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
Living Worlds
Living 4th Edition
The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)
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="Iron Sky" data-source="post: 5748568" data-attributes="member: 60965"><p><strong>Match Three: Pillars of Doom, Round 7</strong></p><p></p><p>Though things look rough for the group, the enemy assault is feeble, with not a single web ball, dagger, or cross bow bolt striking home.</p><p></p><p>The crowd seems especially sadistic, a swarm of beige balls rattling against the pillar that Artemis is gallantly climbing with the unconscious Joy upon his back.</p><p></p><p><strong>"Boring! Let's make it more exciting. That teleporting fog was interesting, but too predictable! Let's mix it up!"</strong></p><p></p><p>[GM]Hm... I wonder if someone shoots you with a power that pushes while you are jumping allows you a save to avoid falling into hazardous terrain even though you're in mid air? I'm going to rule yes, but I wonder if there's an actual answer somewhere?</p><p></p><p>In a related note, fights get much easier when the DM can't seem to roll above an 8...</p><p></p><p>Also: <a href="https://docs.google.com/spreadsheet/ccc?key=0AtqcDaX-VLWzdDZiWVh3REhObEZFckdpaTBtb2NmdVE&hl=en_US#gid=0" target="_blank">map</a>.[/GM]</p><p></p><p>[sblock=Enemy Actions]<strong>Half-spider Scout 1</strong>: <strong>Furious Volley</strong>: <strong>Hand Crossbow</strong>(Range 10/20): 20 vs Ootah's 22 AC, miss. <strong>Hand Crossbow</strong>(Range 10/20): 18 vs Ootah's 22 AC, miss.</p><p><strong>Half-spider Scout 2</strong>: <strong>Furious Volley</strong>: <strong>Hand Crossbow</strong>(Range 10/20): 16 vs Gil's 20 AC, miss, <strong>Hand Crossbow</strong>(Range 10/20): 15 vs Gil's 20 AC, miss.</p><p>♦<em>Half-spider Scout</em>: <strong>MBA</strong>: +10 vs AC, 1d4+3 damage.</p><p></p><p><strong>Half-spider Marauder 2</strong>: Charge, move and jump to Q13 <Ootah Interrupts, take 5 damage(Ootah was weakened), pushed, save: 10, saved, land prone> <strong>Short Sword</strong>(-2 prone, +1 charge): 12 vs Gil's 18 AC, miss.</p><p>♦<em>Half-spider Marauder</em>: <strong>MBA</strong>: +11 vs AC, 1d6+4 damage(+1d6 if has CA).</p><p></p><p><strong>Half-spider Web Crafter 1</strong>: Take 2 necrotic damage. Stand. Climb to L1. Save vs weakened: 2, fail.</p><p><strong>Half-spider Web Crafter 2</strong>: <strong>Web Ball</strong>(range 5): 18 vs Kauldron' 21 Reflex, miss.</p><p>♦<em>Half-spider Web Crafter</em>: <strong>MBA</strong>: +11 vs AC, 2d8+5 damage and slowed TenT.</p><p></p><p><em>Green Dragons killed</em>: <strong>1</strong></p><p><strong></strong><em>Drake Mounts killed</em>:<strong> 2</strong></p><p><em>Dragonborn killed</em>: <strong>2</strong></p><p><strong></strong><em>Half-Spider Grunts killed</em>: <strong>2</strong></p><p><em>Half-spider Warriors killed</em>: <strong>2</strong></p><p><strong></strong><em>Half-spider Marauders killed</em>: <strong>1</strong>[/sblock]</p><p></p><p>[sblock=Current Fog Type]<strong>Teleport Fog</strong>: 1d6 force damage and teleported to a random square(roll d20 for row and column). If teleported to square with pillar, teleported to the top of it but take 1d6 extra force damage. If teleported back into the fog, the creature may decide whether to take the damage and be teleported again.[/sblock]</p><p></p><p>[sblock=Terrain]<strong>Pillars</strong>: The pillars are 20' (4 squares) up. They are DC 15 Athletics to climb (usually climbing rules: roll per move action, 1/2 speed, grant CA, fail by 5 or more is fall). Falling off deals 2d10 damage.</p><p></p><p>Light colored pillars will fall at the end of the next round.</p><p></p><p><strong>Magic Fog</strong>: The fog below does damage to anything that enters and/or starts their turns in it.[/sblock]</p><p></p><p>[sblock=Appease the Crowd]*As a minor action, a PC may make a skill check to wow the crowd. If they succeed at the check, they gain +2 to their next d20 roll if they beat the DC, plus +2 per 5 by which they beat the DC. If the check is failed, the PC takes a -2 penalty to their next d20 roll, -2 more per 5 by which they miss the DC.</p><p> </p><p>I.E, if the DC is 15, 1-5 would be -6, 6-10 would be -4, 11-14 would be -2, 15-19 would be +2, etc.</p><p> </p><p>*All skill DCs will start at 15 and each individual skill's DC goes up by 2 per time the skill is used as the crowd gets more jaded. The DCs go up at the end of the round in which they are used. The DCs do not drop between arena rounds.</p><p></p><p>*Any skill can be used, as long as the player can provide relevant character action to back up the roll.