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    02/12/08 - News page updated. Read it!

    Seven new trial boards added—/fa/, /fit/, /hc/, /n/, /sp/, /toy/, & /trv/! EDIT: Two final boards added—/jp/ & /r9k/.

    File :1203981204.jpg-(84 KB, 400x325, MM35_PG216.jpg)
    84 KB Continued from /tg/ archive 1219564 Red Crawler !!Ifzj6gytAwW 02/25/08(Mon)18:13 No.1231166  
    (Hi, this is the stuff from yesterday night's shortened session. Mostly story-related content, our DM has promised Howler's PC at great lengths he'll get to kill stuff in tonight's session.)
    So, we're in what could be a new dungeon, and Earthmaw/Echo are both hurt and missing body parts (a leg and half a hand, respectively). As its an emergency and Earthmaw’s bleeding out, Howler takes one for the team and hands over his trophy kill, and Earthmaw gets a decent heal from the following meal. We don’t have any means to heal Echo (he has to liquefy something at least half his HD via his harmonics, and then drink it), so we decide to proceed carefully.

    With a quick look around, we pick up some details of our surroundings. We’re in a seamless granite room, dimly lit from various tiny quartz flakes in the stone reflecting the light from my carapace, with a very narrow open doorway (a thin squeeze, even for a human). There’s a thin film over the stone a kind of clear resin or glue, we can scratch it with a little effort, but decide it is probably just to maintain the appearance of the walls. We don’t hear (or feel via tremorsense) anything moving around in the immediate area, so we set off (after forcibly squeezing Earthmaw through the doorway).
    >> err, meant to say howler's player. Red Crawler 02/25/08(Mon)18:14 No.1231169
    The massive stone blocks that would be required to make a place like this (we don’t see any lines in the walls for bricks) has us thinking that this is a magically reworked cave of some kind, and that due to the heat as we go up the extremely long windowless ramp/hallway we may be in some kind of desert cave. As we make our way up, we’re displeased to narrowly dodge a burst of green dust from a tiny hole in the floor. Great, traps. That’d prolly be why the DM has been smirking. Out of curiosity, Howler tosses a dog carcass from his back onto the trap to see what happens, and the green jet passes through the corpse as though it wasn’t there, leaving smoking holes in the carcass’ hide. Acid? Well at least I’M safe.

    We manage to get to the end of the tunnel with a few near misses, and we see we were for the large part correct. We’re in a valley of some kind, V shaped, with a slight overhang blocking most of the sun. The shape of the area makes it like a wind tunnel, blowing sand around painfully and disrupting both Echo’s blindsight and Earthmaw’s tremorsense. Visually though, we can see a large tower-like sandstone rock sticking from below. We see a few small openings near the top that catch our interest, and we can also see long, stone slabs projecting from its 4 sides like spokes, each connecting to a smaller rounded projection coming out of the 2 sides of the valley.

    As we approach the center rock, the sand stirs in front of us and a number of humanoid mummy-like creatures rise from the sands, along with a pair of large, eyeless serpentine creatures made from stonelike chitin. Each mummy moves strangely, and when we engage them we figure out why. As Howler is grabbing one with his harpoons, its skin peels off and the musculature underneath it climbs out, followed by the nailed-together skeleton within extracting itself from further within. The number of enemies has tripled, and now we’ve got a fight on our hands.
    >> so much text Red Crawler 02/25/08(Mon)18:15 No.1231174
    We dispatch the mummies without much trouble (though the diseased musculature undead were tougher than expected), but even Earthmaw is getting tossed back and forth by the worms. One of the worms manages to bite onto Earthmaw and swallows him. Earthmaw bites from within to try to dig his way out, and Echo manages to make his 50% miss chance to hit it with a sonic lance. The creature dies and falls forward, vomiting Earthmaw and a great jet stream of sand and metal powder in a small cone, ripping poor 9 HP Echo to a bloody skeleton in seconds. Echo is dead. ;_;

    Howler’s dexterity poison manages to fell the other worm, and we pick up Echo’s gem and proceed to the tower, where we search it and discover buried in the sand a small vent opening, which we further widen to enter. Inside we’re relieved to see the familiar symbol of our master hanging on the wall over a sparsely decorated entry area. We explore the floor we’re on without any particular trouble, taking note that it mostly appears to be a living space for a handful of people. Each room is in fairly good condition and looks as though it has not been used recently, though there is little to no dust, cobwebs, or similar signs of age to be found. Echo’s ability to detect the “sound” of magic would be useful right now.

