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The chamberlain, the king, and the dragon (drobe)
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<blockquote data-quote="Manbearcat" data-source="post: 6230364" data-attributes="member: 6696971"><p>Resolving the Watery Grave Hazard's attacks on everyone for this round. The entirety of the map will be covered in high velocity, hip deep water, moving from East to West (Right to Left on the map), pushing creatures toward the precipice at the boundary of the y-axis. If your character reaches the square beyond the visible map, I'll need a saving throw. Success equals prone. Failure equals going over the edge.</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> , @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=386" target="_blank">LostSoul</a></u></strong></em> , @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> , @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=27570" target="_blank">sheadunne</a></u></strong></em> . If any one is going to spend their immediate action for the round on a Countermeasure (see hazard or propose another), please do so now (mechanics and fiction). After this is done, I'll formally start the rest of the round and attach new map. </p><p></p><p><strong>Damage this round</strong>: </p><p></p><p>[sblock]</p><p>Roll(1d10)+5:</p><p>2,+5</p><p>Total: 7.</p><p></p><p>7 damage if you are hit by the Hazard this round. Miss = half. Crit = 15.</p><p>[/sblock]</p><p></p><p><strong>Lucann </strong></p><p></p><p>[sblock]</p><p>Roll(1d20)+15:</p><p>10,+15</p><p>Total:25</p><p></p><p>Hit. 7 damage + 4 squares to the left + prone.</p><p>[/sblock]</p><p></p><p><strong>Dryad</strong></p><p></p><p>[sblock]</p><p>Roll(1d20)+15:</p><p>14,+15</p><p>Total:29</p><p></p><p>Hit. 7 damage + 4 squares to the left + prone.</p><p>[/sblock]</p><p></p><p> </p><p></p><p><strong>Theron</strong></p><p></p><p>[sblock]</p><p>Roll(1d20)+15:</p><p>20,+15</p><p>Total:35</p><p></p><p>Crit. 15 damage + 4 squares to the left + prone.</p><p>[/sblock]</p><p></p><p></p><p></p><p><strong>Swarm 2</strong></p><p></p><p>[sblock]</p><p>Roll(1d20)+15:</p><p>10,+15</p><p>Total:25</p><p></p><p>Hit. 17 (+ 10 AoE vuln) damage + 4 squares to the left + prone.</p><p>[/sblock]</p><p></p><p></p><p></p><p><strong>Quinn</strong></p><p></p><p>[sblock]</p><p>Roll(1d20)+15:</p><p>4,+15</p><p>Total:19</p><p></p><p>Miss. 3 damage (on a miss!) + 2 squares to the left.</p><p>[/sblock]</p><p></p><p><strong>Thurgon</strong></p><p></p><p>[sblock]</p><p>Roll(1d20)+17:</p><p>8,+17</p><p>Total:25</p><p></p><p>Miss. 3 damage (on a miss!) + 2 squares to the left.</p><p>[/sblock]</p><p></p><p></p><p></p><p>I'll wait until until the afternoon for folks to take a look at the situation and see if they want to spend their immediate actions of this round on deployment of Athletics, Nature (or other) Countermeasures. If not, then I'll update the map with he positioning post-Hazard attack (will assume Quinn doesn't resist Thurgon's efforts to drag him to safety), will attach it to this post, and it will be Lucann's turn.</p><p></p><p></p><p><strong>*** UPDATE. I've updated the map with relevant positioning and features. I'm working off the premise of Quinn not resisting Thurgon. Please acquaint yourselves with the hazard, stock (immediate action) Countermeasures, etc. The furious water has thrown @<em><u><a href="http://www.enworld.org/forum/member.php?u=16586" target="_blank">Campbell</a></u></em> and @<em><u><a href="http://www.enworld.org/forum/member.php?u=27570" target="_blank">sheadunne</a></u></em> into the Swarm of Shadows zone. Starting there confers 5 cold damage and the condition of slowed (save ends) upon you. Remember, you can also invoke Countermeasure immediate actions on your own turns if your efforts to move through the Challenging Terrain of the Hazard fails and you are hit by its Opportunity Attack.</strong></p><p><strong></strong></p><p><strong>ROUND <em>6</em></strong><em></em></p><p><em><strong></strong></em></p><p><em><strong> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=386" target="_blank">LostSoul</a></u></strong></em> and @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> :</strong></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. 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 fir 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 fir trees are blocking terrain. They can be climbed at the easy DC (14) but refer to 1 (Brambleweed).</p><p></p><p>4) The path at the north, at J/K1, leads out of the garden and toward 2 paths; one spiraling upwards, eventually leading to the tower entrance of the Royal Chambers and the second leads down to the rear courtyard of the Royal Grounds.</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. The Hazard now 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>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>The mechanical resolution for each creature within the hazard is outlined at the top of the post.