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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: 5140521" data-attributes="member: 834"><p>[sblock=Max]I am still missing your stats. </p><p></p><p>By your mini block I can deduce many choices but as best as I can tell you still haven't invested the missing 3 CP (unless it was in dex or wis, which would be plain bizarre).</p><p></p><p>I see you have picked toughness and remember Action surge but I can't remember the last feat. I don't know your skills either.</p><p></p><p>I am pretty sure you had one inspiring word left at the end of last encounter so you have both inspiring words availavle here. That being said, using that inspiring word drops you to 4/7 surges, you were already at 5/7</p><p>[/sblock]</p><p></p><p>[sblock=Raiko]I am pretty sure that 'half your speed' is rounded down (as per p.11 of PHB) so you shift 2 square. Since difficult ground takes 2 square, I shifted you to E10[/sblock]</p><p></p><p>One of the guard circles the dumbells and other training parapharnelia, lines himself with the wall and charges Sheng. He hits the sorcerer brutally and then with trained coordination steps on the side just ine time for his dwarven sniper support to get a clear shot. In short order, Sheng is coughing blood.</p><p></p><p>Smiling with glee, the east flank of the cultists set up to do the same to Raiko. The warforge draws his attenting and swings for the dragonborn's head but he dodges. This was just a diversion for the other elite trooper, though, who rushes on Raiko's blindiside, launches a powerful blow... blocked deftly at the last moment. The sniper takes his chance and shoot betwen his allies... only to see the bolt hit indirectly and be deflected away harmlessly. </p><p></p><p>Patrin smiles as he see that Raiko held up flawlessly and turns his attention to the guard cornering Sheng.</p><p></p><p><span style="color: DarkGreen">-''Hey, you! Stop stabbing my employee!''</span></p><p></p><p>He rushes the man and slam him with his shield, pushing him away and slashing with his sword at the same time. Now the guard too is bleeding.</p><p></p><p>[sblock=Actions]</p><p>Guard: Move to A7, then charges Sheng</p><p><a href="http://invisiblecastle.com/roller/view/2464807/" target="_blank">Charge vs Sheng AC 15 (16?) (1d20+10+1=26, 1d10+3=13)</a> hit</p><p></p><p>Dwarf Bolter North: </p><p>BBCode<a href="http://invisiblecastle.com/roller/view/2464808/" target="_blank">Aimed Shot vs Sheng AC 15(16?) (1d20+8+2=24, 1d8+3+1d6=8)</a></p><p></p><p>Warforged:</p><p>Moves to current location</p><p><a href="http://invisiblecastle.com/roller/view/2464810/" target="_blank">vs Raiko AC 21 (1d20+9=19, 1d8+4=5)</a>, miss</p><p></p><p>Guard vs Raiko:</p><p>Moves to H11, then charges to a flanking position</p><p><a href="http://invisiblecastle.com/roller/view/2464813/" target="_blank">Charge vs Raiko AC 21 (1d20+10+2+1=16, 1d10+3=12)</a> miss</p><p></p><p>Dwarf Bolter West:</p><p><a href="http://invisiblecastle.com/roller/view/2464814/" target="_blank">vs Raiko AC 21 (1d20+10+2=20, 1d8+3+1d6=5)</a> miss</p><p></p><p>+10 is the correct basic bonus to attack for the bolter, not +8 as I mistakenly used against Sheng.</p><p></p><p>Patrin:</p><p>Moves to current location</p><p><a href="http://invisiblecastle.com/roller/view/2464816/" target="_blank">Tide of Iron vs Guard AC 18 (1d20+11=28, 1d10+6=16)</a> hit, pushes 1 square and mark</p><p>[/sblock]</p><p></p><p><a href="http://www.4shared.com/file/255448200/48eab102/round1b.html" target="_blank"><img src="http://dc219.4shared.com/img/255448200/48eab102/round1b.jpg?rnd=0.9248202418184779" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p></p><p>[sblock=Stats and Status]</p><p>Warforged: 43/56</p><p></p><p>Elite Trooper West: 23/47</p><p></p><p>Haruka: 45 /46 [8/10] </p><p>Max: 32/32 [4/7] </p><p>Raiko: 40/41 [7/12] </p><p>Patrin: 52/52 [7/11] </p><p>Sheng 19/42 [6/8] </p><p>Ashir: 18 /26 [5/7] </p><p></p><p>I asumed Sheng used a healing surge, since his HS are worth the same as a healing potion (and since he boldly advanced in the room!)</p><p></p><p>I didn't make the same assumption for Ashir for the same reasons.</p><p></p><p>Dwarf Bolter</p><p>Perception 18; low-light vision</p><p>HP 46; Bloodied 23</p><p>AC 17; Fortitude 16, Reflex 16, Will 14</p><p>OA: Warhammer (standard, at-will) Weapon</p><p>+8 vs AC; 1d10+2 damage. (If drawn, right now they are wielding crossbows)</p><p>Stand Your Ground</p><p>When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.