Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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
*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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Play by Post
The chamberlain, the king, and the dragon (drobe)
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="Manbearcat" data-source="post: 6228615" data-attributes="member: 6696971"><p>*** Swarm 1 is now bloodied after Thurgon's assault.</p><p><strong></strong></p><p><strong>ROUND <em>5</em></strong><em></em></p><p><em><strong></strong></em></p><p><em><strong></strong></em><em></em></p><p><em></em></p><p><em><strong>Zone</strong></em></p><p></p><p>[sblock]If you look at the map, there is a gold square centered on G11. This is bad (a place of flitting, moaning black specters, whose voices chills you to the bone and freezes your body with lethergy:</p><p></p><p><u><em>Swarming Shadows</em></u>: a zone until the end of the encounter. Any creature that starts its turn within the zone takes 5 cold damage and is slowed (save ends).[/sblock]</p><p></p><p><em><strong>Terrain</strong></em> <em><strong>Features</strong></em></p><p></p><p>[sblock]</p><p>1) Brambleweed: Feywild-borne finger-length thorns, sharp and sturdy enough to rend flesh. The plant’s thick vines spread across an area, hindering any who enter it.</p><p></p><p>Effect: Brambleweed squares are difficult terrain. A creature that starts its turn in a brambleweed square takes 5 damage per tier. A creature that ends its turn in a brambleweed square is restrained until the start of its next turn. Creatures with "forest walk" are immune to it.</p><p></p><p>The squares that those trees inhabit all have Brambleweed. It is hindering terrain and you may choose to make a saving throw to fall prone just outside of those squares should you be forced moved into the area.</p><p></p><p>Directly to the West is:</p><p></p><p>2) A steep, 100 ft cliff overlooking the city proper. This is the cliff that Quinn's lackey just took a nosedive off. You may choose to make a saving throw to fall prone just outside of those squares should you be forced moved into the area.</p><p></p><p>3) The fluorescent green squares are various wild (or Feywild harvested) flora of many varieties; flowers, ferns, bushes, et al. They all come up to the knees (sometimes up to the thigh) of a medium sized creature and offer partial concealment to small creatures. The tangling nature of the flora make these squares challenging terrain. Moving through them requires an Athletics check at Medium DC (20) or Acrobatics check at Easy DC (14). Failure in this check means your movement action is spent and you are in the first square of the challenging terrain.</p><p></p><p>4) The trees are blocking terrain. They can be climbed at the easy DC (14) but refer to 1 (Brambleweed).</p><p></p><p>5) The path at the north, at J/K1, leads out of the garden and toward a path that spirals upward, eventually leading to the tower entrance of the Royal Chambers.</p><p>[/sblock]</p><p></p><p><em><strong>Hazard</strong></em> - The turquoise shading on the map is the pervasive flooding of the Watery Grave! Hazard. At the beginning of the next round, the hazard will encompass the entirety of the garden. Please note 2 above. The X-Axis point "A" is the boundary line of the precipice. </p><p></p><p>[sblock]</p><p>WATERY GRAVE!</p><p></p><p>The Hazard activates on its initiative. </p><p></p><p>Attack - Standard Action on the Hazard's Initiative.</p><p>Target: All creatures in hazard.</p><p>Attack: +15 vs. Fortitude</p><p>Hit: 1d10 + 5 damage, and the target is pushed 4 squares (West) and knocked prone.</p><p>Miss: Half damage and the target is pushed 2 squares (West). </p><p>Effect: The Hazard is Challenging Terrain as below:</p><p></p><p>1) As a Move Action, you can make an Acrobatics check vs Medium DC (20) to move with the current (West) at your speed. </p><p></p><p>2) As a Move Action, you can make an Athletics check vs Medium DC (20) to move perpendicular (North or South) to the current at half your speed or the Hard DC (28) to move at your speed. </p><p></p><p>3) As a Move Action, you can make an Athletics check vs the Hard DC (28) to move at half your speed against the current (East).