Makara OOC
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Makara OOC
A hilly tropical/semi-tropical land bordered by a long mountain range to the west, seas to the north and east, and a large swamp to the south. It is home to Kelfas, what was once the greatest city the world had ever known. Over three hundred years ago it fell to the orcish hordes and the survivors scattered, mostly to the north. Since the fall it has been deemed the worst of luck to even speak the name of that once great city.
Since then those survivors have established four major cities and numerous towns and villages. Three of these dub themselves sister cities as they are connected by a massive river that runs through them, and the fourth stands alone farther to the south east. The sister cities are as follows: Lf'ern a forest-city surrounding a great lake, home to many elves, gnomes, and watersoul genasi all whom mainly worship Corellon and Sehanine. Asatol is a city surrounded on eight sides by walls, it is the most cosmopolitan of the three sister cities, and worship there is mainly to Bahamut, Pelor, and Avandra. The third city is known as Kergan's Hold, occupying space both east of and inside of the western mountain range, home mainly to dwarves with larger minorities of humans and halflings and as such they mostly worship Moradin . All of the three sister cities are somewhat xenophobic and judgmental, especially of those who worship any of the other gods or are tieflings or other less populous races.
The lone city is known as the Anvil by the Sea or sometimes just Anvil, due to it being bordered by a mountain range, the sea, and great walls to the north and south. Sometimes it is also called the Free City as it is the only of the four cities where one is not judged based on their race or religion and it being ruled by elected leaders, rather than nobility.
Recently an elven general known as the Boar gathered the forces he could, having come to the conclusion it was high time the civilized races tried to re-take Kelfas from the orcs who had probably mostly left by now. He did not receive much support, but he was given some troops from each of the three sister cities. On his way he fought with bandits and other ruffians and added the survivors to his ranks as his force made its way southward. By the time they reached Kelfas the ratio of soldiers to bandits was nearly even, which over time combined with the toll on their hearts on minds changed the behaviors and acceptable behaviors of the Boar and his men. At Kelfas they found, as the Boar had thought, that most of the orcs had moved on. Still there were a great many left to rout. But rout them they did, with the help of the half-orcs of Kelfas who had always been treated by their kin as little better than servants and punching bags. However after the battle was over, most of the proper soldiers, or at least those who still thought of themselves as such, had perished and the Boar had seen so much battle that he abandoned the faith of Bahamut for that of Kord. And so now in "control" of the ruins of a city far too large for their numbers, half of which was completely inaccessible due to monsters and overgrown plant-life thanks to the orcs having completely abandoned it long ago, the Boar's bandit army began to work on repairing and rebuilding what they could while going out and taking what supplies they needed from nearby settlements, including the people themselves as slaves.
And this is where your characters come into the picture. You all, like many others, have been captured and placed in guarded penned off areas with a few dozen others where you await whatever comes next.
Since then those survivors have established four major cities and numerous towns and villages. Three of these dub themselves sister cities as they are connected by a massive river that runs through them, and the fourth stands alone farther to the south east. The sister cities are as follows: Lf'ern a forest-city surrounding a great lake, home to many elves, gnomes, and watersoul genasi all whom mainly worship Corellon and Sehanine. Asatol is a city surrounded on eight sides by walls, it is the most cosmopolitan of the three sister cities, and worship there is mainly to Bahamut, Pelor, and Avandra. The third city is known as Kergan's Hold, occupying space both east of and inside of the western mountain range, home mainly to dwarves with larger minorities of humans and halflings and as such they mostly worship Moradin . All of the three sister cities are somewhat xenophobic and judgmental, especially of those who worship any of the other gods or are tieflings or other less populous races.
The lone city is known as the Anvil by the Sea or sometimes just Anvil, due to it being bordered by a mountain range, the sea, and great walls to the north and south. Sometimes it is also called the Free City as it is the only of the four cities where one is not judged based on their race or religion and it being ruled by elected leaders, rather than nobility.
Recently an elven general known as the Boar gathered the forces he could, having come to the conclusion it was high time the civilized races tried to re-take Kelfas from the orcs who had probably mostly left by now. He did not receive much support, but he was given some troops from each of the three sister cities. On his way he fought with bandits and other ruffians and added the survivors to his ranks as his force made its way southward. By the time they reached Kelfas the ratio of soldiers to bandits was nearly even, which over time combined with the toll on their hearts on minds changed the behaviors and acceptable behaviors of the Boar and his men. At Kelfas they found, as the Boar had thought, that most of the orcs had moved on. Still there were a great many left to rout. But rout them they did, with the help of the half-orcs of Kelfas who had always been treated by their kin as little better than servants and punching bags. However after the battle was over, most of the proper soldiers, or at least those who still thought of themselves as such, had perished and the Boar had seen so much battle that he abandoned the faith of Bahamut for that of Kord. And so now in "control" of the ruins of a city far too large for their numbers, half of which was completely inaccessible due to monsters and overgrown plant-life thanks to the orcs having completely abandoned it long ago, the Boar's bandit army began to work on repairing and rebuilding what they could while going out and taking what supplies they needed from nearby settlements, including the people themselves as slaves.
And this is where your characters come into the picture. You all, like many others, have been captured and placed in guarded penned off areas with a few dozen others where you await whatever comes next.
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Makara OOC
Such good girls! Look at this full party of good girls DB did!
