Monsters save the world (Inactive)

Game Master caster4life

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Monsters sheets
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Female Atomie (2HD) | Sorcerer (Wildblooded) 1 | HP 18/18 | DR 2/cold iron| AC 17 | T 17 | FF 14 | CMD 8 | Fort +1 | Ref +6 | Will +7 | Init +9 | Perc +7 (Low-Light)

Xeria barks over to Ripper who responds. The small dino weaves in and amongst the underbrush moving closer to the ramp up to the camp. Xeria flies up and over to the camp, keeping herself about 15' off the ground and casts a spell at the bandits.

She places a Grease (DC 15) under the front two bandits (I placed a dark box there).


Monsters build rules

You can do that or anything else you'd like to try in a second. Piedmontina still needs to go at the top of the round then its the bandits' turn.


DECEASED //// Draugr Captain Roughrider (1) Wounds (33) HP (36) AC (18/12/16) Saves (7/4/6) DR 5/bludgeoning or slashing; Resist fire 10 Perception (+8) Initiative (+2) CMD (20)

Gorthug watched everything with a blank stare. He stood next to Cindy, unmoving. Nobody had told him to fight, and he didn’t see any bears. Absent an order, of a spark of life, time (and common sense) has little meaning.


Female Half-Fiend Atomie Lich HP: 42/42 AC:14/FF:14/T:14 CMD: 7 F:-/R:10/W:9 Init: +7 Bardic Performance: 16/17 Summon SLA: 12/12 Undead Traits

"Get up here and fight, everybody. I can't decapitate them all on my own!" Tina shouts at the rest of the group. She adds, "Oh, sorry, Goldslip, this might make it a touch difficult for you," As she casts Darkness on the pebble, and drops it onto the ground near the bandit leader.

pebble, improvised weapon, 2nd range increment: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
Darkness denoted with grey circle on the map, Darkvision works normally within it though.
Targeting a square is AC 5, If I recall correctly?


NE Dark Tapestry Nightmare Soulbound Doll / Mesmerist | HP 39/39 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | See profile for immunities | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 | ALL WHO COME WITHIN 60' AND SEE OR HEAR HER MUST SAVE (WILL DC17) OR BE SHAKEN UNTIL THEY LEAVE THE AREA
Piedmontina Mumblethunder wrote:
"Get up here and fight, everybody. I can't decapitate them all on my own!"

we're gonna! we just have to be good girls and boys and wait our turn.


Monsters build rules

Tina, picking up the rock is a move action and so is moving so it's a double move for you this round. Sorry I should have resolved accordingly upon your last post. You can cast darkness in this next round and drop the rock as a free action.

GM screen:

Reflexes: 2d20 ⇒ (11, 16) = 27
Attack Tina: 3d20 ⇒ (18, 14, 10) = 42
Attack Snowball at +6 or +8: 3d20 ⇒ (12, 17, 4) = 33
Dam: 2d8 + 6 ⇒ (6, 1) + 6 = 13

Both surprised bandits manage to dodge the worst of Snowball's puff of snowflakes and quickly regroup, scrambling to surround the young dragon and stabbing at her with spears. Two of them find home! (13 piercing damage in two hits).

The bandit leader looks around bewildered and shouts out "Crazy monsters are attacking us! Not bears!" From here, you notice that he is holding some sort of very nice longbow in one hand and a wand in the other. He stows the wand quickly and fires an arrow very hard at Piedmontina. Two more bandits rush over to her and jab with their spears. But Piedmontina dodges all incoming attacks in her tiny form. The bandit leader, whose description matches Black Lew, narrows his eyes.

Everyone go!!


NE Dark Tapestry Nightmare Soulbound Doll / Mesmerist | HP 39/39 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | See profile for immunities | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 | ALL WHO COME WITHIN 60' AND SEE OR HEAR HER MUST SAVE (WILL DC17) OR BE SHAKEN UNTIL THEY LEAVE THE AREA

Cindy slowly starts up the hill towards the fight, feeling like her legs are way too short to deal with brush and slopes.
Took a double move just to get into fracas range. Snowball! Don't die until I can put some to sleep next turn!

