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


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Thalin thrashes around inside the ooze, trying in vain to escape the smothering Ooze.

[sblock=Mechanics]Dazed action, escape: 1d20+7=9Fail![/sblock]

[sblock=Thalin's Stats]Thalin - Half Elven Bard 4
Passive Perception 17, Passive Insight 19
AC 20, Fort 16, Reflex 17, Will 18
HP 22/43, Bloodied 21, Surge Value 10, Surges 9/10
Speed 5, Initiative +2
Action Points: 0, Second wind
At-Will Powers: Warsong Strike, Vicious Mockery
Encounter Powers: Commander's Strike, Healer's Gift, Inspiring Refrain, Cunning Ferocity, Majestic Word [X] [X]
Daily Powers: Stirring Shout, Song of Courage
Racial Features: Lowlight vision, Dilettante, Group Diplomacy
Class Features: Bardic Training, Bardic Virtue, Majestic Word, Multiclass versatility, Skill versatility, Song of Rest, Words of Friendship [/sblock]
 

Round 5

Experiment 354b sends a wave of dismay in the direction of the tentacle monster and the monster collapses.

The ooze slides across the field toward the warforged, dragging the bard and the druid with it. It attempts to slam into 354b, but he dives out of the way just in time.

[sblock=Mechanics]Experiment 354b:
Standard: Dishearten on Tentacles (burst 1 centered on J12) - 1d20+7=22 vs. Will for 1d6+5=6 damage

Ooze:
Cloud Drift Recharge roll: 1d6=6
Minor: sustain grab
Move: to E-F 14-15
Standard: Slam 354b - 1d20+7=14 vs. fort is a miss
[/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: Dead

2-Heads 1: Dead

2-Heads 2: Dead

Ooze:
HP: -17 AC: ?? Fort: ?? Ref: 19 Will: 18
Conditions:
[/sblock]

[sblock=Player Status]Kaelen:
HP: 30/41 (+4) Surges: 8/9 AP: 0 MI Daily Uses: 1
Conditions:

Karananak:
HP: 23/45 Surges: 11/11 AP: 0 MI Daily Uses: 1
Conditions: Beast Form, Dazed, Grabbed & 10 ongoing necrotic while grabbed by the ooze

Thalin:
HP: 22/43 Surges: 9/10 AP: 0 MI Daily Uses: 1
Conditions: Dazed, Grabbed & 10 ongoing necrotic while grabbed by the ooze

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

Experiment 354b:
HP: 25/40 Surges: 9/9 AP: 1 MI Daily Uses: 0
Conditions:
[/sblock]
 

Attachments

  • Encounter 1 - Round 5.jpg
    Encounter 1 - Round 5.jpg
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OOC - Would changing shape (which lets him shift) allow Karananak to break the grab? And does the daze effect immediately end if the grab is broken (giving back the rest of my actions)?
 

[sblock=occ]I'm here I was sort of waiting to see what other people would do. Well looks like the dm rolls better than I can.[/sblock]

354b Attacks the ooze with a forceful blow.

[sblock=actions]
Standard= Force Punch 1d20+7=22 vs fort
damage 1d8+5=6 and Pushes the ooze 1 space to F13-G14[/sblock]
 
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GM: Changing shape will not break the grab on it's own. You will need to be two spaces apart for the grab to end based on movement.

The daze thing is tricky. You're dazed while you're grabbed, so no longer dazed once the grab ends. However it seems a little weird to me to break out of the daze mid-turn (as opposed to at the start or end via a granted save), since you make your opening decisions based on being dazed. It's one of those things where I think RAI is that you would not be able to take more actions.

You would certainly count as undazed and able to make AoO on the enemy turn. I will get a second opinion for you though, and update once it's posted. Feel free to hold off on your action until then.

Either way, since you would still be grabbed at the start of your turn, you would still take the 10 ongoing damage, just for clarity's sake.
 
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As the ooze gets pushed around him, Thalin waves his hands in a pushing motion, pointing off to the side perpendicular to the way the ooze was just pushed.

[sblock=Pushing the ooze]With all the controllers around, if we can push/slide/shift the ooze so it will break the grab, it’ll save us a bunch of damage and allow us dazed people to contribute more to the fight. It’s why I had Thalin go so late in the round, hoping everyone else could push it off him. I plan on going late/last in this next round as well since I have a less than 50/50 shot of breaking free.[/sblock]
 

Kaelan moves to flank the creature, taking advantage of the melee involvement of the Warforged to land a solid blow on the ooze that might otherwise failed. The blow itself cuts through the gelatinous creature, severing a part of it which immediately tries to reattach itself to the main body.

[sblock=Actions]
Move: to G-13
Standard: Eternal Mountain 1d20+9=18+2= 20 vs Fort on Ooze (flanking), 2d8+9=20 damage & the ooze is knocked prone. [If I miss this attack, I expend my Elven Accuracy racial power, failing anyway.]
Free: Centered flurry of blows 5 damage to ooze & slide it to F-13
Kaelan gains CA against the ooze uent.
[/sblock]

[sblock=OOC,Prone]Had to do some searching for that, as a prone ooze is not something I could really visualize. It turns out its legal (as per MM4 FAQ) but you just have to change the fluff around it.[/sblock]


[sblock=Combat Stats]
HP 30/41 Temp HP 4
Initiative +7
AC 23, Fort 16, Reflex 18, Will 16
AP 0, Surges 9/9
Elven Accuracy [ ]
Drunken Monkey [X]
Eternal Mountain [X]
Supreme Flurry [ ]
Masterful Spiral [ ]
[/sblock]
 
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GM: @Otakkun Could you please post or PM me a link to this FAQ. I am not aware of a 4th edition MM4. (I could just be behind the times.) I'd like to see this. I would also like it if the remaining folks could hold off on posting until I get this clarified as a prone ooze is also something that I have trouble visualizing. I will pause your posting timer. :P No need for that at this point, since bob posted a link for me.

Also, you're standing in the ooze, due to where 354b slid it with his power. It is not possible to flank it in it's current location. Please re-evaluate your position and where you want to slide it.

Thank you.

ETA: In regards to the dazed effect

Yes, if you can break it mid-turn without using an AP you can get your other actions back. If you used an AP to break it then your turn is still over.
 
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