    The next floor is a different story, its filled with various statues, taxidermied creatures, and a vast library. While we’re exploring, we hear a noise and upon searching find a small, doll-like man sweeping up one of the upper levels of the library. We approach him and he pays us no heed. Close up, we see he’s made up of stitched together pieces of skin and hide, with a featureless face and a hose-like tube coming out of his lower back connecting him to the opposite wall.
    >> last till later. Red Crawler 02/25/08(Mon)18:16 No.1231180
    Our efforts to provoke a response prove fruitless; the only response we gain is from dropping books off the shelves, which he then picks up, and replaces. After this, he walks back into the small alcove in the wall the tube is coming from, and goes inert.

    We explore the rest of the main tower and find a large number of inexplicable, zombie-like constructs, empty cages, alchemical laboratories, and empty residences. We’re all pretty stupefied, and our best guess is that its some kind of base, possibly for his allies. The fact he has allies is a step forward in our minds, though some of the players seem disappointed in the “lich necromancer” aspect seeming to be true once again. Once we reach the top (where we’d seen the first outer openings), we find a slab similar to the one in Kinholme manor, but it opens when we touch it. Inside is a lavishly decorated bedroom, attached to a small (empty) garden bed exposed to the sunlight through a painted glass ceiling, attached to what seems to be a large meeting room (as a large U shaped table takes up the majority). There are a few more of the “sweeping men” here, as well as a pair of larger, golem-like humanoids standing in front of a massive clear tank full of a turquoise gel-like material. The tank has an upward-pointing tube that ends in a small bowl. We approach the tank, and when the golems don’t respond to our movement we carefully fill up one of my metal tubes with the gel. We decide we have 4 more towers to explore, and get moving.

    >> Red Crawler 02/25/08(Mon)18:18 No.1231188
    It should be noted that Echo was our searcher, and had the majority of our "awareness" in both gear and abilities. Not having him handy means we might have missed a lot.
    >> Anonymous 02/25/08(Mon)18:25 No.1231237
    At least it wasn't Earthmaw. Think a lot would be disappointed by that.
    >> Anonymous 02/25/08(Mon)18:28 No.1231259
    Hearing about this game is always a highlight for the day. Sorry about Echo. Your DM clearly knows how to run exciting games.

    Did I read that correctly that you fought some kind of crazy Russian nesting doll mummies? Totally fucking stolen.

    "The mummy's wrappings unravel, taking life of their own. The bare, dessicated flesh beneath seems to pulsate and throb until the skeleton within rips its way out with a sickening crunch. The wrappings form a loose outline of a human body, floating on their own; the skeleton stands ready to lunge; and the flesh of the mummy binds itself back together, apparently no worse for being stripped of its skeleton..."
    >> Anonymous 02/25/08(Mon)18:37 No.1231311
    Good lawd, I want to hear moar of the exploits of our monstrous protagonists
    >> Doctor ? !yOVYMaY/uQ 02/25/08(Mon)18:37 No.1231316
    Aww...poor Echo. Are you guys going to end up doing the same thing you did with Howler, and put him in a new body when you find a suitable one?
    >> Red Crawler 02/25/08(Mon)18:38 No.1231326
    Yeah, he was screaming "SAND WORM BODY SAND WORM BODY THE SPICE" But we convinced him that even if it worked the size was impractical.
    >> Anonymous 02/25/08(Mon)18:38 No.1231327
    Let's get this thing archived early.

    >> Doctor ? !yOVYMaY/uQ 02/25/08(Mon)18:40 No.1231342
    lol. Although I bet his character is going to freak the fuck out if you end up putting him in a creature which can, y'know, actually -see-.
    >> Lord Licorice 02/25/08(Mon)18:42 No.1231350
    Delicious Red Crawler update is delicious. Preemptively tasked for archival. Also, crazy fucking mummy-muscle-skeleton turducken is crazy. And poor Echo... I love the use of soul-stones to allow the players to continue on after dying. I may have to borrow that.
    >> Lord Licorice 02/25/08(Mon)18:42 No.1231353
    >> Anonymous 02/25/08(Mon)18:46 No.1231375
    Jesus christ those mummys sound fucking terrifying. Fighting the skin, wrapings AND bones all at once? Ugh.