Grand Lodge

Current Name: Top-Hat-Bob, Gelatinous Cube/Telekineticist CR5, 78/78 HP, Init -5, Percep-1, AC 4 Touch 4 Flat 4, 8 CMD (can't be tripped), Fort +12, Ref -2, Will -4 , debuff: 4 neg levels, -20 HP, -4 to stuff
attack:
[dice=kinetic throw]d20+12; d6+1+8[/dice]

"Battle! The bandits must have figured us out, or there really is a bear here! Not-Hat-Not-Bob to the rescue!"

The small blob of ooze tears through the forest and half bounces up the steep slope to the top. It is all he can do to make it to the top.

double moving through all difficult terrain. two move actions


DECEASED //// Draugr Captain Roughrider (1) Wounds (33) HP (36) AC (18/12/16) Saves (7/4/6) DR 5/bludgeoning or slashing; Resist fire 10 Perception (+8) Initiative (+2) CMD (20)

The cloaked form that was Gorthug came out of the woods, following behind Cindy. His features were still covered, but the large axe was easily visible in his hands. Wordlessly he ambled towards the bandits.


AC 18 T 16 FF 13 | CMD 15 | DR 5/cold iron| HP 56/58 | F +5, R +10, W +9 | Init +8 | darkvision, low-light vision; clouded vision 30ft; Perc +15 | Spells 1st: 5/5 | 2 slams +10 (1d10-2)

"Oh no..." Goldslip murmurs. "We didn't need to kill them all before, but now we'll have no choice."

Goldslip can't see past 30ft in any conditions because of her oracle curse--and the darkness won't actually affect her vision within 30ft. So it's all good, Tina!

Goldslip starts moving--she goes as fast as she can considering both the steep slope and the thick undergrowth she's fighting against, and it's not very fast at all.

I have a 20ft move speed. Steep slope and difficult terrain from undergrowth combine to make it cost 20ft of movement to move a single 5ft square there... Double-move gets me through 2 squares of dense trees and 1 square of hillside.


Monsters build rules

Many of the slower denizens of the Dungeon of Last Hill make up this hill that has no particular cardinal designation but the going is slow with all of the brush ending in a steep slope to boot!

Snowball, Xeria, Tina still to go.


Female Atomie (2HD) | Sorcerer (Wildblooded) 1 | HP 18/18 | DR 2/cold iron| AC 17 | T 17 | FF 14 | CMD 8 | Fort +1 | Ref +6 | Will +7 | Init +9 | Perc +7 (Low-Light)

Xeria barks over to Ripper who responds. The small dino weaves in and amongst the underbrush moving closer to the ramp up to the camp. Xeria flies up and over to the camp, keeping herself about 15' off the ground and casts a spell at the bandits.

She places a Grease (DC 15) under the leader bandit and one of his cohorts near Tina (I placed a dark box there).


Female Half-Fiend Atomie Lich HP: 42/42 AC:14/FF:14/T:14 CMD: 7 F:-/R:10/W:9 Init: +7 Bardic Performance: 16/17 Summon SLA: 12/12 Undead Traits

"Bah,"Tina exclaims, "I hate doing this. I should be far away from here." She reaches out to the leader, and taps him with her undead hands, turning visible as she does so.

attack: 1d20 + 14 ⇒ (20) + 14 = 34
confirm that crit: 1d20 + 14 ⇒ (12) + 14 = 26
damage: 1d8 + 1 ⇒ (8) + 1 = 9
DC 17 Fort Save, please.


Monsters build rules

GM screen:

Fort: 1d20 ⇒ 8

The bandit leader is overwhelmed by something from the terrifying little undead!

Extra dam: 1d8 + 1 ⇒ (6) + 1 = 7

Failed and crit confirmed. Generally, you should roll extra damage listed as "if confirmed" or what not. Snowball still to go.