</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>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>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>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: 5140521, member: 834"] [sblock=Max]I am still missing your stats. By your mini block I can deduce many choices but as best as I can tell you still haven't invested the missing 3 CP (unless it was in dex or wis, which would be plain bizarre). I see you have picked toughness and remember Action surge but I can't remember the last feat. I don't know your skills either. I am pretty sure you had one inspiring word left at the end of last encounter so you have both inspiring words availavle here. That being said, using that inspiring word drops you to 4/7 surges, you were already at 5/7 [/sblock] [sblock=Raiko]I am pretty sure that 'half your speed' is rounded down (as per p.11 of PHB) so you shift 2 square. Since difficult ground takes 2 square, I shifted you to E10[/sblock] One of the guard circles the dumbells and other training parapharnelia, lines himself with the wall and charges Sheng. He hits the sorcerer brutally and then with trained coordination steps on the side just ine time for his dwarven sniper support to get a clear shot. In short order, Sheng is coughing blood. Smiling with glee, the east flank of the cultists set up to do the same to Raiko. The warforge draws his attenting and swings for the dragonborn's head but he dodges. This was just a diversion for the other elite trooper, though, who rushes on Raiko's blindiside, launches a powerful blow... blocked deftly at the last moment. The sniper takes his chance and shoot betwen his allies... only to see the bolt hit indirectly and be deflected away harmlessly. Patrin smiles as he see that Raiko held up flawlessly and turns his attention to the guard cornering Sheng. [COLOR="DarkGreen"]-''Hey, you! Stop stabbing my employee!''[/COLOR] He rushes the man and slam him with his shield, pushing him away and slashing with his sword at the same time. Now the guard too is bleeding. [sblock=Actions] Guard: Move to A7, then charges Sheng [url=http://invisiblecastle.com/roller/view/2464807/]Charge vs Sheng AC 15 (16?) (1d20+10+1=26, 1d10+3=13)[/url] hit Dwarf Bolter North: BBCode[url=http://invisiblecastle.com/roller/view/2464808/]Aimed Shot vs Sheng AC 15(16?) (1d20+8+2=24, 1d8+3+1d6=8)[/url] Warforged: Moves to current location [url=http://invisiblecastle.com/roller/view/2464810/]vs Raiko AC 21 (1d20+9=19, 1d8+4=5)[/url], miss Guard vs Raiko: Moves to H11, then charges to a flanking position [url=http://invisiblecastle.com/roller/view/2464813/]Charge vs Raiko AC 21 (1d20+10+2+1=16, 1d10+3=12)[/url] miss Dwarf Bolter West: [url=http://invisiblecastle.com/roller/view/2464814/]vs Raiko AC 21 (1d20+10+2=20, 1d8+3+1d6=5)[/url] miss +10 is the correct basic bonus to attack for the bolter, not +8 as I mistakenly used against Sheng. Patrin: Moves to current location [url=http://invisiblecastle.com/roller/view/2464816/]Tide of Iron vs Guard AC 18 (1d20+11=28, 1d10+6=16)[/url] hit, pushes 1 square and mark [/sblock] [URL=http://www.4shared.com/file/255448200/48eab102/round1b.html][IMG]http://dc219.4shared.com/img/255448200/48eab102/round1b.jpg?rnd=0.9248202418184779[/IMG][/URL] [sblock=Stats and Status] Warforged: 43/56 Elite Trooper West: 23/47 Haruka: 45 /46 [8/10] Max: 32/32 [4/7] Raiko: 40/41 [7/12] Patrin: 52/52 [7/11] Sheng 19/42 [6/8] Ashir: 18 /26 [5/7] I asumed Sheng used a healing surge, since his HS are worth the same as a healing potion (and since he boldly advanced in the room!) I didn't make the same assumption for Ashir for the same reasons. Dwarf Bolter Perception 18; low-light vision HP 46; Bloodied 23 AC 17; Fortitude 16, Reflex 16, Will 14 OA: Warhammer (standard, at-will) Weapon +8 vs AC; 1d10+2 damage. (If drawn, right now they are wielding crossbows) Stand Your Ground When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone. 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. 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. 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. 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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