    Great campaign though, you have one awesome DM.
    >> Anonymous 02/25/08(Mon)18:51 No.1231405
    This thread is made of win. Cool story, badass characters... and a reference to the most Epic Poultry ever devised.
    >> Red Crawler 02/25/08(Mon)18:53 No.1231417
    Ha! Prolly. One of our main goals though is to find him a body with hands, we are desperately lacking them, and my antennae while prehensile rust a lot of things we'd need hands to mess with.
    >> will update later. Red Crawler 02/25/08(Mon)19:25 No.1231624
    headin out there now, next update should be a big one since the DM is off work tomorrow.
    >> Anonymous 02/25/08(Mon)20:23 No.1231904
    Needs More Updates
    >> Anonymous 02/25/08(Mon)20:43 No.1232029
    The campaign of win continues.

    Too bad about losing Echo's range of abilities and long range sonic attacks. Now there's even more suspense waiting to see what sort of body you can find for him. The gem/soulstone trick is a really good mechanic however. You die permanently, losing your cherished body forever, but you get to continue from roughly the same place in another body. How is Howler liking his harpoon spider? I think it sounds pretty awesome if lacking in the special abilities the rest of you have like rusting armor and burrowing. Do you think he could spin useful things out of spider web?

    Unfortunately this update didn't have a lot of rust monster action in it! When will you get to break into a blacksmiths home, ruining his business while he sleeps? Can you post Red Crawlers abilities and stats as well? I'm not sure quite what and how he works. Like how smart is he and what attacks do you have?
    >> Anonymous 02/25/08(Mon)21:01 No.1232088
    Harpoon spiders lack the ability to make thread. A summoning ooze would be awesome for Echo to become. He also wouldn't have to worry about freaking about due to the sudden ability to see.
    >> Anonymous 02/25/08(Mon)21:13 No.1232126
    he said in 3rd thread that he doesnt post his own exploits when they're not exciting or important bc it leads to people people saging bc of namefag gloating
    >> Anonymous 02/25/08(Mon)21:16 No.1232136
    Red Crawler's sheet from earlier in the week is on RS.
    >> Anonymous 02/25/08(Mon)21:19 No.1232155
    so...what happens if you use that gem on an adventurer?
    >> Anonymous 02/25/08(Mon)21:20 No.1232158
    I think it only works on non-intelligent, non-sentient monsters.
    >> Anonymous 02/25/08(Mon)21:22 No.1232167
    Thanks, getting that now.
    >> Anonymous 02/25/08(Mon)21:29 No.1232197
    Which raises the question of how they'd find a critter with hands.
    >> Anonymous 02/25/08(Mon)21:29 No.1232198
    >> Anonymous 02/25/08(Mon)21:35 No.1232225
    Destrachans start with 12 int, so there's something else to what they can control.

    So far there's been confirmation that it doesn't work on: things with 0 int, corpses, and sentient humanoids.
    >> Anonymous 02/25/08(Mon)21:40 No.1232241
    Could always try one of the golems...
    >> Anonymous 02/25/08(Mon)21:43 No.1232258
    Too slow, he says.

    I always liked blink dogs, personally...
    >> Anonymous 02/25/08(Mon)21:48 No.1232291
    I love the way Red Crawler wears saddle backs and keeps a "Snack Bag of Delicious Treats (Coins)"
    >> Anonymous 02/25/08(Mon)21:55 No.1232327
    i'm currently wishing for someone to turn into an ooze or something, then become a goo girl.
    >> Anonymous 02/25/08(Mon)21:57 No.1232341
    Hey remember to get back home before that bride starves to death. The an again chances of her escaping or being rescued are quite high I'd say...
    >> Anonymous 02/25/08(Mon)21:58 No.1232344
    They literally left her with "a pile of meat"
    >> Anonymous 02/25/08(Mon)21:59 No.1232348
    So she'll be dead of food poisoning instead of starvation?
    >> Anonymous 02/25/08(Mon)22:00 No.1232355
    I'm pretty sure I read somewhere that humans like meat.
    >> Anonymous 02/25/08(Mon)22:02 No.1232369
    If he's looking for hands, a Splinterwaif (Monster Manual 3) could work. Fits the monster theme, low CR, hands. The only problem I could see is their high intelligence. It clocks in at an 18. Still, a cool monsterous fey.
    >> Anonymous 02/25/08(Mon)22:03 No.1232372
    That'd prolly solve their trouble in figuring out what to do with her at least.
    >> sage 02/25/08(Mon)22:13 No.1232425

