Monsters save the world (Inactive)

Game Master caster4life

Battle maps
Monsters sheets
Large maps (dungeon, region)


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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)

greataxe: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d12 + 10 ⇒ (12) + 10 = 22

slam: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d10 + 7 ⇒ (7) + 7 = 14

Gorthug began trying to batter down the gate. Without any way to go over or under, he had no choice but to go through.


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 continues to float near the top of the wall, peeking over and relaying back to the group any activity that she sees inside.
Perception: 1d20 + 18 ⇒ (18) + 18 = 36

not much I can do at the moment, so at least this provides a way to get in-game map updates


Monsters build rules

Not sure how much others plan to do for the moment so I'll skip them and update tomorrow if I don't have actions by then from Tina or Goldslip.


Monsters build rules

Skipping Tina and Goldslip. They can go twice, if they like.

GM screen:

Charging, raging, reckless power attack: 1d20 + 16 ⇒ (8) + 16 = 24
Dam: 2d6 + 17 + 2d6 ⇒ (6, 5) + 17 + (1, 5) = 34
Dam to self: 1d6 ⇒ 5

One of the barbarians roars in fury and begins rushing toward Snowball shouting "Weird lizard-bird attacking!" The other is much closer and doesn't make so much noise but instead just charges with a very shiny greatsword upheld. He brings the greatsword crashing down on Snowball as he charges, striking her hard across the back. The barbarian seems to be hurt by his own weapon as well though this doesn't bother him.

24 to hit Snowball for 34 damage. +2 more damage if Snowball has any spells or slas. 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)

greataxe: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d12 + 10 ⇒ (8) + 10 = 18

slam: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d10 + 7 ⇒ (5) + 7 = 12

Gorthug slammed his axe into the gate once more...but when he tried to pull it out so that he could slam his shoulder against it as a follow-up...he realized the axe was stuck. As such all he could do was strain to pull the weapon out.


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: the other monster without SLAs at the moment, haha
I'll use a little artistic license with Snowball's actions 'cause she wouldn't normally run away, I think xD
HP 7->12

Snowball gets hit so hard that her tiny self is launched off of the door by the blow. She quickly unfurls her wings and gains enough altitude to be level with Cindy.
"Mommy?" she says as she surveys the courtyard near the door.

Withdraw action to move 30' away and 25' up
obligatory mention of the successful fly check vs DC10 to fly at less than half speed


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

"Sorry, Snowy. It's not Mommy it's just someone as mean as she was..."
Cindy moves to Snowball's side and continues to watch the courtyard. "Maybe you should head down to see the others, I'll keep watch."

Just continuing to relay movement info back to the group. Holding my action until the 2nd barbarian gets closer.
Non-obligatory mention of the fact that my template includes perfect flight so I don't have to roll like Snowball does :P


Monsters build rules

Cindy, if you are readying an action you need to specify what it is and what the trigger is. It seems the trigger is when the second barb gets closer? Can you be a little more specific?


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 was actually just going to wait for next round, not officially readying an action. I'll still tell you my plan though: If the 2nd barb gets to the door, or at least close enough that I can get them both in range, I plan to use Deep Slumber (along with targeting one of them with Hypnotic Stare to debuff his save.

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 continues to help Gorthug pound the front door.

1d6 + 9 ⇒ (5) + 9 = 14


Monsters build rules

DC 14 K eng:

The door looks approximately half broken open.

Goldslip and Tina still to go.


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 breaks out of her stupor as she hears snowball taking an attack. She flies above the wall to surveil the courtyard, and moves her hands in an arcane motion, a portal opening near the gate.

"No, No, No, No!" Gustav yells as he tumbles out of the portal. "I hope all the wolves in the forest, and all the panthers in the jungle eat you forever."

"Aww Gustav, that's sweet, but we don't have time for flirtations right now. I need you to get that door open. Glad to see you've dressed more appropriately this time though." Tina points at Gustav's new foot coverings, and slightly longer loincloth.

