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PostPosted: Fri Dec 25, 2015 10:35 pm 
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So as best I've been able to understand, the Monster Summoning spell requires the monster to remain inside the drawn pentacle...is this correct? You basically summon a stationary monster?

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Fenris
Kurr the Nomad (N) Hunter
Str12(0) Agi14(+1) Sta12(0) Per12(0) Int12(0) Luc6(-1) AC11 HP1 Spear+0(1d8) Spd30 Init1 Ref1 Fort0 Will0 Iron spike, Animal pelt, 45cp Seventh son (Spell checks)
Myrna (N) Gatherer
Str8(-1) Agi7(-1) Sta9(0) Per8(-1) Int8(-1) Luc8(-1) AC9 HP4 Knife-1(1d4-1) Spd30 Init-1 Ref-1 Fort0 Will-1 Torch, Basket of
vegetables, 27 cp The bull (Melee attack rolls)
Bjorn Bear-Mother (L) Gatherer
Str13(+1) Agi9(0) Sta9(0) Per7(-1) Int11(0) Luc7(-1) AC10 HP2/3 Knife+1(1d4+1) Spd30 Init0 Ref0 Fort0 Will-1 Sack (small), Torch, Basket of vegetables, 38cp Seventh son (Spell checks)
Blackfeet (C) Halfling fowler
Str7(-1) Agi9(0) Sta11(0) Per13(+1) Int14(+1) Luc11(0) AC10 HP4 Sling(stonesx6)+0(1d4-1) Spd20 Init0 Ref0 Fort0 Will1 Feathered cape, 28cp Warrior's arm (Critical hit tables) Infravision


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PostPosted: Sat Dec 26, 2015 12:51 am 
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Only if the casting roll is below 20. As you can see results above 20 lack the "as long as it remains in the pentacle" part.

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PostPosted: Mon Dec 28, 2015 9:49 pm 
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Wild-Eyed Zealot
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...so under 20 Summon Monster is of dubious utility. I mean, I guess you could study a monster-in-a-bottle (or pentacle) for the duration, right? I'm having a difficult time imagining other possible usages....

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See you in the Pit!
!..!
Fenris
Kurr the Nomad (N) Hunter
Str12(0) Agi14(+1) Sta12(0) Per12(0) Int12(0) Luc6(-1) AC11 HP1 Spear+0(1d8) Spd30 Init1 Ref1 Fort0 Will0 Iron spike, Animal pelt, 45cp Seventh son (Spell checks)
Myrna (N) Gatherer
Str8(-1) Agi7(-1) Sta9(0) Per8(-1) Int8(-1) Luc8(-1) AC9 HP4 Knife-1(1d4-1) Spd30 Init-1 Ref-1 Fort0 Will-1 Torch, Basket of
vegetables, 27 cp The bull (Melee attack rolls)
Bjorn Bear-Mother (L) Gatherer
Str13(+1) Agi9(0) Sta9(0) Per7(-1) Int11(0) Luc7(-1) AC10 HP2/3 Knife+1(1d4+1) Spd30 Init0 Ref0 Fort0 Will-1 Sack (small), Torch, Basket of vegetables, 38cp Seventh son (Spell checks)
Blackfeet (C) Halfling fowler
Str7(-1) Agi9(0) Sta11(0) Per13(+1) Int14(+1) Luc11(0) AC10 HP4 Sling(stonesx6)+0(1d4-1) Spd20 Init0 Ref0 Fort0 Will1 Feathered cape, 28cp Warrior's arm (Critical hit tables) Infravision


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PostPosted: Tue Dec 29, 2015 10:48 am 
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Fenris Ulfhamr wrote:
...I'm having a difficult time imagining other possible usages....

A few ideas, off the top of my head:

• The 'lobby' of the wizard's tower is inscribed with a pentagram — the monster there summoned can guard the entire entryway...

• Upon a mountaintop, the monster can serve as a look-out. It looks 'native' but the PCs are hiding nearby, not tipping their hand that they are present.

• The monster can guard the camp while everyone focuses on some other task.

You'll notice it doesn't say how big a pentacle can be... Nor does it limit the intelligence of the monster. It also must be a monster native to the plane where the spell is cast... that could mean you could gather information about the plane you are on (e.g., you get ambushed by a bunch of Kith as you arrive on The Purple Planet; using the remains of the slain Kith, you summon one and try to drag information out of it...).

It also means that if the Wizard specifically wants a free-roaming monster, he's got to be prepared to Spellburn or Luck Burn to get it... :twisted:

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters.