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:

obligatory mention of snowball auto-succeeding at a DC 10 fly check to fly only 40'
Also, her bite has 5' reach, did any of those guys surrounding her provoke?
Also I think Snowball just provoked from all 3 of them...
breath weapon 4->3
22/35->27/35

Snowball shrieks in pain and then lashes out before retreating into the air.
Bite vs one of the bandits that hit: 1d20 + 3 ⇒ (17) + 3 = 20
Damage (B&S&P): 1d4 - 2 ⇒ (2) - 2 = 0


Female Half-Fiend Atomie Lich HP: 42/42 AC:14/FF:14/T:14 CMD: 7 F:-/R:10/W:9 Init: +7 Bardic Performance: 16/17 Summon SLA: 12/12 Undead Traits

Finally, someone fails it. Bandit leader appears to be dead.


AC 18 T 16 FF 13 | CMD 15 | DR 5/cold iron| HP 56/58 | F +5, R +10, W +9 | Init +8 | darkvision, low-light vision; clouded vision 30ft; Perc +15 | Spells 1st: 5/5 | 2 slams +10 (1d10-2)

Don't forget that because Tina is visible now, all those other bandits need to make a save against her fear aura, as well.

If they all start running...can we let them live, or do we have reasons to make sure no one hears about monsters running loose that they will likely tie back to the Dungeon of Last Hill?


Female Half-Fiend Atomie Lich HP: 42/42 AC:14/FF:14/T:14 CMD: 7 F:-/R:10/W:9 Init: +7 Bardic Performance: 16/17 Summon SLA: 12/12 Undead Traits

"Boo." Tina whispers, as she suddenly appears, seemingly knocking the bandit leader dead with a single touch.

Thanks, Goldslip. I see nothing wrong with the story of Bandit-hunting mosters getting back to town. Maybe we're the lesser of two evils?"


DECEASED //// Draugr Captain Roughrider (1) Wounds (33) HP (36) AC (18/12/16) Saves (7/4/6) DR 5/bludgeoning or slashing; Resist fire 10 Perception (+8) Initiative (+2) CMD (20)

And besides, who would believe them?


Monsters build rules

GM screen:

AoOs: 3d20 ⇒ (15, 11, 7) = 33
Dam: 1d8 + 3 ⇒ (8) + 3 = 11
Will saves: 6d20 ⇒ (17, 2, 19, 20, 12, 12) = 82
Attack: 2d20 ⇒ (8, 4) = 12
Dam: 1d8 + 3 ⇒ (5) + 3 = 8
Grapple: 1d20 ⇒ 19
Stab: 1d20 ⇒ 5

Three bandits stab at Snowball as she flies up into the air but only one lands a blow, heavy though it may be (11 damage). The bandits' eyes go wide when the tiny, undead Tina appears, which you all find unsettling as well. Thankfully, you've already been exposed to Tina today and resist the fear. Only one of the bandits is terrified of Tina and he runs off toward the east, cursing about crazy monsters. Two of the bandits move toward the approaching monsters and stab at Gorthug but only one connects (8 piercing dam before DR). Over by Tina, one bandit, cursing "Stupid dodgy thing!" reaches out and snatches Tina out of the air. The other stabs at her but can't hit her without hitting his partner's hand.

Tina is grappled. Everyone, GO!


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:

obligatory mention of auto success on the DC 10 fly check to not lose altitude from the AoO taken in flight
Recharge 3->2
HP 16->21

Snowball begins flying in a very large circle, eyeing the bandits. Her wounds are already visibly closing due to the magic that mutated her.


NE Dark Tapestry Nightmare Soulbound Doll / Mesmerist | HP 39/39 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | See profile for immunities | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 | ALL WHO COME WITHIN 60' AND SEE OR HEAR HER MUST SAVE (WILL DC17) OR BE SHAKEN UNTIL THEY LEAVE THE AREA

Cindy finally makes it to the top of the hill, and seeing Tina struggling in a bandit's hand, wants to clear the path so others can help. She glares at the two bandits in front of her and yells "Go to sleep so we can help our friend, darnit!"

Deep Slumber SLA (no aao); up to 10 HD of creatures within 30' radius fall asleep. Will DC12 to resist


Monsters build rules

That spell pops off next round, right Cindy?

