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

Round 3

Although Karananak assaults the ooze with a fury, it doesn't seem to have had the effect that he was hoping for. Meanwhile, the tentacled humanoid seems totally unaffected by the swarming mass. However, it does seem to be getting distracted by the deaths of the two-headed creatures.

The ooze bubbles across the field, moving over Karananak, Kaelan, Thalin, and Experiment 354b in turn. As it rolls over you, you feel slightly sick and when it leaves, you can still feel its slime on any exposed skin. Once it stops, it swallows Experiment 354b. Perhaps it liked how he tasted.

The tentacled humanoid ignores the swarming mass, having been less than threatened by it so far, and moves away lashing out again at Thalin. This time, it manages to latch on and drags the poor bard closer to him.

[sblock=Mechanics]Ooze:
Move: Cloud Drift through all enemies but Colgrave ending in C-D 16-17
Standard: Engulf 354b - 1d20+7=24 vs. Reflex - pulled into ooze
Effect: Everyone but Colgrave takes 5 necrotic damage for being oozed on. (No reductions for Karananak because this is neither a melee nor a ranged attack.) 354b is Dazed, Grabbed, and taking 10 ongoing necrotic damage until he gets out of the ooze.

Tentacles:
Move: Shift to F11
Standard: Tentacle attack on Thalin - 1d20+10-2=28 - Crit for 8 damage. Thalin is slid to G11 and is grabbed.

[/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: -13 AC: ?? Fort: ?? Ref: ?? Will: 17
Conditions: -2 to attack rolls til end of 354b's turn

2-Heads 1: - Dead

2-Heads 2: - Dead

Ooze:
HP: -8 AC: ?? Fort: ?? Ref: 19 Will: ??
Conditions:
[/sblock]

[sblock=Player Status]Kaelen:
HP: 16/41 Surges: 9/9 AP: 0 MI Daily Uses: 1
Conditions: bloodied

Karananak:
HP: 30/45 (+3) Surges: 11/11 AP: 0 MI Daily Uses: 1
Conditions: Beast Form

Thalin:
HP: 32/43 Surges: 9/10 AP: 0 MI Daily Uses: 1
Conditions: +2 AC TENT, Grabbed

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

Experiment 354b:
HP: 35/40 Surges: 9/9 AP: 1 MI Daily Uses: 0
Conditions: Dazed, Grabbed & 10 ongoing necrotic while inside the ooze
[/sblock]
 

Attachments

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Still disgusted by the oozes touch, Thalin cannot avoid the tentacles grasp. Kaelen! Come show us your strength! He forces out in a forced breath, yet his sword harmonizes with the garbled tone, and the nimbus previously surrounding Thalin arcs out of tip and strikes Kaelen, rejuvenating his fighting spirit as it compels him forward.

Twisting to his right, the torque is too much for the tentacle, and it is forced to release the bard as he spins. Completing the rotation, he parries a few attempts by the beast to regain hold upon him before he slashes out low across the hip of his foe, drawing a minor wound. His sword flares to life once more, and those near him find their muscles strengthen and their magics stronger.

[sblock=Mechanics]Minor: Majestic Word on Kaelen, he gains 14 HP, 4 THP, and is slid to H14. Move: Athletics v Fort to break grab: 1d20+7=19 Shift to F10. Standard: Cunning Ferocity on Tentacle: 1d20+11=22 1d8+6=8 Most likely a Hit for 8 damage.[/sblock]
[sblock=Persistant Effects]Same Virtue of Valor rules as before, While you are within 5 squares of Thalin, you do 2 additional damage.[/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 32THP/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 3:

Karananak circles around the tentacled thing coming in from the flank. He lashes out with a claw made of needlefang drakes and scorpions. It is unclear if the attack landed amongst the writhing appendages however.

