Medieval-Man's Monster Thread (Retired)

Creating game materials? Monsters, spells, classes, adventures? This is the place!
User avatar
Joe the Rat
Posts: 1242
Joined: Fri Mar 11, 2011 12:28 am

Re: Medieval-Man's New Monster Creations

Post Thu Jul 26, 2012 10:39 pm

Is there a minimum hp on yon crimson bones? Like if it rises with only 1hp, the next time it stays down, or do they keep rising with 1hp? (I honestly don't remember how the ol' dry bones worked)
User avatar
MedievalMan
Posts: 1296
Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA

Re: Medieval-Man's New Monster Creations

Post Thu Jul 26, 2012 11:01 pm

They keep rising with half their starting hit points. I guess I should put in 1 hit point minimum. I modeled them after red skeletons in the original Castlevania. But seeing as all monsters die in one hit in Castlevania I had to extrapolate how many hit points crimson bones revive with.
User avatar
MedievalMan
Posts: 1296
Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA

Re: Medieval-Man's New Monster Creations

Post Thu Sep 06, 2012 11:40 am

Hey can I get this moved to the Workshop? I am thinking about adding some more monsters to my list.
User avatar
SmootRK
Posts: 3881
Joined: Sun Mar 08, 2009 10:03 am
Location: Colorado Springs, CO
Contact:

Re: Medieval-Man's New Monster Creations

Post Thu Sep 06, 2012 12:52 pm

MedievalMan wrote:Hey can I get this moved to the Workshop? I am thinking about adding some more monsters to my list.
done
Is it really the end, not some crazy dream?

Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
User avatar
MedievalMan
Posts: 1296
Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA

Re: Medieval-Man's New Monster Creations

Post Thu Sep 06, 2012 1:08 pm

Thanks Smoot, I felt if any of my half-brained ramblings get placed here the one with the most usable stuff should be the one.
User avatar
LibraryLass
Posts: 1008
Joined: Tue Feb 05, 2013 10:02 pm

Re: Scrag

Post Tue Feb 05, 2013 10:39 pm

For the most part I like these, but I feel like Duergar need something else to set them apart from normal dwarves besides having mages.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

http://www.gofundme.com/8gawy0
Currently panhandling for my transition/medical bills.
User avatar
MedievalMan
Posts: 1296
Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA

Re: Scrag

Post Thu Feb 07, 2013 8:28 pm

LibraryLass wrote:For the most part I like these, but I feel like Duergar need something else to set them apart from normal dwarves besides having mages.
What would you suggest?
User avatar
LibraryLass
Posts: 1008
Joined: Tue Feb 05, 2013 10:02 pm

Re: Scrag

Post Thu Feb 07, 2013 8:51 pm

MedievalMan wrote:
LibraryLass wrote:For the most part I like these, but I feel like Duergar need something else to set them apart from normal dwarves besides having mages.
What would you suggest?
Hm...
I know 4e duergar had mildly poisonous quills in their hair or beards. And I'm pretty sure older takes on them had the ability to grow larger and to become invisible. I don't know necessarily that I'd add either of those things, but they're examples from which one could take inspiration.

Edit: Being as they live in the deepest depths of the earth, better darkvision and penalties in daylight might also make sense.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

http://www.gofundme.com/8gawy0
Currently panhandling for my transition/medical bills.
User avatar
MedievalMan
Posts: 1296
Joined: Thu Mar 29, 2012 4:19 pm
Location: Sacramento, CA

Re: Medieval-Man's New Monster Creations

Post Thu Feb 07, 2013 9:25 pm

I had thought about adding those things when I wrote it. Though its been so long since I did I can't remember why I left them out. Seeing as they are also partially based on the dark iron dwarves from warcraft I considered giving them some form of fire resistance.

I might just rewrite them and add one or more of these abilities. Or better yet, make some sort of table which randomly determines what ability each "clan" of duergar have. Just an idea.
User avatar
LibraryLass
Posts: 1008
Joined: Tue Feb 05, 2013 10:02 pm

Re: Medieval-Man's New Monster Creations

Post Thu Feb 07, 2013 11:35 pm

Might be fun, either way.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

http://www.gofundme.com/8gawy0
Currently panhandling for my transition/medical bills.
Locked

Who is online

Users browsing this forum: No registered users and 7 guests