—Here Be DCC Monsters—

VOORAK, L, Hunter, S10, A12, Sm10, P6, I13, L15, AC 10, HP 3, Spear +0 1d8, Init 0; R 0, F 0, W -1, Holy water, Pelt, 3 iron spikes, 1d ration, 4-leaf clover (Find secret doors) (+1), Com +1

SARKLA, C, Gatherer, S9, A14, Sm14, P15, I14, L8, AC 11, HP 5, Knife +0 1d4, Init 1, R 1, F 1, W 1, Chest, Basket of veggies, 2d ration, lg sack, waterskin, torch, Seventh son (Spell checks), Com +1

TARR, C, Hunter, S14, A11, Sm15, P13, I8, L8, AC 10, HP 3, Spear +1 1d8+1, Init 0, R 0, F 1, W 1, Holy water, Pelt, 4 torch, flint/steel, 1d ration, sm sack, Fox's cunning (traps), Com

TELVA, N, Herbalist, S13, A6, Sm9, P6, I12, L10, AC 9, HP 2, Club +1 1d4+1, Init -1, R -1, F 0, W -1, Chain 10', Herbs- 1 lb., 50' rope, 2d ration, torch, Speed of cobra (Init), Com


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PostPosted: Tue Dec 29, 2015 6:15 pm 
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You may also wish to avail yourself of the monster's special abilities.

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SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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PostPosted: Tue Dec 29, 2015 8:00 pm 
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Wild-Eyed Zealot
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Location: Big Skyrim Country
FLGS: Muse Comics, Inc.
Research makes sense, but for whatever reason, my brain demanded a tiny pentacle that constrained the monster to just stand in place (perfect for study), but room or courtyard-sized pentacles would be indeed possible as the spell is worded. Thanks for unsticking my brain!

_________________
See you in the Pit!
!..!
Fenris
Kurr the Nomad (N) Hunter
Str12(0) Agi14(+1) Sta12(0) Per12(0) Int12(0) Luc6(-1) AC11 HP1 Spear+0(1d8) Spd30 Init1 Ref1 Fort0 Will0 Iron spike, Animal pelt, 45cp Seventh son (Spell checks)
Myrna (N) Gatherer
Str8(-1) Agi7(-1) Sta9(0) Per8(-1) Int8(-1) Luc8(-1) AC9 HP4 Knife-1(1d4-1) Spd30 Init-1 Ref-1 Fort0 Will-1 Torch, Basket of
vegetables, 27 cp The bull (Melee attack rolls)
Bjorn Bear-Mother (L) Gatherer
Str13(+1) Agi9(0) Sta9(0) Per7(-1) Int11(0) Luc7(-1) AC10 HP2/3 Knife+1(1d4+1) Spd30 Init0 Ref0 Fort0 Will-1 Sack (small), Torch, Basket of vegetables, 38cp Seventh son (Spell checks)
Blackfeet (C) Halfling fowler
Str7(-1) Agi9(0) Sta11(0) Per13(+1) Int14(+1) Luc11(0) AC10 HP4 Sling(stonesx6)+0(1d4-1) Spd20 Init0 Ref0 Fort0 Will1 Feathered cape, 28cp Warrior's arm (Critical hit tables) Infravision


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PostPosted: Tue Dec 29, 2015 8:18 pm 
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Location: Left Coast, USA
FLGS: Bizarro World
Glad to be of service. :D

Raven_Crowking wrote:
You may also wish to avail yourself of the monster's special abilities.

True.

Also, you say you need the venom of some deadly beast? Might be easier to deal with one trapped in a magic circle, than to find and deal with one in the wild.

There's plenty of potential...

_________________
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters.

—Here Be DCC Monsters—

VOORAK, L, Hunter, S10, A12, Sm10, P6, I13, L15, AC 10, HP 3, Spear +0 1d8, Init 0; R 0, F 0, W -1, Holy water, Pelt, 3 iron spikes, 1d ration, 4-leaf clover (Find secret doors) (+1), Com +1

SARKLA, C, Gatherer, S9, A14, Sm14, P15, I14, L8, AC 11, HP 5, Knife +0 1d4, Init 1, R 1, F 1, W 1, Chest, Basket of veggies, 2d ration, lg sack, waterskin, torch, Seventh son (Spell checks), Com +1

TARR, C, Hunter, S14, A11, Sm15, P13, I8, L8, AC 10, HP 3, Spear +1 1d8+1, Init 0, R 0, F 1, W 1, Holy water, Pelt, 4 torch, flint/steel, 1d ration, sm sack, Fox's cunning (traps), Com

TELVA, N, Herbalist, S13, A6, Sm9, P6, I12, L10, AC 9, HP 2, Club +1 1d4+1, Init -1, R -1, F 0, W -1, Chain 10', Herbs- 1 lb., 50' rope, 2d ration, torch, Speed of cobra (Init), Com


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PostPosted: Thu Jan 21, 2016 5:40 am 
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Gongfarmer

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Posts: 2
Components for Make Potion spell. Those dragon scales dont grow on trees you know!
Though the fun fact is that you will need some part from a dragon summon him.


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