Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Play by Post
Children of Sorrow
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="darkbard" data-source="post: 9256014" data-attributes="member: 1282"><p><em><strong>Skill Challenge</strong>, <strong>Prisonbreak</strong>, </em>L4 C2 (2 Successes/0 Failures; 1 Secondary Skill available; 1 Hard DC available).</p><p></p><p>Okay, as we discussed elsewhere, I'm offering you the possibility of a combat encounter for success vs the 1 Hard DC of the Skill Challenge. Below is the set up for that encounter; however, should you, having seen that set up, prefer to avoid the combat, you can still change your mind. You will need to succeed at a Group Check vs Moderate DC (stepped down from Hard for the group check) to do so, most likely using Bluff or Stealth (though I leave the possibilities open to your imagination). If you fail the Group Check, all bets are off: combat it is!</p><p></p><p><em>Having caught your breath after the harrowing journey through the water-filled tube, you see that you have emerged into a nexus of passages, larger than you first thought, though still cramped. You are on a raised platform, the ceiling pressing down so as to make all but Nemo stoop to be accommodated in the space. Many thick iron pipes run floor to ceiling through the nexus, obstructing easy movement, and channels of foul-smelling liquid race to spill into a cistern at the far end.</em></p><p><em></em></p><p><em>This can't be the prison! Hildy said you would emerge from the water <strong>into </strong>the prison dungeon. The narrow channels of the sublevel are way too shallow to be what she was talking about. Must you plunge down into that far cistern to continue your journey? </em>[Yes, you must! But that will be handled either through your defeat of the blue slime through combat or, should you opt out, via your successful Group Check (essentially rolling that action into your skill check or eliding it via combat).]</p><p></p><p><em>That's when you notice a disturbance in the water of the cistern. The surface ripples momentarily, and then an enormous, amorphous blue blob of living matter rises, the ooze of its body bulging and reaching outward with fluid appendages. Clearly, it has sensed your presence!</em></p><p><em></em></p><p><em>It suddenly dawns on you why no one has attempted a prison break through the subgaol before!</em></p><p></p><p><strong>Lair of the Slime (EL4, L+2, XP 625)</strong></p><p></p><p>Place your PCs in any raised platform squares on the map (but see Bioluminescent Muck below). Roll initiative and make a Monster Knowledge Nature check (DCs 13/20), if you like.</p><p></p><p><strong>Dimensions</strong> The ceiling of this network of passages is quite low, just one square high at the raised platform areas (though medium or smaller creatures suffer no penalties as a result of this). However, the sunken areas below the platforms are two squares below base level.</p><p></p><p><strong>Illumination</strong> Darkness. Any light source must be provided by the PCs. (Nemo has a sunrod last we checked.)</p><p></p><p><strong>Circular tubes</strong> Any squares containing one of these tubes (eg, G8, D4, D6 but not C5 or E5) are tight passages for <strong>Medium and larger creatures</strong>, and any such creature moving within these squares must use the <strong>squeeze action</strong> (when a Medium or smaller creature squeezes, the DM decides how narrow a space it can occupy. Half Speed: The creature moves up to half its speed; Grant Combat Advantage: The creature grants combat advantage until the squeeze ends; -5 Penalty to Attack Rolls: The creature takes a -5 penalty to attack rolls until the squeeze ends). Tubes are also <strong>blocking terrain.</strong></p><p><strong></strong></p><p><strong>Staircases</strong> The stairs at C/7-8, G-H/6, and E-F/3 are slippery, both <strong>difficult and hindering terrain.