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Trapped in Hell's Basement (DM: Mal Malenkirk Judge:Covaithe)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5132701" data-attributes="member: 834"><p>The wizard, reeling from the onslaught, steps away from Patrin and casts a magic missile at Patron. He lifts his shield to block the magic and then steps in and takes the wizard head's off in one clean swing.</p><p></p><p>-''Took me a while, but I'm hitting my stride.''</p><p></p><p>Moments later, Patrin, Ashir and Haruka sees their companions bursting through the door. Meanwhile, it sounds like there is some activity in the rooms behind the door the wizard came from. Times to come up with a plan to leave.</p><p></p><p><span style="color: DarkGreen">-''Hey, magic dudes. Just out of curiosity, the magic circle thingie we saw in the temple, could we use it to teleport away?''</span>asks Patrin hopefully. </p><p></p><p><span style="color: darkgreen">-''Oh, and can one of you guys shoots the archer who has been following us since the birth of Daunton?''</span></p><p></p><p>Patron points toward the archer that has been harrying Ashir all this time and who just finally reached and opened the door leading toward the temple. He looks startled at the carnage. </p><p></p><p>[sblock=Actions]</p><p>Wizard: Shift away from Patrin, is still adjacent to Haruka. I think Haruka has no weapon equipped; she is holding a rod and previously was holding a potion. So no OA (It would be incredibly crappy anyway!)</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2456006/" target="_blank">vs Ref 17 (1d20+6=8, 3d4+4=10)</a></p><p></p><p>That's one elite monster that really lived up to its full potential. Probably trained at the same academy as Ashir.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2456011/" target="_blank">1d20+11=30, 1d10+6=13</a> </p><p></p><p>How does IC knows whether I am rolling something that will help or hinder you? It's uncanny. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Everyone gains an AS</p><p>[/sblock]</p><p></p><p></p><p>[sblock=XP]</p><p>2 Dretch X 125 = 250 XP</p><p>3 Elite Guards X 150 = 450 XP</p><p>17 Guards X 38 = 646 XP</p><p>7 Archers X 31 = 217 XP</p><p>2 Guard Drake X 125 = 250 XP</p><p>1 Warforged X 175 = 175 XP</p><p>1 Sharpshooter X = 125 XP</p><p>1 Evil Wizard (elite) = 300 XP </p><p>2 Blood Hawk X 100 = 200 XP </p><p></p><p>SubTotal: 2613 XP</p><p></p><p>Quest: Regroup. 350 XP (Two level 4 minor quest basically, one for both 'party' now reunited. Cheesy to give two minor quest? Well, so is the weird fact that minor quest, unlike major quest, don't scale up according to the number of PCs!)</p><p></p><p>Total: 2963 XP</p><p></p><p>Multiplied by 2 and divided by 6</p><p></p><p>987 XP each. That's right. 987 XP.</p><p> </p><p>Oh, that's so unfair! If only... Wait, YES! Time XP!</p><p></p><p>March 6th to March 25th= 19 days</p><p></p><p>19/365 * 1000 XP = 52 </p><p>19/365 * 1500 XP = 78</p><p></p><p>987 + 52 = 1039 XP</p><p>987 + 78 = 1065 XP</p><p></p><p>Ashir, Max and Raiko earn 1039 XP</p><p>Sheng and Haruka earn 1065 XP</p><p>[/sblock]</p><p></p><p>[sblock=Stats]</p><p>Evil Wizard: 6/88</p><p></p><p>Haruka: 28 /40 [9/10] AS 1</p><p>Max: 18 +4 /22 [5/7] AS 1</p><p>Raiko: 12 +5 /25 [6/10] AS 1</p><p>Patrin: 38 +5 /52 [9/11] AS 1 </p><p>Sheng 24 /36 [6/7] AS 1</p><p>Ashir: 14 /22 [5/7] AS 1</p><p></p><p>Blood Hawk</p><p>Small </p><p>Perception 16</p><p>HP 27; Bloodied 13</p><p>AC 15; Fortitude 12, Reflex 14, Will 12</p><p>Speed 2 (clumsy), fly 6</p><p>OA Claw Rake (standard, at-will) </p><p>+6 vs AC; 1d6+5 damage, and the target takes ongoing 2 damage, or ongoing 5 damage if the blood hawk is bloodied (save ends).</p><p></p><p>Evil Wizard (Not Sheng; the Skull and Book token]</p><p>Perception 10;</p><p>HP 88; Bloodied 44</p><p>AC 18; Fortitude 14, Reflex 14, Will 14</p><p>OA Dagger (standard, at-will) Weapon</p><p>+8 vs AC; 1d4+1 damage.