- My attempts at drawing the good girls:
Actively Lazy
http://www.myth-weavers.com/sheet.html#id=286283
Elf Ranger, Parveth Xiloscient
Outlander from somewhere, currently doing something or stuff
http://www.myth-weavers.com/sheet.html#id=122192
Combination Backstory / Ski-Lodge
Compilation Document
Bags of Stuff & People's Spells
Makara Lore, ramsus AMA
Last edited by quietkal on Wed Apr 25, 2018 8:27 pm; edited 19 times in total
quietkal- Hot Dog
- Posts : 856
Join date : 2013-09-07
Re: Makara OOC
http://www.myth-weavers.com/sheet.html#id=124304
Noble Bard Adelinde
http://www.myth-weavers.com/sheet.html#id=121454
Last edited by Dr Blight on Mon Sep 21, 2015 9:49 pm; edited 1 time in total
Dr Blight- Totally Not The Admin in Disquise
- Posts : 418
Join date : 2013-09-05
Age : 33
Re: Makara OOC
Due to the thing used to make the map, the map is a bit "fatter" than it should be (meaning the distances north/south should be greater). Also worth noting is that Kelfas is a lot bigger than it appears on the map (part of the map size constraints as otherwise it would essentially swallow up too much of the space north and south of it).
Thanks to DB for making the map.
He's also to blame for the dormant volcano by Anvil being named Anvil Rock.
Battle Map
Last edited by Ramsus on Thu Oct 10, 2019 1:48 pm; edited 9 times in total
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Makara OOC
>already stated my recommendations for the watch groups, I'll just roll with the examples I gave but it's not super important to meRamsus wrote:((You don't need to detail things out quite that much. The general idea of how watches are slated and who is doing which ones is enough. Other considerations. Who is sleeping where? (There's the main room and the two other rooms.) Is anyone going to close the door? If so do they also lock it? Do you all sleep in your armor?))
>I'd think everyone should sleep in the same room, no reason to invite extra problems by splitting up. Either in the main room so whoever's on duty can keep watch on them as well, or in the side room so if there are multiple on duty they can discuss quietly without feeling rude
>shutting it would probably be a good idea. Not sure that locking will do much, if they're going to bust down the door then the additional lock wouldn't do much more to stop them, and if they can use the handle we probably have bigger problems than the lock can solve. Then again, no real loss to locking it, unless it's like 'oh no we locked ourselves in and the lock jammed and there's a thing in here with us,' but I'm not really convinced that we'll get into that situation.
tl;dr sure, I guess. If just normal big ants come we won't really have a way to know they're there until they start slamming into the door (knocking), but that's basically what we'd be waiting for regardless.
>Parveth and Steam are not going to sleep in their armor. Doesn't take long to don or doff, and worst case they can be hastily donned pretty quickly for not much penalty compared to being exhausted
quietkal- Hot Dog
- Posts : 856
Join date : 2013-09-07
Re: Makara OOC
People have requested I put some information here, so here it is.
Movement/Distances
On the combat map, we calculate the distances by counting the shortest number of touching squares it takes to get from thing A to thing B. Diagonals count the same as horizontal/vertical. That's all, it's that simple.
Area's are usually going to be square or rectangle shapes unless they're specific in how they work (like walls). For example, a 15 foot cone would be 3 squares by 3 squares.
NPCs
Movement/Distances
On the combat map, we calculate the distances by counting the shortest number of touching squares it takes to get from thing A to thing B. Diagonals count the same as horizontal/vertical. That's all, it's that simple.
Area's are usually going to be square or rectangle shapes unless they're specific in how they work (like walls). For example, a 15 foot cone would be 3 squares by 3 squares.
NPCs
- The Boar:
Leader of "the Boar's men", a group of former military men mainly from Lf'ern and Asatol, bandits, and half-orcs from Ruined Kelfas trying to restore Kelfas to it's former glory. Even if this means taking people by force and using them as slave labor.
A more muscular than any elf you have ever seen. If he was a human, he would have the appearance of a massive bodybuilder that could probably bench another bodybuilder. Being an elf he isn't quite that muscular, but elves tend very much towards slim and wiry than overly muscled so he must be incredibly strong. His hair has a bit of grey in it and he has a great many scars.
- Char:
A somewhat attractive woman with short and messy red hair, grey eyes, pale skin, and has a scar across her right cheek, probably from some kind of blade. Wears grey robes and is some kind of powerful magic user. The Boar's "right hand man" and former leader of a large group of bandits.
- Zanthaelis:
A male drow who is part of the leadership of the Boar's Men. Wears a brown robe.
- (Ant) Queen:
An ant-like humanoid. She has six limbs (two legs and four arms that are partially covered in chitinous plates but have human-like hands and feet aside from the fact that they're clawed) and stands upright as a human does (though she's clearly over seven feet tall), has a human or elvish looking face (aside from the large ant-like eyes) with lightly pointed ears and antenna and mandibles (in addition to a regular jaw structure) and chitin that appears almost helmet shaped, has chitinous parts around her abdomen, and has a large metasoma (ant equivalent of abdomen/butt) that hangs behind her on a foot off the ground somewhat like a big fat tail. The only article of clothing she's wearing is a belt that holds a pair of swords in their scabbards.
Commands a colony of ants at war with another colony under Kelfas. Has magic that she imbues into her ants.
- Zarethria Nailo:
A female drow. Lesser Councilor of the City of Lo'Toth.
- Nendriia Mlezzoryn:
A female drow. Grand Priestess of Lolth of the Grand Temple of Lolth in the City of Malnibonae.
- Xin:
A female drow. Priestess of Lolth of the Grand Temple of Lolth in the City of Malnibonae.
