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<blockquote data-quote="darkbard" data-source="post: 9038674" data-attributes="member: 1282"><p>Matters of the Bookkeeping Variety:</p><ul> <li data-xf-list-type="ul">As a result of the successful Thievery Check to steal provisions, we have outfitted the group with 3 bottles of arak (Ibhea would have included these despite the disapproving look from Arunny), and abstracted the other provisions to Survival Days (see <em>Dark Sun Campaign Setting </em>123<em>; </em><strong>Price</strong>: 5 gp, <strong>Weight</strong>: 8 lb, <strong>Description</strong>: A survival day is an abstract representation of the preparations a traveler must make to navigate the wastelands without risk of exposure. Each survival day includes water, food, proper apparel, and common unguents to ward off sunburn.), three per traveler, so a total of twelve, four of which will be ablated during this initial stage of the journey, reducing the tally to two per traveler, or eight.</li> <li data-xf-list-type="ul">Kosal gifted Ibhea a <em>Potion of Healing </em>(our choice for the L6 or lower Consumable).</li> <li data-xf-list-type="ul">Nephis rolled a 14 for Arunny's <em>Cast Fortune</em> check post-extended rest, but I don't believe that was ever recorded anywhere. So it is now.</li> </ul><p><strong>Arunny's</strong> Level-up Changes: 54 HPs, E7: Invoker Encounter Attack 7, Tide of the First Storm</p><p>[SPOILER]Arunny, level 7</p><p>Half-Elf, Cleric|Invoker</p><p>Eldritch Strike: Eldritch Strike Constitution</p><p>Hybrid Cleric: Battle Cleric's Lore</p><p>Covenant Manifestation: Manifestation of Preservation</p><p>Hybrid Invoker: Hybrid Invoker Fortitude</p><p>Hybrid Talent: Channel Divinity (Hybrid Cleric)</p><p>Half-Elf Power Selection: Dilettante</p><p>Background: Missing Master, Divinely Inspired, Missionary Life (Missing Master Benefit)</p><p>Theme: Seer</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 13, Con 19, Dex 8, Int 11, Wis 19, Cha 10.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10.</p><p></p><p>AC: 23 Fort: 20 Reflex: 15 Will: 20</p><p>HP: 54 Surges: 10 Surge Value: 13</p><p></p><p>TRAINED SKILLS</p><p>Perception +15, Insight +19, Heal +12, Endurance +12</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +2, Arcana +3, Bluff +5, Diplomacy +5, Dungeoneering +7, History +3, Intimidate +3, Nature +7, Religion +3, Stealth +2, Streetwise +3, Thievery +2, Athletics +4</p><p></p><p>FEATS</p><p>Level 1: Battle Awareness</p><p>Level 2: Hybrid Talent</p><p>Level 4: Wary Fighter</p><p>Level 6: Mighty Crusader Expertise</p><p></p><p>POWERS</p><p>Channel Divinity (Hybrid Cleric): Favor of the Gods</p><p>Dilettante: Eldritch Strike</p><p>Hybrid at-will 1: Hand of Radiance</p><p>Hybrid at-will 1: Brand of the Sun</p><p>Hybrid encounter 1: Thunder of Judgment</p><p>Hybrid daily 1: Moment of Glory</p><p>Theme utility 1: Cast Fortune</p><p>Hybrid utility 2: Divine Call</p><p>Hybrid encounter 3: Death Surge</p><p>Hybrid daily 5: Silent Malediction</p><p>Hybrid utility 6: Stream of Life</p><p>Hybrid encounter 7: Tide of the First Storm</p><p></p><p>ITEMS</p><p>Amulet of Protection +2, Supporting Scale Armor +1, Adventurer's Kit, Casque of Tactics (heroic tier), Onatar's Forge +2, Morningstar, Survival Day (2)[/SPOILER]</p><p></p><p><strong>Ibhea's </strong>Level-Up Changes: 54 HPs, E7: Warlock Encounter Attack E7 Touch of Command, retrain Grasp of the Iron Tower Warlock E1 to Shadow Tentacles Warlock E1</p><p>[SPOILER]Ibhea, level 7</p><p>Human, Warlock</p><p>Eldritch Strike: Eldritch Strike Charisma</p><p>Eldritch Pact: Sorcerer-King Pact</p><p>Human Power Selection: Heroic Effort</p><p>Background: Fugitive from a Vengeful Rival, Heretic, Street Urchin (Fugitive from a Vengeful Rival Benefit)</p><p>Theme: Ordained Priest</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 8, Con 12, Dex 12, Int 17, Wis 10, Cha 19.