Strength: 1d20 + 3 ⇒ (2) + 3 = 5
Gustave dutifully struggles with the gate's bar, mumbling under his breath the entire time.

second round
Little Dragon, stop helping. I am Gustav, protector of the Great Jungle. and I am more than capable of opening this door on my own."
Strength: 1d20 + 3 ⇒ (8) + 3 = 11
"Okay, perhaps some help would be appreciated."

Tina shouts at Gorthug, "Buckle up big guy! And a portal opens beneath his feet, dropping him just on the other side of the gate Heavans leap


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, Snowball!"

Goldslip pictures the playful but dangerous little white dragon on the other side of the wall being struck by a mighty weapon, and she wills into being a connection between Snowball's life force and her own.

Now we can start transferring 5 hp from me to you each round at the start of my turn.


Monsters build rules

Tina, Gorthug has already been heaven's lept today. When you were away, people were botting themselves a leap. So you can take a different second action if you want.

Snowball wisely vacates the area while Gustav struggles with the bar and Bob and Gorthug hammer at the gates.

GM screen:

Attack: 1d20 + 14 ⇒ (8) + 14 = 22
Dam: 2d6 + 17 + 2d6 ⇒ (1, 4) + 17 + (4, 5) = 31

One of the barbarians raises his sword and cuts Gustav across the neck. He chuckles, expecting Gustav to fall, decapitated, but instead the hunter disappears. The other rushes forward to help fight but finds no one left to attack after Snowball has wisely left the area so the barbarian stows his sword and begins reaching for a javelin on his back.

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

Seeing that the barbarians have approached the gate, Cindy peeks over the rampart and stares at the one closest to her. Muttering, she realizes that if the others got the gate open they would be immediately attacked, so she concentrated as hard as she could, willing the men to calm down...calm way down.
Mesmerizing stare at the northern barbarian (he gets -2 to Will saves)
Casting deep slumber: Sleep affecting up to 10 HD of creatures for 4 minutes. Will save DC 14.

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 keeps on the gate.

Heave! Ho! Phew, Bigger Bob is tired."

1d6 + 9 ⇒ (1) + 9 = 10


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: 12->17 +5 from lifelink?

Snowball flies over the wall and lands next to both Goldslip and Bob.
"Snowball not tired!" she says before biting the front of the gate, ignoring the long red line in her back left by the recent axe strike.
bite vs gate (AC 4 ish?): 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
"Peh. Door not tasty." she says, spitting out splinters.


Monsters build rules

GM screen:

Will saves: 2d20 ⇒ (5, 9) = 14

One of the barbarians slumps to the ground, asleep. His comrade looks confused and shouts "Sven! Wake up!" but with no effect.

Yeah Snowball, we aren't worrying about hitting the gate.

Snowball bites the gate but with no discernible effect.

Hardness 5.


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)

greataxe: 1d20 + 8 ⇒ (17) + 8 = 25
Damage with hardness: 1d12 + 10 - 5 ⇒ (11) + 10 - 5 = 16

slam: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d10 + 7 - 5 ⇒ (6) + 7 - 5 = 8

Total damage to gate after hardness: 16 + 8 = 24

The assault on the gate continued, with the undead orc eager to see what was on the other side. ”Your gate will not save you!” His raspy voice called out. ”Cower while you can.” He concluded as he ripped his axe free and gave the gate a solid kick.


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)

Taking 5 damage from Snowball and then healing it.

Goldslip looks on nervously as the gate slowly weakens.

Wouldn't do any good for me to attack as well--my short sword deals 1d4-2 damage.


Monsters build rules

Skipping Tina.

Cindy sees another barbarian step out from the lodge, looking curious as to what's happening. The other shouts "Strange doll and lizard-bird!" The newcomer chuckles and they both sling javelins at Cindy.

GM screen:

Attacks at +5+1+2-2 against cover: 2d20 ⇒ (15, 19) = 34
Dam: 2d6 + 14 ⇒ (6, 2) + 14 = 22

Despite having a bit of cover from the top of the wall and being a bit further away than suits a javelin, Cindy is skewered twice by the javelins! (13 and 9 piercing dam 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)

greataxe: 1d20 + 8 ⇒ (20) + 8 = 28
Damage with hardness: 1d12 + 10 - 5 ⇒ (2) + 10 - 5 = 7

Crit Gate?: 1d20 + 8 ⇒ (3) + 8 = 11
Extra Damage: 2d12 + 20 ⇒ (12, 11) + 20 = 43

slam: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d10 + 7 - 5 ⇒ (5) + 7 - 5 = 7

[dice=Total damage to gate after hardness]16+8

Gorthug slammed his axe with all of his might into the gate!


