Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Play by Post
The Fey, the Far, and the Ugly Space In Between
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: 6779371" data-attributes="member: 6696971"><p>The heavily pocked earth interlaced with thick overgrowth of the killbox serves to keep the abominations within reach of Otthor. When it becomes obvious that he is going to catch up to them, a few incomprehensible clicks and hisses later and two of them peel back while the third continues toward the inner wall. When Otthor and his enemies converge, he becomes insubstantial as a wraith, the magic of the Maiden of the Moon imbuing his form. His enemies attacks easily defeated, he falls into the Bladesong and unleashes a torrent of dazing force magic and a blur of steel. He reaches out and grasps the fleeing creature and pulls it back toward the engaged melee as if there was no distance between them. The battle is furious and mortal, perfect bladework and supernatural speed claiming the lives of dozens of abominations as Otthor refuses to acknowledge the burning acid vomiting forth from the swath of enemies that surround him.</p><p></p><p>When Saerie's wintry bargain, never-ending volley of arrows and faithful companions finish their work at the outer wall, the companions sprint to reinforce Otthor's effort near the inner wall. They're joined by a pair of archers from the battle at the gate. Saerie acknowledges them both, one of which is Scout Jawari, the heat of their confrontation long diffused given the circumstances. They rush to Otthor and finish the abominations. When they climb the ramparts of the inner wall, they can survey the fight to the far north of them. The twisted basilisks obliterate the inner wall and several giants pour through. </p><p></p><p>No defenders give pursuit to the interior of Giliad's Rest proper...</p><p></p><p>Spending no words on the tragedy of what that inevitably means, the group sprints to intercept the invaders before they can slay too many innocents.</p><p></p><p>[HR][/HR]</p><p></p><p>Mechanical Stuff</p><p></p><p>[sblock]A generous portion of the killbox areas are difficult terrain. Otthor expends 1 of his Daily Bladesong recharges. This lets him shift, ignoring DT, and cuts the distance between he and the enemies pretty much completely. He uses his Daily Spell Force Volley for a daze + Bladesong-augmented damage + Minor Action Arcane Strike. </p><p></p><p>The Swarm Attack and Caustic Slam whittles away Otthor's HPs, but Enter the Crucible's Resist 10, Second Wind, his considerable defenses, and Dazzlign Sunray (-2 to hit), keeps him upright until Saerie can come and use Communion (she gains temp and Otthor gets HPs equal to his surge) and Iron Resurgence (trigger his surges).</p><p></p><p>Most all of the remaining Encounter Powers are used by the players from Moonstride (insubstantial and shift Otthor), Displacement (forces enemy reroll), Guardian's Counter (lets Otthor and ally shift, Otthor takes attack and MBAs in return), Battle Awareness (counterattack on a hit or enemy shifting). Saerie uses her suite of attack interrupts (damage and basically ensuring a missed attack + shift away and damage) and snap shot. Those + Twin Strike + 2 actions by Rawr/round + the zone from Winter's Covenant Blizzard make short work of the minions in the second wave. </p><p></p><p>The Foulspawn gets a bit of action in with psychic attacks/stunning and augmenting attacks so a few minions get some damage in on Rawr.</p><p></p><p>The players use the Archer Solo's Move Action to move a pair of the Archers to Zone A to help kill the remaining enemies facing Otthor and Saerie.</p><p></p><p>They vanquish the enemies a round before the battle in Zone C is decisively lost. We go with the mechanics for the <strong><em>Reinforcements!</em></strong> Encounter Power above, to determine how the intercept goes. However, we use a Group Athletics check at the hard DC to determine how quickly they get there. Saerie is allowed to use her 2 Healing Surges available under <strong><em>Reinforcements!</em></strong> to get 2 of her Dire Wolf minions into the fight rather than spending them on Rawr or herself. </p><p></p><p>Saerie, Otthor and one of the three of Rawr and the two Arches pass their Athletics checks.[/sblock]</p><p></p><p>[HR][/HR]</p><p></p><p>The good guys intercept the bad guys right before they storm the common hall where the Coldland refugees and Sadia are planning egress after Three Bird's falcons alert them of the disaster at the wall. I'll put the map up for that final showdown at the OK Corral and detail it, turn by turn, in a follow-up post.