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 8, Con 12, Dex 12, Int 16, Wis 10, Cha 16.</p><p></p><p>AC: 21 Fort: 16 Reflex: 19 Will: 20</p><p>HP: 54 Surges: 7 Surge Value: 13</p><p></p><p>TRAINED SKILLS</p><p>Stealth +10, Streetwise +14, Thievery +9, Bluff +13, Religion +15, Arcana +11</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +4, Diplomacy +7, Dungeoneering +3, Endurance +4, Heal +5, History +6, Insight +5, Intimidate +7, Nature +3, Perception +3, Athletics +2</p><p></p><p>FEATS</p><p>Human: Mindbite Scorn</p><p>Level 1: Blade Initiate</p><p>Level 2: Cunning Stalker</p><p>Level 4: Superior Implement Training (Accurate dagger)</p><p>Level 6: Tyrian Bureaucrat</p><p></p><p>POWERS</p><p>Eldritch Blast: Eldritch Strike</p><p>Level 1 Ordained Priest Feature: Shining Symbol</p><p>Warlock encounter 1: Shadow Tentacles (retrained from Grasp of the Iron Tower)</p><p>Warlock daily 1: Crown of Stars</p><p>Warlock utility 2: Beguiling Tongue</p><p>Warlock encounter 3: Delban's Deadly Attention</p><p>Warlock daily 5: Deathly Conduit</p><p>Warlock utility 6: Deliverance of Faith</p><p>Warlock encounter 7: Touch of Command</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Thieves' Tools, Necklace of Keys +1, Phylactery of Divinity (heroic tier), Holy Symbol, Veteran's Leather Armor +2, Shielding Blade Accurate dagger +1, Bottle of Wine (3), Doctrinal book, Potion of Healing (heroic tier), Survival Day (2)[/SPOILER]</p><p></p><p></p><p>[HR][/HR]</p><p><em>Once some great waterway must have cut its way ever so slowly through the red rock and ochre sand that make up this vertiginous canyon skirting the southern edge of the Raider's Steppes, but now there is not even a trickle under the relentless heat of Omthala's shining presence in the sky. Thankfully, the pilfered keffiyehs provide sufficient protection from Her Searing Gaze, and as the sun begins to dip below the lip of the west canyon wall, the group knows it is time to find shelter for the coming night, when the shimmering waves of heat give way to a cold stillness under the blinking stars.</em></p><p><em></em></p><p><em>For some time now, a large outcropping has captured Arunny's attention, and, as she leads the group toward it, it soon becomes apparent that, while the feature itself, a cantilevered appendage of red stone, is natural enough, the area underneath had once been worked into a settlement of some kind, for crumbled ruins of adobe structures litter the terraced surface beneath the looming overhang.</em></p><p><em></em></p><p><em>"Take care, everyone," she whispers, "this is just the sort of place for an ambush of some sort!" For some reason a peppery taste burns her mouth as she scans the ruins.</em></p><p><em></em></p><p><em>The four meander through the crumbled half-walls and stairs in the darkening gloom, searching for a good place to settle in, defensible, with a vantage of the canyon floor below.</em></p><p><em></em></p><p><em>"I do not like this. Not one bit!" hisses the scrivener, and he jumps, startled, in fact, by his own shadow.</em></p><p><em></em></p><p><em>"Don't touch anything," reminds Arunny, just as Qamra runs her fingertips across the etched symbols carved into some kind of foundation stone and, remarkably, mumbles some words in an unknown tongue.