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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!
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<blockquote data-quote="Manbearcat" data-source="post: 6332490" data-attributes="member: 6696971"><p>Your inspection of the camp reveals that it has been disturbed since you left. But not by any humans. Carrion birds and scavengers have worked over the fetid corpses. Their remnants will be picked clean soon. </p><p></p><p>You take the men quietly to the opening in the ground and enter the lair unaccosted.</p><p></p><p></p><p></p><p>One of the two men that Terilion picked serves as torchbearer for your small group. The warm tufts of your bears fur greet your hand now and again as you move through the tunnel. He is plastered to your side, determined to protect you.</p><p></p><p>1) Passive Perception 24 reveals that there has been no effort to reset the deadfalls. </p><p></p><p>2) Thievery - Your first roll @ 19 (28 total) will be for the careful excavation attempt to allow access for your bear and the 3 men you lead without triggering an injurious or noisy collateral deadfall in the process. You are successful.</p><p></p><p>3) As you make your way down the enlarging, precipitous descent that you navigated before, the sound of water beyond your sight again fills your ears. Passive Perception 24 reveals that the triggered deadfall that claimed the leader of the ragtag group you slew still lies where you left it, as does his ruined, cold, bloated corpse. There are no tracks or signs of passage here.</p><p></p><p><span style="font-size: 9px">Seeing his corpse reminds you of the intricate, fishbone-carved necklace that you found on him. It surely belongs to someone in the village.</span></p><p></p><p>4) Group Stealth - The next 3 rolls will be to quietly lead them down the rear chamber and infiltrate the lair without drawing attention. Unfortunately (for you!), 5, 20, and 3 will not succeed regardless of how you allot them. 2 of the 3 will fail at the Hard DC. As you navigate the final portions of the precarious descent, just 15 feet from the bottom, your collective movement disturbs some loose rocks. When they crash to the floor they echo ominously and then the sound of "sploosh" occurs as they fall into some deep water. The sound of a hundred or more bats exploding into action accompanies the crackling impact of the rocks. The cavern you're about to enter must open up considerably.</p><p></p><p>5) Your Passive Perception of 24 alerts you to the sound of a human voice emanating from the cavern "shhhh...shhhh...did you hear that?..." Then...nothing.</p><p></p><p>What are you doing? Lets keep it incremental at this point.</p><p></p><p>Below are the stats for the Assault Team Swarm, Terilion once it is bloodied, and your Bear Companion. </p><p><em><strong></strong></em></p><p><em><strong>ASSAULT TEAM</strong></em></p><p></p><p>[sblock]<strong>Assault Team</strong></p><p>Level 7 Large humanoid (swarm)</p><p>HP Bloodied 42 (see Terilion) Initiative + 5</p><p>AC 20, Fortitude 19, Reflex 18, Will 18 Speed 6</p><p>Resist half damage from melee and ranged attacks; Vulnerable 10 to close and area attacks</p><p></p><p><strong>Traits</strong></p><p></p><p><em><span style="color: #ff8c00">Spear Hedge * Aura 1</span></em></p><p>Any enemy that ends its turn in the aura takes 5 damage.</p><p></p><p><em><span style="color: #ff8c00">Swarm</span></em></p><p>The assault team can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The assault team cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for a Medium creature.