Monsters save the world (Inactive)

Game Master caster4life

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Monsters sheets
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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:

Hathnah is 'partner' when you can't speak 'cause your mouth is full.
Same for Fatnah.
Bob is just repeating Snowball xD
...
As for prep, Snowball will be happy to be in a place that isn't so darn hot for once :D

Snowball swoops over to Gorthug and lands on his shoulder.
"Snowball help! Snowball is good plan!"
She grabs a bottle between her teeth and takes off again.


Monsters build rules

You decide to leave the dungeon temporarily, having only ruled it for a few days.

Whom do you leave in charge? What do you tell them?

You begin traveling across the countryside, heading toward the mountain.

I want to know several things from you:
1. Are you being stealthy, i.e. travel at half speed, or not?
2. How many miles can you travel per day? Use the movement and distance table here using your walking speed. Add a mile for every point of fort save you have or double the distance if you are immune to fatigue. The party will be limited by whoever is moving the slowest, though rides are possible.


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)

48 miles per day. 30ft movement and immune to fatigue. And not stealthy at all...unless ordered to try. Which he will attempt but be horrible at


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:

Snowball, without the immunity but with twice the speed, likewise can move 48mi/day (without fort).
Not being immune to fatigue means +6 mi/day from fort ^^
Total: 54mi/day


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

32 miles per day. 20 ft movement and immune to fatigue. but also quite small and light so could be carried or just hang out in a backpack. Would be happy to be stealthy but don't think that it's worth it considering the chatty group we have going here.

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]

46 miles per day (50 ft movement speed and a +6 fort modifier.) Oozes don't seem immune to fatigue but I don't sleep, so I don't exactly get that.


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

80 Miles per day. (50 ft fly speed, and immune to fatigue). I'd suggest being stealthy when we're a day or so away from the mountain. We should get a bag of holding I can carry.

Okay, Skank. We will be gone for a few weeks. If anything is missing when we're back, I will be holding you personally responsible, and I will make you watch as Gorthug eats all of your limbs one by one. I'll kindly remind you that I have the ability to keep you alive and awake through that entire process.

Other than that, there's not too much to worry about. Stay out of town, and keep things quiet, and I'll bring back some souvenirs from our trip."

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]

"Okay, team. We being heading to our secret mission spot. Someone who can read look at map so we go right way. As leader, Bob will direct walking. As other leader, Snowie will direct flying. Set? Go! Walk walk walk walk walk walk walk. More walking, Gorthug! Pick up Cindy, she too slow. Walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk Walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk Walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk Walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk Walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk Walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk Walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk. Snowie, are fliers flying proper?"

The best part about Bob's managerial style is that you can't stop his telepathic metronome in your 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)

Gorthug didn’t seem to mind. If nothing else, he now knew how to say “walk” in several different languages. Which he said, on repeat, cycling through the different tongues.


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:

Snowball can fly 100'/round :D
Maybe Snowball can move 86 miles/day...

Snowball mostly walks, unable to concentrate on flying with the constant repetition of 'walk' in her mind.
Finally, at Bob's question, Snowball looks up in the direction that she feels a tiny creatures presence.
"Aunty Tina flying."

Then she remembers that she can fly too. Ascending into the air with short quick wing beats, she adds "Snowball fly too."


Monsters build rules

It looks like Goldslip is the slowest overland with 19 miles/day. Will resolve onward later today.


Monsters build rules

There's a regional map now under large maps so you can see your traveling situation. Stepping again.

Step 1:

You travel on and on for quite a long time to head to Mount Pardas. You cross rivers, trek through forests, and dodge towns. It takes you weeks to get close to the mountain.

25 days traveling on the way there. How do you feed yourselves? Survival checks may be appropriate here and may influence penalties at a later stage if you don't have enough food. I'll resolve how much food a check gets you.

Step 2:

You get part of the way up Mount Pardas, the ground growing snowier and the air getting much colder. You find yourselves facing a very steep portion of a rough trail up the mountain where snow and ice making the going quite difficult.

