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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: 6781620" data-attributes="member: 6696971"><p><strong>ROUND 2</strong></p><p></p><p>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).</p><p></p><p><strong><em>Saerie (Rawr and Lucky)</em></strong></p><p></p><p>[sblock]Minor Action: Quarry SG2.</p><p></p><p>Standard Action: Twin Strike (AW) SG2 +25 vs AC. Rolled 5, 14. 1 hit. 2d10 + 11 + 3d6. 34 damage.</p><p></p><p>Minor Action: Speed (E) - RBA on SG2. +25 vs AC. Rolled 9. Hits. 2d10 + 17. 27 damage.</p><p></p><p>End of Turn: Rawr ST vs slowed. Rolled 6. Fails. Rawr is now immobilized (save ends) instead. Another failure and he is petrified![/sblock]</p><p></p><p><em><strong>Otthor</strong></em></p><p></p><p>[sblock]Martial Resolve - Free saving throw at start of turn vs dazed and slowed. 13 (-2 for zone) vs dazed passes. 9 (-2 for zone) vs slowed fails.</p><p></p><p>Minor Action: Fire Shield (D).</p><p></p><p>Standard Action: Lightning Bolt (D) 27 vs Ref on SG2, SG3, SG4. Rolled 7, 10, 12. All hit. 2d6 + 27 lightning damage. 30 on SG2 - dead. 34 - 5 = 29 on SG3. 34 - 5 = 29 on SG4.</p><p><span style="color: #FFA500"></span></p><p><span style="color: #FFA500">SG3, SG4 uses Stone Bones (interrupt AW). Resist 5 damage against attack.</span></p><p></p><p><span style="color: #FF0000">SG4 is Bloodied.</span></p><p></p><p>No Action: Breaching (AW when you kill enemy) - teleport 5 sq adjacent to SG4 and MBI and spend HS (31 hp back)</p><p></p><p>Minor Action: Arcane Strike MBA + 30 vs Ref on SG4. Rolled 4. Hit. 2d8 + 27 damage. 36 damage on SG4.</p><p></p><p>No Action: Unseen Hand on MIBs. 10 force damage and Slide 3 squares away from Rawr toward huge firepit hindering terrain. Saving Throw + 5. Rolled 11. Prone adjacent to firepit HT. Rawr is now outside of Reach of MBI Bite. Grab on Rawr ends.</p><p></p><p>Free Action: Bladespell Step: Teleport 4 squares adjacent to MBI, putting himself between Rawr and MBI.</p><p></p><p>End of Turn: ST vs slowed. 18 passes.[/sblock]</p><p></p><p><em><strong>Morphed Infernal Basilisks</strong></em></p><p></p><p>Volley by GIliad's Rest Archers 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 11. 38 hits. 4d8 + 12 (28) damage.[/sblock]</p><p></p><p>[sblock]Move Action: Stand up.</p><p></p><p>Minor Action: Petrifying Gaze (AW) + 24 vs Fort CBL5 on Rawr (already affected) and Otthor. Rolled 14. Hits. Otthor slowed (save ends). </p><p></p><p>Standard Action: Two Maws Rampage (AW).</p><p></p><p>Tentacles (Reach 4) * 2 on Rawr. + 26 vs AC. Rolled 6, 13. One hits.</p><p><span style="color: #FFA500"></span></p><p><span style="color: #FFA500">Otthor uses Displacement (Immediate Interrupt) to force hit to reroll. Reroll is 8. Misses.</span></p><p></p><p>Maw (Reach 2) on Otthor. + 26 vs AC. Rolled 13. Hits. 3d10 + 8 fire (24 - 10 = 14 fire damage) and dazed (save ends). Otthor is grabbed by MIBs.[/sblock]</p><p></p><p><em><strong>Stone Giant Void-Whisperers</strong></em></p><p></p><p>Volley by GIliad's Rest Archers at start of turn.</p><p></p><p>[sblock]Volley +27 vs AC on SG3, SG4. Rolled 3, 20. Miss and crit. 4d8 + 12. 44 damage on SG4.[/sblock]</p><p></p><p>[sblock]SG3</p><p></p><p>5 OG cold damage.</p><p></p><p>Standard Action: Whispers From the Void (R6) AB1 w/in 10 on centered on square between Rawr and Otthor, getting both in AoE. + 25 vs WIll. Rolled 13, 10. Hits both. 3d8 + 15 (26) psychic damage and dazed (save ends). Zone UEoE; Enemy starts turn in zone takes - 2 saving throws.</p><p></p><p>Move Action: 1 sq toward Rawr and Lucky putting them in Reach 2 range.</p><p></p><p>End of Turn: Saving throw vs OG cold. 15 passes.</p><p></p><p>SG4</p><p></p><p>Standard Action: Void Echoes (R5,6) AB1 w/in 10 on centered on square between Rawr and Otthor getting both in AoE. + 25 vs WIll. Rolled 3 and 11. Hits Otthor. 3d8 + 15 (26) psychic damage and 10 OG psychic damage (save ends).</p><p></p><p>Move Action: 1 sq toward Rawr and Lucky putting them in Reach 2 range.