- Maeduis Family:
A Council family of Lo'Toth.
Halxyra Maeduis: Matriarch of the family and Councilor of the City of Lo'Toth.
Veszd Maeduis: Halxyra's husband. General in the Lo'Toth military.
Solenniss Maeduis. Priestess of Lolth of the Temple of Lolth in the city of Lo'Toth.
Belraen Maeduis. Youngest male of the Maeduis family. Captain in the Lo'Toth military.
- Aleurden Family:
A Council family of Lo'Toth.
- Rhomdin Family:
A Council family of Lo'Toth.
- Cormrael Family:
A Council family of Lo'Toth.
- Vrammyr Family:
A Council family of Lo'Toth.
- T'siiryn Family:
A Council family of Lo'Toth.
Last edited by Ramsus on Tue Jul 23, 2019 7:41 pm; edited 8 times in total
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Makara OOC
Initiative
Steam: 20.5 (N1)
- init 21:
- Large Bull Ant 2: 21 (N&O 6&7) (Hunter's Mark)
Steam: 20.5 (N1)
- init 20.4-9:
- Medium Red Ant 2: 20.4 (T8)
Medium Red Ant 6: 20.3 (Q28)
Acid Spraying Ant 6: 20.2 (O25)
Ant Swarm 5: 20.1 (P17)
Ant Swarm 7: 20 (P33)
Flying Ant Swarm 6: 19.6 (J25)
Flying Ant Swarm 2: 19.5 (O11)
Small Black Ant 3: 19.4 (O4)
Small Black Ant 4: 19.3 (N4)
Small Black Ant 10: 19.2 (P8)
Ant Swarm 3: 19.1 (D12)
Small Black Ant 21: 19 (P30)
Small Black Ant 7: 18.2 (H10)
Small Black Ant 8: 18.1 (H14)
Flying Ant Swarm 4: 18 (W29)
Small Black Ant E: 17.3 (O3)
Medium Red Ant 1: 17.2 (P2)
Acid Spraying Ant 1: 17.1 (J5)
Acid Spraying Ant 2: 17 (R6)
Large Bull Ant 1: 16.7 (J&K 6&7) (readied Bite)
Large Bull Ant 4: 16.6 (E&F 12&13)
Medium Black Ant 10: 16.5 (N25)
Small Black Ant 2: 16.4 (M4)
Small Black Ant 11: 16.3 (S20)
Small Black Ant 16: 16.2 (Q29)
Ant Swarm 1: 16.1 (O3)
Medium Black Ant 14: 16 (N30)
Medium Black Ant 2: 15.4 (K4)
Medium Black Ant 7: 15.3 (X24)
Small Black Ant 5: 15.2 (G5)
Small Black Ant 15: 15.1 (J31)
Medium Black Ant 13: 15 (O27)
Medium Red Ant 8: 14.3 (K31)
Small Black Ant 14: 14.2 (H20)
Flying Ant Swarm 5: 14.1 (P21)
Small Black Ant 22: 14 (O31)
Medium Black Ant 1: 13.3 (L1)
Medium Black Ant 6: 13.2 (V24)
Flying Ant Swarm 3: 13.1 (L18)
Small Black Ant 20: 13 (O29)
Small Black Ant D: 12.2 (N3)
Medium Red Ant 4: 12.1 (W17)
Small Black Ant 6: 12 (K3)
Small Black Ant 19: 11 (N28)
Flying Ant Swarm 1: 10 (N3)
Small Black Ant 17: 9.2 (Q30)
Acid Spraying Ant 7: 9.1 (M27)
Small Black Ant 18: 9 (P26)
- init 8.2-7:
- Small Black Ant 9: 8.2 (R20)
Small Black Ant 13: 8.1 (X30)
Acid Spraying Ant 9: 8 (M32)
Large Bull Ant 5: 7.2 (I&J 34&35)
Medium Black Ant 12: 7.1 (M28)
Acid Spraying Ant 3: 7 (U18)
- init 6-1:
- Golden Queen Ant: 6 (N-P 26-32)
Small Black Ant C: 5.2 (M3)
Small Black Ant 1: 5.1 (H5)
Ant Swarm 4: 5 (J21)
Large Bull Ant 3: 4.5 (N&O 19&20)
Medium Red Ant 3: 4.4 (L14)
Medium Red Ant 5: 4.3 (H26)
Medium Black Ant 4: 4.2 (J14)
Acid Spraying Ant 8: 4.1 (Q27)
Ant Swarm 6: 4 (M31)
Psychic Ant: 3.7 (L2)
Medium Black Ant 3: 3.6 (V12)
Medium Black Ant 5: 3.5 (W19)
Medium Black Ant 8: 3.4 (E31)
Medium Black Ant 11: 3.3(P25)
Small Black Ant 12: 3.2 (E27)
Acid Spraying Ant 5: 3.1 (E32)
Ant Swarm 2: 3 (Y10)
Fire Ant: 2 (O2)
Medium Red Ant 7: 1.2 (F32)
Medium Black Ant 9: 1.1 (R34)
Acid Spraying Ant 4: 1 (F27)
Dr Blight- Totally Not The Admin in Disquise
- Posts : 418
Join date : 2013-09-05
Age : 33
Re: Makara OOC
Pseudicorn
Tiny celestial, neutral good
Armor Class: 12
Hit Points: 10
Speed: 50 ft.
