give your words emphasis. "Glub", he splutters. [I]Yes, that's us, the heroes of Crescentium.[/I] Anyway, he offers to write us an introductory note to the local equivalent of the Templars, at the Temple of the Roc. He's acquainted to their commander, who will let us stay a few days. It is now time of offer our thanks: You haul him up and wait while he scrawls the letter, then you boot him in the harbour, "Hope you can swim, Lagrestin..." and leave. [I]I really enjoyed games like Knights of the Old Republic where youu had a light side and a dark side solution to puzzles, varying your standing with the Force as you go. Here, we made the Light side choice. The absolute jerkiest choice would have been to call the patrol to scare Lagrestin, forcing him to push his contraband into the harbour and tell him that we could have denounced him and force him to recommand an inn. At said inn, we think that he might send people during the night to kill us, and we get the opportunity to befriend noble, fierce badawin warriors from the desert, remember that their strict observance to the Ta'ashim faith forbids them to drink any alcohol, spike their lemonade (I kid you not) so they snore loudly, put our cloaks on them, enjoy them being beaten by Lagrestin enforcers, intervene just before they are dead so the thugs leave, recover our cloaks. The badawin warriors then gives us their gold as thanks for saving their live. Further commentary: we're determined to nearly kill (or actually drown) Lagrestin for snubbing us in the spice market, we've killed 4 of his guards and 8 of his associates, but apparently we won't touch his loot. There [I]was[/I] a juicy purse of gold that we might have taken to fund our stay in Crescentium... I suppose it would be stealing, and stealing is beneath us. [/I] We make our way to the Temple of the Roc, an old Ta'ashim temple rededicated to the True Faith. We are welcome with our letter of introduction (technically our letters, since Winny already had her own). We are allowed to stay in the monastery of the templar knights and learn that a new commander has recently been appointed. His name is Tobias de Vantery. [/QUOTE]
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