Game Master companion / Monster
Running Quaker
A subterranean creature warns of its approach through tremors in the ground. Cracks, moving pebbles and rippling puddles announce its heavy presence.
Prepare the scene
Dust trembles along a crack in the floor. The vibration becomes a dull thud, repeated from somewhere directly ahead.
A subterranean creature warns of its approach through tremors in the ground. Cracks, moving pebbles and rippling puddles announce its heavy presence.
Establish the surroundings, each participant’s position, and what the party can perceive before resolving the encounter. Use the current core rules for surprise and turn order when combat begins.
Run the profile
Use the following source instructions for the encounter’s actions and effects.
Slam
Use: Basic attack · Slam: Might + supplemental d8 Wound (bludgeoning).
Signature abilities
Effect - Signature: Ground Shock: Action + 2 Stamina, one Might + supplemental d8 Wound (bludgeoning) pool against two declared targets standing on the same ground within 10 feet. Airborne targets are ineligible. No bonus damage dice.
Counterplay/relationship
Counterplay/relationship: Climbing or leaving the visible disturbance denies the area effect. Anatomy remains proposed.
Present the counterplay
Climbing or leaving the visible disturbance denies the area effect. Anatomy remains proposed.
Make the relevant behavior or environmental clues perceptible through the scene so the party can act on them.
Keep the mechanical profile nearby
Affinities: Vitality d6, Might d8, Agility d8, Intellect d6, Tact d6, Spirit d8.
Skill overrides: Evade d4, Ward d6.
Resolve 18; Stamina 7; Mana 6. Movement 20 feet.
Player Book idea: New interpretation: subterranean creature signaling attacks through ground tremors.