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Monsters build rules

That confirms! Generally, objects are immune to crits but let's go with rule of cool here.

Frustrated, Gorthug crashes his axe into the gate, chopping through much of the central portion and the bar behind. Then he slams the gate open! You see a barbarian standing there holding a javelin, a greatsword with jagged teeth all along both blades on his back, one barbarian sleeping on the ground, and a long courtyard leading up to the stone keep.

Almost everyone still to 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)

Appreciate the application of rule of cool


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:

Me too.
22->27 +5 from life link?

"Snowball is not bird! Snowball is back!"
Snowball, remembering that her breath can wake people up, hops up into the air and breaths on the standing foe while passing over the sleeping one.
10' away it looks like, so no AoO even with just the jav xD

Icey breath (DC 16 ref for half): 2d4 ⇒ (1, 4) = 5
Recharge: 1d4 ⇒ 1

After her bombing ice-breathing run, Snowball is once again high over the courtyard.


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

Damage is 8 and 4 after DR. 5 fast healing. Total lost 7 for 27/34

Cindy sees the javelins coming and starts to dodge the one to the left. Heading right she moves directly into the path of one of them, and then upon being hit quickly changes direction....right into the other.

OW! This might not be a good place to stay. Now that the door's open I can hide behind the big guy.

She ducks behind the wall and heads towards the now open gate, staying behind the group for now.

double move


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 breaks out of her daze, and yells at Gustav, "Okay you can go home now!" as she opens a portal beneath him. He looks confused but relieved at the change in events.

In nearly the same motion, she opens another portal, and out falls a tall human. woman, with long. flowing robes and a face that reflects a perpetual scowl. She sees the fracas with the barbarians and the monsters and instinctively thrusts out her hand, a rainbow cone of light erupting from it. "You said you weren't going to call again..."

Dismissing Gustav and summoning someone who can cast Color Spray. Let's get some will saves DC 14. If the map is accurate, I can catch. the two near tina.


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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

lol I don't know why I put people to sleep, other people immediately get them in an aoe every time XD

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 oozes forward slowly, but that is enough to get him next to the awake barbarian. An ooze extention comes out from his cube and he punches the man.

slam: 1d20 ⇒ 17

bludgeon & acid damage: 1d1 + 1d6 ⇒ (1) + (2) = 3

Bob does little damage, but perhaps what is more interesting is that Bob's slam (if it hit), can paralyze the barbarian! [dc 20 fortitude or be paralyzed for 3d6 rounds]


Monsters build rules

Don't worry. Color spray won't wake him up. Bob and 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)

"Oh! Well done, Gorthug!" cries Goldslip as the gate comes suddenly crashing down.

The nixie casts a familiar spell (bless) and suggests that Gorthug strike the barbarian standing nearby.

Everyone gets +1 to attack from bless, and Gorthug gets +2 to his next attack from Combat Advice.


Monsters build rules

Ah I see Bob posted while I was typing. Good on his oozy self.

Bob definitely hits the sleeping barbarian.

GM screen:

Fort: 1d20 ⇒ 18
Will saves: 2d20 ⇒ (6, 4) = 10
AoO: 1d20 ⇒ 11
Charge: 1d20 ⇒ 16
Dam: 2d6 + 17 + 2d6 ⇒ (4, 6) + 17 + (1, 5) = 33
Self harm: 2d6 ⇒ (4, 6) = 10

The barbarian refuses to be paralyzed! He's certainly a very tough fellow! In fact, the punch wakes him up, just in time to see a flash of light spray over him. Both of the barbarians are temporarily stunned by this new development but then shake their heads, ready to fight some more!