Str: 5 (-3)
Dex: 14 (+2)
Con: 14 (+2)
Int: 11 (0)
Wis: 12 (+1)
Cha: 16 (+3)
Skills: Acrobatics +5, Performance (Singing) +5
Tool Proficiencies: Tailor's Tools +3
Damage Immunities: Poison
Condition Immunities: charmed, paralyzed, poisoned
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Celestial, Elvish, Sylvan, telepathy 60ft.
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Shimmering Shield (Action, 1/short rest): The pseudicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the pseudicorn's next turn.
Heal Self (Action, 1/short rest): The pseudicorn magically regains 10 hit points and removes all diseases and neutralizes all poisons afflicting the pseudicorn.
Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: Prestidigitation, Thaumaturgy, Mage Hand, Light, Misty Step
1/long rest each: Resistance, Detect Evil and Good, Magic Weapon (duration: concentration up to 1d3 rounds)
Tiny celestial, neutral good
Armor Class: 12
Hit Points: 10
Speed: 50 ft.
Str: 5 (-3)
Dex: 14 (+2)
Con: 14 (+2)
Int: 11 (0)
Wis: 12 (+1)
Cha: 16 (+3)
Skills: Acrobatics +5, Performance (Singing) +5
Tool Proficiencies: Tailor's Tools +3
Damage Immunities: Poison
Condition Immunities: charmed, paralyzed, poisoned
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Celestial, Elvish, Sylvan, telepathy 60ft.
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Shimmering Shield (Action, 1/short rest): The pseudicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the pseudicorn's next turn.
Heal Self (Action, 1/short rest): The pseudicorn magically regains 10 hit points and removes all diseases and neutralizes all poisons afflicting the pseudicorn.
Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: Prestidigitation, Thaumaturgy, Mage Hand, Light, Misty Step
1/long rest each: Resistance, Detect Evil and Good, Magic Weapon (duration: concentration up to 1d3 rounds)
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Makara OOC
Ant Stats
- Small Black Ant:
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
30ft., climb 30ft. (Spider Climb)
STR 10 (+0), DEX 10 (+0), CON 12 (+1), INT 1 (-5), WIS 7 (-2), CHA 3 (-4)
passive Perception 8, Darkvision 60 feet
Languages -
Challenge 0 (10 XP)
ACTIONS
Bite: Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.
- Small Acid Spraying Ant:
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
30ft., climb 30ft. (Spider Climb)
STR 10 (+0), DEX 10 (+0), CON 12 (+1), INT 1 (-5), WIS 7 (-2), CHA 3 (-4)
passive Perception 8, Darkvision 60 feet
Languages -
Challenge 1/8 (25 XP)
ACTIONS
Bite: Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.
Acid Spray (Recharge 5): The acid spraying ant spits acid in a line that is
30 feet long and 5 feet wide. Each creature in that line must make a DC 10
Dexterity saving throw, taking 5 (1d10) acid damage on a failed
save, or half as much damage on a successful one.
- Small Jolt Ant:
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
30ft., climb 30ft. (Spider Climb)
STR 10 (+0), DEX 10 (+0), CON 12 (+1), INT 1 (-5), WIS 7 (-2), CHA 3 (-4)
Damage Immunities: lightning
passive Perception 8, Darkvision 60 feet
Languages -
Challenge 1/8 (25 XP)
ACTIONS
Bite: Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.
Jolt: Melee Weapon Attack:+ 1 to hit, reach 10 ft., one target.
Hit: 2 (1d4) lightning damage.
Lightning Strike (Recharge 5-6): The jolt ant hurls a magical
lightning bolt at a point it can see within 500 feet of it. Each
creature within 10 feet of that point must make a DC 10
Dexterity saving throw, taking 6 (2d6) lightning damage on a
failed save, or half as much damage on a successful one.
- Small Psychic Ant:
Armor Class 12 (natural armor)
Hit Points 12 (2d10 + 2)
30ft., climb 30ft. (Spider Climb)
STR 10 (+0), DEX 10 (+0), CON 12 (+1), INT 1 (-5), WIS 14 (+2), CHA 16 (+3)
passive Perception 8, Darkvision 60 feet
Languages -
Challenge 1/4 (50 XP)
ACTIONS
Bite: Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.
Telekinetic Thrust (Refresh 5): The psychic ant targets a creature or
unattended object within 30 feet of it. A creature must be
Medium or smaller to be affected by this magic, and an
object can weigh up to 150 pounds.
If the target is a creature, the psychic ant makes a
Charisma check contested by the target's Strength check.
If the psychic ant wins the contest, the psychic hurls
the target up to 20 feet in any direction, including upward.
If the target then comes into contact with a hard surface
or heavy object, the target takes 1d6 bludgeoning damage per 10
feet moved.
If the target is an object that isn't being worn or carried,
the psychic ant hurls it up to 30 feet in any direction.
The psychic ant can use the object as a ranged weapon,
attacking one creature along the object's path (+3 to hit)
and dealing 3 (1d6) bludgeoning damage on a hit.
Bless per the spell 1/short rest
Heroism per the spell 1/short rest
- Medium Black Ant:
Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 30ft., climb 30ft. (spider climb)
STR, 15 (+2), DEX 10 (+0), CON 13 (+1), INT 2 (- 4), WIS 7 (-2), CHA 3 (-4)
Senses darkvision 60ft., passive Perception 8
Languages-
Challenge 1/4 (50 XP)
Bite. Melee Weap'on Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
- Medium Red Ant:
Armor Class 12 (natural armor)
Hit Points 13
30ft., climb 30ft. (Spider Climb)
STR 15 (+2), DEX 10 (+0), CON 10 (+0), INT 1 (-5) WIS 7 (-2), CHA 3 (-4)
Senses passive Perception 8, Darkvision 60 feet
Languages-
Challenge 1/2 (100 XP)
Actions
Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Refresh 5
Hit: 5 (1d6 + 2) piercing damage, and the target must make
a DC 11 Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned
in this way.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1d8+2 slashing damage.
