Monsters save the world (Inactive)

Game Master caster4life

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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 joins the stupid cleric in laughing, but this is definitely laughing at him, not with him. The difference is obvious, because if she were laughing with him, she would be slapping him on the back. Instead she is slapping him on the back with her hands charged.

attack:

Touch Attack: 1d20 + 14 ⇒ (4) + 14 = 18 (Against prone touch AC)
Touch Damage: 1d8 + 1 ⇒ (6) + 1 = 7
DC 18 Fort against paralysis. I’m gonna get this guy

She glances out the cave, and considers if the rest of Lucian’s pets can handle the fleeing halfling. She pulls back from the cleric’s body, making space for the coming orb. Bob’s, if you could do my the favor of maybe only consuming his head right now? He’s bound to have some holy water, and my, ah, reserves are running a bit low.”

If the cleric is paralyzed, Tina will help pursue the halfling

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 doesn't hear Goldslip, of course, but her mental projections are clear enough...

The pretty flying one tells Bob to get the laughing one. That one there has an open mouth and is emitting high pitched vibrations. Is it the laughing one? Hmmmmm... Bob is hungry anway. He will do. Bob bob bob!

With a leap, Bob plants himself on the laughing cleric's head.

Spoiler:
question: What is the "danger of suffocating?" A suffocation spell exists. Is that what is happening? I would propose that my engulf might be like a suffocate spell... DC17 if you allow my Con modifier in the DC or a DC12 if you just want it to be the spell level. Or a certain % that the suffocate spell procs each round?

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.

acid damage on my turn or clerics turn?: 1d4 ⇒ 4


Monsters build rules

Cleric fort: 1d20 ⇒ 13

The cleric laughs off Tina's deathly paralysis. Then comes Bob.

Reflex: 1d20 ⇒ 19

The hardy dwarf dodges the orb as well! He tries to shake off the laughter...

Will: 1d20 + 8 + 2 + 4 ⇒ (11) + 8 + 2 + 4 = 25

And does so! But he catches his breath, surrounded by enemies and still prone.

Outside, the halfling turns on Snowball and attacks!

Attack: 2d20 ⇒ (19, 13) = 32
Dam: 2d4 - 4 ⇒ (3, 1) - 4 = 0

He stabs the dragon twice with his daggers (2 dam).

Snowball and halfling are 30 ft outside cave. 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 continues to toddle forward out of the cave towards the halfling while racking her brain for what to do. Let's see. Did some stuff for Mommy, then the strangers came...all I have left that I can do is make the little guy hear voices or clean him up. Maybe he doesn't like being clean?

double move gets me to a whole 10' away but I'm out of SLAs but ventriloquism, detect magic, open/close, remove fear, and prestidigitation anyways so I'm just a cheerleader with a 1d2-2 dagger now.


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 ignores the meaningless stabbings and tries to manage as much damage as the rogue.
Bite: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 - 2 ⇒ (1) - 2 = -1
Claw: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d3 - 2 ⇒ (2) - 2 = 0
Claw: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d3 - 2 ⇒ (3) - 2 = 1 if 15 hits, I managed lethal damage! ^^

FRA: full attack
breath weapon 2->1
HP 30->28->33


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 looked down at the dwarf. He felt the stirrings of ancestral conflict, a war bred into the very souls of his people. A conflict older than recorded history and longer than memory.

Greataxe with flank: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage: 1d12 + 7 ⇒ (4) + 7 = 11

Slam: 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20
Damage: 1d10 + 6 ⇒ (10) + 6 = 16

He swung his axe down at the dwarf, and then reached down, grabbed (what was likely the body) and repeatedly slammed it into the stone ground. Again. And again. And again. Until it eventually dawned on him that there was no life left within the shell.


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 also outside after her double-move last round.

Gorthug heals another 5 hp.

Goldslip loads her tiny crossbow again and levels it at the halfling. "Can't let you get away," she whispers, and then fires the crossbow.

Crossbow shot into melee: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
damage: 1d4 ⇒ 4
confirm?: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5


Monsters build rules

Gorthug finishes off the dwarf with two brutal blows! Snowball fails to land a strike while Goldslip injures the halfling.

Bob, Tina, Xeria to go.

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]

Bob is slow.. Laughing man is fast. But Bob is very hungry. Let's go, Bob! Get him. Bob bob BOB!"

The little ooze tries to land on the clerics head again.