They were stunned for 1 round. Tina, it looks like your princess would have provoked with that spellcasting, resulting in an aoo and her getting 100% clobbered before getting the spell off. Due to possible ambiguity about which squares people were in, which I've hopefully corrected by making their images smaller, I'll let the spell happen before the aoo clobber but I'm still doing the aoo clobber.

An angry barbarian swings with his sword and it crashes through the human woman, sending her back to wherever she was summoned from. Another barbarian rushes over to shouting "Crazy things at the gate! Big puddle thing!" He chops very hard at Bob with his giant sword and it slashes through a lot of Bob's oozy cubeness! The barbarians do seem to growl in pain every time they use their own swords, however.

33 damage to Bob plus two more if he has spells or slas. Everyone, GO! Map up to date. One of the barbs is prone, btw.


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
Bob's Yer Uncle wrote:
Bob oozes forward slowly, but that is enough to get him next to the awake barbarian. An ooze extention comes out from his cube and he punches the man.
GM Monster wrote:
Bob definitely hits the sleeping barbarian.

Bolded text is mine...


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: 32->37 (no lifelink this round unless Snowball takes damage)
Recharge: 1->0
Welp, in order to help avoid retcons, maybe it's time for Snowball to help everyone chill out...

Snowball swoops down and, not worrying enough about Bob's positioning, blasts the three barbarians and Bob with her icey breath.

Icey Breath (DC 16 ref for half): 2d4 ⇒ (1, 3) = 4
Recharge: 1d4 ⇒ 4


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 hurt Bob!" Goldslip shouts. She looks at the gelatinous cube and connects with him in the same way she had done with Snowball.
Standard action to initiate my 2nd life link on Bob. On our next turn that damage transfer will start.

"Gorthug, make him pay!"
Gorthug has a +2 attack this round already from my action last round. I'm doing the same so he gets a +2 again next round. It only applies to your first attack against that barbarian.


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)

Hit Barbarian: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Damage and negative level: 1d12 + 10 ⇒ (8) + 10 = 18

Slam: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d10 + 7 ⇒ (10) + 7 = 17

Gorthug dutifully marched forward, grinning. He remembered many a skirmish with the human barbarians of his homeland. They were often proof that when unfettered from civilization, mankind had the potential to be more than sniveling slave-stock. He looked forward to killing worthy foes once more.


Monsters build rules

Haha. Thanks Cindy. Ok that guy is definitely still asleep, then.

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 takes the hit and just keeps sliding, whether the barbarian is conscious or not after Gorthug's hit. He attempts to fully engulf the barbarian.

engulf: Engulf (Ex)
Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 9 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.

acid: 1d6 ⇒ 4

If I engulf him he has to save Fort DC20 against my standard paralysis


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

"Oh, she is not going to be happy the next time I call her, Tina mutters as she waves her hands, and tosses a pebble into the fray, casting the entire fracas into Darkness

20 ft radius, Sorry, Goldslip


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 moves in and hovers just above and behind Bob, staring at the barbarian between him and Gorthug. She gently touches the ooze as she glares at the enemy.

Implanting shadow splinter in Bob. Redirects 4HP of damage from attack on implanted ally to another creature within range of the attack (not the attacker). No attack roll or AC modifiers affect this but new target can Will save (DC 11) in order to not have either target take the redirected damage

Also moving my Hypnotic stare to the barbarian standing to Bob's left/Gorthug's front. He gets -2 to Will saves, and if anyone does damage to him I can add a whole 1 damage from Painful Stare (once per round)


Monsters build rules

That darkness should make things easier for you.

GM screen:

Reflex saves: 3d20 ⇒ (13, 14, 5) = 32
Attack: 1d20 ⇒ 8
Fort save: 1d20 ⇒ 19
Attacks: 3d20 ⇒ (13, 17, 15) = 45
Miss chances: 3d100 ⇒ (54, 17, 5) = 76
Dam: 2d6 + 17 + 2d6 ⇒ (3, 2) + 17 + (6, 4) = 32

One of the barbarians dodges the icy breath while the sleeping one and another take the full blast. Talk about a rude awakening! Gorthug then slams and chops at one of the barbarians while Bob moves to engulf another. Thankfully, that barbarian is still stunned and neither attacks nor dodges, getting engulfed by the massive Bob! The barbarian manages not to be stunned by Bob's slimy acid and pulls himself free of Bob.

