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The Forges of the Mountain King Chapter 1- Bottom's Up!
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<blockquote data-quote="Goonalan" data-source="post: 5604136" data-attributes="member: 16069"><p>And off goes Kazz, leaving Cinara on her own- however the Zombie Ogre shows no sign of rising yet.</p><p></p><p>[sblock=Combat]</p><p></p><p>Encounter #3 Dead Ogres Walking</p><p></p><p>Turn: 5</p><p></p><p>Initiative (* = Next to play)</p><p></p><p>18 Krogan</p><p>18 Kazz</p><p>17 Len*</p><p>15 Grim</p><p>Mardred</p><p>6 Cinara</p><p>3 Zombie Ogre #1</p><p></p><p>HP & Conditions</p><p></p><p>PCs</p><p>Cinara 29/26 Surges 10/8</p><p>Kazzagin 31/30 Surges 13/7 </p><p>Krogan 34/14 Surges 10/5- Bloodied. Shift 2 & Speed +2. DR5 (from Cinara). +2 on Defences.</p><p>Len 29/29 Surges 11/6</p><p>Mardred 25/18 Surges 7/5</p><p>Grim 25/25 Surges 2/2 </p><p></p><p>Monsters</p><p></p><p>Zombie Ogre #1- </p><p>Zombie Ogre #2- 109 HP damage taken- DEAD (For a bit).</p><p></p><p>Actions To Date</p><p></p><p>Turn #1</p><p></p><p>Zombie Ogre- Move T66. Zombie Smash Mardred- Hit 23 damage- Bloodied & knocked Prone.</p><p></p><p>Mardred- Second Wind +2 to defences. Total Defence = +4 all defences.</p><p></p><p>Krogan- Double Move. Action Point. Howling Charge Ogre- Hit 13 damage.</p><p></p><p>Kazz- Move S64. Combat Challenge Zombie Ogre. Charge Ogre- Hit 6 damaage.</p><p></p><p>Len- Move M63. Move Q65. Draw Throwing Hammer.</p><p></p><p>Grim- Move O65. Penance Stare Ogre- Miss.</p><p></p><p>Cinara- Healing Word +4 HP Mardred. Move L66 then Move back L65. Total Defence +2.</p><p></p><p>Turn #2</p><p></p><p>Zombie Ogre #1- Recharge Zombie Smash- Success. Zombie Smash Kazz- Hit 22 damage- Bloodied & Prone.</p><p></p><p>Zombie Ogre #2- Move N69. Charge Cinara- Miss. Zombie wedged- all have Combat Advantage.</p><p></p><p>Mardred- Ambush Strike Stand. Dagger with Backstab & Sneak Attack ZO#1- Hit 18 damage.</p><p></p><p>Krogan- Swift Panther Rage ZO#1- Hit 29 damage- Bloodied. Shift U65.</p><p></p><p>Kazz- Stand. Second Wind- no longer Bloodied & +2 Defences. Radiant Smite Zombie Ogre #1- Miss. Action Point. Holy Strike Zombie Ogre #1- Miss.</p><p></p><p>Len- Drop Throwing Hammer. Draw Battleaxe. Charge Shield Bash Zombie Ogre #1- Crit 17 damage +1 Cold damage & Pushed 1 and knocked Prone.</p><p></p><p>Grimm- Penance Stare Zombie Ogre #1- Hit 14 Psychic Damage- Dead with Dark Reaping. Move 62L.</p><p></p><p>Cinara- Smite Undead with CA Zombie Ogre #2- Hit 17 damage + 10 (Radiant) =27 damage and Pushed 6 squares and 6 extra damage and Immobilised. Move O65. Healing Word +7 HP Kazz.</p><p></p><p>Turn #3</p><p></p><p>Zombie Ogre #2- Immobilised. Ready Action...</p><p></p><p>Mardred- Delay till after Grimm.</p><p></p><p>Krogan- Move U72. Charge Zombie Ogre #2- Readied Action Zombie Smash Krogan- Hit 25 damage- Bloodied but not Prone. Charge Zombie Ogre #2- Miss.</p><p></p><p>Kazz- Move V70. Move S74. Lay on Hands Krogan- 8 HP back.</p><p></p><p>Len- Move V70. Move R72. Action Point. Shove & Slap Ogre Zombie #2- Miss 7 damage & Marked.</p><p></p><p>Grimm- Move 66L. Penance Stare Zombie Ogre #2- Hit 14 Psychic damage- Bloodied.</p><p></p><p>Mardred- Double Move L67.</p><p></p><p>Cinara- Move M67. Charge Zombie Ogre #2- Hit 10 damage. Action Point. Holy Nimbus of Light Ogre Zombie #2- Hit 12 Radiant damage +10 extra =22 damage.</p><p></p><p>Zombie Ogre #1- Rise Again. Stand. Move U70.</p><p></p><p>Turn #4</p><p></p><p>Zombie Ogre #2- Recharge Zombie Smash- Fail. Slam Len- Miss.</p><p></p><p>Krogan- Howling Strike Zombie Ogre #2- Miss.</p><p></p><p>Kazz- Move Q73. Holy Strike Zombie Ogre #2- Hit 13 Radiant damage +10 = 23 damage- Dead.</p><p></p><p>Len- Double Move (Run) L59.</p><p></p><p>Grimm- Move L60. Move L55 with Stealth.</p><p></p><p>Mardred- Move L62. Move K60.</p><p></p><p>Cinara- Shift P71. Stone's Resolve Krogan. Readied Actions if Zombie Ogre #2 rises.</p><p></p><p>Zombie Ogre #1- Move T73. Zombie Smash Krogan- Hit 16 -5 DR = 11 damage & saves vs Prone.</p><p></p><p>Turn #5</p><p></p><p>Krogan- Move L66. Move L59. Second Wind.</p><p></p><p>Kazz- Move (Run) L67. Move (Run) L61.