Take an AoO and get engulfed, or attempt a DC13 reflex save.


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 flies at 50 and Ripper rns at 60, they should be able to close the distance.

Xeria calls to Ripper to hunt down the halfling and do what she does best, rip, "Sic him girl!"

Talon: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 ⇒ 1 + Bleed: 1d6 ⇒ 5

Xeria meanwhile flies out and stays back watching the two reptiles try to shred the halfling and does a bit of cheerleading herself, "Rip him in the face! Harder! Harder!" And giggles with a bit of sadistic glee, "Take that big job."


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:

so, is everyone but the halfling rogue bleeding out 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 performs a perfect leap and finds himself on the dying, not laughing, cleric.

Laughing one is no match for Bob! Bob eat you good! Bob grow big and strong and eat all the laughing ones!

Acid spews out of the ooze and he quickly reduces the clerics head from flesh to skull.


Monsters build rules

Tina may still go. Will bot or skip later today if necessary.


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 don't think she moved to make the attack on the cleric, and she did say she'd help persue the halfling...


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 sees Bob's engulf the cleric's head, and is satisfied that the dwarf won't be doing much in what is left in his life.

She swoops in around and alongside Gorthug's axe, energizing her hands. As she lightly taps the halfling on the nose, an arc of black travels from her into the halfling's skull. "Boop."

attack:

attack, flanking: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
damage: 1d8 + 1 ⇒ (6) + 1 = 7
DC18 Fort vs. Paralysis


Monsters build rules

GM screen:

Fort save: 1d20 ⇒ 17
Acro: 1d20 ⇒ 18
Stealth: 1d20 + 5 + 4 + 3 + 2 ⇒ (11) + 5 + 4 + 3 + 2 = 25
AoO: 1d20 ⇒ 18

The rogue stabs skillfully at Piedmontina as she moves in (you have to provoke to touch him since you don't have a 5 ft reach) but though his blow is well-aimed, he can't hit the miniscule attacker. The halfling shakes off the paralysis but is significantly wounded. "Forget this! I'm outta here!" He tumbles away from those threatening him and off into the brush, where you hear nor more sound from him.

DC 25 active perc check as a move action to spot him, 35 ft from his previous position. Everyone may 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)

Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Gorthug stood completely still, looking for the last intruder.


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

Perception: 1d20 + 16 ⇒ (11) + 16 = 27

Piedmontina looks into the bushes, and can make out the halfling trying to pass himself off as a rock. "There he is! After him" As she points towards the rogue, four orbs of light fly from her fingers, forming a line pointing out the intruder's location, gently hovering in sequence to point him out.

Dancing Lights. Sometimes you work with what you've got.


Monsters build rules

So has Gorthug run out of the cave into the woods?

Piedmontina makes the halfling's location very obvious to the others nearby!

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 can almost feel himself growing as he continues to dissolve the cleric. With the head complete, he moves to the left arm. He slimes it up and down like a snail on a blade of grass.


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 33->35
Breath Weapon 1->0

"Yay!"
As the remainder of Snowball's wounds close up, she runs over to the halfling and unleashes an icy blast.
Breath Weapon (cold): 2d4 ⇒ (2, 1) = 3 DC 14 Reflex for half rounded down
...does he have improved evasion? xD

Recharge: 1d4 ⇒ 2

MA: 30' move
SA: breath weapon (Su, so no AoO)


Monsters build rules

Reflex: 1d20 ⇒ 20

The halfling twitches slightly but very rapidly and seems to entirely avoid the cold breath!

No damage to halfling. Xeria, Goldslip, and Cindy may still go. The halfling moved another 35 ft farther from the cave this round.


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)

Im low-key rooting for the little guy. Run halfling! Scary monsters will do horrible things to you and maybe your corpse afterwards if you don’t!


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

He's all the way over there....and moves a lot faster than I do. He's even too far away for me to clean him like I threatened to. I guess I'll just clean something else.

Cindy, frustrated that she lost one of her playmates, just stands in place and starts cleaning the dirt off her dress. prestidigitation


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 loads and fires another crossbow bolt down the line of Piedmontina's lights.

So I know his location, but I'm not sure if he still has some concealment from me since I haven't actually spotted him like Tina did. I'll roll Perception and then attack and damage, and you can roll miss chance if needed, GM.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d4 ⇒ 2


Monsters build rules

I'm ruling that Tina pointing to him and illuminating him with dancing lights eliminates his concealment.