    Zezir has hands, and could be dangerously hilarious.
    >> Anonymous 02/25/08(Mon)22:23 No.1232473
    needs a god damn beholder
    >> dinner break. Red Crawler 02/25/08(Mon)22:54 No.1232695
    So, first the 2 side towers we explore are empty, it’s a big open cylinder all the way down about 300 feet, about which 50 feet by our guess is below the sand. We see there’s another small opening near the bottom, so they connect to somewhere else underground. We decide to finish the other 2 towers before we head down there. Well the 3rd tower is different right off the bat because its magically sealed closed. As we’re lacking in the magic department, my acid and Earthmaw’s bulk batter the hatch apart over the course of a few minutes.

    Inside the place glows different colored lights from all directions, like my carapace ability. We explore the place and see it has big clear pipes snaking across sections of the walls filled with the green/blue gel shit (now we’re getting curious), and we see there’s shit swimming in it. We decide to get away from the disconcerting tube and have a look around. Whole place is full of benches, tables, shelves, etc connected level by level by ladders leading to the bottom. The bottom level is simply a massive series of snaking clear tubes that connect to the rest of the tower, along with the hatch to the underground section.

    We climb back up and check out the 4th tower, and encounter similar circumstances, though one of the tubes is broken and there’s a skeleton lying on the ground that looks like a snake, but it has an arm (we know what this is, but our monsters don’t). The rest of this tower is smashed to shit, tables flipped and broken, glass everywhere, etc. We agree this place is a lab of some kind.
    >> Red Crawler 02/25/08(Mon)22:54 No.1232696
    We enter the bottom hatch, and see it is a narrow clear glass tube. I volunteer to go in first since I’m the smallest and have longest range, and Howler uses his remaining dog corpse to “grease up” Earthmaw so he can squeeze into the tube. We have to take our time due of Earthmaw’s leg reducing his speed, but after crawling through the tube surrounded in sand for a few dozen feet, it angles down and we slide, falling flat into a large open room, through several feet of cobwebs and a few inches of sand. The place is falling apart, and it takes Earthmaw’s hefty strength to force one of the four doors around us open.

    We proceed down the hall with the least dust/cobwebs in front of it, and the place is a veritable maze of hallways. Thankfully we don’t run across any traps but we don’t take any risks while I have point. As we go through the halls, we find rooms filled with clear tubes, many books that Earthmaw doesn’t understand, and more than a few alchemy labs. We make our way to another major intersection.

    This time, Howler leads the way and I provide support as he carefully taps walls and the like with his legs. Eventually the hall leads into a metal-lined windowed (on one side) room, and we see four desiccated human figures slouched over tables and overturned beakers. Looking out the window, we see what looks like a large basin in another room with sunken blocks taken out of its floor, about 10 feet deep.
    >> Red Crawler 02/25/08(Mon)22:56 No.1232703
    As we look out the window, Howler jokingly spears one of the corpses, and it leaps to motion, skin peeling back, muscles climbing out, and its skeleton skittering across the floor and up the wall. Its eyes climb on nerve-stalks from the dead sockets, and it the decaying organs burst, spraying pus and bile between the gristle and sinew as it screams and we hear other voices springing to life or unlife. Even the puddles of bile congeal into slimes that try to surround us.