- Medium Fire Ant:
Armor Class 12 (natural armor)
Hit Points 13
30ft., climb 30ft. (Spider Climb)
STR 15 (+2), DEX 10 (+0), CON 10 (+0), INT 1 (-5) WIS 7 (-2), CHA 3 (-4)
Damage Immunities: Fire
Senses passive Perception 8, Darkvision 60 feet
Languages-
Challenge 1/2 (100 XP)
Actions
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1d8+2 slashing damage.
Fire Breath (1/Short Rest): The ant exhales fire in a 15-foot
cone. Each creature in that area must make a DC l2 Dexterity
saving throw, taking 12 (3d8) fire damage on a failed save, or
half as much damage on a successful one.
- Ant Swarm:
See Swarm of Insects in Monster Manual.
- Flying Ant Swarm:
Armor Class 12
Hit Points 22 (Sd8)
Speed 10 ft., fly 30ft.
STR 5 (-3), DEX 15 (+2), CON 10 (+0), INT 2 (- 4), WIS 7 (-2), CHA 4 (-3)
Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses Darkvision 60ft., passive Perception 8
Languages -
Challenge 1/4 (50 XP)
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large
enough for a Tiny ant. The swarm can't regain hit points or
gain temporary hit points.
ACTIONS
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft. , one creature in the swarm 's space.
Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
- Flying Acid Ant Swarm:
Armor Class 12
Hit Points 22 (Sd8)
Speed 10 ft., fly 30ft.
STR 5 (-3), DEX 15 (+2), CON 10 (+0), INT 2 (- 4), WIS 7 (-2), CHA 4 (-3)
Damage Resistances: bludgeoning, piercing, slashing, acid
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses Darkvision 60ft., passive Perception 8
Languages -
Challenge 1/4 (50 XP)
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large
enough for a Tiny ant. The swarm can't regain hit points or
gain temporary hit points.
ACTIONS
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft. , one creature in the swarm's space.
Hit: 2 (1d4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) acid damage
on a failed save, or half as much damage on a successful one or 2 (1d4) acid damage and the target must make a DC 11
Constitution saving throw, taking 3 (1d6) acid damage on a failed save if the swarm has half of its hit points or fewer.
- Large Bull Ant:
Armor Class 12 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30ft., climb 30ft. (Spider Climb)
STR 18 (+4), DEX 12 (+1), CON 12 (+1), INT 1 (-5), WIS 7 (-2), CHA 4 (-3)
Senses darkvision 60ft., passive Perception 10
Languages-
Challenge 1 (200 XP)
ACTIONS
Sting: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Refresh 5
Hit: 7 (1d6+4) piercing damage, and the target must make a
DC 12 Constitution saving throw, taking 12 (3d8) poison damage
on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 1d10+4 slashing damage.
- Large Iron Ant:
Armor Class 15 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30ft., climb 30ft. (Spider Climb)
STR 18 (+4), DEX 8 (-1), CON 12 (+1), INT 1 (-5), WIS 7 (-2), CHA 4 (-3)
Damage Resistances: bludgeoning, piercing, slashing
Senses darkvision 60ft., passive Perception 10
Languages-
Challenge 1 (200 XP)
ACTIONS
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 1d8+4 slashing damage.
- Ant-Man Queen's Guard:
Armor Class 16 (natural armor)
Hit Points 30 (6d8 + 6)
Speed 30ft., 30 climb (spider climb)
STR 16 (+3), DEX 14 (+2), CON 12 (+1), INT 6 (-2), Wis 8 (-1), CHR 6 (-2)
Senses darkvision 60ft.
passive Perception 9
Languages -
Challenge 1 (200 XP)
ACTIONS
Multiattack. The armor makes two melee or ranged attacks.
Spear: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20ft/60 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Pike: Melee Weapon Attack: +5 to hit, reach 10 ft ., one target.
Hit: 8 (1d10 + 3) piercing damage.
- Gargantuan Psychic Queen Ant:
Armor Class 12 (natural armor)
Hit Points: 400
Speed 5ft., climb 5ft. (Spider Climb)
STR 20 (+5), DEX 6 (-3), CON 20 (+5), INT 4 (-3), WIS 14 (+2), CHA 16 (+3)
Senses darkvision 60ft., passive Perception 10
Languages-
Challenge ? (600 XP)
ACTIONS
Psychic Hive Mind: All allies within 500 feet gain +1 AC and +1 to attack rolls. This ends if you take psychic damage. If an effected ally with an INT
of 6 or lower takes psychic damage, they become confused until the end of their next turn.
Psychic Assault: 1/short rest
The Psychic Queen Ant assaults the minds of all non-ally creatures within 100 feet of an ally it is aware of with it's psychic senses.
Creatures with an INT of 6 or lower must make a DC 13 WIS save of become confused until they make the save at the end of their turn.
For the Queen!: As a reaction interpose an adjacent ally between yourself and an attack against your AC. The ally creature takes full damage from the
attack and you take half of any remaining damage.
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 2d6+5 slashing damage.
