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'Sealed in Blood' PBP Game OOC thread
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 972443" data-attributes="member: 748"><p>Agatha, Synthis, and M'jekk, EL 29 encounter.</p><p></p><p>Agatha is a standard Gloom Hag, no special abilities added on. However, the Hag is a special creation of mine <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />, statwise, but is from 2e I believe as a very ancient, primordial evil critter. (Note that I don't do skills, it takes much too long when I have to work up like 5 or so epic level monsters per encounter)</p><p></p><p><strong>Night Hag Covey Powers:</strong></p><p>3/day Animate Dead, Chain Lightning, Delayed Blast Fireball, Finger of Death, Force Cage, Greater Bestow Curse, Greater Dispelling, Greater Scrying, Mirage Arcana, Nightmare, Polymorph Any Object, True Seeing, Veil, Vision 1/day-Imprisonment, Protection from Spells, Soul Bind, Wail of the Banshee. All spells cast as a 20th level caster (DC 21+Spell level). To invoke this is a standard action from one of them (If it's a 3xday spell), or a standard action from all of them (If it's a 1xday spell), and they must all within 30 ft. of one another.</p><p></p><p></p><p><strong>GLOOM HAG</strong></p><p>Medium-size Outsider (Evil)</p><p>Hit Dice: 32d8+288 (544 hp)</p><p>Initiative: +8 (+4 Dex, +4 Improved Initaitive)</p><p>Speed: 40 ft Fly 80 (Perfect Manueverability)</p><p>AC: 46 (+4 Dex, +21 natural, +11 deflection)</p><p>Attacks: Bite +33 melee, 2 claws +30 melee</p><p>Damage: Bite 2d12+8 and Gloom Fever, claw 2d6+4</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks: Gloom Fever, spell-like abilities, improved grab</p><p>Special Qualities: Immunities, DR 30/+5, SR 38, Death Throes (50', 30d6 unholy damage, Ref DC 36 half), spells, blindsight, darkvision, scent, telepathy (100 ft.)</p><p>Saves: Fort +26, Ref +21, Will +26</p><p>Abilities: Str 27, Dex 18, Con 28, Int 28, Wis 29, Cha 32.</p><p>Skills: X</p><p>Feats (7): Empower Spell-like Ability, Greater Spell Focus (Necromancy), Improved Initiative, Multiattack, Quicken Spell-like Ability, Spell Focus (Necromancy), Spell Penetration; Epic Feats (4): Epic Skill Focus (Knowledge: Religion), Epic Spell Focus (Necromancy).</p><p>Challenge Rating: 26; Covey (1 Gloom Hag and 2 Night Hags 28)</p><p>Treasure: Standard</p><p>Alignment: Always neutral evil </p><p>Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as sighted creatures. Invisibility and darkness are irrelevant, though the creature still can't discern ethereal beings. The creature does not need to make Spot or Listen checks to notice creatures within 120.</p><p>Darkvision: This creature can see in complete darkness, up to 120.</p><p>Improved Grab (Ex): When this creature hits with its claws, it attempts to start a grapple as a free action without provoking an attack of opportunity.</p><p>Scent (Ex): The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. The creature can pinpoint locations only within 5 feet. This creature can follow tracks by smell with a Wisdom check (DC 10, +2 for every hour the trail is cold).</p><p>Spell-like Abilities: At will-Deeper Darkness, Enervation*, Evard's Black Tentacles, Fear*, Greater Shadow Evocation, Invisibility, Shades, Teleport w/o Error, Vampiric Touch; 3/day Energy Drain*, Finger of Death*, Transmute Flesh to Shadow (R&R)*; 2/day Control Undead, Horrid Wilting*, Shadow Storm (R&R)*; Shadow Walk, 1/day Hellball, Stalkerspell (SS) as a 28th level sorcerer (Spell DC 21+Spell level, or 27+Spell level for spells of the Necromancy school). Constant-True Seeing.</p><p></p><p></p><p><strong>SYNTHIS</strong>-Advanced Half-Fiend/Half-Night Hag, Survivor 5</p><p>Medium-size Outsider (Evil)</p><p>Hit Dice: 16d8+5d6+84 (242 hp)</p><p>Initiative: +10 (+6 Dex, +4 Improved Initiative)</p><p>Speed: 20 ft, Fly (average) 20 ft</p><p>AC: 26 (+6 Dex, +10 natural)</p><p>Attacks: Bite +24 melee</p><p>Damage: Bite 2d6+12 and disease (Demon Fever)</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Disease, Night Hag Spell-like Abilities (caster level 8), Half-Fiend Spell-like Abilities (21st level caster), Dream Haunting</p><p>Special Qualities: Immunities (fire, cold, charm, sleep, and fear effects, poison), Acid/Cold/Electricity Resistance 20, SR 25, damage reduction 20/+3, darkvision</p><p>Saves: Fort +18, Ref +20, Will +18</p><p>Abilities: Str 26, Dex 23, Con 18, Int 23, Wis 18, Cha 22</p><p>Skills: XXX</p><p>Feats: Alertness, Combat Casting, Empower Spell-like Ability, Improved Initiative, Mounted Combat, Quicken Spell-like Ability, Spell Focus (Necromancy), Spell Penetration</p><p>Challenge Rating: 18</p><p>Alignment: Neutral evil </p><p>Darkvision: This creature can see in complete darkness, up to 60 ft..