Grand Lodge

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Current Name: Top-Hat-Bob, Gelatinous Cube/Telekineticist CR5, 78/78 HP, Init -5, Percep-1, AC 4 Touch 4 Flat 4, 8 CMD (can't be tripped), Fort +12, Ref -2, Will -4 , debuff: 4 neg levels, -20 HP, -4 to stuff
attack:
[dice=kinetic throw]d20+12; d6+1+8[/dice]

I don’t have good internet right now. Could you move me on the map.

Seeing his good buddy Tina grasped in a bandits fist, Not-Hat-Not-Bob scurries around the battlefield until he is close enough to jump on the dastardly villains head.


DECEASED //// Draugr Captain Roughrider (1) Wounds (33) HP (36) AC (18/12/16) Saves (7/4/6) DR 5/bludgeoning or slashing; Resist fire 10 Perception (+8) Initiative (+2) CMD (20)

The bandit stabbed at Gorthug, but he felt nothing. The zombified orc groaned as it swung it’s axe back.

Axe!: 1d20 + 4 ⇒ (2) + 4 = 6

Slam: 1d20 - 1 ⇒ (10) - 1 = 9

Gorthug, however, tripped on his own cloak. He barely kept to his feet.


Monsters build rules

GM screen:

Reflex saves: 2d20 ⇒ (8, 15) = 23
Reflex Bob: 1d20 ⇒ 16

One of the bandits falls prone as Xeria's spell trips him.

Sorry I must have gotten mixed up and not resolved that earlier.

Bob tries to leap on the bandit grappling Tina but the bandit dodges out of the way.

Xeria, Tina, Goldslip still to go.


AC 18 T 16 FF 13 | CMD 15 | DR 5/cold iron| HP 56/58 | F +5, R +10, W +9 | Init +8 | darkvision, low-light vision; clouded vision 30ft; Perc +15 | Spells 1st: 5/5 | 2 slams +10 (1d10-2)

Goldslip continues her slow approach up the hillside. 20ft move action moves me one square. Being not far from the battle anymore she pauses here and reaches out in Gorthug's direction. "You'll be okay, Gorthug," she says as she links her life force to him.

Since you haven't reached 5 damage yet you won't heal anything unless you take more damage before my next turn.


Female Half-Fiend Atomie Lich HP: 42/42 AC:14/FF:14/T:14 CMD: 7 F:-/R:10/W:9 Init: +7 Bardic Performance: 16/17 Summon SLA: 12/12 Undead Traits

Tina looks straight into the eyes of the bandit who has grasped her, and says, "Unhand me, and you might just live." She then charges her body with negative energy.

touch attack: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20
damage: 1d8 + 1 ⇒ (5) + 1 = 6


Female Atomie (2HD) | Sorcerer (Wildblooded) 1 | HP 18/18 | DR 2/cold iron| AC 17 | T 17 | FF 14 | CMD 8 | Fort +1 | Ref +6 | Will +7 | Init +9 | Perc +7 (Low-Light)

Xeria sees that Tina is in the clutches of an enormous human and decides to bring him down a peg or two. She casts a spell at the bandit holding Tina.

Xeria casts Reduce Person (DC 15) on Tina's captor.


Monsters build rules

So I believe Cindy DOES provoke AoOs for her casting from the two adjacent bandits as she is in the casting time of the sla right now. SLAs provoke while supernatural abilities do not.

GM screen:

AoOs: 2d20 ⇒ (15, 3) = 18
Dam: 1d8 + 3 ⇒ (4) + 3 = 7
Conc: 1d20 + 2 ⇒ (5) + 2 = 7

Two of the bandits stab at Cindy as she is casting her spell and one of them jabs her quite hard, damaging the porcelain of her leg!

If I am correct, then Cindy takes the aoo and fails the concentration check with a nat 5. 7 piercing damage to Cindy before DR. Will wait for discussion on that before resolving baddies since they may be asleep if I'm mistaken.

Xeria's spell pops off right after the baddies go, if I understand correctly.