</strong> Any character moving on one of these staircases must succeed at a DC 10 Acrobatics check or fall prone in that square, ending their movement.</p><p></p><p><strong>Sunken areas</strong> These squares are two squares below the raised platforms. A DC 25 Athletics check (rough surface, slippery) to climb is necessary to move from a raised square to a sunken one or vice versa (unless the creature succeeds at the Hop Down (DC 15 Acrobatics) maneuver, in which case the movement is made normally as part of movement).</p><p></p><p><strong>Channels</strong> These open gutters carry swift-moving but murky water and effluvia. They are <strong>difficult and hindering terrain</strong>. Any creature ending its turn in a square containing a channel must succeed at a DC 13 Athletics check or be pulled 2 squares towards the cistern.</p><p></p><p><strong>Cistern</strong> This collecting pool is two squares below the sunken level and 2 squares deep. Any creature without a swim speed must spend one move action per turn while in the water to swim (move) or tread water, DC 10 Athletics. See “swim,” “athletics,” and “endurance” for further information.</p><p></p><p><strong>Bioluminescent Muck</strong> Faintly glowing viscous and gooey muck has accreted in squares G/7-8 and I/9-10. They are <strong>hindering terrain. </strong>Any creature starting or ending its turn in these squares takes 5 poison damage and is exposed to Filth Fever. Success at the Hard DC Monster Knowledge or an Insight check reveals that the Blue Slime will not willingly enter squares containing the Gooey Muck.</p><p></p><p><strong>Filth Fever Level 3 Disease</strong></p><p><em>Those infected by this disease waste away as they alternately suffer chills and hot flashes.</em></p><p><strong>Stage 0</strong>: The target recovers from the disease.</p><p><strong>Stage 1</strong>: While affected by stage 1, the target loses a healing surge.</p><p><strong>Stage 2</strong>: While affected by stage 2, the target loses a healing surge. The target also takes a -2 penalty to AC, Fortitude, and Reflex.</p><p><strong>Stage 3</strong>: While affected by stage 3, the target loses all healing surges and cannot regain hit points. The target also takes a -2 penalty to AC, Fortitude, and Reflex.</p><p><strong>Check</strong>: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.</p><p><em>8 or lower</em>: The stage of the disease increases by one.</p><p><em>9-12</em>: No Change</p><p><em>13 or higher</em>: The stage of the disease decreases by one.</p><p></p><p><strong>Creature</strong> Blue Slime; Level 2 Solo Brute (Controller); large natural beast (ooze); <strong>HP </strong>184, <strong>AC </strong>14, <strong>F</strong> 14, <strong>R</strong> 15, <strong>W</strong> 13</p><p>[SPOILER]<strong>Keywords</strong>: acid, psychic; <strong>Powers & Traits</strong>: Ooze, Slam, Slime Eruption, Slime Pulse, Flowing Form, Fearful Shimmer, Slime Undulate, Slime Splatter, Bloodied Eruption; <strong>Temperament</strong>: Unaligned; <strong>Description</strong>: The amorphous form of this creature seems to engulf everything around it. The blue ooze of the creature's body bulges and reaches outward with fluid appendages.</p><p></p><p><strong>Standard Actions</strong></p><p>(⚔) <strong>Slam</strong> ✦ <strong>At-Will</strong></p><p><em>Attack: </em>Melee 2; +7 vs AC</p><p><em>Hit: </em>1d8+6 damage, plus ongoing 5 acid damage (save ends).</p><p></p><p>ᗕ <strong>Slime Pulse</strong> ✦ <strong>Encounter</strong></p><p><em>Attack: </em>Close burst 5 (creatures in the burst); +5 vs Will</p><p><em>Hit:</em> the target is dazed and weakened (save ends).</p><p><em>Miss:</em> the target is dazed until the end of the blue slime’s next turn.</p><p></p><p>ᗕ <strong>Slime Eruption</strong> ✦ <strong>Recharge</strong> ⚄ ⚅</p><p><em>Attack:</em> Close burst 3 (creatures in the burst); +5 vs. Reflex</p><p><em>Hit:</em> 2d8 + 6 acid damage, and the target is slowed (save ends).</p><p><em>Miss:</em> Half damage.