</p><p></p><p><strong>Standard Actions</strong></p><p></p><p><em><span style="color: #00ff00">Cage of Spears * At-Will</span></em></p><p>Attack: Melee 1 (two creatures); +12 vs. AC</p><p>Hit: 1d10 + 5 damage, and the target is slowed and cannot shift (save ends).</p><p></p><p><em><span style="color: #ff0000">Coordinated Javelins * Encounter</span></em></p><p>Attack: Ranged 10 (three creatures); +12 vs. AC</p><p>Hit: 3d6 + 7 damage and the assault team shifts 3 squares.</p><p></p><p>Athletics 11, Endurance 11, Perception 9, Stealth 10[/sblock]</p><p></p><p>* When the assault team loses their 42 HP, they are removed from play and Terilion remains (at bloodied). The Assault Team and Terilion share the 1 healing surge (21 HP) they are allowed.</p><p></p><p><em><strong>TERILION</strong></em></p><p></p><p>[sblock]<strong>Terilion</strong></p><p>Medium natural humanoid, human</p><p>Level 7 Soldier, Leader</p><p>HP 42/84; Bloodied 42 Initiative +8</p><p>AC 23, Fortitude 20, Reflex 19, Will 18 Speed 6 </p><p><strong></strong></p><p><strong>Standard Actions</strong></p><p></p><p><span style="color: #00ff00"><em>Harrying Spear </em>(weapon) * At-Will</span></p><p>Attack<em>:</em> Melee 2 (one creature); +12 vs. AC</p><p>Hit<em>:</em> 2d8 + 4 damage.</p><p>Effect<em>:</em> If the target willingly leaves a square adjacent to Terilion before the end of the his next turn, he can deal 7 damage to the target as an opportunity action.</p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00"><em>Javelin </em>(weapon) * At-WIll</span></p><p>Attack<em>:</em> Ranged 10 (one creature); +12 vs. AC</p><p>Hit<em>:</em> 2d8 + 6 damage.</p><p><span style="color: #ff0000"></span></p><p><span style="color: #ff0000"><em>Fight to the Last</em> (healing, weapon) * Encounter </span></p><p>Attack<em>:</em> Close burst 2 (enemies in the burst); +12 vs. AC</p><p>Hit<em>:</em> 2d8 + 4 damage.</p><p>Effect<em>:</em> Terilion regains 2d6 hit points for each enemy hit.</p><p></p><p><strong>Triggered Actions</strong></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00"><em>My Life For Yours </em>* At-Will</span></p><p>Trigger<em>:</em> An enemy adjacent to Terilion hits one of the his allies with a melee attack.Effect (Immediate Interrupt)<em>:</em> The attack hits Terilion instead. After the attack is resolved, Terilion uses <span style="color: #00ff00"><em>Harrying Spear</em></span> against the triggering enemy as a free action.</p><p></p><p>Athletics 11, Endurance 11, Perception 9, Stealth 10[/sblock]</p><p></p><p><em><strong>BEAR COMPANION</strong></em></p><p></p><p>[sblock]<strong>Bear Companion</strong></p><p>Medium natural beast</p><p>Level 7 Companion (Soldier, Leader)</p><p>HP 68; Bloodied 34 12 HS @ 17 Initiative +6</p><p>AC 22, Fortitude 21, Reflex 19, Will 19</p><p>Speed 6 Low-light vision</p><p><strong></strong></p><p><strong>Standard Actions</strong></p><p></p><p><span style="color: #00ff00"><em>Frenzied Mauling</em> * At-Will</span></p><p>Attack: Melee 1 (one creature); +12 vs. AC</p><p>Hit: 1d12 + 8 damage and one creature adjacent to you other than the primary target takes 4 damage.</p><p></p><p><span style="color: #00ff00"><em>Ursine Crush </em>* At-Will</span></p><p>Requirement: The bear companion cannot be grabbing a creature.</p><p>Attack: Melee 1 (one creature); +10 vs. Fortitude</p><p>Hit: 1d12 + 7 damage, and the bear companion grabs the target (escape DC 18).</p><p></p><p><span style="color: #00ff00"><em>Defenseless Prey</em> * At-WIll</span></p><p>Target: One creature grabbed by the bear companion.</p><p>Effect: The target gains vulnerable 5 to all damage until the end of your next turn and one ally adjacent to the target can make a melee basic attack against it.