[sblock=Actions]Free: ...
Minor:
...
Move: Move to (E,11)
Standard: Savage Rend vs Ref (1d20+11=16, 1d6+1d8+1d10+9=28)[/sblock][sblock=Swarmwhisper]Karananak Bole—Male Wilden Druid 4; Resist 5 Fire, (Resist 4 Melee/Ranged in Beast Form)
Initiative: +2, Low-Light, Passive Perception: 22, Passive Insight: 22
AC: 17, Fort: 18, Reflex: 15(17 in beast form), Will: 19 — Speed: 6
HP: 30/45, Bloodied: 22, Surge: 11, Surges left: 11/11
Action Points: 0/1, Second Wind: Not Used, Milestones 0
Powers -
Savage Rend
Locust Swarm
Cold Wind

Scattered Form
Voyage of the Ancients/Wrath of the Destroyer*/Pursuit of the Hunter
Battering Claws

Summon Pack Wolf
Healing Infusion

Item Powers:

Character Sheet
[/sblock][sblock=OOC]I can't seem to roll higher than a 5 to save my life. If it somehow hit, he'll slide it to (F,10). If a bloodied enemy attacks Karananak or Thalin, he will use Wrath of the Destroyer (AKA Savage Rend as an Immediate Reaction) on it.[sblock=Translation]...[/sblock][/sblock]
 

The tentacled humanoid continues to be unbothered by the swarm.

[sblock=ooc]Sorry, miss.

However, E11 isn't flanking, since Thalin shifted to F10 as part of his escape. You can move to E11 anyway, or I'll let you change it to F12, since flanking is what you were going for. Just let me know.[/sblock]
 


"We need to kill this aberration quickly and help the warforged get loose from that stinking ooze, come on people!", as he says those words Kaelan starts spinning like a whirlwind, unleashing an array of kicks and sword slashes into the tentacled aberration, slaming it much like a storm crashing onto the shore.

[sblock=Actions]Full Discipline: Five Storms
Move (2) from H-14 to F-12
Standard: Attack on Tentacles 1d20+9=28 vs Reflex, 1d8+9=16 damage)
Free: Centered Breath on Tentacles: 5 damage & slide it to G-11
Deadly Draw feat: Kaelan gains combat advantage against Tentacles until the end of his next turn. [/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 Guidance [ ]
Supreme Flurry [ ]
Masterful Spiral [ ]
[/sblock]
 

Dazed all 354b can see around him is enemy so he lashes out!

[sblock=actions]
Standard action Force punch +7 vs Fort
attack= 1d20+7=14
damage= 1d8+5=11 and pushes the ooze 1 square to B17-C18
If successful, which I doubt, would 354b go with the pushed ooze or remain in place?
[/sblock]
 

The tentacled creature isn't looking at all well after all the shoving around.

[sblock=ooc]@Otakkun Kaelan actually can't be in F12 because that's where Karananak is. It was mentioned on the last page that he picked the wrong square when trying to flank with Thalin and since flanking was his goal, F12 is where he's at. Please pick a different square to move to. Thanks.

As for whether the ooze would be pushed alone or with the warforged, I'm really not sure how to answer that. In theory any forced movement breaks a grab, but this isn't a normal grab. The ooze can move freely while it has creatures engulfed and take it's prey with it, which is untrue of normal grabs. If it were just me, I'd rule that forced movement on the PC breaks the grab, but forced movement on the ooze doesn't as a result of conflicting issues. However, maybe @evilbob wants to chime in for the sake of fairness.

In this case, it was a miss, so it isn't moved anyway. However I still think it's good for everyone to be clear on the forced movement issue.[/sblock]
 


[sblock=grabbing]
As for whether the ooze would be pushed alone or with the warforged, I'm really not sure how to answer that. In theory any forced movement breaks a grab, but this isn't a normal grab. The ooze can move freely while it has creatures engulfed and take it's prey with it, which is untrue of normal grabs. If it were just me, I'd rule that forced movement on the PC breaks the grab, but forced movement on the ooze doesn't as a result of conflicting issues. However, maybe @evilbob wants to chime in for the sake of fairness.
While your interpretation seems completely reasonable to me, I think if you want to be super technical: the letter of the law is that the ooze is grabbing, and the rules of a grab say that moving either the grabber or the grabbee (?) out of reach ends the grab. The special rule of the ooze pertains to movement while grabbing; technically, it doesn't say that the grab is any more or less difficult to end (at least, the MM entry for the ooze says this - which can always be changed by the DM). (How's that for a rules lawyer answer? :))

Also, causing the ooze to not be able to take OAs would also end the grab according to the letter of the law. However, LadyLaw's interpretation is reasonable and if she wishes it so, I'd say Rule 0 applied. Either way, I'd say go ahead and make a call, LL, and that'll be the rule for this battle, and everyone will be aware.[/sblock]
 

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