Size: 15 ft. x 35 ft.
(I also added in a thrown attack during the later stages of the fight when it became clear nobody was going to wind up engaging her in melee.)
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Makara OOC
Options for paper, above cr 0 creatures, are:
flying snake, what you currently have except she'd benefit from the other thing you're getting
poisonous snake, what it sounds like
slaad tadpole, choatic frog baby, it's...a choice?
stirge, funky mosquito-bat that latches onto creatures and drinks their blud
pixie, tiny spellcasting friend
psuedodragon, tiny friendly telepathic dragon pal
sprite, tiny combat buddy
imp, tiny darksight & combat devil
quasit, tiny spooky combat demon
faerie dragon, tiny telepathic spellcasting dragon dude
(and from Volo's guide...)
cranium rat, hive mind rat, spy for an elder brain
neogi hatchling, baby snake spider, race of enslavers, no enslaving ability yet tho
vargouille, person's head with bat wings, got a stunning song
honorable mentions:
nilbog, a spirit that possesses goblins and makes them jesters on a warpath. not a valid choice for familiar because it's a small creature
quickling, live fast die fast, damage pump, can't be hit, autobanned
gazer, telepathic, magic casting fuck 'em up boi. requires you to be able to cast 3rd level magics to become a familiar tho, so not actually an option
not that you need this, I was honestly just curious and wanted to look at what the options were, and figured I might as well put together a list while I was at it
flying snake, what you currently have except she'd benefit from the other thing you're getting
poisonous snake, what it sounds like
slaad tadpole, choatic frog baby, it's...a choice?
stirge, funky mosquito-bat that latches onto creatures and drinks their blud
pixie, tiny spellcasting friend
psuedodragon, tiny friendly telepathic dragon pal
sprite, tiny combat buddy
imp, tiny darksight & combat devil
quasit, tiny spooky combat demon
faerie dragon, tiny telepathic spellcasting dragon dude
(and from Volo's guide...)
cranium rat, hive mind rat, spy for an elder brain
neogi hatchling, baby snake spider, race of enslavers, no enslaving ability yet tho
vargouille, person's head with bat wings, got a stunning song
honorable mentions:
nilbog, a spirit that possesses goblins and makes them jesters on a warpath. not a valid choice for familiar because it's a small creature
quickling, live fast die fast, damage pump, can't be hit, autobanned
gazer, telepathic, magic casting fuck 'em up boi. requires you to be able to cast 3rd level magics to become a familiar tho, so not actually an option
not that you need this, I was honestly just curious and wanted to look at what the options were, and figured I might as well put together a list while I was at it
quietkal- Hot Dog
- Posts : 856
Join date : 2013-09-07
Re: Makara OOC
If Paper does pick the Familiar options I've decided none of the options are "no", just that some might be "yes, but with modifications". If he wants a tiny version of something else CR 1 or below we can talk about that too I suppose. Though way to make things difficult theoretically Paper! =P
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Makara OOC
Want for shops list:
Clothes, food, jewelry I guess. Vaguely interested in what arms and armor are available here.
A gift shop and knickknacks are always enjoyed.
It's mostly Steam that cares about what stuff's around, Parveth's kind of passionately disinterested
Clothes, food, jewelry I guess. Vaguely interested in what arms and armor are available here.
A gift shop and knickknacks are always enjoyed.
It's mostly Steam that cares about what stuff's around, Parveth's kind of passionately disinterested
quietkal- Hot Dog
- Posts : 856
Join date : 2013-09-07
Re: Makara OOC
Ketha is interested in blacksmiths, arms, armour, magic shops, things like that in the shop catergory. Culture-wise, she wants to focus on taverns, open air theatre, and anything more sorted towards the lower and lower-middle class, and prefering to avoid anything high society or with a similar grandeur to the building we are currently in. She values staying with the whole group though and will deviate from what she wants or doesn't want to do to make sure the party sticks together...
Paper Shadow- Dragon
- Posts : 890
Join date : 2013-09-07
Age : 30
Re: Makara OOC
Still no real clue about stores aside from maybe a map of the area of the underdark, travel stuff like first aid, look around to see if they sell anything magical like bags of holding or weapons, and more in character just kinda looking around to see what they might make from spider silk or other unique things to the area
Dr Blight- Totally Not The Admin in Disquise
- Posts : 418
Join date : 2013-09-05
Age : 33
Re: Makara OOC
When Ketha finishes reading the Untitled Book on shadow magic, she will receive the following benefits.
-Once per short rest she may change the damage type of any spell she casts to Necrotic damage.
-She learns one of her choice of the following Cantrips: Chill Touch, Toll the Dead
-She learns one of her choice of the following 1st level spells: Arms of Hadar, Cause Fear (X)
-At 7th level she learns two of her choice of the following 2nd level spells: Blindness/Deafness, Invisibility, Pass without Trace, Darkness, Shadow Blade (X)
-At 13th level she learns two of her choice of the following 3rd level spells: Fear, Blinding Smite, Nondetection, Hunger of Hadar, Vampiric Touch, Animate Dead (doesn't requires corpses/bones, only creates a Shadow)
-At 19th level she learns one of her choice of the following 4th level spells: Greater Invisibility, Evard's Black Tentacles, Shadow of Moil (X)
All listed spells are also added to her spell list as spells she can learn.
*(X) means found in Xanathar's Guide to Everything
-Once per short rest she may change the damage type of any spell she casts to Necrotic damage.