Goldslip fires but misses the wily little halfling.

Xeria may still 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 directs Ripper to follow the Halfling, the dinosaur runs off after the small figure sniffing as it goes and tries to gut the halfling with a talon.

Talon: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 ⇒ 4 + Bleed: 1d6 ⇒ 6

While the dino runs over to the halfling, Xeria shoots a small blob of acid at him.

Acid Splash (Ranged Touch): 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d3 ⇒ 3

Ripper has Scent and a base 60' move speed. She should be able to keep up with the halfling and sense him pretty easily. Xeria has a base 50' flying speed and should be able to keep up as well, especially with Ripper leading the way. This is kind of what raptors are designed for - running down small creatures and killing them. This is fun.


Monsters build rules

The halfling dodges all attacks, twisting and somersaulting out of the way and again rushing off toward safety!

GM screen:

Acro: 1d20 ⇒ 16
Stealth: 1d20 + 14 ⇒ (15) + 14 = 29

He moves 25 ft away. DC 29 perc to spot him as a move action. Ripper auto succeeds when he's within scent range. I'll let blind sight grant a +5 circumstance bonus but he has some trees between him and you now Snowball. 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

Her dress now clean, Cindy starts to wander in the direction Ripper went, having no idea what's going on and often getting distracted by the foliage.

double move puts me only 65 ft behind him lol. damn short legs.


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:

move action to look around

Perception: 1d20 + 2 + 5 ⇒ (3) + 2 + 5 = 10
Perception: 1d20 + 2 + 5 ⇒ (15) + 2 + 5 = 22
"Meat?" Snowball asks, sitting down and looking around to no avail.


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 tries to keep an eye on the halfling...
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
But when she loses sight of him now she gives up without reloading her crossbow this time.
"He's a tricky one. Still, we did what the master ordered--none of the intruders got to the zombie pit. Let's go home."


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

Hearing the nice little flying lady, Cindy stops and turns and begins wandering back towards the cave, small bits of porcelain flaking off as her motion aggravates the cracks from battle. Those are the first strangers I've seen. I should collect up things to remember them by


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 continues after the halfling and again tries to slash him with her talon while Xeria hovers above and tries to drop acid on his head.

Acid Splash: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d3 ⇒ 2

Talon: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 ⇒ 1 + Bleed: 1d6 ⇒ 6


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)

With his work done and orders fulfilled, Gorthug trudged his way back to his post. The watery pits would wash off the gore on him well enough, though it wasn’t a consideration that registered at all.

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 Bob finishes up the second leg, he sense Goldslip reenter the cave. He thinks at her.

"Flying one, Bob is getting full. Bob would like to share this food with you and then you visit him in his door cubby. This adventure has been so exciting and Bob maybe thinks door cubby not so fun anymore. Bob needs friend."


Monsters build rules

Xeria, you don't automatically know where the halfling is. Ripper can use scent to locate him as a move action when he's within 30 ft of Ripper, which the halfling is.


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

Piedmontina starts to pursue the halfling, but then remember that the dwarf's body was left alone with the all-consuming orb. Xeria's got this. And how often does a cleric show up anyway? I need to secure that pack." She rushes back, and is pleased to see that Bob has been busy with appendages, but has left the cleric's pack alone. "Thanks Bob, clerics are dangerous beasties, especially to Gorthug and myself. They have a habit of standing back up when you don't expect it." Her tiny foot kicks the clerics body, the faintest knock on his armor. "It'll take more than a few prayers for this one to get up again though."

She scans the cleric's body, and rummages through the his pack, frantically searching.

Looking for holy water, and anything else interesting. I'll probably start searching the other corpses too.


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

When Cindy's short little legs get her back to the three corpses she'll be searching them as well. Her first priority is to collect up a few scraps of metal and cloth so she can make dolls to portray them, secondly any interesting trinkets she can find to remember her "friends", and then thirdly anything that a player might find useful but she might not recognize as important.


Monsters build rules

Piedmontina finds the following on the cleric:

Acolyte ale x 10
Holy water x 2
Silver holy symbol of Torag, necklace
Backpack
Bedroll
Belt pouch
Candle x 10
Flint and steel
Holy text of Torag
Mess kit
15 silver and 50 copper
Pot
Chainmail
Heavy steel shield
Mwk warhammer

You guys have a loot sheet in the Monsters sheets to organize how you like. I know Bob and Goldslip have a method they frequently use which works well but I'm leaving that to you guys. I will grant a small extra loot item from this batch to whoever establishes the organization scheme.