</p><p></p><p><strong>Current Skill DCs</strong>:</p><p><em>Acrobatics</em>: <strong>21</strong></p><p><strong></strong><em>Arcana</em>: <strong>21</strong></p><p><strong></strong><em>Bluff</em>: <strong>19</strong></p><p><strong></strong> <em>History</em>: <strong>21</strong></p><p><em>Insight</em>: <strong>21</strong></p><p><em>Perception</em>: <strong>19</strong></p><p><em>Religion</em>:<strong> 19</strong><em></em></p><p><em>Streetwise</em>: <strong>19</strong></p><p><em>Thievery</em>: <strong>21</strong></p><p><em>Others</em>: <strong>17</strong>[/sblock]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5748568, member: 60965"] [B]Match Three: Pillars of Doom, Round 7[/B] Though things look rough for the group, the enemy assault is feeble, with not a single web ball, dagger, or cross bow bolt striking home. The crowd seems especially sadistic, a swarm of beige balls rattling against the pillar that Artemis is gallantly climbing with the unconscious Joy upon his back. [B]"Boring! Let's make it more exciting. That teleporting fog was interesting, but too predictable! Let's mix it up!"[/B] [GM]Hm... I wonder if someone shoots you with a power that pushes while you are jumping allows you a save to avoid falling into hazardous terrain even though you're in mid air? I'm going to rule yes, but I wonder if there's an actual answer somewhere? In a related note, fights get much easier when the DM can't seem to roll above an 8... Also: [URL="https://docs.google.com/spreadsheet/ccc?key=0AtqcDaX-VLWzdDZiWVh3REhObEZFckdpaTBtb2NmdVE&hl=en_US#gid=0"]map[/URL].[/GM] [sblock=Enemy Actions][B]Half-spider Scout 1[/B]: [B]Furious Volley[/B]: [B]Hand Crossbow[/B](Range 10/20): 20 vs Ootah's 22 AC, miss. [B]Hand Crossbow[/B](Range 10/20): 18 vs Ootah's 22 AC, miss. [B]Half-spider Scout 2[/B]: [B]Furious Volley[/B]: [B]Hand Crossbow[/B](Range 10/20): 16 vs Gil's 20 AC, miss, [B]Hand Crossbow[/B](Range 10/20): 15 vs Gil's 20 AC, miss. ♦[I]Half-spider Scout[/I]: [B]MBA[/B]: +10 vs AC, 1d4+3 damage. [B]Half-spider Marauder 2[/B]: Charge, move and jump to Q13 <Ootah Interrupts, take 5 damage(Ootah was weakened), pushed, save: 10, saved, land prone> [B]Short Sword[/B](-2 prone, +1 charge): 12 vs Gil's 18 AC, miss. ♦[I]Half-spider Marauder[/I]: [B]MBA[/B]: +11 vs AC, 1d6+4 damage(+1d6 if has CA). [B]Half-spider Web Crafter 1[/B]: Take 2 necrotic damage. Stand. Climb to L1. Save vs weakened: 2, fail. [B]Half-spider Web Crafter 2[/B]: [B]Web Ball[/B](range 5): 18 vs Kauldron' 21 Reflex, miss. ♦[I]Half-spider Web Crafter[/I]: [B]MBA[/B]: +11 vs AC, 2d8+5 damage and slowed TenT. [I]Green Dragons killed[/I]: [B]1 [/B][I]Drake Mounts killed[/I]:[B] 2[/B] [I]Dragonborn killed[/I]: [B]2 [/B][I]Half-Spider Grunts killed[/I]: [B]2[/B] [I]Half-spider Warriors killed[/I]: [B]2 [/B][I]Half-spider Marauders killed[/I]: [B]1[/B][/sblock] [sblock=Current Fog Type][B]Teleport Fog[/B]: 1d6 force damage and teleported to a random square(roll d20 for row and column). If teleported to square with pillar, teleported to the top of it but take 1d6 extra force damage. If teleported back into the fog, the creature may decide whether to take the damage and be teleported again.[/sblock] [sblock=Terrain][B]Pillars[/B]: The pillars are 20' (4 squares) up. They are DC 15 Athletics to climb (usually climbing rules: roll per move action, 1/2 speed, grant CA, fail by 5 or more is fall). Falling off deals 2d10 damage. Light colored pillars will fall at the end of the next round. [B]Magic Fog[/B]: The fog below does damage to anything that enters and/or starts their turns in it.[/sblock] [sblock=Appease the Crowd]*As a minor action, a PC may make a skill check to wow the crowd. If they succeed at the check, they gain +2 to their next d20 roll if they beat the DC, plus +2 per 5 by which they beat the DC. If the check is failed, the PC takes a -2 penalty to their next d20 roll, -2 more per 5 by which they miss the DC. I.E, if the DC is 15, 1-5 would be -6, 6-10 would be -4, 11-14 would be -2, 15-19 would be +2, etc. *All skill DCs will start at 15 and each individual skill's DC goes up by 2 per time the skill is used as the crowd gets more jaded. The DCs go up at the end of the round in which they are used. The DCs do not drop between arena rounds. *Any skill can be used, as long as the player can provide relevant character action to back up the roll. [B]Current Skill DCs[/B]: [I]Acrobatics[/I]: [B]21 [/B][I]Arcana[/I]: [B]21 [/B][I]Bluff[/I]: [B]19 [/B] [I]History[/I]: [B]21[/B] [I]Insight[/I]: [B]21[/B] [I]Perception[/I]: [B]19[/B] [I]Religion[/I]:[B] 19[/B][I] Streetwise[/I]: [B]19[/B] [I]Thievery[/I]: [B]21[/B] [I]Others[/I]: [B]17[/B][/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living 4th Edition
The Kolloseaum: Team Gil's Conscience (DM: Iron Sky, Judge: Luinnar)
Top