Slide 2 of map updated. DC 10 climb check to proceed along the trail, moving at 1/4 speed for climbing unless using the fast climb option. Obviously, some of you are better suited for this than others so figure out how you want to coordinate.


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 keeps a sharp eye out for eagles who might want to swoop down and grab a tasty undead snack as they travel.

I don't eat, can fly up the mountain, and I'm immune to cold. I've got a whopping +2 to survival, so I'm not all the helpful for checks, but I can tie off ropes up mountain cliffs if we want that.

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]

"UGH, Launch Bob is SO hungry. All this walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk walk has left Bob almost empty inside. Bob uses aether to grab bugs and suck them in but they are too small and not enough juicy parts! Ripper, you catch big animal for Bob?"

When it comes to the side of the Mountain, Bob tries to have a stiff upper lip but he is very small and more of a glider than a climber. He gives his best leaps and hopes the wind will take him.

How about acrobatics with a higher DC? Bob can jump decently well if things aren't straight up he could jump from rock to rock.

acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19
acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17
acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17


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)

Immune to Nonlethal and doesn’t eat. So good to go

Climb: 1d20 + 11 ⇒ (9) + 11 = 20

Without tiring Gorthug walked on. Even when they came to the cliff he just started to climb. The way was forward, and as far as he was concerned there was no obstacle too tall when the trail was clear.


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:

Step 1:
(Only one check? Not one check per day or something?)
Also, does this mean moving at half speed? I guess half Snowball's fly speed is still much faster than Goldslip...

On the way to the mountain, Snowball attempts to hunt meat.
Survival: 1d20 - 2 ⇒ (20) - 2 = 18 wooo, nat 20!
In spite of her lack of skill at hunting things larger than squirrels (and her yelling "meat!" with every pounce), she manages to catch something big to eat. Eventually, she eats enough of it that she can carry the rest back for the others later.
Feel free to eat any extra rations; it wasn't Snowball's plan, but she probably caught so much meat that she won't mind others eating as well.

Step 2:
Hilariously enough, icy surfaces actually give Snowball more traction. Also: immunity to cold :D
Did we bring a bucket for Bob? Snowball could carry him up.
Actually, he doesn't automatically ooze over things anyway, does he? Maybe we don't need a bucket XD

Ecstatic to finally be in a cold place, Snowball gleefully swoops around and occasionally tries to help the others climb. Especially Bob, who is both small and not be a particularly skilled climber.


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 really like a fish out of water here. No skill in Survival, and -2 for Climb skill.

Throughout the entire journey, Goldslip increasingly feels the weight of her dependence upon her companions. Unable to see anything beyond a short distance, and no skill in hunting or foraging to even feed herself. And she's the slowest moving, too!

One evening, she sits away from the campfire and cries.


Monsters build rules

Yeah we're just making one survival check here to represent the whole trip for sake of reduced book-keeping.

Step 1:

Snowball hunts very effectively, daily catching very surprised squirrels with blasts of ice breath while they sit in their trees.

100 RP XP thanks to Goldslip. That's a very reasonable IC reaction.

Step 2:

Sure, Bob. Same DC. That's freakin hilarious and totally on brand.

Bob and Gorthug begin making their way up the icy slope while Tina and Snowball fly overhead. The snow is cold and Bob finds his viscosity growing uncomfortably high but he plows on with the single-minded determination of a barely-sentient ooze. Gorthug, meanwhile, is completely oblivious to the harshness of his surroundings. Then the two hear a slight rustling in the snow. It seems to be drawing closer to them... Then two strange shapes burst up out of the snow! They look like people made entirely out of ice and they're moving closer much too quickly, walking across the snow as if it weren't an issue.

GM screen:

Inits: BCGGPSX, E: 8d20 ⇒ (15, 6, 16, 8, 7, 14, 1, 8) = 75

The monsters from Last Hill react to the new threat!

