Painting recently but took some pictures of the ones we use over here. Of course we have a bag of the plasti-rubber ones but these I painted like 5+ years ago.
Tuesday, January 26, 2010
On the Using of Miniatures
Saturday, January 23, 2010
Creature Concepts from the Past
Tiny Magical Beast
HD 48d10+144 (Magical Beast)
hp 426
Init +11
Spd 20
AC:35 (Flatfooted:28 Touch:19)
Atk +47 base melee, +57 base ranged
+47/+42/+42/+42 (4-3, Bite; 1-3, 2 Horn; 1d2-3, 2 Claw; 3-3, Tail Slap)
SA: Frightful Presence (Su) , Rush (Ex) , Improved Grab (Ex) , Swallow Whole (Ex) , Augmented Critical (Ex) , Frightful Presence DC: 36 , Frightful Presence Radius: 60 ft.
SQ: Carapace (Ex), Immunity: Fire (Ex), Immunity: Poison (Ex), Immunity: Disease (Ex), Damage Reduction (Su): 15/Epic, Immunity: Energy Drain (Ex), Immunity: Ability Damage (Ex), Regeneration (Ex): 40, Scent (Ex), Spell Resistance (Ex): 32, Darkvision (Ex): 60 ft., Low-light Vision (Ex)
AL N
SV Fort +15, Ref +19, Will +10
STR 5, DEX 24, CON 17, INT 3, WIS 14, CHA 14.
Skills: Hide +15, Listen +17, Search +9, Spot +17, Survival +14.
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness x6.
Description: The legendary tarrasque-fortunately, only one exists-is possibly the most dreaded monster of all (except for the largest dragons), but as immature young they are often just as imposing but much more 'playful' and much more of a nuisance than anything else.
Young Tarrasques in the wild usually do not keep territories and prefer to leave a path of miniature destruction in their wake. Sleeping anywhere they see fit, digging up vermin for fun or pleasure, terrorizing towns who are ill prepared to deal with such a 'threat'. Epic wizards have been known to use the miniature Tarrasques to control vermin and pests on their properties and gardens with appropriate Walls of Force in place to contain them.
The tarrasque is a perfect engine of destruction. It rampages across the land eating everything its size or smaller in its path, including plants, animals, humanoids, and even towns. Nothing is safe, and entire communities prefer to flee the ravening tarrasque rather than face its Lilliputian power.
Many legends surround the miniature tarrasque's origins and purpose. Some hold it to be an abomination unleashed by ancient, forgotten gods to punish all of nature, while others tell of a conspiracy between evil wizards or merciless elemental powers, because all lore points to the fact that Tarrasques in general do not mate being only one in existence. These tales are mere speculation, however, and the creature's true nature will probably remain a mystery unless you are unlucky enough to find one.. The tarrasque isn't in the habit of explaining itself, and it rarely leaves any small living witnesses in its wake.
The tarrasque is a scaly biped about 2 feet long and 1 foot tall, with two horns on its head, a lashing tail, and a reflective carapace. It weighs about 10-15 pounds.
Combat: The tarrasque attacks with its claws, teeth, horns, and tail.
Special Attacks:
- Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed at a Will save (DC 26) or become shaken, remaining shaken until they leave the area of effect.
- Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 80 feet.
- Improved Grab (Ex): To use this ability, the tarrasque must hit a Diminutive or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.
- Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Diminutive or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold two Diminutive, four Fine or smaller creatures.
- Augmented Criticals (Ex): The tarrasque threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Special Qualities:
- Carapace (Ex): The tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.
- Immunities (Ex): The tarrasque has fire, poison, and disease immunity.
- Regeneration (Ex): No form of attack deals normal damage to the tarrasque. The tarrasque regenerates even if disintegrated or slain with death magic: These attack forms merely reduce it to -10 hit points. It is immune to effects that produce incurable or bleeding wounds, such as a sword of wounding, mummy rot, or a clay golem's wound ability. The tarrasque can be permanently slain only by reducing it to -30 hit points and using a wish or miracle spell to keep it dead.If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Tuesday, January 19, 2010
Towers Upon Towers
In the City that was Moil,
Under a lightning black roiling sky, the party decides to head to the nearest tower. On the lintel, the mage deciphers Tower of Portals and entering this open tower with a central catwalk and multiple 'gates'. Bypassing this tower they continue over to a steel tower that is half filled with salty water evidenced by the strong smell of brine. After dropping a summoned 'beaver' down into the brine from the 120 foot drop the mage decided to lower one in, who then promptly swam around attempting to get out. Looking at eachother they head back to try one of the other towers. The mage again deciphers the name, The Tower of Morning.