    We dispatch a good number of them, then we see something else coming down the hall. It looks like a large solid black quadruped shape with a large inky gray tube in its back. From its back are connected a series of lighting-bolt like cords of black energy connecting to the corpses. We smash our way through the entourage around it (with one of the nerve-eye stalk undead gouging out one of Howler’s eyes in the process and trying to climb in), and Earthmaw clamps his jaws down onto its head and bull rushes it into the wall with all of his might, smashing through the metal wall, plummeting a good 20 feet onto the metal basin below. The tube on its back breaks open and the cords of energy disappear, the undead around it falling back to the ground inert. It struggles to stand while its being pinned, and I run in full speed and push the soul gem onto its neck. It stops struggling, and we excitedly welcome Echo back.

    DM calls dinner break while he writes up stats.

    We're all pretty lost. We've got the sense this place is pretty massive, but right now it looks like one big alchemy lab (Howler has declared we're in racoon city). Its pretty clear at least we're not dealing with the "standard necromancer" at least.
    >> Anonymous 02/25/08(Mon)23:00 No.1232727
    "metal wall"
    Doesn't that sound tasty? To a rust monster that's like a cake wall.
    >> Red Crawler 02/25/08(Mon)23:01 No.1232730
    More than enough to eat, I don't chase after every bit of iron ore. However, more than a few pouches of coins have gone missing under my watch.
    >> Anonymous 02/25/08(Mon)23:05 No.1232752
    what monster is that?
    >> Anonymous 02/25/08(Mon)23:07 No.1232767
    I'm curious too.
    >> Red Crawler 02/25/08(Mon)23:21 No.1232851
    Sheet says "Blood-leash Controller", think its one of his customs.

    That said, the abilities look interesting. Ability to deal con damage via siphoning blood from someone at a range, ability to force someone to move with a save, ability to send people into rages, etc.

    If Earthmaw/Howler are damage dealers, and I'm a debuffer it looks like this one is a leader/controller type.
    >> Red Crawler 02/25/08(Mon)23:22 No.1232862
    Back to the game, next update might not be till tomorrow depending on when we call it quits.
    >> Anonymous 02/25/08(Mon)23:24 No.1232876
    Seriously, those hideous piles of conglomerate undeath are fucking cool.
    >> Anonymous 02/26/08(Tue)00:41 No.1233350
    Can anyone give me a link to the first of this?
    >> Anonymous 02/26/08(Tue)01:08 No.1233528
    This is a link to the story recap from the first 4-5 threads.
    >> Anonymous 02/26/08(Tue)01:44 No.1233703
    stealing those mummies
    >> Anonymous 02/26/08(Tue)01:46 No.1233711
    Don't suppose you could convince the DM to share his delicious three-layer mummy recipe with us.
    >> Anonymous 02/26/08(Tue)04:40 No.1234486
    I lol'd at the abandoned bride.
    >> Anonymous 02/26/08(Tue)10:34 No.1235350
    I'm just waiting for todays update now.
    >> Anonymous 02/26/08(Tue)12:58 No.1235776
    After a million threads of broken character builds, STAT MEs, and Alignment BS, I've developed an overpowering hatred of D&D in particular and D20 in general.

    And then a thread like this comes along.
    >> Anonymous 02/26/08(Tue)13:06 No.1235802
    ...and we realise we could have done all of this in any other system.
    >> Anonymous 02/26/08(Tue)13:38 No.1235878
         File :1204051116.jpg-(24 KB, 405x355, trogdor.jpg)
    24 KB
    >a skeleton lying on the ground that looks like a snake, but it has an arm (we know what this is, but our monsters don’t)

    >> Anonymous 02/26/08(Tue)13:48 No.1235910
    My guess was it is a Ravid, especially the way the room is described. Which would mean the blue stuff they keep running across is positive energy of some kind.
    >> Anonymous 02/26/08(Tue)13:50 No.1235916
    Ya say that like its a bad thing. I don't think anyone is watching these threads just because they're dnd, but cause they're a fairly unique style, and more than "i full attack the ____ for ___ damage"
    >> Eidolon !!x4UZsNRzxWG 02/26/08(Tue)13:51 No.1235918
    >> Anonymous 02/26/08(Tue)14:28 No.1236059
    of course! why didn't i see that?!

