LadyLaw
First Post
Round 12
The ooze is beginning to look thinner, like you're really wearing it out and it is struggling to hold it's shape. It lashes out again at the elf that has plagued it so, slamming him to the ground once more. Then, it glides across the field toward fresher prey.
[sblock=Mechanics]
Ooze:
Cloud Drift recharge roll: 1d6=3
Standard: Slam Kaelan - 1d20+7=23 -2 is 21 (forgot my -2 again) vs. Fort for 2d8+4=19 necrotic damage
Move: to K-L 11-12
[/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: 12/168 AC: 18 Fort: 17 Ref: 19 Will: 18
Conditions: Bloodied, Anyone who hits it regains 4HP, Grants CA to Kaelan
[/sblock]
[sblock=Player Status]Kaelen:
HP: -4/41 Surges: 7/9 AP: 0 MI Daily Uses: 1
Conditions: dying
Karananak:
HP: 45/45 (+3) Surges: 11/11 AP: 0 MI Daily Uses: 1
Conditions: (failed 1 death save)
Thalin:
HP: 34/43 (+3) 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: 24/40 Surges: 9/9 AP: 1 MI Daily Uses: 0
Conditions:
[/sblock]
The ooze is beginning to look thinner, like you're really wearing it out and it is struggling to hold it's shape. It lashes out again at the elf that has plagued it so, slamming him to the ground once more. Then, it glides across the field toward fresher prey.
[sblock=Mechanics]
Ooze:
Cloud Drift recharge roll: 1d6=3
Standard: Slam Kaelan - 1d20+7=23 -2 is 21 (forgot my -2 again) vs. Fort for 2d8+4=19 necrotic damage
Move: to K-L 11-12
[/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: 12/168 AC: 18 Fort: 17 Ref: 19 Will: 18
Conditions: Bloodied, Anyone who hits it regains 4HP, Grants CA to Kaelan
[/sblock]
[sblock=Player Status]Kaelen:
HP: -4/41 Surges: 7/9 AP: 0 MI Daily Uses: 1
Conditions: dying
Karananak:
HP: 45/45 (+3) Surges: 11/11 AP: 0 MI Daily Uses: 1
Conditions: (failed 1 death save)
Thalin:
HP: 34/43 (+3) 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: 24/40 Surges: 9/9 AP: 1 MI Daily Uses: 0
Conditions:
[/sblock]