-She learns one of her choice of the following Cantrips: Chill Touch, Toll the Dead
-She learns one of her choice of the following 1st level spells: Arms of Hadar, Cause Fear (X)
-At 7th level she learns two of her choice of the following 2nd level spells: Blindness/Deafness, Invisibility, Pass without Trace, Darkness, Shadow Blade (X)
-At 13th level she learns two of her choice of the following 3rd level spells: Fear, Blinding Smite, Nondetection, Hunger of Hadar, Vampiric Touch, Animate Dead (doesn't requires corpses/bones, only creates a Shadow)
-At 19th level she learns one of her choice of the following 4th level spells: Greater Invisibility, Evard's Black Tentacles, Shadow of Moil (X)
All listed spells are also added to her spell list as spells she can learn.
*(X) means found in Xanathar's Guide to Everything
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
Re: Makara OOC
Stuff already specified in Gold's!
Things in blue are what Steam has dibs of sorts on, but if someone else wants them she's happy to find other things. Not a post stating what I'm buying or how much, I'll do a real one in the main thread
General Description wrote:Gold's indeed is some kind of miscellaneous goods shop indeed. There is a large main room and a smaller side room through an open doorway with no door to the right. There is also a back room concealed by a curtain.
There are a bunch of glass cabinets in the interior of the rooms and shelves along the walls containing all manner of things. Candles with odd looking wax, hourglasses in various sizes and colors of sand, belts, shoes, pins, combs, broaches, pendants, necklaces, knives, rings, bracelets, bottles of who knows what in various sizes, some books, small animal skeletons or skulls (some covered in metal or wax or other things), jewelry boxes, figurines of stone or metal or gemstones, hand mirrors, a ball that seems to be made of spun gold, a broken glass staff, masks, and a variety of other strange things.
Debatably Cursed Masks wrote:The first is a bone dia de los muertes style mask (white with black and red features, maybe yellow too if you want some flowers on it).
The second is something similar, but more of a domino mask and it's black with white features.
The third is a mask that resembles a five legged starfish with it's arms rotation clockwise and it has three lenses made of yellow quartz.
The fourth is a half-mask that resembles an bird (it has a short bill) that is mostly made from dark green, dark blue, brown, and white feathers.
The fifth is a wooden mask that is all gnarled and twisted and appears to have several holes, but has a main one in the center that has an obsidian lens.
Egg wrote:a large egg covered in flower petals and beetle wings
The shopkeep cackles as if Ketha had just told a very amusing joke and then says, "The person who sold it to me didn't know. They found it deep deep deeeeeeeep down. They said it rose out of a deep blue waters so blue they stained skin."
Wrist Bangles wrote:A pair of medium thickness golden bangles adorned with deep red stones (stones as in rocks, not gems) and short embossed lines of silver between each of the stones.
A single thick bone bangle with jade beads (the pieces of the bangle are attached by the jade so it clacks a bit).
A pair of thin bangles apparently made of unmelting ice with a pattern of circles atop circle overlapping.
A single thin bangle of platinum with ivy wrapped around it.
A pair of thick amber bangles with a tiny fish in one and a moth in the other. If you look at them for a bit you notice the fish and moth move through the bangles very slowly.
A single medium thickness bangle of pink coral studded with amethyst.
A pair of thin black bangles. One has X's made of small bones on it. The other is unadorned but has cracks spiderwebbing throughout.
A single thin iron bangle with a spiral pattern and three topazs evenly spaced out.
Long & Fluffy Cloaks wrote:Red velvet with a symbol on the back and on the top of the cuffs and on the inside of the hood (The symbol is a circle that has the bottom half filled in. So like the outline of the circle and it's divided in half top and bottom and the bottom half is silver and the top half is the red velvet.)
Suede with white stitching of various animal shapes as a sort of pattern
White and black cashmere in a checkered pattern
Fox fur with the hood being the fox's head type thing (complete with the teeth, though the eyes have been replaced with glass eyes)
Crow feathers
Necklaces wrote:A bone necklace with a teardrop shaped garnet
A silver necklace with a square sapphire
An iron necklace with a small circular mirror
A gold necklace with a hollow heart
An unadorned copper necklace
A necklace of black pearls
A heavier gold necklace of lapis lazuli ovals and teardrops in two layers (like the necklace is made of gold with lapis lazuli ovals below the neck and then more gold necklace attached to that and another layer of lapis lazuli teardrops with a circular lapis lazuli in the middle of the bottom layer)
Rings wrote:A wooden ring studded with small rubies
A glass ring with a rose shaped "gem" that's also glass and part of the ring.
A brass ring with various runes etched in black on it
A ring that appears to be make of a yellow and black serpent entwined around itself
A platinum ring with a gold sphere as a "gem"
A moonstone ring with a triangular "gem" (note: triangle, not pyramid)
Bags wrote:A sack made of copper thread with a white braided drawstring.
A brow leather purse with a vaguely U shape with a diamond shape branded on it and a square branded inside of the diamond brand.
A gray leather rectangular messenger bag that looks like it's made mainly for holding papers or scrolls. Has an orange rose stitched on the flap.
Figurines wrote:A steel vaguely person shaped figurine made of lines playing a harp (so basically a metal stick figure)
A brass figurine of a snake wrapped around and through a larger snake skull
A cobalt figurine of a chair with cobalt blue swirls painted on
A nickel figurine of a carriage pulled by a spider
A copper figurine of an orangutan wielding a mace
Things in blue are what Steam has dibs of sorts on, but if someone else wants them she's happy to find other things. Not a post stating what I'm buying or how much, I'll do a real one in the main thread
quietkal- Hot Dog
- Posts : 856
Join date : 2013-09-07
Re: Makara OOC
- Thoughts on Magic Items:
- Moth bracelet
-like, okay I guess. Situational spell with vaguely annoying mechanical downside you have to keep track of in case you fight an undead. It’s just kind of like...why.
