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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Manbearcat" data-source="post: 6780996" data-attributes="member: 6696971"><p><strong><span style="font-size: 12px">ROUND 1</span></strong></p><p></p><p><em>All Giliad's Rest Archer's Standard Actions will be spent on the encounter in zone B at the gate so their contribution here will be their aura (Volley at the start of each enemies' turn).</em></p><p></p><p><strong><em>Saerie (Rawr and Lucky)</em></strong></p><p></p><p>[sblock]Move Action: Covenant of Winter Gale (E) - CBL3 slide one Dire Wolf, Rawr, and Otthor 3 toward the Stone Giants and fly 3 squares up on the ramparts to the right.</p><p></p><p>Rawr moves adjacent to SG1.</p><p></p><p>Lucky moves adjacent to SG1 (grants CA to allies).</p><p></p><p>Minor Action: Master at Arms (AW) - Sheathe Convenant of Winter and draw bow.</p><p></p><p>Standard Action: RBA on SG1. +25 vs AC. Rolled 12. Hits. </p><p></p><p>2d10 + 17 + 5d6 SA. 43 damage.[/sblock]</p><p><strong><em></em></strong></p><p><strong><em>Dire Wolves</em></strong></p><p></p><p>[sblock]Move Action: Move toward SG1.</p><p></p><p>Standard Action: Charge (Bite - AW) and Bite on SG1. +26 (+1 charge for 1st wolf) vs AC. Rolled 9, 4. 1 hits. 19 damage and prone.[/sblock]</p><p><strong><em></em></strong></p><p><strong><em>Otthor</em></strong></p><p></p><p>[sblock]Minor Action: Bladesong (E).</p><p></p><p>Move Action: Shift adjacent to SG1, SG2, SG3.</p><p></p><p>Standard Action: Feral Burst Attack (E). MBA +30 (+2 CA) on SG1, SG2, SG3. Rolled 15, 6, 4. 2d8 + 27 damage. 40 on SG1, 34 - 5 = 29 on SG2, 35 - 5 = 30 on SG4. SG1 is dead.</p><p></p><p><span style="color: #FFA500">SG2, SG4 uses <em>Stone Bones</em> (interrupt AW). Resist 5 damage against attack.</span></p><p></p><p>No Action: Unseen Hand * 3. 10 force damage and Slide 3 as follows:</p><p></p><p>SG3: 1 UH. 10 force damage and slide 3 straight into/toward frozen river hazard; + 24 vs Ref. Rolled 19. Hit.</p><p></p><p><span style="color: #FFA500">SG3 uses <em>Stone Bones</em> (interrupt AW). Resist 5 damage against attack.</span></p><p></p><p>7 - 5 = 2 damage and 5 OG cold damage (save ends but no save if you're still in the hazard). Climb out with Ath vs med DC.</p><p></p><p>MIBs: 2 UH. 20 force damage and slide 6 straight into/toward the hindering terrain of the huge firepit and the large frozen pine trees. Saving Throw + 5 * 2. Rolled 6 and 14 so passes both. Prone adjacent to the two HTs.</p><p></p><p>Free Action: Breaching (AW when SG1 dies) teleport 3 squares right adjacent to SG2 and SG3.[/sblock]</p><p><strong><em></em></strong></p><p><strong><em>Morphed Infernal Basilisks</em></strong></p><p></p><p><em>Volley </em>by <strong><em>GIliad's Rest Archers</em></strong> at start of turn.</p><p></p><p>[sblock]Prone so + 2 defenses vs ranged attacks.</p><p></p><p>Volley +27 vs AC. Rolled 7. 34 misses.[/sblock]</p><p></p><p>[sblock]Move Action: Stand up.</p><p></p><p>Minor Action: Petrifying Gaze (AW) + 24 vs Fort CBL5 on both DWs, Lucky, and Rawr. Each have Cover due to large pine tree. Rolled 12, 7, 5, 16. DW1 and Rawr slowed (save ends). Misses the rest.</p><p></p><p>Standard Action: Two Maws Rampage (AW). </p><p></p><p>Tentacles (Reach 4) * 2 on DW1 and DW2. + 26 vs AC. Rolled 11, 13. Both hit. </p><p></p><p><span style="color: #FFA500">Saerie uses <em>Disruptive Strike</em> (interrupt E). +25 vs AC. Rolled 7. Elven Accuracy (E) reroll. Rolled 15. Hits. 1d10 + 17 + 1d6 + 5 (EA). 