Female Atomie (2HD) | Sorcerer (Wildblooded) 1 | HP 18/18 | DR 2/cold iron| AC 17 | T 17 | FF 14 | CMD 8 | Fort +1 | Ref +6 | Will +7 | Init +9 | Perc +7 (Low-Light)

My SLA is a standard action, so it should go off on my turn. I don't see anything about it being a full round action.


Monsters build rules

Tina zaps one of the bandits hard with her nasty hand. He shouts in surprise then grits his teeth in anger. Cindy's spell is interrupted while Xeria begins casting a spell.

GM screen:

Maintain: 1d20 ⇒ 17
Stab: 1d20 ⇒ 19
Stabs: 2d20 ⇒ (13, 12) = 25
Dam: 1d8 + 3 ⇒ (4) + 3 = 7
Dam: 1d8 + 3 ⇒ (4) + 3 = 7
Dam: 1d8 + 3 ⇒ (3) + 3 = 6

The bandit holding Tina manages to grip her more tightly entirely within his fist (Tina is pinned!). The prone bandit yelps in surprise at Bob's appearance in the fray and stands up (provoking from Tina or Bob if either have 5 ft reach) and stabs at Bob, hitting him hard (7 piercing before DR), though he has no idea what he is fighting and curses when his spear begins dissolving slightly.

The two bandits by Gorthug shake their head in disgust as it becomes apparent they are fighting some sort of bizarre... abomination. One grunts to the other "This is worse than what happened with that butcher's daughter..." but they stab in unison and strike Gorthug two solid blows (7 and 6 piercing before DR).

Everyone, GO!


DECEASED //// Draugr Captain Roughrider (1) Wounds (33) HP (36) AC (18/12/16) Saves (7/4/6) DR 5/bludgeoning or slashing; Resist fire 10 Perception (+8) Initiative (+2) CMD (20)

As the bandits stabbed Gorthug, they ripped away much of his cloak. Revealing a horrific zombified orc.

Hit Axe: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d12 + 7 ⇒ (9) + 7 = 16

Confirm: 1d20 + 4 ⇒ (18) + 4 = 22
Crit: 2d12 + 14 ⇒ (1, 1) + 14 = 16

The shock left the first bandit standing still, even as the massive, blunt axe came down. It hit the bandit squarely atop the head. It didn’t cut so much as it crushed. The orc then tried to swat away the second.

Slam: 1d20 - 1 ⇒ (10) - 1 = 9

Which ended up being little more than the waving of a (now) bloody hand.

Grand Lodge

Current Name: Top-Hat-Bob, Gelatinous Cube/Telekineticist CR5, 78/78 HP, Init -5, Percep-1, AC 4 Touch 4 Flat 4, 8 CMD (can't be tripped), Fort +12, Ref -2, Will -4 , debuff: 4 neg levels, -20 HP, -4 to stuff
attack:
[dice=kinetic throw]d20+12; d6+1+8[/dice]

Bob has no reach to speak off, and can't get an attack off on the enemy, but he gleefully tries to leap on the bandit's head.

Engulf Head (Ex)
Gelatinous orbs have the uncanny ability to jump up and land on a Medium-sized or smaller creature’s head, completely engulfing it as a standard action. It cannot make a slam attack during a round in which it engulfs. Opponents can either make an attack of opportunity against the ooze, or a saving throw versus the attack, but not both. If the target forgoes the opportunity attack, it may instead make a DC 13 Reflex save to avoid having its head engulfed. If the save fails, or the target instead opted to make an opportunity attack, the target takes 1d4 acid damage, is blinded, deafened, nauseated, and is in danger of suffocating every round that its head is engulfed. Any attack against a gelatinous orb that has engulfed an opponent’s head has a 50% chance of targeting the engulfed opponent instead.

Bob doesn't have DR but he does have fast healing 5. So currently 31/33 HP


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:

recharge 2->1
HP 21->26
Snowball is going to put some bandits on ice :D

Snowball continues flying (relatively silently) in a wide arc, finally coming around from the other direction.


