Monsters save the world (Inactive)

Game Master caster4life

Battle maps
Monsters sheets
Large maps (dungeon, region)


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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

Not realizing that the fallen barbarian was already dead when she poked him, Cindy looks around, focuses her gaze on the next target, and stabs away!

Moving Hypnotic Stare to the one who just pulled himself out of Bob and attacking.
Stabby Again!!: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d2 - 2 ⇒ (1) - 2 = -1

Painful Stare: 1d6 ⇒ 6 ONLY if her initial stab hits. Otherwise she'll add 1 damage to the first other attack that hits him this round.


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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)

Hit, Flank: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Damage and neg level: 1d12 + 10 ⇒ (3) + 10 = 13
11 Hp

Stepping over the body and ignoring his own wounds, Gorthug made his way to the barbarian that was struggling with the head-Bob. Not the most honorable target, but then again even in life Gorthug hadn’t worried about that. So why start now?


Monsters build rules

Cindy stabs the barbarian as a punishment for exiting Bob!

Note to self that dam is in my spreadsheet now.

Gorthug also lands a heavy blow on that warrior, ignoring the risk to himself should he be struck once more.

You guys will definitely want to make sure your hp are up to date here as there's gonna be a lot of damage thrown around this battle.


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)

Gorthug, you heal 5 hit points at the beginning of this turn.
Same to Bob.
I take 10 and only fast heal 5 of it, so I'm now at 29/34.

Goldslip winces as the combined flow of life force to both Gorthug and Bob is more than her body can keep pace with. Still, she continues to encourage Gorthug: "Get him again, Gorthug!" +2 attack for next round.

The nixie also loads her light crossbow. Using my standard action for that.


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 3->2

Snowball takes flight and snaps at the barbarian again under cover of darkness.
Bite: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Then she flies up into the corner of the courtyard, taunting the barbarian.
"Not-birdy up here!"

I love flyby attack


Monsters build rules

Tina and Bob 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 continues to rapidly replace his protoplasm, thanks to Cindy and his fast healing. (HP: 75/82)

He slides forward, not giving this barbarian a chance to do much else but try to survive.

acid last turn: 1d6 ⇒ 6
acid this turn if engulfed: 1d6 ⇒ 4

engulf:
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 (FORT DC20) 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.


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 flits over to her undead friend, and taps him on the shoulder. "Good luck, big guy"

Bit of Luck. Gorthug can roll a d20 twice and take the better once in the next round


Monsters build rules

GM screen:

Fort: 1d20 ⇒ 5
Attack: 1d20 ⇒ 7
Miss chance: 1d100 ⇒ 86
Dam: 2d6 + 17 + 2d6 ⇒ (1, 1) + 17 + (3, 3) = 25
Self harm: 2d6 ⇒ (2, 4) = 6

The barbarian fails to resist Bob's blobby acidity this time and is paralyzed!

How long does the paralysis last?

Bob finds the barbarian tastes much better, though sweaty, than the ice elementals.

Gorthug, you didn't move on the map so I've moved you.

The remaining, capable barbarian, flails around with his axe, hearing but not seeing his enemies.

Attack B, C, or G: 1d3 ⇒ 2

The sword connects through the darkness with Cindy, striking her incredibly hard and nearly destroying the doll in one hit!

21 to hit for 25 magical slashing before DR. 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)

Goldslip's life force again pours into Gorthug and Bob. But then Bob feels the connection break, and Cindy feels a new connection to Goldslip.

Bob and Gorthug each heal 5 and I take another net 5 damage. I terminate the connection to Bob with an immediate action and kindle it with Cindy as a standard action. I use my move action on combat advice again.

"Finish that one off, Gorthug!"


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, aid: 1d20 + 10 ⇒ (16) + 10 = 26
Damage and neg level on 1st hit: 1d12 + 10 ⇒ (4) + 10 = 14

Slam: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d10 + 7 ⇒ (3) + 7 = 10

Had 6HP left, healed 10, so 16 left

With his wounds rapidly closing, Gorthug continued swinging his axe with reckless abandon.


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

"Not-birdy bite you!"
Snowball swoops down to land on the side of the barbarian opposite from Gorthug and snaps at the barbarian again!
Bite+Bless+Flank: 1d20 + 7 + 1 + 2 ⇒ (5) + 7 + 1 + 2 = 15
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Is the -2 ac from blindness the same as total concealment granted by darkness? :3

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 digest his barbarian snack. 1d6 ⇒ 1 acid

He then slides forward to try to slam and paralyze the final barbarian.

slam: 1d20 ⇒ 7

(HP:80/82)


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

Reeling from the blow, Cindy takes advantage of the darkness and swoops backwards and up out of the man's reach. Maybe being all stabby isn't as fun as I thought...