</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. You and your lover, hands clasped are in the raging torrent, heading toward the edge. As above, you take 7 damage and are prone in your square (4 squares toward the precipice). You are also in SoS. See the Hazard info for attempts to move through the Challenging Terrain.</p><p></p><p>I've marked the map with a few relevant bits for clarity. 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: 6230364, member: 6696971"] Resolving the Watery Grave Hazard's attacks on everyone for this round. The entirety of the map will be covered in high velocity, hip deep water, moving from East to West (Right to Left on the map), pushing creatures toward the precipice at the boundary of the y-axis. If your character reaches the square beyond the visible map, I'll need a saving throw. Success equals prone. Failure equals going over the edge. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=16586"]Campbell[/URL][/U][/B][/I] , @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=386"]LostSoul[/URL][/U][/B][/I] , @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] , @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=27570"]sheadunne[/URL][/U][/B][/I] . If any one is going to spend their immediate action for the round on a Countermeasure (see hazard or propose another), please do so now (mechanics and fiction). After this is done, I'll formally start the rest of the round and attach new map. [B]Damage this round[/B]: [sblock] Roll(1d10)+5: 2,+5 Total: 7. 7 damage if you are hit by the Hazard this round. Miss = half. Crit = 15. [/sblock] [B]Lucann [/B] [sblock] Roll(1d20)+15: 10,+15 Total:25 Hit. 7 damage + 4 squares to the left + prone. [/sblock] [B]Dryad[/B] [sblock] Roll(1d20)+15: 14,+15 Total:29 Hit. 7 damage + 4 squares to the left + prone. [/sblock] [B]Theron[/B] [sblock] Roll(1d20)+15: 20,+15 Total:35 Crit. 15 damage + 4 squares to the left + prone. [/sblock] [B]Swarm 2[/B] [sblock] Roll(1d20)+15: 10,+15 Total:25 Hit. 17 (+ 10 AoE vuln) damage + 4 squares to the left + prone. [/sblock] [B]Quinn[/B] [sblock] Roll(1d20)+15: 4,+15 Total:19 Miss. 3 damage (on a miss!) + 2 squares to the left. [/sblock] [B]Thurgon[/B] [sblock] Roll(1d20)+17: 8,+17 Total:25 Miss. 3 damage (on a miss!) + 2 squares to the left. [/sblock] I'll wait until until the afternoon for folks to take a look at the situation and see if they want to spend their immediate actions of this round on deployment of Athletics, Nature (or other) Countermeasures. If not, then I'll update the map with he positioning post-Hazard attack (will assume Quinn doesn't resist Thurgon's efforts to drag him to safety), will attach it to this post, and it will be Lucann's turn. [B]*** UPDATE. I've updated the map with relevant positioning and features. I'm working off the premise of Quinn not resisting Thurgon. Please acquaint yourselves with the hazard, stock (immediate action) Countermeasures, etc. The furious water has thrown @[I][U][URL="http://www.enworld.org/forum/member.php?u=16586"]Campbell[/URL][/U][/I] and @[I][U][URL="http://www.enworld.org/forum/member.php?u=27570"]sheadunne[/URL][/U][/I] into the Swarm of Shadows zone. Starting there confers 5 cold damage and the condition of slowed (save ends) upon you. Remember, you can also invoke Countermeasure immediate actions on your own turns if your efforts to move through the Challenging Terrain of the Hazard fails and you are hit by its Opportunity Attack. [/B] [B]ROUND [I]6[/I][/B][I] [B] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=386"]LostSoul[/URL][/U][/B][/I] and @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] : [/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. 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 fir 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 fir trees are blocking terrain. They can be climbed at the easy DC (14) but refer to 1 (Brambleweed). 4) The path at the north, at J/K1, leads out of the garden and toward 2 paths; one spiraling upwards, eventually leading to the tower entrance of the Royal Chambers and the second leads down to the rear courtyard of the Royal Grounds. [/sblock] [I][B]Hazard[/B][/I] - The turquoise shading on the map is the pervasive flooding of the Watery Grave! Hazard. The Hazard now 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 C - Lucann D - Dryad T - Theron S1 & S2 - Swarms L - Quinn P - Thurgon Actions: - [I]Hazard[/I]: The mechanical resolution for each creature within the hazard is outlined at the top of the post. - [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. You and your lover, hands clasped are in the raging torrent, heading toward the edge. As above, you take 7 damage and are prone in your square (4 squares toward the precipice). You are also in SoS. See the Hazard info for attempts to move through the Challenging Terrain. I've marked the map with a few relevant bits for clarity. If anyone has any questions after reading the hazard and other dynamics in play here, let me know. [/QUOTE]
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