</p><p></p><p><strong>Move Actions</strong></p><p><strong>Flowing Form</strong></p><p><em>Effect:</em> The blue slime shifts up to 4 squares.</p><p></p><p><strong>Minor Actions</strong></p><p>ᗕ <strong>Fearful Shimmer</strong> (fear) ✦ <strong>At-Will</strong> 1/round</p><p><em>Attack:</em> Close burst 5 (one or two slowed creatures in the burst); +5 vs. Will</p><p><em>Hit:</em> 1d6 + 5 psychic damage, and the target is immobilized and takes a -2 penalty to attack rolls until the end of its next turn.</p><p></p><p><strong>Triggered Actions</strong></p><p>⚔ <strong>Slime Splatter</strong> ✦ <strong>At-Will</strong></p><p><em>Trigger:</em> An adjacent enemy hits the blue slime with a melee attack.</p><p><em>Attack (Immediate Reaction):</em> Melee 1 (the triggering enemy); +5 vs. Reflex</p><p><em>Hit:</em> 1d6 + 6 acid damage.</p><p></p><p><strong>Bloodied Eruption</strong> ✦ <strong>Encounter</strong></p><p><em>Trigger:</em> The blue slime is first bloodied.</p><p><em>Effect (Free Action):</em> Slime eruption recharges, and the blue slime uses it.</p><p>[/SPOILER]</p><p></p><p>[ATTACH=full]345097[/ATTACH]</p><p></p><p><strong>Initiative</strong></p><p>Nemo r19+6=25 (C8)</p><p>Toriq r19+2=21 (D9)</p><p>Blue Slime r18+0=18</p><p>Jendi r15+2=17 (G9)</p><p>Mylistra r5+4=9 (H8)</p><p></p><p><strong><em>ROUND ONE</em></strong></p><p>(Free Action) Toriq makes a Nature Monster Knowledge check, r9+10=19. Meets Moderate DC (origin, type, typical temperament, and keywords above).</p><p></p><p>[ATTACH=full]345697[/ATTACH]</p><p></p><p></p><p><em>Ever vigilant, <strong>NEMO </strong>is swift to react to the blue shimmer that hints of those creatures that his brothers used to tell stories about, especially Thierry who still bore scars from his own skirmish with one of these. So, don't get too close. Better said than done, the halfling thinks to himself as he counts his three daggers, bidding one farewell. </em></p><p><em></em></p><p><em>Before sending it off to its final resting place, he kisses the blade and murmurs an acclamation to the Raven Queen. A shimmering shadow seems to drop from the tiled walls onto the sickly glowing blue oozie thing below, and Nemo throws his dagger in its direction, trusting his senses to correct his aim despite the creature's hiding place. </em></p><p><em></em></p><p><em>As the dagger hits its mark and savagely digs into the thing, he imagines that he can hear a psychic shriek of pain. This emboldens the halfling to hop down and - leaping deftly over the river of slimy muck - shuffle quickly over to the far side of the tiled room, his footsteps echoing strangely down the numerous tunnels leading out and in.</em></p><p></p><p>Minor (Enc): places Raven Queen's Shroud onto Blue Slime</p><p></p><p>Standard: Sly Flourish (Ranged) vs. Blue Slime: r9+11 +2 CA -2 Partial Cover = 20 vs 14 AC/Hit; Damage: r4+8+ r4,7 SA = 23 Damage</p><p></p><p>Move: 6 Squares from C8 to H5: Hop Down to C7: Acrobatics: r2+13= 15 vs. 15 DC/Success; Jump: r7+8=15 = 1 square cleared (D6)</p><p></p><p>LOCATIONS: H5</p><p>DAMAGE TO ENEMIES: 23 to Blue Slime</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 29/29</p><p>CURRENT DE/BUFFS: Cunning Stalker</p><p>CURRENT SURGES/ACTION POINTS: 7/7 Surges; 1 AP available (of 2)</p><p></p><p>[HR][/HR]</p><p><em><strong>TORIQ</strong> can barely see what Nemo is seeing and knows her shot is a long shot - so many pipes in this cramped space. And yet she watches as the halfling makes everything seem easy: the throw, the hop down to the next level, his graceful, leaping passage across the large but crowded room. The halforc often feels like a giant within her delicate if tall family, but spaces like these - she shudders slightly as she withdraws a javelin. Like her tiny friend, she has no desire to get close to the thing unless - she swallows hard - <strong>until</strong> she has to do so. However, the warden recognizes that she cannot let this thing remain. It is far too close to the helpless prisoners, including Nemo's cousin. It will have to be dealt with. Taking careful aim through the mess of piping, Toriq throws the javelin. Watching it hit one of the pipes - chipping the stone - she thinks again, a little wryly, that it will have to be dealt with ... but not by <strong>that</strong> shot.