</p><p></p><p>Failure at any of the above triggers the Hazard's Opportunity Action:</p><p></p><p>Opportunity Action</p><p>Trigger: A creature fails at a Move Action while in the hazard.</p><p>Attack: + 15 vs. Fortitude</p><p>Hit: The target is pushed 2 squares (West) and knocked prone.</p><p></p><p>Countermeasures: </p><p></p><p>Athletics Medium/Hard DC: A character can reduce the distance it is pushed by 1 or 2 squares with a successful check (immediate reaction).</p><p></p><p>Nature Medium/Hard DC: A character can reduce the distance an ally is pushed by 1 or 2 squares with a successful check (immediate action).</p><p>[/sblock]</p><p></p><p><em><strong>INITIATIVE ORDER</strong></em></p><p></p><p>Hazard</p><p>Q2 - Quickling</p><p>M - Minion Feygrove Chokers</p><p>C - Lucann</p><p>D - Dryad </p><p>T - Theron</p><p>S1 & S2 - Swarms</p><p>L - Quinn</p><p>P - Thurgon</p><p></p><p>Actions:</p><p></p><p>- <em>Hazard</em>:</p><p></p><p></p><p></p><p><em>- Quicklings</em>: </p><p></p><p>The remaining Quickling's Stealth check is at 28, beyond any Passive Perception. <strong>If you want to attempt to spot him, you'll need to spend a Minor Action</strong>. He commits no aggressive actions on this turn.</p><p></p><p></p><p></p><p><em> - Minion Feygrove Chokers</em></p><p></p><p>The Minion Feygrove Choker in C10 Spider Climbs to F3 (yes, those trees branches overlap or are adjacent) and attacks Theron, attempting to pull him into the Brambleweed-covered trees.</p><p></p><p>Roll(1d20)+17; 5+17</p><p>Total: 22 vs AC 34; <strong>Miss</strong></p><p></p><p>The Minion Feygrove Choker in L3 attacks Theron, attempting to pull him into the Brambleweed-covered trees.</p><p></p><p>Roll(1d20)+17; 10+17</p><p>Total: 27 vs AC 34; <strong>Miss</strong></p><p></p><p></p><p></p><p>- <em>Lucann</em></p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=16586" target="_blank">Campbell</a></u></strong></em> You are up Lucann. As you likely have questions about her status, for our purposes here, the Dryad is going to be dazed until the end of the encounter. If you want to move her, the grab rules for a helpless ally will be in play; The creature can move up to half its speed and pull the target with it. If you get an assist, you can move her at the speed of the lowest speed (which would assuredly be the aiding party).</p><p></p><p>If anyone has any questions after reading the hazard and other dynamics in play here, let me know.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6228615, member: 6696971"] *** Swarm 1 is now bloodied after Thurgon's assault. [B] ROUND [I]5[/I][/B][I] [B] [/B][/I][I] [B]Zone[/B][/I] [sblock]If you look at the map, there is a gold square centered on G11. This is bad (a place of flitting, moaning black specters, whose voices chills you to the bone and freezes your body with lethergy: [U][I]Swarming Shadows[/I][/U]: a zone until the end of the encounter. Any creature that starts its turn within the zone takes 5 cold damage and is slowed (save ends).[/sblock] [I][B]Terrain[/B][/I] [I][B]Features[/B][/I] [sblock] 1) Brambleweed: Feywild-borne finger-length thorns, sharp and sturdy enough to rend flesh. The plant’s thick vines spread across an area, hindering any who enter it. Effect: Brambleweed squares are difficult terrain. A creature that starts its turn in a brambleweed square takes 5 damage per tier. A creature that ends its turn in a brambleweed square is restrained until the start of its next turn. Creatures with "forest walk" are immune to it. The squares that those trees inhabit all have Brambleweed. It is hindering terrain and you may choose to make a saving throw to fall prone just outside of those squares should you be forced moved into the area. Directly to the West is: 2) A steep, 100 ft cliff overlooking the city proper. This is the cliff that Quinn's lackey just took a nosedive off. You may choose to make a saving throw to fall prone just