30 damage and - 8 to triggering attack.</span></p><p></p><p>1 Dire Wolf down. The other one fights on due to Saerie's intervention.</p><p></p><p>Maw (Reach 2) on Rawr. + 26 vs AC. Rolled 12. Hit. 3d10 + 8 fire (23 fire damage) and dazed (save ends). Rawr is grabbed by MIBs.[/sblock]</p><p></p><p><strong><em>Stone Giant Void-Whisperers</em></strong></p><p></p><p><em>Volley </em>by <strong><em>GIliad's Rest Archers</em></strong> at start of turn.</p><p></p><p>[sblock]Volley +27 vs AC on SG2, SG4. No line of effect to SG3 (in hazard). Rolled 17, 8. Both hit. 4d8 + 12. 24 damage on SG2. 23 damage on SG4.[/sblock]</p><p></p><p>[sblock]SG2</p><p></p><p>Move Action: Shift 1 away from Otthor.</p><p></p><p><span style="color: #ffa500">Otthor uses <em>Battle Awareness (interrupt E)</em>. +30 vs Ref. Rolled 6. 2d8 + 27. 36 damage.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500"><span style="color: #FF0000">SG2 is now Bloodied </span></span></p><p></p><p>Standard Action: Whispers From the Void (R6) AB1 w/in 10 on centered on Otthor. + 25 vs WIll. Rolled 13. Hits. 3d8 + 15 (32) psychic damage and dazed (save ends). Zone UEoE; Enemy starts turn in zone takes - 2 saving throws.</p><p></p><p>SG3</p><p></p><p>5 OG cold damage. No saving throw as in hazard.</p><p></p><p>Move Action: Athletics + 21. Rolled 8. Climbs out of hazard 3 squares.</p><p></p><p>Move Action: Climbs 1 square to surface and flanks Otthor with SG 4.</p><p></p><p>SG4</p><p></p><p>Move Action: Shift 1 away from Otthor.</p><p></p><p>Standard Action: Void Slam + 25 (+2 CA) vs AC on Otthor. Rolled 10. Misses.[/sblock]</p><p></p><p><strong><em>Morphed Infernal Basilisks 2nd turn @ Initiative - 10</em></strong></p><p></p><p>[sblock]Minor Action: Petrifying Gaze (AW) + 24 (+2 CA) vs Fort CBL5 on Otthor. Rolled 15. Otthor slowed (save ends).</p><p></p><p>Standard Action: Two Maws Rampage (AW). </p><p></p><p>Tentacles (Reach 4) * 2 on DW2. + 26 vs AC. Rolled 1, 13. 2nd one takes DW 2 out. </p><p></p><p>Maw (Reach 2) on Rawr. + 26 (+2 CA) vs AC. Rolled 20. Crit. 3d10 + 8 fire (38 fire damage). Already dazed (save ends) and already grabbed.</p><p></p><p><span style="color: #FF0000">Rawr is now Bloodied and able to be <em>Swallowed</em>.</span>[/sblock]</p><p></p><p>[HR][/HR]</p><p></p><p>Several laborers urgently prepare horses at the large canvas stables...when suddenly....</p><p></p><p>The heavy sounds of the aberrant giants' stamping feet on the frozen earth. The rending claws of the basilisk abomination tearing valleys into the tundra as it stalks toward the common house and the sound of panicking civilians. The laborers bit and bridling the horses forget themselves and flee in terror. The horses rear and whinney but do not break loose. The door to the adjacent building, the common house, is open. Several refugees, fully prepped for flight, step out onto the stoop. In shock, they hesitate. The desperate wailing of children can be heard inside the building. The exhausted folks of the highlands, in mental and physical limbo, begin to gather on the patio as the fight begins....