</em></p><ul> <li data-xf-list-type="ul">Move: 1 square from D9 to C8</li> <li data-xf-list-type="ul">Minor: retrieve javelin</li> <li data-xf-list-type="ul">Standard: RBA vs Blue Slime: r5+8-2 Cover = 11 vs 14 AC/Miss</li> </ul><p>LOCATIONS: C8</p><p>DAMAGE TO ENEMIES: na</p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 37/37</p><p>CURRENT DE/BUFFS: na</p><p>CURRENT SURGES/ACTION POINTS: 10/10 Surges; 1 AP available (of 2)</p><p></p><p>[HR][/HR]</p><p><em><strong>THE BLUE SLIME </strong>burbles across the surface of the cistern's water, then rolls up the stairs and between the vertical tubes and wall; the cramped space seems to have little effect on its amorphous form!</em></p><p><em></em></p><p><em>It slams at Nemo with a sizzling pseudopod, the Halfling dodging out of the way of the attack at the last moment. Then the creature contracts and pulses outward, sending droplets of slime onto everyone, Jendi and Toriq having their strength sapped even as everyone desperately wastes vital time scraping the effluvium from their skin.</em></p><p><em></em></p><p><em>Slime is hungry!</em></p><p></p><p>Move: Swim 2 squares E3 to G3</p><p></p><p>Standard: Charge: 5 squares (2 DT, Acrobatics r16+0=16 vs DC 10 to ascend stairs) G3 to G6, ATK vs N, Slam M2, r10+7+1=18 vs 18 AC. Hit. TRIGGERS Second Chance: <strong>Encounter, Immediate Interrupt</strong> <strong>Personal, Trigger</strong>: You are hit by an attack., <strong>Effect</strong>: The attacker must reroll the attack and use the second roll, even if it is lower. r8+7+1=16 vs 18 AC. Miss.</p><p></p><p>AP: ᗕ Slime Pulse ✦ Encounter, ATK: CBu 5 (creatures in the burst); +5 vs Will, Hit: the target is dazed and weakened (save ends). Miss: the target is dazed until the end of the blue slime’s next turn. ATK vs T, r13+5-2 Cover=16 vs 15 Will. Hit. ATK vs J, r20 CRIT. ATK vs M, r1. AUTOMISS. ATK vs N, r10+5=15 vs 15 Will. Hit. J&N dazed & weakened (SE), M&T dazed (UEoSNT)</p><p></p><p>LOCATION: G6</p><p>DAMAGE TO ENEMIES: na</p><p>CONDITIONS TO ENEMIES: J&T dazed & weakened (SE), M&N dazed UEoSNT</p><p>CURRENT HP: 161/184</p><p>CURRENT DE/BUFFS: na</p><p>AP: 1/2</p><p></p><p>[HR][/HR]</p><p><em>Shaking with frustration and a sense of vigor being stolen, <strong>JENDI </strong>glares at the strange blue slime oozing along the floor of the chamber. He can just make out Nemo through its gelatinous body and hopes his young friend is holding his own, as he can usually be depended doing. The warlock pulls together what he can of his wits and strength, creating a ball of crackling energy within his wriggling fingers. </em></p><p><em></em></p><p><em>Then, seeing his moment, he quickly sends the ball flying at their weird foe, hitting squarely with the dissipating energy formed to resemble his Queen's dark and terrible energies. It may be weaker than usual, but it still has the added effect of making the creature easier to hit. Jendi smiles as he witnesses the shimmering shadow highlighting its outline and feels invigorated at having succeeded at this, at least.</em></p><p></p><p>Begins turn: Dazed & Weakened (SE).</p><p></p><p>Standard: Hand of Blight (ranged 10) vs. Blue Slime: r14+6=20 vs. 14 Fortitude/Hit; Damage: r1+5=6/half damage= 3 Psychic & Necrotic Damage to Blue Slime; and Blue Slime grants CA UEoJNT</p><p></p><p>Ends turn: Save vs. Dazed & Weakened: r12. Success</p><p></p><p>LOCATIONS: G9</p><p>DAMAGE TO ENEMIES: 3 psychic & necrotic damage to Blue Slime</p><p>CONDITIONS TO ENEMIES: grants CA UEoJNT</p><p>CURRENT HP: 31/31</p><p>CURRENT DE/BUFFS: no longer Dazed & Weakened</p><p>CURRENT SURGES/ACTION POINTS: 8/8 Surges; 1 AP available (of 2)</p><p></p><p>[HR][/HR]</p><p><em><strong>MYLISTRA </strong>experienced