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6779371, member: 6696971"] The heavily pocked earth interlaced with thick overgrowth of the killbox serves to keep the abominations within reach of Otthor. When it becomes obvious that he is going to catch up to them, a few incomprehensible clicks and hisses later and two of them peel back while the third continues toward the inner wall. When Otthor and his enemies converge, he becomes insubstantial as a wraith, the magic of the Maiden of the Moon imbuing his form. His enemies attacks easily defeated, he falls into the Bladesong and unleashes a torrent of dazing force magic and a blur of steel. He reaches out and grasps the fleeing creature and pulls it back toward the engaged melee as if there was no distance between them. The battle is furious and mortal, perfect bladework and supernatural speed claiming the lives of dozens of abominations as Otthor refuses to acknowledge the burning acid vomiting forth from the swath of enemies that surround him. When Saerie's wintry bargain, never-ending volley of arrows and faithful companions finish their work at the outer wall, the companions sprint to reinforce Otthor's effort near the inner wall. They're joined by a pair of archers from the battle at the gate. Saerie acknowledges them both, one of which is Scout Jawari, the heat of their confrontation long diffused given the circumstances. They rush to Otthor and finish the abominations. When they climb the ramparts of the inner wall, they can survey the fight to the far north of them. The twisted basilisks obliterate the inner wall and several giants pour through. No defenders give pursuit to the interior of Giliad's Rest proper... Spending no words on the tragedy of what that inevitably means, the group sprints to intercept the invaders before they can slay too many innocents. [HR][/HR] Mechanical Stuff [sblock]A generous portion of the killbox areas are difficult terrain. Otthor expends 1 of his Daily Bladesong recharges. This lets him shift, ignoring DT, and cuts the distance between he and the enemies pretty much completely. He uses his Daily Spell Force Volley for a daze + Bladesong-augmented damage + Minor Action Arcane Strike. The Swarm Attack and Caustic Slam whittles away Otthor's HPs, but Enter the Crucible's Resist 10, Second Wind, his considerable defenses, and Dazzlign Sunray (-2 to hit), keeps him upright until Saerie can come and use Communion (she gains temp and Otthor gets HPs equal to his surge) and Iron Resurgence (trigger his surges). Most all of the remaining Encounter Powers are used by the players from Moonstride (insubstantial and shift Otthor), Displacement (forces enemy reroll), Guardian's Counter (lets Otthor and ally shift, Otthor takes attack and MBAs in return), Battle Awareness (counterattack on a hit or enemy shifting). Saerie uses her suite of attack interrupts (damage and basically ensuring a missed attack + shift away and damage) and snap shot. Those + Twin Strike + 2 actions by Rawr/round + the zone from Winter's Covenant Blizzard make short work of the minions in the second wave. The Foulspawn gets a bit of action in with psychic attacks/stunning and augmenting attacks so a few minions get some damage in on Rawr. The players use the Archer Solo's Move Action to move a pair of the Archers to Zone A to help kill the remaining enemies facing Otthor and Saerie. They vanquish the enemies a round before the battle in Zone C is decisively lost. We go with the mechanics for the [B][I]Reinforcements![/I][/B] Encounter Power above, to determine how the intercept goes. However, we use a Group Athletics check at the hard DC to determine how quickly they get there. Saerie is allowed to use her 2 Healing Surges available under [B][I]Reinforcements![/I][/B] to get 2 of her Dire Wolf minions into the fight rather than spending them on Rawr or herself. Saerie, Otthor and one of the three of Rawr and the two Arches pass their Athletics checks.[/sblock] [HR][/HR] The good guys intercept the bad guys right before they storm the common hall where the Coldland refugees and Sadia are planning egress after Three Bird's falcons alert them of the disaster at the wall. I'll put the map up for that final showdown at the OK Corral and detail it, turn by turn, in a follow-up post. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
The Fey, the Far, and the Ugly Space In Between
Top