</p><p></p><p>Saerie, Otthor, Rawr, Lucky and the Dire Wolves sprint across the bridge that spans the frozen river as the archers set up to snipe from the ramparts. As her allies continue their rush, Saerie invokes old man winter and demands he hear her plea. The frozen winds of the bitterest of winters carry her aloft to the ramparts above and bulwarks the charge of her allies. As Lucky and Rawr engage a giant injured by prior combat, she replaces her frozen staff with her bow and buries a hail of arrows into the creature.</p><p></p><p>Otthor becomes a blur, impossibly fast for the Far-Realm-tained giants to follow as his terrible dance of death takes him directly into their midst. He unleashes a flurry of steel on three of them. Perfectly in lockstep with the battle's rhythm, he easily grasps the threads of magic in the world. Force magic throws one giant over the twenty foot precipice down to the frozen river below. Simultaneously, he furrows his brow and grits his teeth as he telekenitically attempts to throw the massive basilisk into the burning fire and the frozen tree. The creature thrashes and struggles, upending itself with the effort...but it stays out of the fire and deadly frozen shards of the tree. One giant slain in the bloodbath, Otthor's Bladesong trance leads him through a void in the world as he teleports to the other side of his enemies, like a pack-hunter preparing a flanking attack with his companions. </p><p></p><p>The last vestiges of the horde will not give up so easily...</p><p></p><p>The twisted fusion of the infernal basilisks stands up and delivers a bone shattering roar as it charges back into battle. The tentacles on its back grasp, slap and flail as its fiery maw attempts to make a meal of Saerie's fierce bear companion. Saerie saves one of her wolves with a timely bowshot, but the onslaught is endless. Soon, both of her dire wolves are sent flying wide, unconscious and out of the fight. The crushing weight of the creature's petrifying gaze falls upon Rawr and Otthor and soon their feet feel as though they're stuck in imperceptible quicksand.</p><p></p><p>In the midst of the bloodshed, Otthor suddenly flashes back to World's End Bluff, to Averandox's glacier and to the battle with the Blood Queen. Deranged whispers and ghastly images from the void assault his senses, causing his mind to reel with vertigo as he attempts to defend himself against the giants' mighty blows. The one he sent into the drink climbs out and looms massively above him, intent on revenge...</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6780996, member: 6696971"] [B][SIZE=3]ROUND 1[/SIZE][/B] [I]All Giliad's Rest Archer's Standard Actions will be spent on the encounter in zone B at the gate so their contribution here will be their aura (Volley at the start of each enemies' turn).[/I] [B][I]Saerie (Rawr and Lucky)[/I][/B] [sblock]Move Action: Covenant of Winter Gale (E) - CBL3 slide one Dire Wolf, Rawr, and Otthor 3 toward the Stone Giants and fly 3 squares up on the ramparts to the right. Rawr moves adjacent to SG1. Lucky moves adjacent to SG1 (grants CA to allies). Minor Action: Master at Arms (AW) - Sheathe Convenant of Winter and draw bow. Standard Action: RBA on SG1. +25 vs AC. Rolled 12. Hits. 2d10 + 17 + 5d6 SA. 43 damage.[/sblock] [B][I] Dire Wolves[/I][/B] [sblock]Move Action: Move toward SG1. Standard Action: Charge (Bite - AW) and Bite on SG1. +26 (+1 charge for 1st wolf) vs AC. Rolled 9, 4. 1 hits. 19 damage and prone.[/sblock] [B][I] Otthor[/I][/B] [sblock]Minor Action: Bladesong (E). Move Action: Shift adjacent to SG1, SG2, SG3. Standard Action: Feral Burst Attack (E). MBA +30 (+2 CA) on SG1, SG2, SG3. Rolled 15, 6, 4. 