one too many of these kinds of weird creatures in her former home to feel anything but disgust as she is showered with slime. She gathers herself together enough to reach for her pendant with one hand, pushing the palm of the other forward to mark the slime for her attack. It quivers with the force of it, and those vibrations mark it for easier prey for her companions to hit. </em></p><p><em></em></p><p><em>The witch doesn't feel much satisfaction, however. The pungent odor of the lingering globs of slime enters her still recovering lungs through the gasps of breath she takes, fighting off a sense of nausea.</em></p><p></p><p>Begins turn: Dazed UEoBSNT</p><p></p><p>Standard: Gaze of Defiance (ranged 5) vs. Blue Slime: r5+7+2 CA= 14 vs. 13 Will/Hit; Damage: r8+5=13; and allies gain +1 power bonus to attacks vs. target UEoMNT. If target attacks Mylistra BEoMNT, bonus increases to +3</p><p></p><p>LOCATIONS: H8</p><p>DAMAGE TO ENEMIES: 13 to Blue Slime</p><p>CONDITIONS TO ENEMIES: allies gain +1 (+3) power bonus to ATK UEoMNT</p><p>CURRENT HP: 29/29</p><p>CURRENT DE/BUFFS: Dazed UEoBSNT</p><p>CURRENT SURGES/ACTION POINTS: 8/8 Surges; 1 AP available (of 2)</p><p></p><p>[HR][/HR]</p><p><strong><em>ROUND TWO</em></strong></p><p></p><p>[ATTACH=full]345796[/ATTACH]</p><p></p><p><em>Desperately shaking his head and clothes to rid them of effluvia, <strong>NEMO </strong>takes a brief recess to slice at the gelatinous creature, using one of the techniques that Thierry had demonstrated to illustrate his tale. Success! He'll have to take his big brother's stories more seriously, maybe even Milo's stories, too!</em></p><p><em></em></p><p><em>The blue slime - shimmering with what Nemo now recognizes as his friend's signature magicks of shadow that somehow adds light - seems to stumble, if that were possible, and leaks much of itself onto the chipped tile floor. Instinctively, Nemo shifts away from the larger of these puddles.</em></p><p></p><p>Begins turn: Dazed & Weakened (SE)</p><p></p><p>Standard: Acrobatic Strike (Melee) vs Blue Slime: r:16+11+2 CA +1 GoD = 30 vs 14 AC/Hit; Damage: r4+6+ r8,7 SA = 25/half damage = 12 to Blue Slime; effect: before or after attack, shift 1 square: from H5 to I6</p><p></p><p>No Action: Low Blow: Trigger: your melee attack hit creature granting CA to you (Blue Slime): creature dazed UEoNNt</p><p></p><p>Ends turn: Save vs dazed & weakened, r20. Saves.</p><p></p><p>LOCATIONS: I6</p><p>DAMAGE TO ENEMIES: 12 to Blue Slime</p><p>CONDITIONS TO ENEMIES: Dazed UEoNNT, Raven Queen's Shroud</p><p>CURRENT HP: 29/29</p><p>CURRENT DE/BUFFS: Cunning Stalker</p><p>CURRENT SURGES/ACTION POINTS: 7/7 Surges; 1 AP available (of 2)</p><p></p><p>[HR][/HR]</p><p><em>The dousing with slime seems to have the opposite effect on <strong>TORIQ </strong>than on her brother and their friends. Although she momentarily is distracted by the flying effluvia, she focuses her gaze on their quarry and quickly rears into action. Well, perhaps carefully, initially hesitantly stepping into action would be more accurate, particularly where the very slippery stairs are concerned.</em></p><p><em></em></p><p><em>Once on the main floor of the tiled maze of pipes, she picks up speed, working her way across to the blue slime, quivering in place near Nemo. She uses the build-up of her momentum to slam into the slime, slicing a dessert sized portion of it onto the floor. The warden shakes herself out of her moment of whimsey, bringing her attention back to their skirmish, and the creature's attention (she hopes) to her.