[/sblock]</p><p><em><strong></strong></em></p><p><em><strong>Morphed Infernal Basilisks 2nd turn @ Initiative - 10</strong></em></p><p></p><p>[sblock]Standard Action: Swallow (Grabbed, Bloodied creature) +24 (+2 CA) vs Fort on Otthor. Rolled 10. Hits. Otthor is swallowed. While swallowed, target is restrained and takes 10 damage + 10 acid damage at start of MIBs primary turn. Nothing has LoS or LoE to Otthor. Otthor has no LoS or LoE to anything but MIBs. Can only make melee or close attacks. If Otthor does 50 or more damage between end of his turn and start of his next turn, he is regurgitated into an adjacent square.</p><p></p><p><span style="color: #FFA500">No Action: Takes 2d6 + 8 - 5 (resist) fire damage from Otthor's Fire Shield. 10 fire damage total.</span></p><p></p><p>Move Action: 2 sq toward Rawr and Lucky putting Rawr in Reach 2 range and Lucky in R4 range.[/sblock]</p><p></p><p>[HR][/HR]</p><p></p><p>The battle rages on and takes a momentous turn for the worse!</p><p></p><p>Saerie and the archers on the ramparts endlessly fire arrow, after arrow, after arrow. The hum of bowstrings is a steady tune that permeates the battlefield. The sounds of howling enemies who taste the sting of those arrows serves as the background vocals. </p><p></p><p>Otthor's deadly dance marries a barrage of lightning, steel, teleportation, and powerful force magic. The giants stone bodies are electrocuted and one of them falls to a torrent of slashes and thrusts. Disappearing and reappearing over and over in a flash of teleportation magic, he finally finishes his dance next to Rawr, coming to the aid of his ursine friend who is facing the full onslaught of the massive, forever-fused, infernal basilisks. He reaches out and grips the mighty enemy with powerful force magic. Violently gesturing wide, Otthor sends the creature's bulk sliding across the frozen ground, forcibly removing Rawr from its massive jaws.</p><p></p><p>Meanwhile, the psychic onslaught does not cease by the giants. Both Rawr and Otthor are made of the sternest stuff this world has seen...but every mortal has their limits when exposed to the unfathomable mysteries of the Far Realm. Each moment that passes wears down their mental fortitude.</p><p></p><p>In a final desperate moment, Otthor casts an illusion spell on Otthor, displacing his form in the eyes of the basilisk abomination as its grasping tentacles flail wide. The refugees on the porch of the common house can do nothing but gasp in horror as the massive creature's jaws close on Otthor and the creature throws back its head...sending the elven warrior down its gullet...</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6781620, member: 6696971"] [B]ROUND 2[/B] 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). [B][I]Saerie (Rawr and Lucky)[/I][/B] [sblock]Minor Action: Quarry SG2. Standard Action: Twin Strike (AW) SG2 +25 vs AC. Rolled 5, 14. 1 hit. 2d10 + 11 + 3d6. 34 damage. Minor Action: Speed (E) - RBA on SG2. +25 vs AC. Rolled 9. Hits. 2d10 + 17. 27 damage. End of Turn: Rawr ST vs slowed. Rolled 6. Fails. Rawr is now immobilized (save ends) instead. Another failure and he is petrified![/sblock] [I][B]Otthor[/B][/I] [sblock]Martial Resolve - Free saving throw at start of turn vs dazed and slowed. 13 (-2 for zone) vs dazed passes. 9 (-2 for zone) vs slowed fails. Minor Action: Fire Shield (D). Standard Action: Lightning Bolt (D) 27 vs Ref on SG2, SG3, SG4. Rolled 7, 10, 12. All hit. 2d6 + 27 lightning damage. 30 on SG2 - dead. 34 - 5 = 29 on SG3. 34 - 5 = 29 on SG4. [COLOR=#FFA500] SG3, SG4 uses Stone Bones (interrupt AW). Resist 5 damage against attack.[/COLOR] [COLOR=#FF0000]SG4 is Bloodied.[/COLOR] No Action: Breaching (AW when you kill enemy) - teleport 5 sq adjacent to SG4 and MBI and spend HS (31 hp back) Minor Action: Arcane Strike MBA + 30 vs Ref on SG4. Rolled 4. Hit. 2d8 + 27 damage. 36 damage on SG4. No Action: Unseen Hand on MIBs. 10 force damage and Slide 3 squares away from Rawr toward huge firepit hindering terrain. Saving Throw + 5. Rolled 11. Prone adjacent to firepit HT. Rawr is now outside of Reach of MBI Bite. Grab on Rawr ends. Free Action: Bladespell Step: Teleport 4 squares adjacent to MBI, putting himself between Rawr and MBI. End of Turn: ST vs slowed. 18 passes.