Fish bracelet
-freedom of movement but only under water, very cool! Flavorful downside as well
Bone bracelet
-stronk teef. Downside fits flavorfully, and the desperate jade disadvantaged reroll is a cool touch
Underwater Pacifist
-the item has a good idea, but I don’t like the “and they get advantage against you.” It pushes the downside over the line from “I won’t be able to help much,” to “I will actually just die and am weighing down the team.”
-also sad it benefits the group much more to have anyone other than Steam wear it for a swim speed and amphibious
Checkered Cloak of Sweet Air
-sick. High marks all around
Crow Cloak
-also sick, provided you get to attempt the save against Bane and not just eat it. Downside is flavorful, but I am a little concerned by the extra ability “if in warfare”
We did ant war I, I’m actively not interested in war II
Chair
-fukken sick. Little sad it’s not a bean bag and two people can’t exist on it at a time, but in general extremely cool
Egg
-random spell, huh. Well, as long as you get to choose targets after knowing what spell is being cast it’s usable. If you gotta just point and pray, the power deviation on us getting dicked by that is a little high for my taste
Ghost face
-extremely cool idea, fukken sick
Monstrous Love
-if you didn’t want it to be sexual towards monsters, don’t include the line of “you can viably mate with monsters.” Just like, don’t even acknowledge that that’s a possible thing, and if I asked for that be like “are...are you sure? Like, if you’re really devoted to that we can but like...??????”
-otherwise v cool. Not crazy about the forced hug on a nat 1, feel like that should be up to the player in the moment, but whatev
2 purse
-is v cool, has some fun potential to play with
Fox hood
-also very cool, fun play on the little red riding story with wolves and such
Prism Rose
-actually nuts, access to spells so far above the power curve I can see why moth bracelet is pretty meh
Brand Ring
-very cool in concept, interested to see how it do in play. Flavorful drawback that still has impact, nicely done
Scarf
-it’s neat, has good flavor and works nicely for translating in the area we got it. Good
Snek
-has some fun effects, mostly feels like it’ll be plot relevant later on but I like it’s steez
quietkal- Hot Dog
- Posts : 856
Join date : 2013-09-07
Re: Makara OOC
- Night Princess Spider:
Size: Medium
Armor Class 16 (natural armor)
Hit Points 54 (6d12 + 18)
Speed 40ft., climb 40ft. (spider climb)
STR, 18 (+4), DEX 18 (+4), CON 16 (+3), INT 14 (+2), WIS 14 (+2), CHA 12 (+1)
Damage Resistances: All
Damage Immunities: Poison
Condition Immunities: Poisoned
Skills: Stealth +10
Senses: blindsight 10ft., darkvision 120ft., passive Perception 12
Languages: Understands but can't speak Abyssal, Celestial, Elvish, and Undercommon.
-Abilities-
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other
creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Magic Resistance. The Night Princess Spider has advantage on saving throws against spells and
other magical effects.
Blessed. The Night Princess Spider is always under the effects of the Bless spell.
Innate Spellcasting. The Night Princess Spider's spellcasting ability is Intelligence
(spell save DC 13). The Night Princess Spider can innately cast the following spells,
requiring only verbal components:
1/day each: Sleep, Dream (only on itself and a target)
-Actions-
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 3d10 + 4 piercing damage.
Web (Recharge 5-6}. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature.
Hit: The target is restrained by webbing. As an action, the restrained target can make a
DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and
destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison,
and psychic damage).
-Description-
Night Princess Spiders range in Medium to Large sizes and are black with eyes that look like moonstone. Unlike other giant spiders they aren't covered in hairs... at all. They're totally smooth. They also don't have fangs and instead they have mouths with sharp shark-like teeth shapes as part of their exoskeletons. As such they actually chew food. They're very elegant and supposedly quite intelligent.
Night Princess Spiders are very resilient and have magical powers relating to sleep and dreams. They are known to use these abilities to learn about their partners, which they form a strong bond with, and to torment their enemies.
In addition, their webs have a shadowy nature that causes creatures to get tangled up as if they had touched the web where their shadow crosses it. Once caught, their shadow is stuck where it is even if effects that would normally shift the location of a shadow, such as a change in light source... until such a time as the creature frees itself from the web or themselves gets completely bundled up in the web.
They are a particular form of the Dark Princess breed of spiders. If a similarity to the White Prince spiders is noted, that is because they are of some relation. However, Dark Princess and its variants (Night Princess and Dark Queen), are of both celestial and demonic spider stock.
Dark Princesses, Night Princesses, and Dark Queens are not technically separate species. A ritual is performed over several gestating clutches of Dark Princess eggs to attempt to gain them Lolth's blessing. This typically results in many stillborn eggs, a few monsters that need to be put down, and with any luck a Night Princess or two. Very rarely will a Dark Queen be born. It is cleric verified that Night Princesses and Dark Queens are permanently blessed by Lolth. And in general they are in many ways superior to Dark Princess spiders, which are already rather formidable in their own right.
Ramsus- Overlord. Overlord? Overlord!
- Posts : 1676
Join date : 2013-09-05
Age : 39
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