2d8 + 27 damage. 40 on SG1, 34 - 5 = 29 on SG2, 35 - 5 = 30 on SG4. SG1 is dead. [COLOR=#FFA500]SG2, SG4 uses [I]Stone Bones[/I] (interrupt AW). Resist 5 damage against attack.[/COLOR] No Action: Unseen Hand * 3. 10 force damage and Slide 3 as follows: SG3: 1 UH. 10 force damage and slide 3 straight into/toward frozen river hazard; + 24 vs Ref. Rolled 19. Hit. [COLOR=#FFA500]SG3 uses [I]Stone Bones[/I] (interrupt AW). Resist 5 damage against attack.[/COLOR] 7 - 5 = 2 damage and 5 OG cold damage (save ends but no save if you're still in the hazard). Climb out with Ath vs med DC. MIBs: 2 UH. 20 force damage and slide 6 straight into/toward the hindering terrain of the huge firepit and the large frozen pine trees. Saving Throw + 5 * 2. Rolled 6 and 14 so passes both. Prone adjacent to the two HTs. Free Action: Breaching (AW when SG1 dies) teleport 3 squares right adjacent to SG2 and SG3.[/sblock] [B][I] Morphed Infernal Basilisks[/I][/B] [I]Volley [/I]by [B][I]GIliad's Rest Archers[/I][/B] at start of turn. [sblock]Prone so + 2 defenses vs ranged attacks. Volley +27 vs AC. Rolled 7. 34 misses.[/sblock] [sblock]Move Action: Stand up. Minor Action: Petrifying Gaze (AW) + 24 vs Fort CBL5 on both DWs, Lucky, and Rawr. Each have Cover due to large pine tree. Rolled 12, 7, 5, 16. DW1 and Rawr slowed (save ends). Misses the rest. Standard Action: Two Maws Rampage (AW). Tentacles (Reach 4) * 2 on DW1 and DW2. + 26 vs AC. Rolled 11, 13. Both hit. [COLOR=#FFA500]Saerie uses [I]Disruptive Strike[/I] (interrupt E). +25 vs AC. Rolled 7. Elven Accuracy (E) reroll. Rolled 15. Hits. 1d10 + 17 + 1d6 + 5 (EA). 30 damage and - 8 to triggering attack.[/COLOR] 1 Dire Wolf down. The other one fights on due to Saerie's intervention. Maw (Reach 2) on Rawr. + 26 vs AC. Rolled 12. Hit. 3d10 + 8 fire (23 fire damage) and dazed (save ends). Rawr is grabbed by MIBs.[/sblock] [B][I]Stone Giant Void-Whisperers[/I][/B] [I]Volley [/I]by [B][I]GIliad's Rest Archers[/I][/B] at start of turn. [sblock]Volley +27 vs AC on SG2, SG4. No line of effect to SG3 (in hazard). Rolled 17, 8. Both hit. 4d8 + 12. 24 damage on SG2. 23 damage on SG4.[/sblock] [sblock]SG2 Move Action: Shift 1 away from Otthor. [COLOR=#ffa500]Otthor uses [I]Battle Awareness (interrupt E)[/I]. +30 vs Ref. Rolled 6. 2d8 + 27. 36 damage. [COLOR=#FF0000]SG2 is now Bloodied [/COLOR][/COLOR] Standard Action: Whispers From the Void (R6) AB1 w/in 10 on centered on Otthor. + 25 vs WIll. Rolled 13. Hits. 3d8 + 15 (32) psychic damage and dazed (save ends). Zone UEoE; Enemy starts turn in zone takes - 2 saving throws. SG3 5 OG cold damage. No saving throw as in hazard. Move Action: Athletics + 21. Rolled 8. Climbs out of hazard 3 squares. Move Action: Climbs 1 square to surface and flanks Otthor with SG 4. SG4 Move Action: Shift 1 away from Otthor. Standard Action: Void Slam + 25 (+2 CA) vs AC on Otthor. Rolled 10. Misses.[/sblock] [B][I]Morphed Infernal Basilisks 2nd turn @ Initiative - 10[/I][/B] [sblock]Minor Action: Petrifying Gaze (AW) + 24 (+2 CA) vs Fort CBL5 on Otthor. Rolled 15. Otthor slowed (save ends). Standard Action: Two Maws Rampage (AW). Tentacles (Reach 4) * 2 on DW2. + 26 vs AC. Rolled 1, 13. 2nd one takes DW 2 out. Maw (Reach 2) on Rawr. + 26 (+2 CA) vs AC. Rolled 20. Crit. 3d10 + 8 fire (38 fire damage). Already dazed (save ends) and already grabbed. [COLOR=#FF0000]Rawr is now Bloodied and able to be [I]Swallowed[/I].