</em></p><p></p><p>Begins turn: Dazed & Weakened (SE)</p><p></p><p>No Action: Font of Life: trigger: you start your turn: effect: make a saving throw against one effect that save can end: r11. Save! Luck of Champions: 1st time you make a successful saving throw in an encounter: +2 bonus to all attack rolls, skill checks, & saving throws UEoTNT</p><p></p><p>No Action: Erupting Font CBU 5: trigger: you succeed on the saving throw granted by Font of Life class feature: each enemy in burst = marked UEoTNT</p><p></p><p>Minor: place Hunter's Quarry on Blue Slime UEoTNT</p><p></p><p>Move: go down the slippery stairs: Acrobatics check: r3+0+2 LoC =5/Fail; Fall Prone</p><p></p><p>Standard: Stand up from Prone</p><p></p><p>AP: Charge Attack: Move up to 8 squares (from C8 to E5): go down slippery stairs: Acrobatics check: r8+0+2 LoC =10 vs 10 DC/Success!; ATK vs. Blue Slime: r7+9+1 Charge +2 CA + 1 (either CoS or GoD) =20 vs 14 AC/Hit; Damage r5+5 + r1 HQ = 11</p><p></p><p>Free Action: Furious Assault: trigger: you hit with an attack: effect extra 1[W] damage: r3; TOTAL DAMAGE TO BLUE SLIME: 14</p><p></p><p>LOCATIONS: E5</p><p>DAMAGE TO ENEMIES: 14 to Blue Slime</p><p>CONDITIONS TO ENEMIES: HQ, Marked UEoTNT</p><p>CURRENT HP: 37/37</p><p>CURRENT DE/BUFFS: LoC: +2 ATKs, SC, Saves</p><p>CURRENT SURGES/ACTION POINTS: 10/10 Surges; 0 AP available (1 remaining)</p><p></p><p>[HR][/HR]</p><p><em>The blows of its enemies seem to temporarily daze <strong>THE BLUE SLIME</strong>. It wobbles feebly in place. Then it seems to shake off the stupor and erupts in a spray of acidic slime that covers the nearby and threatening Halforc. It follows this up with a pseudopod that extends to slam at Toriq with great force, but her natural agility, even bereft of shield as she currently is, allows her to avoid the blow of the creature.</em></p><p></p><p>Starts turn: dazed UEoNNT, marked by T, Raven Queen's shroud</p><p></p><p>Standard: ᗕ Slime Eruption ✦ Recharge ⚄ ⚅ Attack: Close burst 3 (creatures in the burst); +5 vs. Reflex Hit: 2d8 + 6 acid damage, and the target is slowed (save ends). Miss: Half damage. ATK vs T, r11+5=16 vs 12 Reflex. Hit. r4,5+6=15 acid damage & slowed (SE). ATK vs N, r5+5=10 vs 20 Reflex. Miss. ATK vs J, r6+5-2 Cover=9 vs 15 Reflex. Miss. ATK vs M, r1=AUTOMISS. Damage = r4,5+6=15 damage & slowed (SE) to T, 7 damage to N, J, and M.</p><p></p><p>AP: Slam M2 vs T, r9+7=16 vs 17 AC (no shield eqipped). Miss.</p><p></p><p>LOCATION: G6</p><p>DAMAGE TO ENEMIES: 15 acid damage to T</p><p>CONDITIONS TO ENEMIES: T slowed (SE)</p><p>CURRENT HP: 119/184</p><p>CURRENT DE/BUFFS: dazed UEoNNT, Marked by T, Raven Queen's Shroud, Slime Pulse exhausted, Slime Eruption on cooldown</p><p></p><p>[HR][/HR]</p><p></p><p><em>Finally <strong>JENDI </strong>begins to feel himself centering into his cool calm fury of battle. With a sneer, he marks the slime with his Lady's curse, before moving to a more strategic spot on one of the bridges. From here he can both see more clearly to aim an attack and draw shadows to himself to defend against a counter attack. </em></p><p><em></em></p><p><em>As the warlock stares at the creature who just slammed his sister, the knuckles of his hand crack as the fingers create his signature black sphere of necrotic and psychic energies. Throwing it as easily as he once threw walnuts at squirrels, he watches the crackle of dark energies as it burns across the surface of the slime.</em></p><p><em></em></p><p><em>Seeing the stairs nearby, Jendi debates making a splendid entrance into melee but ultimately decides that his talents are best suited from this vantage point. So far he's been able to hold his own, as have the others, even his acid-splashed sister.</em></p><p></p><p>Minor: places Warlock's Curse on Blue Slime</p><p></p><p>Move: 3 squares from G9 to D9, gains Shadow Walk Concealment UEoJNT</p><p></p><p>Standard: Hand of Blight (Ranged 10) vs. Blue Slime: r9+6+2 CA +3 GoD = 20 vs 14 Fortitude/Hit; Damage: r2+5+ r1 WC + r5 Fell Might = 13 Damage to Blue Slime, and it grants CA UEoJNT</p><p></p><p>LOCATION: D9</p><p>DAMAGE TO ENEMIES: 13 psychic & necrotic damage to Blue Slime</p><p>CONDITIONS TO ENEMIES: grants CA UEoJNT</p><p>CURRENT HP: 24/31</p><p>CURRENT DE/BUFFS: Shadow Walk Concealment; Fell Might exhausted</p><p>CURRENT SURGES/ACTION POINTS: 8/8 Surges; 1 AP available (of 2)</p><p></p><p>[HR][/HR]</p><p><em>As she witnesses Jendi move along the catwalk, <strong>MYLISTRA </strong>decides he has the right idea of it and follows swiftly behind. Satisfied in her new position behind one of the many pipes, the witch first sends some divine healing to her poor friend. Satisfied that Toriq is now better able to continue bringing the fight to this thing, both in health and vigor, she turns her own attention to attacking it as well.