Will heal 10 (5 from my fast healing and 5 from Goldslip, but exact remaining HP will depend on GM answer to my question in discussion. It's either 19/34 or 24/34.


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

Almost forgot...Hypnotic Stare (and therefore Painful Stare) is aimed at the last remaining target, if it wasn't already, and HP is 24/34.


Monsters build rules

Tina can still 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 notices Gorthug's wounds, and thinks of how odd it is that he even can be wounded, before she uses her own necrotic powers to help stitch them closed.

Negative energy "attacking" Gorthug for some healing.
HP: 1d8 + 1 ⇒ (4) + 1 = 5


Monsters build rules

Sorry for the period of silence. Busy Valentine's weekend but fun.

Snowball manages a bite on the remaining barbarian while Gorthug lands another strike. Bob swings a pseudopod but can't manage to hit, despite the benefits of the darkness.

The desperate barbarian lashes out in a random direction while screaming for backup. "Come help! Crazy darkness!"

BGS: 1d3 ⇒ 1

GM screen:

Attack: 1d20 + 12 ⇒ (9) + 12 = 21
Dam: 2d6 + 17 + 2d6 ⇒ (1, 5) + 17 + (4, 2) = 29
Miss chance: 1d100 ⇒ 94
Acro: 1d20 ⇒ 6

He strikes hard at Bob (21 to hit for 29 damage, beat miss chance).

Everyone, GO! Bob, remind me how long the paralysis lasts?

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]

It was 7 rounds. So maybe like 5 more left?

[hp]56/82

acid: 1d6 ⇒ 3

While Bob continues to dissolve his barbarian snack, he also continues to punch out at the remaining one.

strike: 1d20 ⇒ 17

if that hits: 1 + 1d6 ⇒ 1 + (3) = 4, and paralysis 3d6 rounds with a DC20 fortitude check


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, aid: 1d20 + 10 ⇒ (20) + 10 = 30
Damage and neg level on 1st hit: 1d12 + 10 ⇒ (5) + 10 = 15

Confirm: 1d20 + 10 ⇒ (10) + 10 = 20
Crit: 2d12 + 20 ⇒ (5, 8) + 20 = 33

Slam: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d10 + 7 ⇒ (4) + 7 = 11

Had 16HP left, healed 5, so 21 left

Total damage if a 20 hits flat footed: 15 + 33 + 11 = 59

”If life were fair, you would have been a worthy opponent.” Gorthug’s voice dripped with malevolence. He waited for the Barbarian to turn towards the sound of his voice, and only then did he swing his axe. At the man’s neck.


Monsters build rules

Gorthug finishes off the barbarian while the one in Bob continues to be paralyzed, acid very slowly dissolving him. You hear sounds coming from the longhouse, however. It seems the carousing has quieted down. You expect there will likely be reinforcements ready to investigate soon.

I'm giving you two rounds to reposition, heal, whatever but then more trouble is coming. Tina's dark-glowing pebble is still there in the courtyard. Goldslip's bless is still active. Idk about other active effects.


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 taps Gorthug again

Heals: 1d8 + 1 ⇒ (7) + 1 = 8
and flies just to the edge of the darkness to keep an eye out for any reinforcements. She stage whispers to the rest of her compatriots: Stay in the dark, they can't see you 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]

Bob lets the barbarian out, dumping him on the ground paralyzed by Gorthug.


Monsters build rules

Ooh yikes... But good call. He was probably going to make the save and withstand the persistent acid.


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)

Coup de grace: 3d12 + 30 ⇒ (7, 6, 6) + 30 = 49

The foe was helpless. Gorthug ensured that he was also headless. And only then did he retreat to the shadows.


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 has been at full health, but now she recharges her Breath Weapon >:3

Snowball looks back and forth for more enemies before starting to chew on a barbarian that didn't look too soaked in acid.


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

Fully healed

Cindy, wary of the hard hitting "meany-heads", stays towards the rear of the group, floating about 15 feet up but still in the bubble of darkness. She stares towards the longhouse watching for anyone to emerge.

readied action: Swift action to place Hypnotic Stare on first enemy to come within 30' (reduces Will saves by 2 and allows use of Painful Stare)


Monsters build rules

I would recommend you guys consider re-positioning at the very least. Somewhere a little more defensible.

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 slides to the south, between the building and the wall, to a location that is less out in the open. C'mon lets go this way... it feels more tighter and less chargey over here...