</em></p><p><em></em></p><p><em>Suddenly, the abandoned settlement shakes slightly, as if under the effect of some earth tremor, and a mighty wind howls down through a natural chimney in the stone with tremendous force! Dessicated figures, long dead corpses, really, seem to rise from the sand, and the ancient bones of some quadrupedal pachyderm begin to animate and assemble themselves into a thing imbued with unlife, scrambling to its feet!</em></p><p><em></em></p><p><em>"Qamraaaaa," Ibhea groans.</em></p><p></p><p>[HR][/HR]</p><p>Clearly, we're choosing your (2) above, the direct, extremely dangerous route! Since the ensuing Skill Challenge begins on the next day, there is the possibility of an Extended Rest should we require it, so let's go for the gusto and make this a L+4 encounter!</p><p></p><p>We're envisioning the assailants to be an ancient priest (L7 elite controller, medium natural undead, a wight, perhaps) and his guards (L7 standard soldiers x2, medium natural undead, salt zombies or something of that ilk), with the animated skeleton of some great beast (L7 standard brute, large animate natural beast) at their command, with the shadowy hauntings of young sacrificial victims (L7 minion lurkers x4, medium shadow undead) as additional threats. Clearly, the hazard is the gusting wind, a L7 Hazard! Please double check my math on this encounter budget, as it has been quite some time since I've put an encounter like this together.</p><p></p><p>Nephis rolled a 12 + 15 for Arunny's Perception check, so 27 beats the Hard DC; we're taking the +2 all to initiative, being prepared for exactly this kind of development.</p><p></p><p>Initiative rolls:</p><p>Arunny, r(6) +8 +2 = 16</p><p>Qamra, r(11) +7 +2 = 20</p><p>Ibhea, r(16) +4 +2 = 22</p><p></p><p>but Arunny is going to use her Casque of Tactics Daily Free Action Power to swap initiative places with a willing ally, Ibhea.</p><p></p><p>I'm also making the following Monster knowledge checks: Religion r(18) +15 = 33 vs salt zombies, Religion r(20) +15 = 35 vs shadows, Religion r(13) +15 = 28 vs wight controller, Religion r(14) +15 = 29 vs animated skeletal golem. Wow, those are some great rolls! I believe they <em>all </em>hit the Hard DC for level!</p></blockquote><p></p>
[QUOTE="darkbard, post: 9038674, member: 1282"] Matters of the Bookkeeping Variety: [LIST] [*]As a result of the successful Thievery Check to steal provisions, we have outfitted the group with 3 bottles of arak (Ibhea would have included these despite the disapproving look from Arunny), and abstracted the other provisions to Survival Days (see [I]Dark Sun Campaign Setting [/I]123[I]; [/I][B]Price[/B]: 5 gp, [B]Weight[/B]: 8 lb, [B]Description[/B]: A survival day is an abstract representation of the preparations a traveler must make to navigate the wastelands without risk of exposure. Each survival day includes water, food, proper apparel, and common unguents to ward off sunburn.), three per traveler, so a total of twelve, four of which will be ablated during this initial stage of the journey, reducing the tally to two per traveler, or eight. [*]Kosal gifted Ibhea a [I]Potion of Healing [/I](our choice for the L6 or lower Consumable). [*]Nephis rolled a 14 for Arunny's [I]Cast Fortune[/I] check post-extended rest, but I don't believe that was ever recorded anywhere. So it is now. [/LIST] [B]Arunny's[/B] Level-up Changes: 54 HPs, E7: Invoker Encounter Attack 7, Tide of the First Storm [SPOILER]Arunny, level 7 Half-Elf, Cleric|Invoker Eldritch Strike: Eldritch Strike Constitution Hybrid Cleric: Battle Cleric's Lore Covenant Manifestation: Manifestation of Preservation Hybrid Invoker: Hybrid Invoker Fortitude Hybrid Talent: Channel Divinity (Hybrid Cleric) Half-Elf Power Selection: Dilettante Background: Missing Master, Divinely Inspired, Missionary Life (Missing Master Benefit) Theme: Seer FINAL ABILITY SCORES Str 13, Con 19, Dex 8, Int 11, Wis 19, Cha 10. STARTING ABILITY SCORES Str 13, Con 16, Dex 8, Int 11, Wis 16, Cha 10. AC: 23 Fort: 20 Reflex: 15 Will: 20 HP: 54 Surges: 10 Surge Value: 13 TRAINED SKILLS Perception +15, Insight +19, Heal +12, Endurance +12 UNTRAINED SKILLS Acrobatics +2, Arcana +3, Bluff +5, Diplomacy +5, Dungeoneering +7, History +3, Intimidate +3, Nature +7, Religion +3, Stealth +2, Streetwise +3, Thievery +2, Athletics +4 FEATS Level 1: Battle Awareness Level 2: Hybrid Talent Level 4: Wary Fighter Level 6: Mighty Crusader Expertise POWERS Channel Divinity (Hybrid Cleric): Favor of the Gods Dilettante: Eldritch Strike Hybrid at-will 1: Hand of Radiance Hybrid at-will 1: Brand of the Sun Hybrid encounter 1: Thunder of Judgment Hybrid daily 1: Moment of Glory Theme utility 1: Cast Fortune Hybrid utility 2: Divine Call Hybrid encounter 3: Death Surge Hybrid daily 5: Silent Malediction Hybrid utility 6: Stream of Life Hybrid encounter 7: Tide of the First Storm ITEMS Amulet of Protection +2, Supporting Scale Armor +1, Adventurer's Kit, Casque of Tactics (heroic tier), Onatar's Forge +2, Morningstar, Survival Day (2)[/SPOILER] [B]Ibhea's [/B]Level-Up Changes: 54 HPs, E7: Warlock Encounter Attack E7 Touch of Command, retrain Grasp of the Iron Tower Warlock E1 to Shadow Tentacles Warlock E1 [SPOILER]Ibhea, level 7 Human, Warlock Eldritch Strike: Eldritch Strike Charisma Eldritch Pact: Sorcerer-King Pact Human Power Selection: Heroic Effort Background: Fugitive from a Vengeful Rival, Heretic, Street Urchin (Fugitive from a Vengeful Rival Benefit) Theme: Ordained Priest FINAL ABILITY SCORES Str 8, Con 12, Dex 12, Int 17, Wis 10, Cha 19. STARTING ABILITY SCORES Str 8, Con 12, Dex 12, Int 16, Wis 10, Cha 16. AC: 21 Fort: 16 Reflex: 19 Will: 20 HP: 54 Surges: 7 Surge Value: 13 TRAINED SKILLS Stealth +10, Streetwise +14, Thievery +9, Bluff +13, Religion +15, Arcana +11 UNTRAINED SKILLS Acrobatics +4, Diplomacy +7, Dungeoneering +3, Endurance +4, Heal +5, History +6, Insight +5, Intimidate +7, Nature +3, Perception +3, Athletics +2 FEATS Human: Mindbite Scorn Level 1: Blade Initiate Level 2: Cunning Stalker Level 4: Superior Implement Training (Accurate dagger) Level 6: Tyrian Bureaucrat POWERS Eldritch Blast: Eldritch Strike Level 1 Ordained Priest Feature: Shining Symbol Warlock encounter 1: Shadow Tentacles (retrained from Grasp of the Iron Tower) Warlock daily 1: Crown of Stars Warlock utility 2: Beguiling Tongue Warlock encounter 3: Delban's Deadly Attention Warlock daily 5: Deathly Conduit Warlock utility 6: Deliverance of Faith Warlock encounter 7: Touch of Command ITEMS Adventurer's Kit, Thieves' Tools, Necklace of Keys +1, Phylactery of Divinity (heroic tier), Holy Symbol, Veteran's Leather Armor +2, Shielding Blade Accurate dagger +1, Bottle of Wine (3), Doctrinal book, Potion of Healing (heroic tier), Survival Day (2)[/SPOILER] [HR][/HR] [I]Once some great waterway must have cut its way ever so slowly through the red rock and ochre sand that make up this vertiginous canyon skirting the southern edge of the Raider's Steppes, but now there is not even a trickle