</p><p></p><p>Sniper</p><p>Perception 12;</p><p>HP 31; Bloodied 15</p><p>AC 16; Fortitude 13, Reflex 15, Will 12 ; see also goblin tactics</p><p>OA: none, unless short sword drawn.</p><p>Short Sword (standard, at-will) Weapon</p><p>+7 vs AC; 1d6 + 2 damage.</p><p></p><p>Guard Drake </p><p>Perception 17</p><p>HP 48; Bloodied 24</p><p>AC 15; Fortitude 15, Reflex 13, Will 12</p><p>Immune fear (while within 2 squares of an ally)</p><p>OA: Bite (standard, at-will) </p><p>+6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally.</p><p></p><p>Guards (G)</p><p>Perception 11</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 16, Reflex 14, Will 13</p><p>Morningstar (standard, at-will) Weapon</p><p>OA +7 vs AC; 5 damage. If another Guard is adjacent to the target, the target also falls prone.</p><p>Combat Advantage</p><p>The tough’s attack deals 1 extra damage to any target granting combat advantage to it.</p><p></p><p>Archers (A)</p><p>Perception 16</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule</p><p>Crossbow (standard, at-will) Weapon</p><p>Ranged 15/30; +9 vs AC; 3 damage.</p><p>OA none unless they dropped the crossbow and drew a spear</p><p>Then; +7 vs AC; 2 damage.</p><p>Mob Rule: </p><p>The archer gains a +2 power bonus to all defenses while at least two other human archers or guards are within 5 squares of it.</p><p></p><p>Warforged Cultist</p><p>Perception 13</p><p>HP 56; Bloodied 28</p><p>AC 20; Fortitude 17, Reflex 15, Will 14</p><p>Saving Throws +2 against ongoing damage</p><p>Speed 5</p><p>OA Longsword (standard, at-will) </p><p>+9 vs AC; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn.</p><p>Battlefield Tactics:</p><p>The warforged soldier gains a +1 bonus to melee attacks if it has an ally adjacent to the target.</p><p></p><p>Elite Troopers</p><p>Perception 16</p><p>HP 47; Bloodied 23</p><p>AC 18; Fortitude 16, Reflex 15, Will 14</p><p>OA Longsword (standard, at-will) Weapon</p><p>+10 vs AC; 1d10+3 damage, and the target is marked until the end of the next turn.</p><p></p><p>Dretch</p><p>Perception 11; darkvision</p><p>Sickening Miasma aura 1; each enemy within the aura takes 1 damage whenever it takes a standard action or a move action. Multiple sickening miasma auras deal cumulative damage, up to 5 damage.</p><p>HP 44; Bloodied 22</p><p>AC 14; Fortitude 14, Reflex 13, Will 11</p><p>+5 vs AC; 2d6+2 damage.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5132701, member: 834"] The wizard, reeling from the onslaught, steps away from Patrin and casts a magic missile at Patron. He lifts his shield to block the magic and then steps in and takes the wizard head's off in one clean swing. -''Took me a while, but I'm hitting my stride.'' Moments later, Patrin, Ashir and Haruka sees their companions bursting through the door. Meanwhile, it sounds like there is some activity in the rooms behind the door the wizard came from. Times to come up with a plan to leave. [COLOR="DarkGreen"]-''Hey, magic dudes. Just out of curiosity, the magic circle thingie we saw in the temple, could we use it to teleport away?''[/COLOR]asks Patrin hopefully. [COLOR="darkgreen"]-''Oh, and can one of you guys shoots the archer who has been following us since the birth of Daunton?''[/COLOR] Patron points toward the archer that has been harrying Ashir all this time and who just finally reached and opened the door leading toward the temple. He looks startled at the carnage. [sblock=Actions] Wizard: Shift away from Patrin, is still adjacent to Haruka. I think Haruka has no weapon equipped; she is holding a rod and previously was holding a potion. So no OA (It would be incredibly crappy anyway!) [url=http://invisiblecastle.com/roller/view/2456006/]vs Ref 17 (1d20+6=8, 3d4+4=10)[/url] That's one elite monster that really lived up to its full potential. Probably trained at the same academy as Ashir. [url=http://invisiblecastle.com/roller/view/2456011/]1d20+11=30, 1d10+6=13[/url] How does IC knows whether I am rolling something that will help or hinder you? It's uncanny. ;) Everyone gains an AS [/sblock] [sblock=XP] 2 Dretch X 125 = 250 XP 3 Elite Guards X 150 = 450 XP 17 Guards X 38 = 646 XP 7 Archers X 31 = 217 XP 2 Guard Drake X 125 = 250 XP 1 Warforged X 175 = 175 XP 1 Sharpshooter X = 125 XP 1 Evil Wizard (elite) = 300 XP 2 Blood Hawk X 100 = 200 XP SubTotal: 2613 XP Quest: Regroup. 