[Adventure] The Lost Treasure of House Cannith (Judge: Evilbob)

Silently 354b steps to the side and analyzes the situation for a moment, then he fires a orb of energy that forcefully explodes in space H14.

[sblock=actions]
Standard= Force Hammer Agu2 area=G13-J16 Enlarged using Staff of Psicraft (staff recharged using 2 pp)
Attack vs fort 1d20+7=15 Damage 1d8+5=11 and target is knocked prone
Move= Shift to C14
Minor= Legend lore vs. Dungeneering 15 1d20+13=16
Free=
[/sblock]

[sblock=Experiment 354b Stats]
Experiment 354b
Male Warforged Psion 4
Medium natural humanoid (living construct)
Initiative +2; Senses Passive Insight 17, Passive Perception 17
HP 40, Bloodied 20, Surge Value 10, Surges 9
AC 17; Fortitude 15, Reflex 16, Will 16
Saving Throws +2 vs ongoing damage, take 10 or roll on death saves
Speed 6 AP=1

Powers PP=0/4
Dishearten
Force Punch
Force Hammer


Far Hand
Forceful Push
Legend Lore X
Warforged Resolve


Healing Infusion
Telekinetic Anchor
Strategist's Epiphany


Item Powers
Orb of Life Conversion
Staff of Psicraft
Shimmering Armor
[/sblock]
 
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Flinching a little as the creature's tentacles lash out for him, Colgrave hastily retreats. Once at a safe distance he gives a theatrical twirl of his cloak and raises his staff. There is a puff of smoke behind the monsters' front line, and then a tracery of bright green and blue lights begins to etch its way through the air, swirling into beautiful abstract patterns with little filigree flourishes. To his allies it may be nothing more than a pretty light show, but for his enemies the illusion holds a deadly allure that beckons them to leave what they were doing and stumble over for a better look.

[sblock=OOC]Move - to A12 (I'm hoping this thing doesn't have threatening reach; if it does, and it stops his movement, then obviously I'll need to edit).

Standard - Hypnotic Pattern in I13. All enemies beginning their turn within Burst 3 of I13 are subject to a Hypnotic Pattern attack at +10 vs Will; if it hits they are pulled 3 squares and Slowed until the end of Colgrave's next turn (I assume generally it's better to let you make those rolls since they occur on the enemies' turn; let me know if you'd prefer me to do it).[/sblock]
 

[sblock=ooc]You're all good, Anti. :) I'll make those rolls, yes, since they technically count as opportunity attacks. Easier that way anyway, since something could shift a particular one somewhere else before it started it's turn. No need for you to potentially waste rolls.

Just waiting for Kaelan's escape attempt now. The map looks so pretty with all these zones on it. :P[/sblock]
 

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[sblock=ooc]Otakkun, Kaelan is dazed, so you only get 1 action.

I am actually waiting on an answer from bob about something before I can move on to round 2.[/sblock]
 
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[sblock=ooc][MENTION=10309]Otakkun[/MENTION]Please tell me which square you want to shift to if you succeeded. You can't escape the grab and remain inside the ooze. You would need to shift out. (This is part of the escape and does not require a second action.)[/sblock]
 


Round 2

Most of the creatures seem distracted by the shining lights Colgrave created and seemed all-together unaffected by Experiment 354b's efforts.

Kaelan struggles with the ooze and finally breaks free, but the ooze quickly pulls him back in and then slides across the battlefield toward other prey with Kaelan still securely encased within it.

The tentacled humanoid is momentarily distracted by the shining lights and is dragged right up to them, but once it reaches them it seems stung and, finding them of no more interest, moves back the way it came. It lashes out at Thalin with one of its long tentacles, but Thalin is too quick for it, and it misses him.

The first two-headed creature, looking very bloody and bedraggled at this point, is also dragged toward the shining lights. Unfortunately for him, he also finds them painful, and it's simply too much for him to bear. He falls over on the spot.

The second two-headed creature is dragged right up to the lights, but doesn't seem to find them as daunting as the others. Still, he sees no reason to waste time with them when the people who hurt his brother are so near. He moves slowly, fighting the pull of the lights, toward Thalin and bashes him on the head with a large club. After a moment's pause, the creature bashes Thalin with the club again.

