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

Round 6

The ooze was looking a bit flattened after the monk's attack, but now it returns to its normal shape. It glides across the field, rolling over Kaelan and Karananak, leaving them feeling slimy and covered in a gross film. Then, it lashes out and slams Karananak to the ground. The druid does not look able to get up.

[sblock=Mechanics]
Ooze:
Move: "stand"
Standard -> Move: Cloud Drift to I-J 16-17
Effect: Kaelan and Karananak each take 5 necrotic damage
AP: Slam Karananak - 1d20+7=27 vs. Fort = Crit for 20 necrotic 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: Dead

2-Heads 1: Dead

2-Heads 2: Dead

Ooze:
HP: -34 AC: ?? Fort: 17 Ref: 19 Will: 18
Conditions: Grants CA to Kaelan, Heals 4 HP for anyone who hits it
[/sblock]

[sblock=Player Status]Kaelen:
HP: 29/41 Surges: 8/9 AP: 0 MI Daily Uses: 1
Conditions:

Karananak:
HP: -2/45 Surges: 11/11 AP: 0 MI Daily Uses: 1
Conditions: Dying

Thalin:
HP: 22/43 Surges: 9/10 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: 25/40 Surges: 9/9 AP: 1 MI Daily Uses: 0
Conditions:
[/sblock]
 

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Kaelan moves back into melee and strikes once again the slime creature, disgust clear on his face as the organic goo sticks into his weapon.
[sblock=Actions]
Move: to J-15
Standard: Dragon Tail 1d20+11=19 vs Fort on Ooze 1d6+11=13 damage
Free: Flurry of Blows: 5 damage on ooze & slide it to J & K-16-17
Special: Kaelan gains 4 HP & CA against the ooze uent.
[/sblock]

[sblock=Combat Stats]
HP 33/41 Temp HP 0
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]
 

Thalin sees Karananak fall and grumbles in displeasure. I'd hoped not to have to use that skill. Hold on Karananak, I'll be there soon. Striding forward, Thalin again points his sword at the persistant ooze. I've seen Jello more disgusting than you! Flee, before we feed you to the plants! As his words spill forth, his sword hums with arcane energies, and blast into the beast, causing it to quiver and shake, it's focus diminished.

[sblock=Mechanics]Move: F14
Standard: Vicious Mockery: 1d20+8=22 1d6+6=10 Hit for 10 damage. Ooze takes a -2 to hit TENT. Thalin heals 4.[/sblock]
[sblock=Persistant effects]Any who hit the ooze heals 4, Anyone without temp HP within 5 who bloodies the ooze I'll use my Virtue of Valor on.[/sblock]
[sblock=Vertexx]Let me go before you on the next turn, and I'll get you up with healers gift, assuming the ooze hasn't swallowed me again :([/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 26/43, 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]
 

GM: Just a quick reminder that if you are 5 or more squares away from your target you have a -2 to ranged attacks due to concealment. I'm just posting this because I've belatedly noticed that it hasn't been included in some rolls up to now. It hasn't actually changed the outcome of anything, but I still thought I'd post a little reminder for ease.
 


Colgrave repeats the same tactics, moving up closer in hopes of luring the ooze as he continues his phantasmal onslaught with a volley of glowing bolts. Perhaps the ooze is beginning to feel unimpressed by all these illusory threats, but if so then it's in for a sharp surprise as the first blast hits home with substance, forcing it to move back rather than take the full barrage - the rest of which is, of course, entirely imaginary.

[sblock=OOC]Move to D13

Phantom Bolt on Ooze1d20+10=22 vs Will for 1d8+10=17 damage. Ooze slides one square, top left corner now in J16.[/sblock]
 

GM: @Antithetist The ooze is already at a position where the top left corner is in J16. Please pick another destination.

Also, you forgot the -2 for concealment. It doesn't change the outcome of your roll, but please try to include it in the roll. Thanks.
 

[sblock=OOC]Sorry about the concealment, I read 'more than 5 squares' when in fact it was '5 squares or more'.

The ooze's top left corner is currently in I16, not J16, unless I'm going crazy. I wanted to shift it one square east/right on the map.[/sblock]
 

GM: On the map is was in that location, however Kaelan moved it with Centered Flurry, so it is now with top corner in J16. From your description I will simply move it one square farther to the right. Thanks. :)
 

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