350 XP (Two level 4 minor quest basically, one for both 'party' now reunited. Cheesy to give two minor quest? Well, so is the weird fact that minor quest, unlike major quest, don't scale up according to the number of PCs!) Total: 2963 XP Multiplied by 2 and divided by 6 987 XP each. That's right. 987 XP. Oh, that's so unfair! If only... Wait, YES! Time XP! March 6th to March 25th= 19 days 19/365 * 1000 XP = 52 19/365 * 1500 XP = 78 987 + 52 = 1039 XP 987 + 78 = 1065 XP Ashir, Max and Raiko earn 1039 XP Sheng and Haruka earn 1065 XP [/sblock] [sblock=Stats] Evil Wizard: 6/88 Haruka: 28 /40 [9/10] AS 1 Max: 18 +4 /22 [5/7] AS 1 Raiko: 12 +5 /25 [6/10] AS 1 Patrin: 38 +5 /52 [9/11] AS 1 Sheng 24 /36 [6/7] AS 1 Ashir: 14 /22 [5/7] AS 1 Blood Hawk Small Perception 16 HP 27; Bloodied 13 AC 15; Fortitude 12, Reflex 14, Will 12 Speed 2 (clumsy), fly 6 OA Claw Rake (standard, at-will) +6 vs AC; 1d6+5 damage, and the target takes ongoing 2 damage, or ongoing 5 damage if the blood hawk is bloodied (save ends). Evil Wizard (Not Sheng; the Skull and Book token] Perception 10; HP 88; Bloodied 44 AC 18; Fortitude 14, Reflex 14, Will 14 OA Dagger (standard, at-will) Weapon +8 vs AC; 1d4+1 damage. Sniper Perception 12; HP 31; Bloodied 15 AC 16; Fortitude 13, Reflex 15, Will 12 ; see also goblin tactics OA: none, unless short sword drawn. Short Sword (standard, at-will) Weapon +7 vs AC; 1d6 + 2 damage. Guard Drake Perception 17 HP 48; Bloodied 24 AC 15; Fortitude 15, Reflex 13, Will 12 Immune fear (while within 2 squares of an ally) OA: Bite (standard, at-will) +6 vs AC; 1d10+3 damage, or 1d10 + 9 damage while within 2 squares of an ally. Guards (G) Perception 11 HP 1; a missed attack never damages a minion. AC 16; Fortitude 16, Reflex 14, Will 13 Morningstar (standard, at-will) Weapon OA +7 vs AC; 5 damage. If another Guard is adjacent to the target, the target also falls prone. Combat Advantage The tough’s attack deals 1 extra damage to any target granting combat advantage to it. Archers (A) Perception 16 HP 1; a missed attack never damages a minion. AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule Crossbow (standard, at-will) Weapon Ranged 15/30; +9 vs AC; 3 damage. OA none unless they dropped the crossbow and drew a spear Then; +7 vs AC; 2 damage. Mob Rule: The archer gains a +2 power bonus to all defenses while at least two other human archers or guards are within 5 squares of it. Warforged Cultist Perception 13 HP 56; Bloodied 28 AC 20; Fortitude 17, Reflex 15, Will 14 Saving Throws +2 against ongoing damage Speed 5 OA Longsword (standard, at-will) +9 vs AC; 1d8+4 damage, and the target is marked until the end of the warforged soldier’s next turn. Battlefield Tactics: The warforged soldier gains a +1 bonus to melee attacks if it has an ally adjacent to the target. Elite Troopers Perception 16 HP 47; Bloodied 23 AC 18; Fortitude 16, Reflex 15, Will 14 OA Longsword (standard, at-will) Weapon +10 vs AC; 1d10+3 damage, and the target is marked until the end of the next turn. Dretch Perception 11; darkvision Sickening Miasma aura 1; each enemy within the aura takes 1 damage whenever it takes a standard action or a move action. Multiple sickening miasma auras deal cumulative damage, up to 5 damage. HP 44; Bloodied 22 AC 14; Fortitude 14, Reflex 13, Will 11 +5 vs AC; 2d6+2 damage. [/sblock] [/QUOTE]
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