Map updated. Remember, climbing is done at 1/4 speed unless you choose to make it harder. Fail by 5 or more and you'll slide back down 15 ft. Everyone but Gorthug won init. GO!

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]

"Whoa!! Icy monsters, Bob does not want to go any higher!"

Bob jumps back downhill to get away, and as he goes he feels outward for aether strands, wraps up a big pieces of crusty ice, and throws it with all his might at the monster in front!

kinetic throw: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 1 + 5 ⇒ (3) + 1 + 5 = 9


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

FLASHBACK!!!

While the more organic members of the group stop to rest at night, Cindy spends the dark times playing in the snow (which she has never seen before) and floating above the drifts opening her mind to this new form of nature. She searches for the female presence she had felt closer to Last Hill, and continues her endless search for bears.

wait a second... she thinks; if the forest has normal bears, are there such things as SNOW BEARS???!!??!?!

One evening as she heads out towards the outskirts of the camp, she hears a strange noise and upon investigating finds Goldslip sitting alone away from the group.

"Big sister? What are you doing? Your eyes seem wet and I feel like I should know what that means but I can't quite remember. Are you ok?"
Concerned that something might be wrong, she floats down to the ground and walks up to Goldslip, reaching out to hug her around the waist, not quite sure why she is doing that but just feeling like it's the right thing to do.

END FLASHBACK!!!!

--------------------------------

Cindy, floating sedately in the air when the figures appear, is fascinated by their icy form. "Hello? Who are you? I've met people made of meat, and made people made of wood, but I've never seen people made of ice! Can we be friends and you can tell me how you are made?"

While she speaks, she concentrates on their forms trying to figure out what they are, and if they are friendly

Sense Motive: 1d20 + 10 ⇒ (14) + 10 = 24

while she's talking, she drifts towards them at her insanely fast max flying speed of 10'


Monsters build rules

Bob barely lands a blast of ice, chipping the ice of the monster's face!


Monsters build rules

GM screen:

Wills: 2d20 ⇒ (20, 1) = 21

One of the icy creatures looks afraid while the other doesn't.

I'll give you a hint as to my two rolls: I don't care what the DC is right now but want to know for future reference.


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 hovers a little higher, eyeing the newcomers a cautiously, trying to figure out what they are. As she hovers, she shots at them "I know Monty sent you! Tell him it won't work! He'll never figure out phase three!" When Bob launches ice at them, Tina sighs, pulls a swig from he flask and bellows out a loud sound, like a horn being blown, and starts making rapid, rhythmic noises that only the vocal cords of the undead could make: "Bum dah da duh. Bum dah da duh. Bum dah da duh. Bum dah da duh." She flails her body in midair, a display unlike any other seen in this world, the elbows and hips spinning and suddenly popping.

+1/+1 for team evil! If they're Know: Planes, Religion or Arcana, I'm at +5 for each of those.
Knowledge: 1d20 + 5 ⇒ (8) + 5 = 13


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:

Snowball swoops past and let's out a blast of icy breath on the monster that are presumably immune to the cold.
Damage (cold) (DC 14 ref or probably 0 damage): 2d4 ⇒ (2, 4) = 6
Recharge: 1d4 ⇒ 1
As she circles back, she wonders why they don't look any more frozen.

Flyby Attack to breath ice while flying 10~15' over their heads


Monsters build rules

Tine recognizes these as ice elementals, creatures immune to cold and vulnerable to fire.

Snowball blasts them with her breath but they seem absolutely unaffected. The cloud of ice doesn't even obscure their vision for a moment.


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

While speaking and studying the creatures, Cindy realizes something about how they are acting, but she has already moved and spoken and studied this round so you will have to wait to find out!

DUN DUN DUUUUUUN!!!!
Cliffhanger!!!


Monsters build rules

Skipping Xeria and Goldslip since it's been over 24 hrs.