</p><p>Survivor Powers: Uncanny Dodge (Dex bonus to AC, can't be flanked), Improved Evasion, Damage Reduction 5/-</p><p></p><p></p><p><strong>M'JEKK</strong>-Advanced Half-Black Dragon/Half-Night Hag, Survivor 5</p><p>Medium-size Outsider (Dragon, Evil)</p><p>Hit Dice: 16d10+5d8+126 (326 hp)</p><p>Initiative: +3 (+3 Dex)</p><p>Speed: 20 ft</p><p>AC: 26 (+3 Dex, +13 natural)</p><p>Attacks: Bite +27 melee, 2 claws +25 melee</p><p>Damage: Bite 2d6+11+1 (vile) and disease (Demon Fever), claw 1d4+5+1 (vile)</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Breath weapon (6d4 5-5-60 ft. Line of Acid-Ref DC 17 half), disease, Night Hag Spell-like abilities (caster level 8), Dream Haunting</p><p>Special Qualities: Immunities (fire, cold, acid, charm, sleep, and fear effects), SR 25, damage reduction 20/+3, darkvision</p><p>Saves: Fort +20, Ref +17, Will +18</p><p>Abilities: Str 32, Dex 16, Con 22, Int 20, Wis 19, Cha 19</p><p>Skills: XXX</p><p>Feats: Alertness, Combat Casting, Improved Grab, Improved Critical (Bite), Improved Critical (Claws), Mounted Combat, Multiattack, Power Attack, Vile Natural Attack</p><p>Challenge Rating: 18</p><p>Alignment: Neutral Evil</p><p>Darkvision: This creature can see in complete darkness, up to 60 ft..</p><p>Survivor Powers: Uncanny Dodge (Dex bonus to AC, can't be flanked), Improved Evasion, Damage Reduction 5/-</p><p></p><p></p><p>The specters had their HD advanced to 14.</p><p></p><p>No EXP was gained during the battle since it was a test run and there were no possible future harmful effects (and thus no real risk) although Hyanda was awarded 1 fate point for killing Agatha.</p><p></p><p>Amusingly, these versions of Synthis and M'jekk were created before any PC was created, the original Agatha was an advanced HD Night Hag contemplative, but that got too weak when compared to the rest of the characters.</p><p></p><p></p><p>Chapter 1 will start in about 2 days, although I imagine everyone has about a week to update their characters and make any final changes to them. Histories would be nice too for those who don't have them-thanks ahead of time and I hope the battle was fun (or maybe it wasn't...)-however, was it a good pace for everyone? Too fast, too slow or just right?</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 972443, member: 748"] Agatha, Synthis, and M'jekk, EL 29 encounter. Agatha is a standard Gloom Hag, no special abilities added on. However, the Hag is a special creation of mine ;), statwise, but is from 2e I believe as a very ancient, primordial evil critter. (Note that I don't do skills, it takes much too long when I have to work up like 5 or so epic level monsters per encounter) [b]Night Hag Covey Powers:[/b] 3/day Animate Dead, Chain Lightning, Delayed Blast Fireball, Finger of Death, Force Cage, Greater Bestow Curse, Greater Dispelling, Greater Scrying, Mirage Arcana, Nightmare, Polymorph Any Object, True Seeing, Veil, Vision 1/day-Imprisonment, Protection from Spells, Soul Bind, Wail of the Banshee. All spells cast as a 20th level caster (DC 21+Spell level). To invoke this is a standard action from one of them (If it's a 3xday spell), or a standard action from all of them (If it's a 1xday spell), and they must all within 30 ft. of one another. [b]GLOOM HAG[/b] Medium-size Outsider (Evil) Hit Dice: 32d8+288 (544 hp) Initiative: +8 (+4 Dex, +4 Improved Initaitive) Speed: 40 ft Fly 80 (Perfect Manueverability) AC: 46 (+4 Dex, +21 natural, +11 deflection) Attacks: Bite +33 melee, 2 claws +30 melee Damage: Bite 2d12+8 and Gloom Fever, claw 2d6+4 Face/Reach: 5 ft/5 ft Special Attacks: Gloom Fever, spell-like abilities, improved grab Special Qualities: Immunities, DR 30/+5, SR 38, Death Throes (50', 30d6 unholy damage, Ref DC 36 half), spells, blindsight, darkvision, scent, telepathy (100 ft.) Saves: Fort +26, Ref +21, Will +26 Abilities: Str 27, Dex 18, Con 28, Int 28, Wis 29, Cha 32. Skills: X Feats (7): Empower Spell-like Ability, Greater Spell Focus (Necromancy), Improved Initiative, Multiattack, Quicken Spell-like Ability, Spell Focus (Necromancy), Spell Penetration; Epic Feats (4): Epic Skill Focus (Knowledge: Religion), Epic Spell Focus (Necromancy). Challenge