</em></p><p><em></em></p><p><em>Her glare is fiercer than before, for Sehanine does not take kindly to those who attack her favored ones. The mark burns into its surface which seems to quiver, as if it were about to erupt. Cautiously, Mylistra ducks her head behind the pipe, hoping to shield herself from a new explosion of acid.</em></p><p></p><p>Move: 4 squares from H8 to E9</p><p></p><p>Minor: Healing Word CB5 on Toriq: r3 + 9 (Toriq's Surge Value) = 12 hit points, and Toriq gains +2 bonus to ATKs UEoMNT</p><p></p><p>Standard: Gaze of Defiance (Ranged 5) vs Blue Slime: r7+7+2 CA = 16 vs. 13 Will/Hit; Damage: r4+5=9 psychic damage, and allies gain +1 power bonus on ATK vs Blue Slime UEoMNT, +3 if Blue Slime attacks Mylistra</p><p></p><p>LOCATION: E9</p><p>DAMAGE TO ENEMIES: 9 psychic damage to Blue Slime</p><p>CONDITIONS TO ENEMIES: allies gain +1/+3 Power Bonus to ATK</p><p>CURRENT HP: 22/29</p><p>CURRENT DE/BUFFS: na</p><p>CURRENT SURGES/ACTION POINTS: 8/8 Surges; 1 AP available (of 2)</p><p></p><p><strong><em>ROUND THREE</em></strong></p><p></p><p>[ATTACH=full]345842[/ATTACH]</p><p></p><p><em>After ducking the corrosive eruption of acid which hit Toriq in the face, <strong>NEMO </strong>rises up from his crouch and considers his choice of actions. He mistrusts the ominous quiver of the slime's body, fearing a second eruption is forthcoming, but what choice does he have? This thing must be killed, for Beppa and all the others unjustly imprisoned down here and poorly protected, if at all. Bravely he steps forward to attack again, prepared to jump away ... again.</em></p><p><em></em></p><p><em>The halfling easily slices into the gelatinous body once more, nearly losing his grip on his dagger as he feels a ghostly hand redirect the blade. He stumbles away, sensing the pending explosion, hoping to reach sufficient cover. Sadly, this time the acid finds him and - judging from the sharp cries of pain - at least two of his friends.</em></p><p></p><p>Move: 1 square from I6 to H5</p><p></p><p>Standard: Acrobatic Strike (Melee) vs. Blue Slime (still Dazed): r5+11+2 CA +1 GoD = 19 vs 14 AC/Hit; Damage: r2+6+r3,6 [Raven Queen's Shroud reroll: 3 --> 6] = 20 damage to Blue Slime, <strong>BLUE SLIME BLOODIED</strong>; shift 1 square to I5. <strong>TRIGGERS BLOODIED ERUPTION </strong>✦ <strong>Encounter. </strong><em>Trigger:</em> The blue slime is first bloodied. <em>Effect (Free Action):</em> Slime eruption recharges, and the blue slime uses it. ATK vs T, r1=AUTOMISS. ATK vs N, r19+5-2 Cover=22 vs 20 Reflex. Hit. ATK vs J, r18+5-2 Cover=21 vs 15 Reflex. Hit. ATK vs M, r15+5-2 Cover=18 vs 14 Reflex. Hit. Damage = r7,5+6=18 acid damage & Slowed (SE) to N, J, M; 9 acid damage to T.</p><p></p><p>Save vs. Slowed: r4/Fail.</p><p></p><p>LOCATION: I5</p><p>DAMAGE TO ENEMIES: 20 damage to Blue Slime; 18 acid damage to N, J, M, 9 acid damage to T</p><p>CONDITIONS TO ENEMIES: Daze on Slime ends, Raven Queen's Shroud; N, J, M slowed (SE)</p><p>CURRENT HP: 4/29</p><p>CURRENT DE/BUFFS: Slowed</p><p>CURRENT SURGES/ACTION POINTS: 7/7 Surges; 1 AP available (of 2)</p><p></p><p>[HR][/HR]</p><p><em>Feeling Sehanine's healing power send cooling relief to some of the acid burns of the slime's earlier attack, <strong>TORIQ </strong>shakes her head to rid it of any lingering droplets. She also senses the stiffness that has entered her limbs from that same earlier attack, but she has no plans to go anywhere, especially after this second attack that somehow misses her, despite her proximity. Right here, protecting the others and the prisoners