Monsters build rules

With one mighty blow, Gorthug kills one of the bandits in front of him!

GM screen:

Reflex: 1d20 ⇒ 14

Again, the bandit dodges Bob's leap! "What in the Abyss is this thing and why does it keep leaping ten times its height at my face!?" the bandit complains as he prepares to stab Bob again.


Female Half-Fiend Atomie Lich HP: 42/42 AC:14/FF:14/T:14 CMD: 7 F:-/R:10/W:9 Init: +7 Bardic Performance: 16/17 Summon SLA: 12/12 Undead Traits

Tina attempts to wriggle free of her captor. "I've no good reason to destroy you, but you are annoying me enough that I'm considering it."

escape artist: 1d20 + 9 ⇒ (11) + 9 = 20


AC 18 T 16 FF 13 | CMD 15 | DR 5/cold iron| HP 56/58 | F +5, R +10, W +9 | Init +8 | darkvision, low-light vision; clouded vision 30ft; Perc +15 | Spells 1st: 5/5 | 2 slams +10 (1d10-2)

Most of the damage to Gorthug is repaired--similar injuries briefly appear on Goldslip's body, but she heals quickly, as well.

Life link transfers 5 damage from Gorthug to me, and my fast healing 5 then takes care of it.

Goldslip completes her ascent of the hillside, at last! Another double-move.


NE Dark Tapestry Nightmare Soulbound Doll / Mesmerist | HP 39/39 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | See profile for immunities | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 | ALL WHO COME WITHIN 60' AND SEE OR HEAR HER MUST SAVE (WILL DC17) OR BE SHAKEN UNTIL THEY LEAVE THE AREA

After feeling her spell fizzle when she was crunched by the bandit, Cindy steps to the side, trying to figure out what to do next.

Not sure which one of the two was killeded by Gorthug so just taking a 5' step in order to not get another aoo. This either gets me away from the living one, or ready to take another 5' step next round to get away from the living one.


Monsters build rules

Sorry Cindy. I thought I had removed him but it looks like I forgot to do so. He's off the map now. Nobody is threatening you.

Tina barely escapes the bandit's grasp!


Female Half-Fiend Atomie Lich HP: 42/42 AC:14/FF:14/T:14 CMD: 7 F:-/R:10/W:9 Init: +7 Bardic Performance: 16/17 Summon SLA: 12/12 Undead Traits

Tina zips into the air, hovering about 10 feet above the bandit's head.


Female Atomie (2HD) | Sorcerer (Wildblooded) 1 | HP 18/18 | DR 2/cold iron| AC 17 | T 17 | FF 14 | CMD 8 | Fort +1 | Ref +6 | Will +7 | Init +9 | Perc +7 (Low-Light)

Ripper finally makes it up to the top of the hill and attacks the first bandit she sees.

Talon: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 ⇒ 2 + Bleed: 1d6 ⇒ 4

Xeria finishes casting her spell and unleashes it on the bandit near the one that was holding Tina.

Reduce Person (DC 15) on the one to the left of the one that was holding Tina and below the prone bandit leader.


Monsters build rules

GM screen:

AoO: 1d20 ⇒ 3
Stab: 1d20 ⇒ 17
Dam: 1d8 + 3 ⇒ (1) + 3 = 4
Stab: 1d20 ⇒ 19
Dam: 1d8 + 3 ⇒ (1) + 3 = 4
Stab: 1d20 ⇒ 15
Dam: 1d8 + 3 ⇒ (6) + 3 = 9

The other bandit stabs at Tina as she flies up but he misses horribly. Ripper rushes up the hill and takes a nasty bite out of one of the bandit's, who yelps in pain and curses "What is going ON!!??" as he sees another addition to the hostile menagerie materialize. He stabs Goldslip in anger (4 damage) before stepping back carefully. The two other bandits stab at Bob in anger as Tina has escaped them, striking him twice and hard (4 and 9 damage to Bob).

Everyone, GO!


DECEASED //// Draugr Captain Roughrider (1) Wounds (33) HP (36) AC (18/12/16) Saves (7/4/6) DR 5/bludgeoning or slashing; Resist fire 10 Perception (+8) Initiative (+2) CMD (20)

As the lifelink attached to him, Gorthug’s eyes flared open.