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)
GM Monster wrote:
Xeria, you don't automatically know where the halfling is. Ripper can use scent to locate him as a move action when he's within 30 ft of Ripper, which the halfling is.

You mean that Ripper can find him but I can't find Ripper?


Monsters build rules

"When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location."

I mean Ripper has to spend a move action finding the halfling so Ripper can't move and attack.

The other monsters move back to the cave but Ripper and Xeria are determined. Ripper moves after the halfling and closes the distance with him (but also used a move to smell so can't attack) while Xeria splashes the halfling with acid. Determined to escape, the halfling rushes away desperately and tries to hide very quickly in the woods.

GM screen:

Stealth: 1d20 + 14 - 5 ⇒ (2) + 14 - 5 = 11

The halfling just withdrew and hid. Perception to find him. Ripper can smell that the halfling is not longer within 30 ft (not sure how Ripper would communicate that) but you definitely have a rough idea the direction the halfling ran. Xeria and Ripper can go again.

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 Bob finishes up the final limb, his tiny round frame is bulging from dissolved juices.

Whew...Bob...does not feel great. Bob could use... a good long nap... Hey... what's this... circle thing made of metal? Wow, this is really...really... neato.

Bob crawls in the pot and falls asleep.

I claim the pot from the loot list! Score!


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

OOOOOH!!! While looking to play with alchemy, Cindy just found a pot that already has something odd and acidic in it!!!! Score!!


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)

"Aww, Bob," the nixie thinks back, "That's so sweet! Of course, I will visit and be your friend."

Goldslip smiles at the odd little gel-ball. This is much more exciting than the fish back at my old home in the stream!

Goldslip begins to look over the gear carried by the human fighter.


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, seeing the flying lady searching the cleric and the swimmy lady searching the sword guy, heads over to the firey guy to see what he brought with him. Searching the wizard. Don't worry Bob, she's going to head to the cleric last, but she has already noticed the pot and she will be interacting with you when she gets 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:

Snowball leaves Xeria and Ripper to do their usual scouting thing and returns to the cave. She very quickly lands next to whats left of the fighter and begins freezing his remains.
After taking a few crunchy bites, she notices it's wearing something shiny.
"Shiny? Mine!"

1 for coins, 2 for armor, 3 for sword: 1d3 ⇒ 2

She begins tugging the armor off of the corpse.


Monsters build rules

Goldslip finds the following on the fighter, all somewhat frozen:

Mwk greatsword
Lamellar (stone) armor (currently being chewed by Snowball)
Backpack
Bear trap x 3
Caltrops x 3
Marbles x 3
134 gp
Rope x 2
Trail rations x 5

On the wizard, Cindy finds:

Dagger
Light xbow
Candle x 2
Chalk
Hammer
Hooded lantern
19 gp
Oil x 5
Piton x 4
Rope
Sack x 2
Spell component pouch
Scroll case (not empty but can you read the spells?) x 4
Spellbook (lmk if you need to know the spells)
Tindertwig x 4
Torch x 2
Ring of resistance +1


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

Wandering from corpse to corpse, Cindy grabs a couple items as souvenirs. First a bag of fancy things from the wizard spell component pouch, then some shiny balls from the fighter marbles, and a shiny necklace from the cleric along with a bag to keep her treasures in holy symbol and belt pouch. From each corpse's clothing she also uses her dagger to cut off some scraps of cloth.

Putting all of her new things into her new bag, she sees a large metal pot. ooOOH!! I want to learn to cook, and this looks perfect! She looks inside it and sees that it has a thick liquid in it. She tries to smell it to see what it is, but wasn't successful as she forgot that she no longer has a sense of smell.

Running outside to grab a small stick from the foliage, she returns and pokes it tentatively into the liquid to see if someone is already using this pot for cooking something.

She might recognize Bob in his "normal" state of oozing around eating heads, but asleep in a pot is such a different Bob that she has no idea what it is.


As you are looking over the loot, the quasit, Lucian's familiar, flies back into your cavern. "I see you are done. Let me see what's valuable here." She begins sorting through the items and picks up the ring and the scroll cases, storing them in a tiny handy haversack. She then pauses as if hearing something in her ear, then nods to herself and speaks to the rest of you. "Pull these three corpses close together!"

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