    /r/ stats for Trogdor, please.
    >> Anonymous 02/26/08(Tue)15:09 No.1236210
    the strongtards have taken hold of this thread. must cleanse.
    >> Anonymous 02/26/08(Tue)16:12 No.1236447
    >> Anonymous 02/27/08(Wed)00:13 No.1239000
    Holy shit you have the best DM ever.
    >> Anonymous 02/27/08(Wed)00:16 No.1239011
    This game freaking makes me grin every time it's posted. Seriously.
    >> Anonymous 02/27/08(Wed)00:20 No.1239023
    Me too, man, me too.

    So in the sake of balance, I'm going to troll this thread. Ahem...


    There we go. That should balance out the love. Now, more Red Crawler and company! Every time I see that little rust monster, I get excited for the next part of the story.
    >> Random Guardsman !4T1uHiOuyE 02/27/08(Wed)00:30 No.1239055
    >Now, more Red Crawler and company!

    Hear! Hear! Hell, I suggest we make this thread a sticky!
    >> Anonymous 02/27/08(Wed)00:42 No.1239127
    >> Anonymous 02/27/08(Wed)00:45 No.1239149
    Howler => Displacer Beast
    >> Red Crawler !!Ifzj6gytAwW 02/27/08(Wed)01:36 No.1239444
    Wow I'm surprised this thread is still active. Forgot to update tonight, but i'll post some tomorrow, and try to convince DM to give me his Blood-leashed controller / mummy recipes.

    New Echo kicks some major ass.
    >> Anonymous 02/27/08(Wed)07:35 No.1240919
    Hey DM, the internet wants your monsters.
    >> Anonymous 02/27/08(Wed)13:09 No.1242045
    I need to hear more of this awesome game. Also make this a sticky.
    >> Got one Anonymous 02/27/08(Wed)13:23 No.1242112
    Blood-Leash Controller
    Medium Aberration
    Init +5; Senses Blindsight 60 ft.; Listen +14
    AC 19, touch 11, flat-footed 18
    hp 126 (12 HD)
    Fort +6, Ref +5, Will +7
    Speed 30 ft. (6 squares)
    Ranged Blood Thread +10 (Special)
    Melee Bite +8 (1d4-1)
    Space 5 ft.; Reach 5 ft.
    Base Atk +9; Grp +8
    Atk Options Blood Flow, Blood Siphon
    Special Actions Blood Clot, Blood Feed, Induce Tranquility
    Abilities Str 8, Dex 13, Con 14, Int 16, Wis 9, Cha 19
    SQ Fast Healing 1, Hardy, Blood Threads (4 Threads, 60 ft.), Thread Link
    Feats Ability Boost (Threads), Ability Boost (Siphon), Improved Initiative, Improved Toughness, Track
    Skills Bluff +14, Hide +11, Jump +10, Move Silently +11, Search +7, Survival +14

    Blood Clotting (Su): When you have an established blood thread link to an ally or allies, you may cure up to one point of ability damage as a standard action. When you cure this ability damage, you suffer an equal penalty in return. Additionally, use of this ability automatically stabilizes an injured ally.
    Blood Feed (Su): When you have an established blood thread link to an ally or allies, you may transfer your health to them as a standard action. For every 2 points of damage you deal to yourself, your allies heal one point of damage. If this ability is used on more than one ally, each ally must receive an equal amount of healing.
    Blood Flow (Su): When you have an established blood thread link to an individual, you may continually draw blood from them. This attack is a full-round action to initiate on any number of linked creatures, and a swift action to maintain thereafter. Foes struck with this ability bleed out of their orifices rapidly, suffering a cumulative 1-point of damage per round the effect is maintained.
    >> Red Crawler 02/27/08(Wed)13:23 No.1242113
    Blood Siphon (Su): When you have an established blood thread link to an individual, you may forcibly extract blood from their bodies, rupturing veins and causing 1 point of constitution damage similarly to a Wounding weapon. You may siphon any number of thread-linked enemies as a standard action. Additionally, you heal 3 points of damage per constitution damage dealt this way.
    Blood Threads (Su): As a standard action, you may extend a thread of blood from your body to attempt to link yourself to an individual as a ranged touch attack within 60 feet (DC 22 Fort negates if struck). If successful, you maintain your blood link for as long as you remain within 60 feet of that individual. Each round, you may choose to channel a number of effects through your blood link, and may freely decide which linked individuals receive which effects. You may maintain a maximum number of linked threads equal to your charisma modifier.
    Hardy Constitution (Ex) Unlike normal aberrations, a blood-leash controller has a D12 hit die.
    Induce Tranquility (Su): When you have an established blood thread link to an individual, you may Calm them (DC 20 Will negates), as per the spell calm emotions as a full-round action that provokes an attack of opportunity.
    Thread Link (Su): You may communicate with thread-linked individuals as per Telepathy. Additionally, as a move-equivalent action you may tap into their senses, seeing out of their eyes, or hearing from their ears. You may not tap into supernatural senses in this manner
    >> Anonymous 02/27/08(Wed)14:13 No.1242281
    The Blood Feed 2 to 1 tradeoff is pretty harsh, but I guess it keeps it from being too powerful.