Axe: 1d20 + 4 ⇒ (5) + 4 = 9

He raised his axe, but hesitated, confusion written on his face. For a moment he didn’t know where he was. Or when it was. Everything was hazy. There was something blurry in front of him. It looked like a human, but he wasn’t sure. Gorthug lowered the axe, as he saw the one thing that was clear. Goldslip.

Slam: 1d20 - 1 ⇒ (20) - 1 = 19
Damage: 1d10 + 6 ⇒ (5) + 6 = 11
DC12 fort or nauseated for 1 round

Confirm: 1d20 - 1 ⇒ (3) - 1 = 2
Damage: 0 = 0

The figure was in his way. He slapped it away so he could see the Nixie better.


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:

Recharge 1->0
HP 26->31

Snowball finally flies in close enough. She expels a blast of ice breath that engulfs three of the bandits as she passes by.

Ice Breath (DC 14 reflex for half): 2d4 ⇒ (1, 3) = 4
Recharge: 1d4 ⇒ 1

Shortly after, she lands next to Cindy.
"Meat?" she asks her friend while jerking her head towards a nearby bandit corpse.

using Flyby attack to move ~45' and then breath ice and then fly another 20' or so more


AC 18 T 16 FF 13 | CMD 15 | DR 5/cold iron| HP 56/58 | F +5, R +10, W +9 | Init +8 | darkvision, low-light vision; clouded vision 30ft; Perc +15 | Spells 1st: 5/5 | 2 slams +10 (1d10-2)

Goldslip is shocked as the bandit strikes her, though her fey resilience prevents any pain or damage from the minor blow. She had done nothing to harm this man, yet he attacked her...

"You should have run like the other one."

She then casts bless. +1 to attack rolls, everyone!

Grand Lodge

Current Name: Top-Hat-Bob, Gelatinous Cube/Telekineticist CR5, 78/78 HP, Init -5, Percep-1, AC 4 Touch 4 Flat 4, 8 CMD (can't be tripped), Fort +12, Ref -2, Will -4 , debuff: 4 neg levels, -20 HP, -4 to stuff
attack:
[dice=kinetic throw]d20+12; d6+1+8[/dice]

Not-Hat-Not-Bob continues to heal, but he is losing oozy bits faster than he can regenerate them. (23/32 HP)

He does not give up, though, on trying to jump on this bandit's head!


Monsters build rules

GM screen:

Reflex, Snowball: 2d20 ⇒ (17, 3) = 20
Reflex, Bob: 1d20 ⇒ 15

The bandit that Bob is attacking proves very dodgy! He dodges the worst of Snowball's breath then also dodges Bob's leap! It's unbelievable! The other bandit, however, does less well and is blasted by Snowball.

Tina, Xeria, Cindy still to go.


Female Atomie (2HD) | Sorcerer (Wildblooded) 1 | HP 18/18 | DR 2/cold iron| AC 17 | T 17 | FF 14 | CMD 8 | Fort +1 | Ref +6 | Will +7 | Init +9 | Perc +7 (Low-Light)

Did you handle the Reduce Person for the one bandit? I didn't see the save.

Ripper tears into the bandit fully this time.

Bite, Bless: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Bite Damage: 1d4 ⇒ 4

Talon, Bless: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Bite Damage: 1d4 ⇒ 4 + Bleed: 1d6 ⇒ 1

Talon, Bless: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Bite Damage: 1d4 ⇒ 2 + Bleed: 1d6 ⇒ 6

Xeria adds an acid splash to the mix.

Acid Splash, Bless, In Combat: 1d20 + 8 + 1 - 4 ⇒ (13) + 8 + 1 - 4 = 18
Acid: 1d3 ⇒ 3


Monsters build rules

Thanks for the reminder! Those one round casting times mess us all up.

GM Screen:

Fort: 1d20 + 6 ⇒ (16) + 6 = 22

The bandit resists Xeria's spell.

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