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

"This is growing tiresome," Colgrave says sardonically as - without anything much more useful in his bag of tricks - he takes aim and fires off another barrage of mystical bolts, this time failing to have any effect.

[sblock=OOC]Move to J11

Phantom Bolt on Ooze: 1d20+10=14, miss[/sblock]
 

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534b hurls another wave of dispair at the blob and then has a pint of oil float up out of his pack and hover near him.

[sblock=actions]
Standard Dishearten 1d20+5=15
Damage 1d6+5=11 and -2 to hit
Minor Action Far hand to move the pint of oil out of his pack and float it next to him.
[/sblock]
[sblock=occ]
by the way i'm going out of town tomorrow and will try to be on daily but if i'm not my plan is to keep hitting it with dishearten and sustaining the far hand unless i can hit it with the oil and burn the dam thing.[/sblock]
 

Round 8

The ooze doesn't seem to notice the warforged's attacks. It's clear that it had no effect at all. It changes from flattened to tall again and lashes out again at the elf, inflicting serious harm on him.

[sblock=Mechanics]
Ooze:
Cloud Drift recharge roll: 1d6=4
Move: "stand"
Standard: 1d20+7=17 vs Fort for 2d8+4=19 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: -70 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: 3/41 Surges: 8/9 AP: 0 MI Daily Uses: 1
Conditions: Bloodied

Karananak:
HP: 11/45 Surges: 11/11 AP: 0 MI Daily Uses: 1
Conditions: bloodied (failed 1 death save)

Thalin:
HP: 26/43 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: 29/40 Surges: 9/9 AP: 1 MI Daily Uses: 0
Conditions:
[/sblock]
 

Attachments

  • Encounter 1 - Round 8.jpg
    Encounter 1 - Round 8.jpg
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Thalin circles the ooze a moment, the strides forward, plunging his sword into the beast. He chants a quick phrase and the glow encompassing the ooze flares brightly and shifts colors, wafting between a nimbus of white and yellow

[sblock=Mechanics]move to L14 by heading up to k13 and then diagonally down. Standard: Warsong strike: 1d20+11=21 1d8+6=14perhaps a hit, if so, in addition to 4 real HP, hitting the ooze also grants 3 Temp HP.[/sblock]
[sblock=Persistent effects]Virtue of Valor on whomever bloodies the ooze, Hitting the Ooze grants 4 HP and 3 THP[/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 30/43, 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 8:

Karananak drops his walking stick before he pulls something from a pouch at his waist and crushes it in his fist. Then he moves over behind the rock at the side of the road and takes a deep breath.
[sblock=Actions]Free: Drop walking stick
Minor:
use Curative Admixture Healing Infusion
Move: to (F,20)
Standard: 2nd Wind [/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(19), Fort: 18(20), Reflex: 15(17 in beast form), Will: 19(21) — Speed: 6
HP: 38/45, Bloodied: 22, Surge: 11, Surges left: 10/11
Action Points: 0/1, Second Wind: 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:
Beast Hide Armor (Encounter: Shift 2 in beast form)

Character Sheet
[/sblock][sblock=OOC]Ok ready to jump back in now. If a bloodied enemy attacks Karananak, he will use Wrath of the Destroyer (AKA Savage Rend as an Immediate Reaction) on it.[sblock=Translation]...[/sblock][/sblock]
 

OOC: I can't really do much more in here, so I'll be stepping back unless someone can heal me up. Let me know, 'cause otherwise I'll be moving away at the end of the round.
 

OOC: I'm pretty much tapped out of healing/support other than spell still going on the ooze. Looks like it's about time to burn those 2nd winds people and hope LadyLaw starts missing.
 


354b moves forward flinging the pint of oil at the ooze then attacking with another wave of dispair.

[sblock=actions]
Move action= move to F16
Minor action= sustain far hand to moove pintof oil at the ooze
Standard action= Dishearten
Attack= 1d20+7=10
Damage= 1d6+5=8
[/sblock]
 

[sblock=OOC]Remember you don't need to get into melee with this thing unless you're confident. If you can't take another hit, just stay away, and we should be able to kite it for a while. In particular, if Colgrave is the only one in attack range of it on a given round, it will waste its turn thanks to his Moonstride. We can afford to be patient.[/sblock]

Colgrave corrects his position and methodically blasts away once more, wearing the blob down.

[sblock=OOC]Move to J12

Phantom Bolt the Ooze 1d20+10=25, hit vs Will, damage 1d8+10=13. Slide the ooze one square down/south - top left corner in K17 now if I'm not mistaken.[/sblock]
 

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