under the relentless heat of Omthala's shining presence in the sky. Thankfully, the pilfered keffiyehs provide sufficient protection from Her Searing Gaze, and as the sun begins to dip below the lip of the west canyon wall, the group knows it is time to find shelter for the coming night, when the shimmering waves of heat give way to a cold stillness under the blinking stars. For some time now, a large outcropping has captured Arunny's attention, and, as she leads the group toward it, it soon becomes apparent that, while the feature itself, a cantilevered appendage of red stone, is natural enough, the area underneath had once been worked into a settlement of some kind, for crumbled ruins of adobe structures litter the terraced surface beneath the looming overhang. "Take care, everyone," she whispers, "this is just the sort of place for an ambush of some sort!" For some reason a peppery taste burns her mouth as she scans the ruins. The four meander through the crumbled half-walls and stairs in the darkening gloom, searching for a good place to settle in, defensible, with a vantage of the canyon floor below. "I do not like this. Not one bit!" hisses the scrivener, and he jumps, startled, in fact, by his own shadow. "Don't touch anything," reminds Arunny, just as Qamra runs her fingertips across the etched symbols carved into some kind of foundation stone and, remarkably, mumbles some words in an unknown tongue. Suddenly, the abandoned settlement shakes slightly, as if under the effect of some earth tremor, and a mighty wind howls down through a natural chimney in the stone with tremendous force! Dessicated figures, long dead corpses, really, seem to rise from the sand, and the ancient bones of some quadrupedal pachyderm begin to animate and assemble themselves into a thing imbued with unlife, scrambling to its feet! "Qamraaaaa," Ibhea groans.[/I] [HR][/HR] Clearly, we're choosing your (2) above, the direct, extremely dangerous route! Since the ensuing Skill Challenge begins on the next day, there is the possibility of an Extended Rest should we require it, so let's go for the gusto and make this a L+4 encounter! We're envisioning the assailants to be an ancient priest (L7 elite controller, medium natural undead, a wight, perhaps) and his guards (L7 standard soldiers x2, medium natural undead, salt zombies or something of that ilk), with the animated skeleton of some great beast (L7 standard brute, large animate natural beast) at their command, with the shadowy hauntings of young sacrificial victims (L7 minion lurkers x4, medium shadow undead) as additional threats. Clearly, the hazard is the gusting wind, a L7 Hazard! Please double check my math on this encounter budget, as it has been quite some time since I've put an encounter like this together. Nephis rolled a 12 + 15 for Arunny's Perception check, so 27 beats the Hard DC; we're taking the +2 all to initiative, being prepared for exactly this kind of development. Initiative rolls: Arunny, r(6) +8 +2 = 16 Qamra, r(11) +7 +2 = 20 Ibhea, r(16) +4 +2 = 22 but Arunny is going to use her Casque of Tactics Daily Free Action Power to swap initiative places with a willing ally, Ibhea. I'm also making the following Monster knowledge checks: Religion r(18) +15 = 33 vs salt zombies, Religion r(20) +15 = 35 vs shadows, Religion r(13) +15 = 28 vs wight controller, Religion r(14) +15 = 29 vs animated skeletal golem. Wow, those are some great rolls! I believe they [I]all [/I]hit the Hard DC for level! [/QUOTE]
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