</p><p></p><p><strong>Minor Actions</strong></p><p></p><p><span style="color: #ff0000"><em>Loyal Companion's Presence</em> (healing) * Encounter</span></p><p>Effect: Close burst 5 (one creature in the burst). The target can spend a healing surge and gains 2d6 additional HP.</p><p></p><p><span style="color: #ff0000"><em>Challenging Roar</em> * Encounter</span></p><p>Attack: Close blast 3 (enemies in the blast); +10 vs. Will</p><p>Hit: The bear companion pushes the target up to 3 squares, and the target is marked until the end of the bear companion's next turn.</p><p>Miss: The bear companion can push the target 1 square.</p><p></p><p><strong>Skills</strong>: Athletics +12, Endurance +7, Intimidate +12, Perception + 11, Stealth +5[/sblock]</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6332490, member: 6696971"] Your inspection of the camp reveals that it has been disturbed since you left. But not by any humans. Carrion birds and scavengers have worked over the fetid corpses. Their remnants will be picked clean soon. You take the men quietly to the opening in the ground and enter the lair unaccosted. One of the two men that Terilion picked serves as torchbearer for your small group. The warm tufts of your bears fur greet your hand now and again as you move through the tunnel. He is plastered to your side, determined to protect you. 1) Passive Perception 24 reveals that there has been no effort to reset the deadfalls. 2) Thievery - Your first roll @ 19 (28 total) will be for the careful excavation attempt to allow access for your bear and the 3 men you lead without triggering an injurious or noisy collateral deadfall in the process. You are successful. 3) As you make your way down the enlarging, precipitous descent that you navigated before, the sound of water beyond your sight again fills your ears. Passive Perception 24 reveals that the triggered deadfall that claimed the leader of the ragtag group you slew still lies where you left it, as does his ruined, cold, bloated corpse. There are no tracks or signs of passage here. [SIZE=1]Seeing his corpse reminds you of the intricate, fishbone-carved necklace that you found on him. It surely belongs to someone in the village.[/SIZE] 4) Group Stealth - The next 3 rolls will be to quietly lead them down the rear chamber and infiltrate the lair without drawing attention. Unfortunately (for you!), 5, 20, and 3 will not succeed regardless of how you allot them. 2 of the 3 will fail at the Hard DC. As you navigate the final portions of the precarious descent, just 15 feet from the bottom, your collective movement disturbs some loose rocks. When they crash to the floor they echo ominously and then the sound of "sploosh" occurs as they fall into some deep water. The sound of a hundred or more bats exploding into action accompanies the crackling impact of the rocks. The cavern you're about to enter must open up considerably. 5) Your Passive Perception of 24 alerts you to the sound of a human voice emanating from the cavern "shhhh...shhhh...did you hear that?..." Then...nothing. What are you doing? Lets keep it incremental at this point. Below are the stats for the Assault Team Swarm, Terilion once it is bloodied, and your Bear Companion. [I][B] ASSAULT TEAM[/B][/I] [sblock][B]Assault Team[/B] Level 7 Large humanoid (swarm) HP Bloodied 42 (see Terilion) Initiative + 5 AC 20, Fortitude 19, Reflex 18, Will 18 Speed 6 Resist half damage from melee and ranged attacks; Vulnerable 10 to close and area attacks [B]Traits[/B] [I][COLOR=#ff8c00]Spear Hedge * Aura 1[/COLOR][/I] Any enemy that ends its turn in the aura takes 5 damage. [I][COLOR=#ff8c00]Swarm[/COLOR][/I] The assault team can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The assault team cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for a Medium creature. [B]Standard Actions[/B] [I][COLOR=#00ff00]Cage of Spears * At-Will[/COLOR][/I] Attack: Melee 1 (two creatures); +12 vs. AC Hit: 1d10 + 5 damage, and the target is slowed and cannot shift (save ends). [I][COLOR=#ff0000]Coordinated Javelins * Encounter[/COLOR][/I] Attack: Ranged 10 (three creatures); +12 vs. AC Hit: 3d6 + 7 damage and the assault team shifts 3 squares. Athletics 11, Endurance 11, Perception 9, Stealth 10[/sblock] * When the assault team loses their 42 HP, they are removed from play and Terilion remains (at bloodied). The Assault Team and Terilion share the 1 healing surge (21 HP) they are allowed. [I][B]TERILION[/B][/I] [sblock][B]Terilion[/B] Medium natural humanoid, human Level 7 Soldier, Leader HP 42/84; Bloodied 42 Initiative +8 AC 23, Fortitude 20, Reflex 19, Will 18 Speed 6 [B] Standard Actions[/B] [COLOR=#00ff00][I]Harrying Spear [/I](weapon) * At-Will[/COLOR] Attack[I]:[/I] Melee 2 (one creature); +12 vs. AC Hit[I]:[/I] 2d8 + 4 damage. Effect[I]:[/I] If the target willingly leaves a square adjacent to Terilion before the end of the his next turn, he can deal 7 damage to the target as an opportunity action. [COLOR=#00ff00] [I]Javelin [/I](weapon) * At-WIll[/COLOR] Attack[I]:[/I] Ranged 10 (one creature); +12 vs. AC Hit[I]:[/I] 2d8 + 6 damage. [COLOR=#ff0000] [I]Fight to the Last[/I] (healing, weapon) * Encounter [/COLOR] Attack[I]:[/I] Close burst 2 (enemies in the burst); +12 vs. AC Hit[I]:[/I] 2d8 + 4 damage. Effect[I]:[/I] Terilion regains 2d6 hit points for each enemy hit. [B]Triggered Actions[/B] [COLOR=#00ff00] [I]My Life For Yours [/I]* At-Will[/COLOR] Trigger[I]:[/I] An enemy adjacent to Terilion hits one of the his allies with a melee attack.Effect (Immediate Interrupt)[I]:[/I] The attack hits Terilion instead. After the attack is resolved, Terilion uses [COLOR=#00ff00][I]Harrying Spear[/I][/COLOR] against the triggering enemy as a free action. Athletics 11, Endurance 11, Perception 9, Stealth 10[/sblock] [I][B]BEAR COMPANION[/B][/I] [sblock][B]Bear Companion[/B] Medium natural beast Level 7 Companion (Soldier, Leader) HP 68; Bloodied 34 12 HS @ 17 Initiative +6 AC 22, Fortitude 21, Reflex 19, Will 19 Speed 6 Low-light vision [B] Standard Actions[/B] [COLOR=#00ff00][I]Frenzied Mauling[/I] * At-Will[/COLOR] Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d12 + 8 damage and one creature adjacent to you other than the primary target takes 4 damage. [COLOR=#00ff00][I]Ursine Crush [/I]* At-Will[/COLOR] Requirement: The bear companion cannot be grabbing a creature. Attack: Melee 1 (one creature); +10 vs. Fortitude Hit: 1d12 + 7 damage, and the bear companion grabs the target (escape DC 18). [COLOR=#00ff00][I]Defenseless Prey[/I] * At-WIll[/COLOR] Target: One creature grabbed by the bear companion. Effect: The target gains vulnerable 5 to all damage until the end of your next turn and one ally adjacent to the target can make a melee basic attack against it. [B]Minor Actions[/B] [COLOR=#ff0000][I]Loyal Companion's Presence[/I] (healing) * Encounter[/COLOR] Effect: Close burst 5 (one creature in the burst). The target can spend a healing surge and gains 2d6 additional HP. [COLOR=#ff0000][I]Challenging Roar[/I] * Encounter[/COLOR] Attack: Close blast 3 (enemies in the blast); +10 vs. Will Hit: The bear companion pushes the target up to 3 squares, and the target is marked until the end of the bear companion's next turn. Miss: The bear companion can push the target 1 square. [B]Skills[/B]: Athletics +12, Endurance +7, Intimidate +12, Perception + 11, Stealth +5[/sblock] [/QUOTE]
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