The rogue goes gaseous and begins to explore and finds a strange mural with multiple images of the sun. Also he finds a humanoid frozen in ice, so he goes back to open the lock so that the priest can examine the body. So the priest approaches the body and suddenly the priest feels damage being taken and the body's heart on the floor begins to beat as it breaks the ice and stands up! It appears that this 'Moilian zombie can steal animation energy from any kind of source it finds be it alive or dead. The priest surmises that it must be able to siphon off the connection to the Negative Energy Plane that all undead possess, which means that this is one mean undead type. Glad they don't exist anywhere else? The priest ends it with a Destruction.
Once the whole party examined the mural with its scenes of different times of day and different suns. The priest again figures that this is correct due to the Moilians worship of the sun. Someone touches the mural and the panel lights up and with experimentation: only one stays lit. In Moilian the mage deciphers "Manifest of the Power of the Wand of Days". Moving on they find a double iron door encased in 3 feet of ice at the end of a hallway. Skurr, the fighter and the priest bash at the ice or melt it then proceed to bash the iron doors open only to find more ice. Ten feet of ice and something illuminated in the center of the room. More bashing and melting reveal a wand set into what looks like a vise. The priest pulls the wand and tries the command word and illuminates 50ft with sunset. The vampires get a bit scared. The priest heads back to the mural and touches the noonday sun panel then they continue exploring this tower, a few rooms, quite a few Moilian platinum pieces and they now have a Moilian Zombie automated response. The vampires get away and the priest uses the Wand. Poof.
Heading to the next tower that reads "Tower of Chance", they find a small cabaret and a table pulled up and a bottle of absinthe and a single crystal goblet with "Desatysso was here" scratched with a dagger into the table. A few humanoid shapes in the ice minus the zombie raises a few eyebrows. Some private gambling rooms...more empty rooms. Then a skeleton encased in ice who turns while breaking ice and sprouting blackfire from his skull. The rogue and the wizard both are ineffectual so Skurr goes toe to toe and one his first round, Skurr, does a serious amount of damage but then has a serious amount done right back to him, then a failed attempt by the priest, leaves the death knight to try and control him. He makes it and forces the skeleton to walk off the walkways...
Under a lightning black roiling sky, the party decides to head to the nearest tower. On the lintel, the mage deciphers Tower of Portals and entering this open tower with a central catwalk and multiple 'gates'. Bypassing this tower they continue over to a steel tower that is half filled with salty water evidenced by the strong smell of brine. After dropping a summoned 'beaver' down into the brine from the 120 foot drop the mage decided to lower one in, who then promptly swam around attempting to get out. Looking at eachother they head back to try one of the other towers. The mage again deciphers the name, The Tower of Morning.
The rogue goes gaseous and begins to explore and finds a strange mural with multiple images of the sun. Also he finds a humanoid frozen in ice, so he goes back to open the lock so that the priest can examine the body. So the priest approaches the body and suddenly the priest feels damage being taken and the body's heart on the floor begins to beat as it breaks the ice and stands up! It appears that this 'Moilian zombie can steal animation energy from any kind of source it finds be it alive or dead. The priest surmises that it must be able to siphon off the connection to the Negative Energy Plane that all undead possess, which means that this is one mean undead type. Glad they don't exist anywhere else? The priest ends it with a Destruction.
Once the whole party examined the mural with its scenes of different times of day and different suns. The priest again figures that this is correct due to the Moilians worship of the sun. Someone touches the mural and the panel lights up and with experimentation: only one stays lit. In Moilian the mage deciphers "Manifest of the Power of the Wand of Days". Moving on they find a double iron door encased in 3 feet of ice at the end of a hallway. Skurr, the fighter and the priest bash at the ice or melt it then proceed to bash the iron doors open only to find more ice. Ten feet of ice and something illuminated in the center of the room. More bashing and melting reveal a wand set into what looks like a vise. The priest pulls the wand and tries the command word and illuminates 50ft with sunset. The vampires get a bit scared. The priest heads back to the mural and touches the noonday sun panel then they continue exploring this tower, a few rooms, quite a few Moilian platinum pieces and they now have a Moilian Zombie automated response. The vampires get away and the priest uses the Wand. Poof.
Heading to the next tower that reads "Tower of Chance", they find a small cabaret and a table pulled up and a bottle of absinthe and a single crystal goblet with "Desatysso was here" scratched with a dagger into the table. A few humanoid shapes in the ice minus the zombie raises a few eyebrows. Some private gambling rooms...more empty rooms. Then a skeleton encased in ice who turns while breaking ice and sprouting blackfire from his skull. The rogue and the wizard both are ineffectual so Skurr goes toe to toe and one his first round, Skurr, does a serious amount of damage but then has a serious amount done right back to him, then a failed attempt by the priest, leaves the death knight to try and control him. He makes it and forces the skeleton to walk off the walkways...
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