outside of those squares should you be forced moved into the area. 3) The fluorescent green squares are various wild (or Feywild harvested) flora of many varieties; flowers, ferns, bushes, et al. They all come up to the knees (sometimes up to the thigh) of a medium sized creature and offer partial concealment to small creatures. The tangling nature of the flora make these squares challenging terrain. Moving through them requires an Athletics check at Medium DC (20) or Acrobatics check at Easy DC (14). Failure in this check means your movement action is spent and you are in the first square of the challenging terrain. 4) The trees are blocking terrain. They can be climbed at the easy DC (14) but refer to 1 (Brambleweed). 5) The path at the north, at J/K1, leads out of the garden and toward a path that spirals upward, eventually leading to the tower entrance of the Royal Chambers. [/sblock] [I][B]Hazard[/B][/I] - The turquoise shading on the map is the pervasive flooding of the Watery Grave! Hazard. At the beginning of the next round, the hazard will encompass the entirety of the garden. Please note 2 above. The X-Axis point "A" is the boundary line of the precipice. [sblock] WATERY GRAVE! The Hazard activates on its initiative. Attack - Standard Action on the Hazard's Initiative. Target: All creatures in hazard. Attack: +15 vs. Fortitude Hit: 1d10 + 5 damage, and the target is pushed 4 squares (West) and knocked prone. Miss: Half damage and the target is pushed 2 squares (West). Effect: The Hazard is Challenging Terrain as below: 1) As a Move Action, you can make an Acrobatics check vs Medium DC (20) to move with the current (West) at your speed. 2) As a Move Action, you can make an Athletics check vs Medium DC (20) to move perpendicular (North or South) to the current at half your speed or the Hard DC (28) to move at your speed. 3) As a Move Action, you can make an Athletics check vs the Hard DC (28) to move at half your speed against the current (East). Failure at any of the above triggers the Hazard's Opportunity Action: Opportunity Action Trigger: A creature fails at a Move Action while in the hazard. Attack: + 15 vs. Fortitude Hit: The target is pushed 2 squares (West) and knocked prone. Countermeasures: Athletics Medium/Hard DC: A character can reduce the distance it is pushed by 1 or 2 squares with a successful check (immediate reaction). Nature Medium/Hard DC: A character can reduce the distance an ally is pushed by 1 or 2 squares with a successful check (immediate action). [/sblock] [I][B]INITIATIVE ORDER[/B][/I] Hazard Q2 - Quickling M - Minion Feygrove Chokers C - Lucann D - Dryad T - Theron S1 & S2 - Swarms L - Quinn P - Thurgon Actions: - [I]Hazard[/I]: [I]- Quicklings[/I]: The remaining Quickling's Stealth check is at 28, beyond any Passive Perception. [B]If you want to attempt to spot him, you'll need to spend a Minor Action[/B]. He commits no aggressive actions on this turn. [I] - Minion Feygrove Chokers[/I] The Minion Feygrove Choker in C10 Spider Climbs to F3 (yes, those trees branches overlap or are adjacent) and attacks Theron, attempting to pull him into the Brambleweed-covered trees. Roll(1d20)+17; 5+17 Total: 22 vs AC 34; [B]Miss[/B] The Minion Feygrove Choker in L3 attacks Theron, attempting to pull him into the Brambleweed-covered trees. Roll(1d20)+17; 10+17 Total: 27 vs AC 34; [B]Miss[/B] - [I]Lucann[/I] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=16586"]Campbell[/URL][/U][/B][/I] You are up Lucann. As you likely have questions about her status, for our purposes here, the Dryad is going to be dazed until the end of the encounter. If you want to move her, the grab rules for a helpless ally will be in play; The creature can move up to half its speed and pull the target with it. If you get an assist, you can move her at the speed of the lowest speed (which would assuredly be the aiding party). If anyone has any questions after reading the hazard and other dynamics in play here, let me know. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
The chamberlain, the king, and the dragon (drobe)
Top