Idk but I'll assume that's a standard to pull out if you make the fort save?

The barbarians then flail around in the dark, having difficulty seeing, but one manages to land a massive blow on Gorthug, despite being slowed down by Gorthug's undead power.

32 slashing damage to Gorthug before DR. It's a good thing there's darkness or two more blows like that would have been landed each on Bob and Snowball. Everyone, 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)

Bob, I'm stealing 5 of your damage!
You don't have any left do you, Snowball? In any case, I'm ending my link with you during this turn.
Gorthug, I am linking to you this turn. On our next turn, then you'll heal 5 from the link. Also, don't forget you have a +2 on your first attack this round again.

I'm running out of time to post, so I'll just say that I am doing combat advice again as my move action (standard and swift were both used for moving the life link from Snowball to Gorthug). The advice will again benefit Gorthug against the barbarian closest to him (I'm not looking at the map currently).


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:

@DM: He's Pinned. Worse version of grappled :3
He needs to do an escaped artist check or CMB vs Bob's CMD to escape the pin/engulf :D
...You know, unless he can do something super-awesome like teleport out, and even then he'd probably need a concentration check :3
@Goldslip: that's right, Snowball was already less than 5 from max hp anyway xD
HP: 37->full

Snowball, remembering how much the last blow hurt, snaps at a barbarian and steps back.
Bite+Bless: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Bite (yay 5' reach on bites) in the barbarian that is now 10' West of Snowball
5' step NE


Monsters build rules

GM screen:

CMB check: 1d20 ⇒ 18

Yeah the barbarian definitely beat Bob's CMD on his check to break out.

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]

Bigger Bob is slow and weak. Bigger Bob needs to become stronger and stop things from breaking out. Needs to strike harder, be tougher...

Bigger Bob goes through his list of problematic qualities as he steps through the barbarian again to engulf him.

thanks for the healing! HP: 82-32+15 (life link once and fast healing 5 twice


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)

6 HP left!

Gorthug didn’t *feel* the blow, not in a traditional sense. But he knew that if he took another hit like that then it would be the end of him. He smiled.

”Gorum.” He hissed. ”I am here! Take me to your halls. I am worthy, watch!”

Hit Barbarian: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Damage and negative level: 1d12 + 10 ⇒ (6) + 10 = 16

Slam: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d10 + 7 ⇒ (3) + 7 = 10


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

"Why don't you pick on someone your own size!" Tina yells, as she focuses her energy on the barbarian near Snowball

Reduce Person, Fort DC 18


Monsters build rules

GM screen:

Fort: 2d20 ⇒ (14, 14) = 28

The barbarians manage to resist Bob's stunning and Tina's spell but they can't see and are thus more vulnerable to attacks. Gorthug manages to strike one with a slam despite the difficulty seeing and the other is engulfed without seeing what's happening.

No aoo bc he can't see. This encounter, I'll also say he doesn't attempt the save. Both fort saves were nat 14s. 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

Cindy, still feeling empty of powers since the fight with the elementals, moves right up to the barbarian in front of Gorthug and stabs at him with her dagger.

Stabby Stabby: 1d20 + 4 ⇒ (4) + 4 = 8
Dam: 1d2 - 2 ⇒ (2) - 2 = 0
However, if that hits (doubtful) then painful stare with my OWN attack adds an additional 1d6 ⇒ 2 damage instead of just 1.


Monsters build rules

GM screen:

CMB to escape: 1d20 ⇒ 18
Attacks: 1d20 ⇒ 18
Miss chances: 1d100 ⇒ 20

Gorthug finishes off the barbarian in front of him (thanks to 2 neg levels) while Cindy pokes the toppling barbarian viciously. The barbarian stuck inside Bob pulls his way out while the other barbarian swings at Snowball and misses.

Bob, does the barb take acid damage since you engulf him on your turn, he doesn't attempt reflex save, but then succeeds at fort save and succeeds at breaking out on his turn? How much?

Everyone, GO!

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