</p><p></p><p>Len- </p><p></p><p>Grimm- </p><p></p><p>[/sblock]</p><p></p><p>Next up Len, the Grimm, then Mardred (who will probably want to reconsider his previous post).</p><p></p><p>[GM]As for Cinara, Ready an Action is a Standard Action- therefore you have spent all you actions for that turn already Move-Minor-Standard. In your post you said you were going to use an action point- this made me think, can you actually do that? The answer is probably no, although I'm open to other offers (and discussion). By Readying and Action you are in effect turning your next action- in your case your attack in to an Immediate Reaction (you can also use a Readied Action as an Immediate Interrupt), in simple turns you are waiting to react to a set of circumstances. As we know in normal game terms you cannot use an Action Point after an Immediate Reaction or Interrupt- you can only use an Action Point in your turn. If you could then Fighters in particular with their Combat Challenges would become a lot nastier- they would attack with a Combat Challenge attack and then be able to Action Point again- effectively getting two bites of the cherry.</p><p></p><p>However... the rules state- </p><p></p><p>'If the trigger doesn’t occur or you choose to ignore it, you can’t use your readied action, and you take your next turn as normal.'</p><p></p><p>Which means you forfeit this turn and cannot move until your next turn.</p><p></p><p>Also- </p><p></p><p>'Reset Initiative: After you resolve your readied action, move your place in the initiative order to directly before the creature or the event that triggered your readied action.'</p><p></p><p>So, your choices are-</p><p>1) Take your attack as per your Readied Action, but not your Action Point.</p><p>2) Don't take your Readied Action and wait until your next Turn to do whatever it is you want to do.</p><p></p><p>I am open to discussion.[/GM]</p><p></p><p>New Map-</p><p></p><p><a href="http://gallery.rptools.net/v/contrib/goonalan/Dwarf1/095+The+Cave-+Kazz+retreats.jpg.html" target="_blank">095 The Cave- Kazz retreats</a></p><p></p><p>To save time I am happy to Move all of the PCs back and in to position in the Spider Cave- wherever you want them to be, within reason, however I would like to play out Cinara's quandry.</p><p></p><p>Can I get feedback from you- just tell me where it is you want to set up in the Spider Cave and I can take over and do all of the movement for all PCs (to save time), except Cinara... If this is acceptable then just tell me which square you are heading for in the Spider Cave- I believe the idea is for four melee attackers to occupy K54, L54, M54 & M55- and for the those with ranged attacks to be a few squares behind this front line.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5604136, member: 16069"] And off goes Kazz, leaving Cinara on her own- however the Zombie Ogre shows no sign of rising yet. [sblock=Combat] Encounter #3 Dead Ogres Walking Turn: 5 Initiative (* = Next to play) 18 Krogan 18 Kazz 17 Len* 15 Grim Mardred 6 Cinara 3 Zombie Ogre #1 HP & Conditions PCs Cinara 29/26 Surges 10/8 Kazzagin 31/30 Surges 13/7 Krogan 34/14 Surges 10/5- Bloodied. Shift 2 & Speed +2. DR5 (from Cinara). +2 on Defences. Len 29/29 Surges 11/6 Mardred 25/18 Surges 7/5 Grim 25/25 Surges 2/2 Monsters Zombie Ogre #1- Zombie Ogre #2- 109 HP damage taken- DEAD (For a bit). Actions To Date Turn #1 Zombie Ogre- Move T66. Zombie Smash Mardred- Hit 23 damage- Bloodied & knocked Prone. Mardred- Second Wind +2 to defences. Total Defence = +4 all defences. Krogan- Double Move. Action Point. Howling Charge Ogre- Hit 13 damage. Kazz- Move S64. Combat Challenge Zombie Ogre. Charge Ogre- Hit 6 damaage. Len- Move M63. Move Q65. Draw Throwing Hammer. Grim- Move O65. Penance Stare Ogre- Miss. Cinara- Healing Word +4 HP Mardred. Move L66 then Move back L65. Total Defence +2. Turn #2 Zombie Ogre #1- Recharge Zombie Smash- Success. Zombie Smash Kazz- Hit 22 damage- Bloodied & Prone. Zombie Ogre #2- Move N69. Charge Cinara- Miss. Zombie wedged- all have Combat Advantage. Mardred- Ambush Strike Stand. Dagger with Backstab & Sneak Attack ZO#1- Hit 18 damage. Krogan- Swift Panther Rage ZO#1- Hit 29 damage- Bloodied. Shift U65. Kazz- Stand. Second Wind- no longer Bloodied & +2 Defences. Radiant Smite Zombie Ogre #1- Miss. Action Point. Holy Strike Zombie Ogre #1- Miss. Len- Drop Throwing Hammer. Draw Battleaxe. Charge Shield Bash Zombie Ogre #1- Crit 17 damage +1 Cold damage & Pushed 1 and knocked Prone. Grimm- Penance Stare Zombie Ogre #1- Hit 14 Psychic Damage- Dead with Dark Reaping. Move 62L. Cinara- Smite Undead with CA Zombie Ogre #2- Hit 17 damage + 10 (Radiant) =27 damage and Pushed 6 squares and 6 extra damage and Immobilised. Move O65. Healing Word +7 HP Kazz. Turn #3 Zombie Ogre #2- Immobilised. Ready Action... Mardred- Delay till after Grimm. Krogan- Move U72. Charge Zombie Ogre #2- Readied Action Zombie Smash Krogan- Hit 25 damage- Bloodied but not Prone. Charge Zombie Ogre #2- Miss. Kazz- Move V70. Move S74. Lay on Hands Krogan- 8 HP back. Len- Move V70. Move R72. Action Point. Shove & Slap Ogre Zombie #2- Miss 7 damage & Marked. Grimm- Move 66L. Penance Stare Zombie Ogre #2- Hit 14 Psychic damage- Bloodied. Mardred- Double Move L67. Cinara- Move M67. Charge Zombie Ogre #2- Hit 10 damage. Action Point. Holy Nimbus of Light Ogre Zombie #2- Hit 12 Radiant damage +10 extra =22 damage. Zombie Ogre #1- Rise Again. Stand. Move U70. Turn #4 Zombie Ogre #2- Recharge Zombie Smash- Fail. Slam Len- Miss. Krogan- Howling Strike Zombie Ogre #2- Miss. Kazz- Move Q73. Holy Strike Zombie Ogre #2- Hit 13 Radiant damage +10 = 23 damage- Dead. Len- Double Move (Run) L59. Grimm- Move L60. Move L55 with Stealth. Mardred- Move L62. Move K60. Cinara- Shift P71. Stone's Resolve Krogan. Readied Actions if Zombie Ogre #2 rises. Zombie Ogre #1- Move T73. Zombie Smash Krogan- Hit 16 -5 DR = 11 damage & saves vs Prone. Turn #5 Krogan- Move L66. Move L59. Second Wind. Kazz- Move (Run) L67. Move (Run) L61. Len- Grimm- [/sblock] Next up Len, the Grimm, then Mardred (who will probably want to reconsider his previous post). [GM]As for Cinara, Ready an Action is a Standard Action- therefore you have spent all you actions for that turn already Move-Minor-Standard. In your post you said you were going to use an action point- this made me think, can you actually do that? The answer is probably no, although I'm open to other offers (and discussion). By Readying and Action you are in effect turning your next action- in your case your attack in to an Immediate Reaction (you can also use a Readied Action as an Immediate Interrupt), in simple turns you are waiting to react to a set of circumstances. As we know in normal game terms you cannot use an Action Point after an Immediate Reaction or Interrupt- you can only use an Action Point in your turn. If you could then Fighters in particular with their Combat Challenges would become a lot nastier- they would attack with a Combat Challenge attack and then be able to Action Point again- effectively getting two bites of the cherry. However... the rules state- 'If the trigger doesn’t occur or you choose to ignore it, you can’t use your readied action, and you take your next turn as normal.' Which means you forfeit this turn and cannot move until your next turn. Also- 'Reset Initiative: After you resolve your readied action, move your place in the initiative order to directly before the creature or the event that triggered your readied action.' So, your choices are- 1) Take your attack as per your Readied Action, but not your Action Point. 2) Don't take your Readied Action and wait until your next Turn to do whatever it is you want to do. I am open to discussion.[/GM] New Map- [url=http://gallery.rptools.net/v/contrib/goonalan/Dwarf1/095+The+Cave-+Kazz+retreats.jpg.html]095 The Cave- Kazz retreats[/url] To save time I am happy to Move all of the PCs back and in to position in the Spider Cave- wherever you want them to be, within reason, however I would like to play out Cinara's quandry. Can I get feedback from you- just tell me where it is you want to set up in the Spider Cave and I can take over and do all of the movement for all PCs (to save time), except Cinara... If this is acceptable then just tell me which square you are heading for in the Spider Cave- I believe the idea is for four melee attackers to occupy K54, L54, M54 & M55- and for the those with ranged attacks to be a few squares behind this front line. [/QUOTE]
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