Rating: 26; Covey (1 Gloom Hag and 2 Night Hags 28) Treasure: Standard Alignment: Always neutral evil Blindsight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the creature maneuvers and fights as well as sighted creatures. Invisibility and darkness are irrelevant, though the creature still can't discern ethereal beings. The creature does not need to make Spot or Listen checks to notice creatures within 120. Darkvision: This creature can see in complete darkness, up to 120. Improved Grab (Ex): When this creature hits with its claws, it attempts to start a grapple as a free action without provoking an attack of opportunity. Scent (Ex): The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. The creature can pinpoint locations only within 5 feet. This creature can follow tracks by smell with a Wisdom check (DC 10, +2 for every hour the trail is cold). Spell-like Abilities: At will-Deeper Darkness, Enervation*, Evard's Black Tentacles, Fear*, Greater Shadow Evocation, Invisibility, Shades, Teleport w/o Error, Vampiric Touch; 3/day Energy Drain*, Finger of Death*, Transmute Flesh to Shadow (R&R)*; 2/day Control Undead, Horrid Wilting*, Shadow Storm (R&R)*; Shadow Walk, 1/day Hellball, Stalkerspell (SS) as a 28th level sorcerer (Spell DC 21+Spell level, or 27+Spell level for spells of the Necromancy school). Constant-True Seeing. [b]SYNTHIS[/b]-Advanced Half-Fiend/Half-Night Hag, Survivor 5 Medium-size Outsider (Evil) Hit Dice: 16d8+5d6+84 (242 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 20 ft, Fly (average) 20 ft AC: 26 (+6 Dex, +10 natural) Attacks: Bite +24 melee Damage: Bite 2d6+12 and disease (Demon Fever) Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Disease, Night Hag Spell-like Abilities (caster level 8), Half-Fiend Spell-like Abilities (21st level caster), Dream Haunting Special Qualities: Immunities (fire, cold, charm, sleep, and fear effects, poison), Acid/Cold/Electricity Resistance 20, SR 25, damage reduction 20/+3, darkvision Saves: Fort +18, Ref +20, Will +18 Abilities: Str 26, Dex 23, Con 18, Int 23, Wis 18, Cha 22 Skills: XXX Feats: Alertness, Combat Casting, Empower Spell-like Ability, Improved Initiative, Mounted Combat, Quicken Spell-like Ability, Spell Focus (Necromancy), Spell Penetration Challenge Rating: 18 Alignment: Neutral evil Darkvision: This creature can see in complete darkness, up to 60 ft.. Survivor Powers: Uncanny Dodge (Dex bonus to AC, can't be flanked), Improved Evasion, Damage Reduction 5/- [b]M'JEKK[/b]-Advanced Half-Black Dragon/Half-Night Hag, Survivor 5 Medium-size Outsider (Dragon, Evil) Hit Dice: 16d10+5d8+126 (326 hp) Initiative: +3 (+3 Dex) Speed: 20 ft AC: 26 (+3 Dex, +13 natural) Attacks: Bite +27 melee, 2 claws +25 melee Damage: Bite 2d6+11+1 (vile) and disease (Demon Fever), claw 1d4+5+1 (vile) Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Breath weapon (6d4 5-5-60 ft. Line of Acid-Ref DC 17 half), disease, Night Hag Spell-like abilities (caster level 8), Dream Haunting Special Qualities: Immunities (fire, cold, acid, charm, sleep, and fear effects), SR 25, damage reduction 20/+3, darkvision Saves: Fort +20, Ref +17, Will +18 Abilities: Str 32, Dex 16, Con 22, Int 20, Wis 19, Cha 19 Skills: XXX Feats: Alertness, Combat Casting, Improved Grab, Improved Critical (Bite), Improved Critical (Claws), Mounted Combat, Multiattack, Power Attack, Vile Natural Attack Challenge Rating: 18 Alignment: Neutral Evil Darkvision: This creature can see in complete darkness, up to 60 ft.. Survivor Powers: Uncanny Dodge (Dex bonus to AC, can't be flanked), Improved Evasion, Damage Reduction 5/- The specters had their HD advanced to 14. No EXP was gained during the battle since it was a test run and there were no possible future harmful effects (and thus no real risk) although Hyanda was awarded 1 fate point for killing Agatha. Amusingly, these versions of Synthis and M'jekk were created before any PC was created, the original Agatha was an advanced HD Night Hag contemplative, but that got too weak when compared to the rest of the characters. Chapter 1 will start in about 2 days, although I imagine everyone has about a week to update their characters and make any final changes to them. Histories would be nice too for those who don't have them-thanks ahead of time and I hope the battle was fun (or maybe it wasn't...)-however, was it a good pace for everyone? Too fast, too slow or just right? [/QUOTE]
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