[/sblock] [I][B]Morphed Infernal Basilisks[/B][/I] Volley by GIliad's Rest Archers at start of turn. [sblock]Prone so + 2 defenses vs ranged attacks. Volley +27 vs AC. Rolled 11. 38 hits. 4d8 + 12 (28) damage.[/sblock] [sblock]Move Action: Stand up. Minor Action: Petrifying Gaze (AW) + 24 vs Fort CBL5 on Rawr (already affected) and Otthor. Rolled 14. Hits. Otthor slowed (save ends). Standard Action: Two Maws Rampage (AW). Tentacles (Reach 4) * 2 on Rawr. + 26 vs AC. Rolled 6, 13. One hits. [COLOR=#FFA500] Otthor uses Displacement (Immediate Interrupt) to force hit to reroll. Reroll is 8. Misses.[/COLOR] Maw (Reach 2) on Otthor. + 26 vs AC. Rolled 13. Hits. 3d10 + 8 fire (24 - 10 = 14 fire damage) and dazed (save ends). Otthor is grabbed by MIBs.[/sblock] [I][B]Stone Giant Void-Whisperers[/B][/I] Volley by GIliad's Rest Archers at start of turn. [sblock]Volley +27 vs AC on SG3, SG4. Rolled 3, 20. Miss and crit. 4d8 + 12. 44 damage on SG4.[/sblock] [sblock]SG3 5 OG cold damage. Standard Action: Whispers From the Void (R6) AB1 w/in 10 on centered on square between Rawr and Otthor, getting both in AoE. + 25 vs WIll. Rolled 13, 10. Hits both. 3d8 + 15 (26) psychic damage and dazed (save ends). Zone UEoE; Enemy starts turn in zone takes - 2 saving throws. Move Action: 1 sq toward Rawr and Lucky putting them in Reach 2 range. End of Turn: Saving throw vs OG cold. 15 passes. SG4 Standard Action: Void Echoes (R5,6) AB1 w/in 10 on centered on square between Rawr and Otthor getting both in AoE. + 25 vs WIll. Rolled 3 and 11. Hits Otthor. 3d8 + 15 (26) psychic damage and 10 OG psychic damage (save ends). Move Action: 1 sq toward Rawr and Lucky putting them in Reach 2 range.[/sblock] [I][B] Morphed Infernal Basilisks 2nd turn @ Initiative - 10[/B][/I] [sblock]Standard Action: Swallow (Grabbed, Bloodied creature) +24 (+2 CA) vs Fort on Otthor. Rolled 10. Hits. Otthor is swallowed. While swallowed, target is restrained and takes 10 damage + 10 acid damage at start of MIBs primary turn. Nothing has LoS or LoE to Otthor. Otthor has no LoS or LoE to anything but MIBs. Can only make melee or close attacks. If Otthor does 50 or more damage between end of his turn and start of his next turn, he is regurgitated into an adjacent square. [COLOR=#FFA500]No Action: Takes 2d6 + 8 - 5 (resist) fire damage from Otthor's Fire Shield. 10 fire damage total.[/COLOR] Move Action: 2 sq toward Rawr and Lucky putting Rawr in Reach 2 range and Lucky in R4 range.[/sblock] [HR][/HR] The battle rages on and takes a momentous turn for the worse! Saerie and the archers on the ramparts endlessly fire arrow, after arrow, after arrow. The hum of bowstrings is a steady tune that permeates the battlefield. The sounds of howling enemies who taste the sting of those arrows serves as the background vocals. Otthor's deadly dance marries a barrage of lightning, steel, teleportation, and powerful force magic. The giants stone bodies are electrocuted and one of them falls to a torrent of slashes and thrusts. Disappearing and reappearing over and over in a flash of teleportation magic, he finally finishes his dance next to Rawr, coming to the aid of his ursine friend who is facing the full onslaught of the massive, forever-fused, infernal basilisks. He reaches out and grips the mighty enemy with powerful force magic. Violently gesturing wide, Otthor sends the creature's bulk sliding across the frozen ground, forcibly removing Rawr from its massive jaws. Meanwhile, the psychic onslaught does not cease by the giants. Both Rawr and Otthor are made of the sternest stuff this world has seen...but every mortal has their limits when exposed to the unfathomable mysteries of the Far Realm. Each moment that passes wears down their mental fortitude. In a final desperate moment, Otthor casts an illusion spell on Otthor, displacing his form in the eyes of the basilisk abomination as its grasping tentacles flail wide. The refugees on the porch of the common house can do nothing but gasp in horror as the massive creature's jaws close on Otthor and the creature throws back its head...sending the elven warrior down its gullet... [/QUOTE]
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