GM screen:

Attacks: 2d20 ⇒ (18, 3) = 21
Dam: 1d6 + 4 + 1d4 ⇒ (3) + 4 + (2) = 9

The ice elementals move forward and attack Gorthug. One of them swings an icy arm high but it clangs off his armor. The other strikes him square in the chest, ice forming in Gorthug's sternum (7 bludgeoning damage and 2 cold). Then another ice elemental burrows up out of the snow near Tina. It can't reach her so it begins walking down a steep icy cliff face to approach Bob and Gorthug.

Everyone, GO!

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]

As the elemental gets up close and personal, Bob decides to use the old trick #1 and jumps on the elemental's head!

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.


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)

Axe: 1d20 + 6 ⇒ (6) + 6 = 12
Damage and negative level: 1d12 + 10 ⇒ (10) + 10 = 20

Slam: 1d20 + 1 ⇒ (9) + 1 = 10
Damage and negative level: 1d10 + 9 ⇒ (9) + 9 = 18

Gorthug staggered under the blow. Chilled as he was, his return strike seemed like it was moving through molasses.


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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's "singing" continues, "We like to party. We like, we like to party. As part of her "dancing" she points to a spot on the ground, and a portal opens up above it, and Gustav the archer falls out. Whhaa..Oh it's cold. Why is it so cold! Why do you do this to me! How do you do this to me! The jungle leaves which fell out of the portal along with him wither upon touching the snow.

Tina just continues singing, "We like to party. We like, we like to party.. Her shoulders shimmy as she points to the cliff face. Gustav sighs, and pulls his bow from his shirtless back, as his uncovered feet sink into the snow, and he trudges to the cliff's edge. He lines up a shot against the elemental that is climbing down the cliff face, but fails to hit the icy creature. Tina moves above the main conflict, but moves higher, and continues to sing "We like to party. We like, we like to party.

Bow: 1d20 + 3 ⇒ (8) + 3 = 11
Does ranged from above really not confer an advantage?


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)
Piedmontina Mumblethunder wrote:
Does ranged from above really not confer an advantage?

I was just looking at the higher ground bonus on Monday and was surprised to see that, as well--it's only for melee attack rolls. Seems like it should at least provide an offset to range increment penalties, or something.

- - FLASHBACK - -
Goldslip sniffles when she hears Cindy. "Wet? Oh, yes, um...this is called crying. It's..." *SNIFFLE* "It's something people do when they are sad." She stops speaking in surprise as the doll hugs her. She even manages a slight smile.

"I'm just so disappointed in myself, Cindy... Here we are on this great quest, and everyone has to slow down for me, and work hard to provide food and water for me, and stay close so that I don't lose my way..."
- - - - - - - - -
DC 10 Climb (1/4 speed is 5ft): 1d20 - 2 ⇒ (13) - 2 = 11
Goldslip manages to climb a little closer to the others, and then she stops long enough to disperse helpful divine energies to her allies.
Casting bless. I can catch everyone (including Gustav the archer!) in the 50ft radius burst.

Quote:
+1 morale bonus on attack rolls and on saving throws against fear effects

The bonus against fear overlaps with Tina's inspire courage (both morale bonuses), but it stacks with the bonus on attack rolls (because inspire courage is a competence bonus on that)!

"Oh, no! What's happening?" Goldslip's 30 feet of unclouded vision is not enough to see the ice elementals.


Monsters build rules

Poor Goldslip can't even tell what's happening. Tina, make a climb check for Gustav to see if he falls prone and starts sliding down the ice. DC 12.

GM screen:

Aoo: 1d20 ⇒ 14
Dam: 1d6 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8

As Bob leaps at the ice elemental, the elemental strikes him hard with a sharp, hand-like appendage of rock-solid ice (7 damage + 1 cold). But then the elemental is thoroughly Bobbed!

That's how I noted it in the conditions column of my spreadsheet too. "Bobbed." It's a very bad condition to have. Thankfully for this guy, he's immune to the suffocation. But now I learn that elemetals are NOT immune to nausea...