He dissolves barbarian chunks as he goes, rapidly replacing his protoplasm. [hp: 66/82]


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 grabs the darkness pebble, and carries it with her, following along with the group to their new location. She hums a little tune as she keeps an eye out for more barbarians.


Monsters build rules

Ok looks like Bob wants to be in the corner by the ladder up to the battlements. Everyone on board with that? Anything else you want to do in these two rounds? Lmk soon if so or I'll update us.


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)

Looks like I had one more round of taking 5 damage from Cindy and 5 from Gorthug which put me at 19/34 after my fast healing. Gorthug, am I still taking your damage in these 2 interim rounds, or when are you full up on hp?

The description of Bob's position sounds good to me.


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 have fast healing myself, so if you were to stop the link as the fight ended I would have healed to full during the 2 rounds on my own. If you really want to take that 5 damage you can but it isn't needed :)
And the new position looks good, assuming that he made that call immediately as with my slow ass flying it would take me the whole time to move there


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:

They can't charge through allies and they have to move the the closest available space to charge, so: worst case we get charged once xD
They *might* be able to get us within 5 range increments of their ranged weapons, but idk how that'd shake out for them action-economy wise
@Goldslip: do you need line of effect to swap out lifelink? You might want to join us inside xD

Snowball notices the darkness become merely dim as Tina carries off the pebble.
Looking back and forth quickly she takes a mouthful of barbarian with her into the corner.


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 cuts her connection to Cindy as the doll seems almost like new again, but her energy continues to pour into Gorthug.

Staying at 24/34.


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

I can tap heal gorthug for another:
healz: 2d8 + 2 ⇒ (6, 3) + 2 = 11
Tina whispers to her compatriots: "when the rest come, let me fly out first and distract them.
I'll ready an action to fly to the other side of the incoming group from the darkness and do a Fascinate Bardic song. DC 18 will


Monsters build rules

Two barbarians rush out of the longhouse, swords drawn, and look around bewildered but ready for a fight. They see the darkness and eye it suspiciously, slowly approaching.

PCs 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 waits quietly in anticipation.... I'll wait a bit to see what other people do.


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

Clarifying that my readied action from last round will be on the closer one. He has -2 to will saves from Hypnotic Stare. I'll wait to act this round after I see what the rest of the group is doing.


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:

"Bite now?" the eager Snowball asks after swallowing some meat.
also delaying until after Tina xD


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 waits, finger on the trigger of her crossbow, for Tina to fly at the barbarians.


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 tosses the darkened pebble to Cindy, and tears out of the Darkness, with Dancing Lights around her. You're a teaser, you turn 'em on / Leave 'em burning and then you're gone, she beckons the Barbarians closer

Putting on a show, hovering at 10ft, DC 18 Will saves or Fascinated


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

Thank you for the pebble. Cindy likes trinkets and toys. She is still holding her action until she sees what the barbarians' reactions are to Tina


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 waited in the dark to see if either of the barbarians resisted the fey magic. And if they did, his axe was ready.

Readied Action: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d10 + 12 ⇒ (7) + 12 = 19


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 inches closer to the edge of the blob of darkness and gets ready to bite any barbarians that come close.

SA: Ready action (5' step + Bite attack on anyone who comes within 10'
MA: move 5'


Monsters build rules

GM screen:

Will saves: 2d20 ⇒ (4, 8) = 12

The barbarians are totally fascinated by Tina and do not rush forward into the darkness. Another barbarian comes out of the longhouse, however, and smacks one of is allies on the back of the head. "Gorg should stop wondering and fight!"

Standard to break the fascinate on him. The SW one is still fascinated. Monsters, 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 Tina's ploy is at least partially working, Cindy starts to float forward slowly, bringing the bubble of darkness towards the enemy.
double move holding the pebble of gloomy darkness and danger. updated the map so people can know where the circle is


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)

Trigger Ready Action above

Gorthug came out of the darkness, his axe raised. No battlecries, no threats. Just the promise of a messy demise.


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:

I'm pretty sure you can only ready one action, though, so if you're not within a 5' step then you might need to just move and attack...

"Snowball should stop wondering and fight too!" Snowball shouts as she flies up behind Tina, unleashes a blast of cold on Tina and the two non-fascinated barbarians, and continues onward and upward near the tower.
Cold (DC 16 ref for half): 2d4 ⇒ (4, 3) = 7 vs Tina (lol) and the two barbarians just below her
Recharge: 1d4 ⇒ 4


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)

Same thing here. Whether Readied or not, it’s just a move and attack

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