    The overall damage is pretty bad, but once the thread is on a few guys I guess the damage will start to rack up. It says Blood Flow does 1 cumulative damage per round. Does that mean it does increasing damage (1,2,3) or just 1 damage every round?
    Just seems like using these abilities would take a lot of time in combat since you first have to create the threads and then start other abilities. Induce Tranquility is probably the best since you can keep powerful foes from attacking at all.
    Good charisma though! Suddenly talking it out IS an option.
    >> Red Crawler 02/27/08(Wed)14:33 No.1242350
    What blood flow description doesn't say is that universal +damage modifiers increase it. So if you have +4 to all damage you deal, you'd start at 5, then 6, then 7, etc to up to as many targets as you have cha mod (so long as they're all linked). Its a so-so ability that needs time to scale up.

    Also, it doesn't say it but he can make multiple thread attachments as a full attack since he has +7/+2 bab.

    The calm only lasts for 1 round, and so far we've only used it to cure fear on allies since it can't be used in combat as crowd control (the blood threads on foes are a hostile action, they instantly void it because they're still attached).
    >> Red Crawler 02/27/08(Wed)15:45 No.1242688
    Husk Mummy
    As Mummy, with:
    Engulf (Su): A fully extracted Husk Mummy may engulf a humanoid corpse. After remaining motionless for 24 hours, the corpse within the body rapidly decays and corrupts, turning into a Gristleman and Boneman. Additionally, there is a 2% per corpse hit die chance that both a Gouger and Gutslime will form.
    Extract (Ex): As a full-round action, a Husk Mummy may split into its individual components. After this ability has been used, the Husk Mummy loses half its maximum health. If this would reduce the Husk Mummy to 0 hp, it is destroyed. As a full-round action, the component pieces may recombine and reenter the body.

    Medium Undead
    Init +7; Senses Blindsight 30 ft.; Listen +7, Spot +8
    AC 17, touch 17, flat-footed 10
    hp 67 (8 HD)
    Fort Fails automatically, Ref +9, Will +8
    Traits Quickness, Undead Traits
    Weakness All
    Speed 60 ft. (12 squares)
    Melee 2 Slams +7 (1d6+3+1 vile+Red Aches) and Bite +2 (1d8+3+1 vile+Red Aches)
    Space 5 ft.; Reach 5 ft.
    Base Atk +4; Grp +7
    Abilities Str 16, Dex 24, Con -, Int 4, Wis 13, Cha 6
    Skills Hide +7, Move Silently +7

    Quickness (Su): Gristlemen can take an extra standard action or move action during its turn each round

    As human skeleton with max hp, with move and climb speed 40 ft., and vulnerability to sonic and acid damage, and can throw pieces of itself for (1d6+2) B/P/S damage, dealing an equal amount to itself.

    Small ochre jelly, carries filth fever.

    No idea, but its only attack was an eye gouge that did 1d4+1 con damage when it succeeded and tried to climb into the socket for an unknown effect.
    >> Anonymous 02/27/08(Wed)15:54 No.1242742
    They're like multipack enemies. If you take a husk mummy by surprise and kill it before it can separate into 3 they all die then?

    I also suppose there's a reason they don't come preseparated like the gristleman and boneman only last for 24 hours outside the mummy or something?
    >> Red Crawler 02/27/08(Wed)16:07 No.1242817
    no idea. He prolly left it out if so because we're still in the dungeon these things are located in, and we've yet to kill one before it splits.

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