[sblock=Mechanics]Ooze:
Standard: Engluf Kaelen - 1d20+7=24 vs. Reflex
Effect: Kaelan is dazed, grabbed, and taking 10 ongoing necrotic damage until he escapes.
Move: to J-K 12-13

Tentacles:
Takes the Hypnotic Pattern OA at start of it's turn: 1d20+10=30 vs. Will - Crit for 2d6=5 damage and pulled to I13 and is slowed
Move: to G11
Standard: Tentacle attack on Thalin - 1d20+10=11 vs AC - Fail

2-Heads 1:
Takes Hypnotic Pattern OA at start of turn: 1d20+10=30 vs. Will = Crit for 2d6=5 damage

Dies

2-Heads 2:
Takes Hypnotic Pattern Attack at start of turn: 1d20+10=19 vs. Will and pulled to I13 and is slowed
1st Brain:
Move: to G12
Standard: Club Thalin - 1d20+8=28 vs AC - Crit for 9 damage

2nd Brain:
Standard: Club Thalin - 1d20+8=25 vs AC for 1d6+3=9 damage
[/sblock]

[sblock=Terrain and other Environment Info]Trees & Rocks: Provide cover in the normal way. You can stand in the squares that have branches in them, but not the actual rocks or tree trunks, unless the rock is in only a tiny fraction of the square.

The Mist: Is a bit like a thick fog. Any creature more than 20 feet away is considered to have concealment unless you have blindsight.

There is no difficult terrain or anything. Just a road with a lot of low, dead grass around it. The map is attached. I apologize for my abysmal drawing skills. If you need clarification on what anything is, please ask.[/sblock]

[sblock=Monster Knowledge Check: Dungeoneering 15]These are all aberrant creatures. You recognize the tentacle covered humanoid as something called a dolgaunt. The small, 2-headed creatures appear to be dolgrim, and you've heard that warriors of their ilk lurk in The Mournlands. The large ooze is more of a mystery, but you think it may be what the stories refer to as living darkness. It is certainly large an black enough to have earned the name.
[sblock=Dungeoneering 20]You've heard that the dolgaunt can suck the life from a person with its long tentacles.
The dolgrim are simple creatures, from what you remember, but very strong. You also remember a story about each head seeming to act on its own.
Living darkness isn't something many people have encountered and lived to tell about. You suspect that, like most other ooze creatures you've encountered in your travels, it will attempt to absorb its prey.
[sblock=Dungeoneering 25]Living darkness is immune to gaze and poison effects, and it's jelly-like nature seems to make most attacks less effective than normal. It is known to be vulnerable to radiant damage.
The dolgrim, with their warring heads, are likely weak against psychic attacks.[/sblock][/sblock][/sblock]

[sblock=Monster Status]Tentacles:
HP: -5 AC: ?? Fort: ?? Ref: ?? Will: 17
Conditions: Slowed til end of Colgrave's turn

2-Heads 1: - Dead

2-Heads 2:
HP: 30/53 AC: 18 Fort: ?? Ref: 15 Will: 16
Conditions: Slowed til end of Colgrave's turn

Ooze:
HP: ?? AC: ?? Fort: ?? Ref: 19 Will: ??
Conditions:
[/sblock]

[sblock=Player Status]Kaelen:
HP: 31/41 Surges: 9/9 AP: 0 MI Daily Uses: 1
Conditions: dazed, grabbed, 10 ongoing necrotic damage

Karananak:
HP: 35/45 (+3) Surges: 11/11 AP: 0 MI Daily Uses: 1
Conditions: Beast Form

Thalin:
HP: 27/43 Surges: 10/10 AP: 0 MI Daily Uses: 1
Conditions:

Colgrave:
HP: 32/32 (+3) Surges: 6/6 AP: 1 MI Daily Uses: 1
Conditions:

Experiment 354b:
HP: 40/40 Surges: 9/9 AP: 1 MI Daily Uses: 0
Conditions:
[/sblock]
 

Attachments

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Being swallowed once by a fetid ooze was enough of an insult to Kaelan's pride, and getting the same treatment twice ignites the elves fury. With a quick motion, he disentangles himself from the ooze once again and prepares himself to deliver a powerful strike to the monsters.

[sblock=Actions]
Acrobatics check (1d20+7=19)
Slide to H-14 [/sblock]
 

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