[/COLOR][/sblock] [HR][/HR] Several laborers urgently prepare horses at the large canvas stables...when suddenly.... The heavy sounds of the aberrant giants' stamping feet on the frozen earth. The rending claws of the basilisk abomination tearing valleys into the tundra as it stalks toward the common house and the sound of panicking civilians. The laborers bit and bridling the horses forget themselves and flee in terror. The horses rear and whinney but do not break loose. The door to the adjacent building, the common house, is open. Several refugees, fully prepped for flight, step out onto the stoop. In shock, they hesitate. The desperate wailing of children can be heard inside the building. The exhausted folks of the highlands, in mental and physical limbo, begin to gather on the patio as the fight begins.... Saerie, Otthor, Rawr, Lucky and the Dire Wolves sprint across the bridge that spans the frozen river as the archers set up to snipe from the ramparts. As her allies continue their rush, Saerie invokes old man winter and demands he hear her plea. The frozen winds of the bitterest of winters carry her aloft to the ramparts above and bulwarks the charge of her allies. As Lucky and Rawr engage a giant injured by prior combat, she replaces her frozen staff with her bow and buries a hail of arrows into the creature. Otthor becomes a blur, impossibly fast for the Far-Realm-tained giants to follow as his terrible dance of death takes him directly into their midst. He unleashes a flurry of steel on three of them. Perfectly in lockstep with the battle's rhythm, he easily grasps the threads of magic in the world. Force magic throws one giant over the twenty foot precipice down to the frozen river below. Simultaneously, he furrows his brow and grits his teeth as he telekenitically attempts to throw the massive basilisk into the burning fire and the frozen tree. The creature thrashes and struggles, upending itself with the effort...but it stays out of the fire and deadly frozen shards of the tree. One giant slain in the bloodbath, Otthor's Bladesong trance leads him through a void in the world as he teleports to the other side of his enemies, like a pack-hunter preparing a flanking attack with his companions. The last vestiges of the horde will not give up so easily... The twisted fusion of the infernal basilisks stands up and delivers a bone shattering roar as it charges back into battle. The tentacles on its back grasp, slap and flail as its fiery maw attempts to make a meal of Saerie's fierce bear companion. Saerie saves one of her wolves with a timely bowshot, but the onslaught is endless. Soon, both of her dire wolves are sent flying wide, unconscious and out of the fight. The crushing weight of the creature's petrifying gaze falls upon Rawr and Otthor and soon their feet feel as though they're stuck in imperceptible quicksand. In the midst of the bloodshed, Otthor suddenly flashes back to World's End Bluff, to Averandox's glacier and to the battle with the Blood Queen. Deranged whispers and ghastly images from the void assault his senses, causing his mind to reel with vertigo as he attempts to defend himself against the giants' mighty blows. The one he sent into the drink climbs out and looms massively above him, intent on revenge... [/QUOTE]
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