I am always happy to see both jims around
Ok Mr. Hague my party starts into region E next session (this comming tuesday)
I went and modified and corrected some states and made some modifications (half-drow template to the creatures that were originally drow) those changes are to numerous to take up space here so I put them here
http://www.rpgmp3.com/modules.php?name=Forums&file=viewtopic&p=7719#7719
I plan to have Maddness do a walk through on the party, returning to it's lair as it has just finished hunting and is tired.
I have a read-aloud section for it's description based on it's type
This Unwholesome creature has a body with the form and fluidity of an amoeba. Its surface has the color, but not the constancy, of dark bronze dragon scales, Countless horns, glowing red eyes, toothy mouths and bat-like wings constantly form and disappear all over the creature, often retreating into its body even as they become apparent.
(It smells like spoiled meat)
I have pregenerated the combat as I know that Maddness has ALOT of die rolls with the idea that the party will hear Maddness' Gibbering before they see Maddness. and taking into acount it's slow movement (this is using my updated movement from the link above as maddness normally only moves at 10, I increased his speed by 10 as a normal mouther is Medium and Maddness is Large, if you use the maddness in the book you will have to update distances.)
I am trying to be fair, but I want to be sure, but I believe maddness can make a full attack, improved grab, blood drain and attempt to engulf all on it's action, is this correct?
- 1st round (60ft) move 20ft and gibbering
60ft gibbering: DC 20 Will save or be affected as though by a confusion spell for 1d2 rounds, immune if save
d%------Behavior
01-10----Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20----Act normally.
21-5-----Do nothing but babble incoherently.
51-70----Flee away from caster at top possible speed.
71-100---Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
-2nd round (40 ft) move 20ft breath lightening and gibbering
60ft: Breath weapon line of lighting two creatures in the line
(8+5+4+1+4+8)=30 Ref save (DC 25) for half damage
-3rd round (20ft) move 20ft, spittle attack or bite attack, and gibbering
30ft spittle
Attack: Bite (11)+17=28 melee (1+1)+8=10) or spittle +8 ranged touch ((3)=3
acid plus DC 25 Fortitude save or be blinded for 1d4 rounds. )
-4th round (0ft) 5 ft step, Full Attack, improved grab, blood drain and gibbering
Full Attack: 6 Bites (19)+17=36, (14)+17=31, (3)+17=20, (11)+17=28, (3)+17=20, (6)+17=23
melee ((4+6)+8=18, (3+1)+8=12, (1+6)+8=15, (1+6)+8=15, (4+4)+8=16, (4+1)+8=13),
6 grapples (9)+21=30, (2)+21=23, (5)+21=26, (6)+21=27, (1)+21=22, (14)+21=35
2 claws (15)+14=29, (7)+14=21 melee ((6)+1=7, (1)+1=2)
and spittle (3)+6=9 ranged touch ((2)=2acid plus DC 25 Fortitude save or be blinded for 1d4 rounds. )
-5th 5ft step 5-ft Grabbed with 3 or more engulf 12 attacks on engulfed
Engulf DC 26 Reflex and 12 attacks
3 grapples (12)+21=33, (1)+21=22, (16)+21=37, (8)+21=29 and 3 points of Con
8 attacks (11)+21=32, (13)+21=34, (7)+21=28, (17)+21=38, (2)+21=23, (15)+21=36
(6)+21=27 damage: (4+5)+8=17, (6+5)+8=19, (2+4)+8=14, (2+2)+8=12, (4+1)+8=13
(5+5)+8=18, (6+4)+8=18, (2+4)+8=14
8 grapples: (20)+21=41, (9)+21=30, (1)+21=22, (3)+21=24, (13)+21=34, (10)+21=31, (13)+21=34
(18)+21=39 and 7 points of Con damage
6th round double move retreat
I have also done this for the Battle with 10 cloakers to help speed up that combat.