Gorthug swings twice at the elementals but the slipper footing prevents him from landing a blow. His axe bounces harmlessly off the adamant ice.

Xeria, Snowball, Cindy 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:

wounds: still 0
recharge: 1->0

Deciding that they're no more frozen because they're already frozen enough to eat, Snowball lands on the not-yet-bobbed elemental and begins to chew.
AoO (x2 if he can take both) from the one whose square she is entering, but she can easily fly past the reach of the closer elemental with some auto-success fly checks and 100' fly speed ^^
@Tina: it's +1/+1 from Inspire Courage, right?

Bite vs elemental + inspire courage + Bless?: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
Damage (all three physical types: B&P&S) + inspire courage: 1d4 + 1 ⇒ (4) + 1 = 5


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

Irritated that the creatures didn't take her offer of friendship and were now attacking her friends, Cindy lets out a burst of angry words at the not Bobbed one.

"Why are you doing that? We could have been friends and had tea and talked but now you're trying to hit my other friends???!?! That's IT! ... you need to be taught a lesson about how to be FRIENDS!"

Intimidate: 1d20 + 13 ⇒ (18) + 13 = 31

Target is shaken for 1 round + 1 round for every 5 that she beat the DC. (DC is 10 + target's HD + target's WIS mod).

Also, since the Intimidate met a DC of 15, there's an additional DC13 Will check for BOTH of them or they are panicked for 2d6 ⇒ (2, 3) = 5 rounds from frightful presence


Monsters build rules

I was a little confused but you mean one for leaving a threatened square and another for entering his square? Are those not rolled up into the "one aoo per movement per attacker"? Either way, they don't have combat reflexes.

Gm screen:

Aoo: 1d20 ⇒ 14
Dam: 1d6 + 4 ⇒ (5) + 4 = 9
New elemental, Cindy is scary: 1d20 ⇒ 6

The elemental slams Snowball once, hard, as she flies in for the bite (9 damage and cold that nobody cares about).

Xeria and Cindy still to 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

HA! I ninja'd you! Cindy NOT to go

Also - forgot to mention she drifts 10' closer to them while yelling


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:

There's an AoO for movement, and there's an AoO for entering a square.
Kind of like how there's an AoO for casting Searing Ray and then an AoO for making a ranged attack (if you don't lose the spell from the first AoO...)
Suddenly I have the urge to trigger a pair of AoOs for moving into an enemy square, and then cast Searing Ray...


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

yes but don't forget unless the enemy has combat reflexes, they can only make one AoO per round no matter how many opportunities you give them

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]

don't forget when you are bobbed you also take d4 acid in addition to those status effects. And now I can try bob-punching him next turn!


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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

AoOs are Hotel California. You can enter the square, but leaving is the problem. Go for that searing ray.


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Monsters build rules

He's quoting this "Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an attack of opportunity from the opponent." I would say it's open to interpretation as to whether or not that aoo is special or from the leaving of a threatened square right next to hem but I think it sounds like the former because otherwise they wouldn't point it out.

Xeria has had plenty of time to go. Xeria? You back yet?

The elemental with Bob on its head stumbles around blindly (provoking from Gorthug) as his acid eats away at it. The other two, however, attack fiercely.

GM screen:

Attacks: 2d20 ⇒ (4, 16) = 20
Dam to SNowball: 1d6 + 4 ⇒ (2) + 4 = 6
Acid dam: 1d4 ⇒ 1
Will saves: 2d20 ⇒ (13, 3) = 16

The one attacking Gustav on the cliff side misses (still need a climb check for Gustav's recent movement) because it is panicked by Cindy and begins rushing away across the ice while the other resists, though it is somewhat shaken, and strikes Snowball another blow (6 damage plus irrelevant cold).

Everyone, GO!


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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

climb: 1d20 + 7 ⇒ (8) + 7 = 15
I frequently forget that most of our party could comfortable fit in the same 5x5, even while taking combat actions.


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

I think it is merely due to entering the opponent's square means leaving the threatened square 5' away. I think the reason they point it out is because it's different from the common norm of 'approaching does not create an AoO' and due to that people might often not think of it."

anyways....busy and will figure out a combat post tomorrow


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:

HP: 29->34

"Tastes good!" Snowball announces as she tries to bite and claw the elemental into bite sized pieces.
Bite+Inspire+Bless: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25
Damage+Inspire: 1d4 + 1 ⇒ (4) + 1 = 5
Claw+Inspire+Bless: 1d20 + 5 + 1 + 1 ⇒ (12) + 5 + 1 + 1 = 19
Damage+Inspire: 1d3 + 1 ⇒ (1) + 1 = 2
Claw+Inspire+Bless: 1d20 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 15
Damage+Inspire: 1d3 + 1 ⇒ (1) + 1 = 2


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)

Inspire, Bless
Axe: 1d20 + 8 ⇒ (2) + 8 = 10
Damage and negative level: 1d12 + 11 ⇒ (5) + 11 = 16

Slam: 1d20 + 3 ⇒ (10) + 3 = 13
Damage and negative level: 1d10 + 10 ⇒ (8) + 10 = 18

Gorthug didn’t feel the cold, but it didn’t mean he was unaffected. With much of him frozen, the orc zombie moved incredibly slowly.


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)

DC 10 Climb (1/4 speed is 5ft) 1st move action: 1d20 - 2 ⇒ (3) - 2 = 1
DC 10 Climb (1/4 speed is 5ft) 2nd move action: 1d20 - 2 ⇒ (12) - 2 = 10

Goldslip slips as she continues trying to trudge forward, sliding backward. She begins to make back up some of the ground.

I moved 5ft forward last round. This time I went back 15ft then forward 5ft.


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

Sorry, didn't realize that we were up again,

Tina keeps singing over the party "I've got somethin' to tell ya, I've got news for you" And her dancing somehow gets more elbow-y. Hey now, hey now, hear what I say now. Happiness is just around the corner"

Her infectious beat catches on to Gustav, who mumbles along, half a second after each word, Happpiness, ..., ..., Corner!" as he lets loose another arrow towards the elementals
bow: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d8 + 1 ⇒ (7) + 1 = 8


Monsters build rules

Bob and Xeria still to go.

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 stays right on the head of the ice elemental, doing continuous acid damage... acid: 1d4 ⇒ 2... and he picks up ice and rock chunks and continues to whip them at the other elemental...

kinetic throw: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 1 + 5 ⇒ (5) + 1 + 5 = 11

confirm?: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 1 + 5 ⇒ (4) + 1 + 5 = 10


Monsters build rules

Gorthug, inspire courage and bless are generally both mind-affecting, meaning you don't benefit. Tina, did we negotiate that your weird inspire courage works on those immune to mind-affecting?

Skipping Xeria. Hopefully, she'll come back to us. Skipping Cindy too because it's been several days but I'm sure she'll catch up fast.

Gorthug swings twice but can't manage to find a footing from which to strike these icy beings that defend this pass. Snowball manages to strike twice at the ice elemental, chipping of bits of ice. Bob launches a blast at the terrified elemental, knocking a big chunk of ice out of his shoulder!

Bob, do you take penalties for firing blasts into melee? I wasn't sure so I directed your blast at the elemental not in melee with Snowball since you didn't specify.

DC 14 K geo, I'll allow untrained:

Based on your view of the land as you approached, you're pretty sure this pass is your best way up.

The bobbed elemental stumbles around, slowly dying and unable to contribute to this fight, but moving Bob around somewhat randomly. The one struck by Bob continues fleeing but one of the elementals stands its ground and strikes at Snowball, landing a solid blow on her (9 dam). The baby dragon finds herself grateful she's immune to cold or else she would be in significantly worse shape.

GM screen:

Attack: 1d20 ⇒ 13
Dam: 1d6 + 4 ⇒ (5) + 4 = 9

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