beyond from this deadly slime, is where she intends to remain until it is vanquished. </em></p><p><em></em></p><p><em>Taking a deep breath, she allows the painful burns to inform her instincts and feed the primal energies flowing through her body. Her feet may not be moving quickly, but her sword arm moves in a bloody frenzy, almost invisible in its speed. The slime is significantly melted by the time she is done, standing and awaiting its retort. </em></p><p></p><p>Begins turn: Slowed and having regained 12 hit points via Mylistra (25 total)</p><p></p><p>Font of Life: Save vs Slowed: r5 +2 LoC = 7/Fail</p><p></p><p>Standard (enc): Wildblood Frenzy (Melee) vs Blue Slime: r6+9+2 CA +3 GoD +2 BCL +2 LoC = 24 vs 14 AC/Hit; Damage: r2+8+ r5 HQ = 15 Damage; effect: 2nd attack vs. Blue Slime: r6+9+2 CA +3 GoD +2 BCL +2 LoC= 24 vs 14 AC/Hit; Damage: r3+8=11; TOTAL DAMAGE = 26 to Blue Slime</p><p></p><p>Free Action: Nature's Wrath: Blue Slime is Marked UEoTNT</p><p></p><p>Save vs. Slowed: r4+2 LoC= 6/Fail.</p><p></p><p>LOCATION: E5</p><p>DAMAGE TO ENEMIES: 26 damage to Blue Slime</p><p>CONDITIONS TO ENEMIES: Marked by Toriq</p><p>CURRENT HP: 25/37</p><p>CURRENT DE/BUFFS: Slowed (SE)</p><p>CURRENT SURGES/ACTION POINTS: 9/10 Surges; 0 APs available (of 1)</p><p></p><p>[HR][/HR]</p><p><em><strong>THE BLUE SLIME</strong> is aware of its closing enemies; they are not the easy food it imagined. And so it shimmers reflexively, releasing a spray of pheromones into the air that assaults Toriq and Nemo's nervous systems. Nevertheless, their wills are too strong, and they resist the impulse to back down in fear from the ooze.</em></p><p><em></em></p><p><em>Without other recourse, the burbling slime propels a pseudopod at Nemo, but again the Halfling is too quick and dodges the attack. Toriq, at the ready to defend her small ally, retaliates with a furious smash with the pommel of her sword into the gelatinous creature. Sensing this very real threat still at its flank, the blue slime gracefully slithers around the pipe and curved corner of the wall before Toriq can strike it again, trying to make good its escape.</em></p><p></p><p>Begins turn: Marked by T, Raven Queen's Shroud, Rolls to Recharge Slime Eruption, r1. Fails to Recharge.</p><p></p><p>Minor: ᗕ Fearful Shimmer (fear) ✦ At-Will 1/round. Attack: Close burst 5 (one or two slowed creatures in the burst); +5 vs. Will. Hit: 1d6 + 5 psychic damage, and the target is immobilized and takes a -2 penalty to attack rolls until the end of its next turn. ATK vs T, r2+5=7 vs 15 Will. Miss. ATK vs N, r3+5=8 vs 15 Will. Miss.</p><p></p><p>Standard: Slam M2 vs N, TRIGGERS Warden's Fury, T ATK vs BS, r12+9=21 vs 14 Fortitude. Hit. r1+5=6 damage & BS grants CA UEoTNT. ATK vs N, r11+7-2 Mark=16 vs 18 AC. Miss.</p><p></p><p>Move: Flowing Form. Effect: The blue slime shifts up to 4 squares. Shifts G6 to G9.</p><p></p><p>Ends turn: makes Athletics check to resist Channel's pull 2, r19+7=26 vs 13 DC. Succeeds.</p><p></p><p>LOCATION: G9</p><p>DAMAGE: BS takes 6 damage</p><p>CONDITIONS TO ENEMIES: N&T Slowed (SE)</p><p>CURRENT HP: 45/184 BLOODIED</p><p>CURRENT DE/BUFFS: Marked by T and grants CA UEoTNT, Raven Queen's Shroud, Slime Pulse exhausted, Slime Eruption on cooldown.</p><p></p><p>[HR][/HR]</p><p><em><strong>JENDI </strong>tracks the slime's movements and mirrors it with his own, ending above the creature and protectively behind a pipe. With one hand balancing on the pipe, he creates his ball of the Raven Queen's blight once again, landing it solidly. </em></p><p><em></em></p><p><em>He did think briefly about changing tactics to something more spectacular, but something Riqqi mentioned during their woodland adventure has stuck with him, teamwork. This will give the others better chances. There will be time for his (literal) fireworks another time, perhaps!</em></p><p></p><p>Begins turn: Slowed (SE)</p><p></p><p>Move: Ethereal Stride: : Jendi can teleport 3 squares (down 2 squares to D7), and Jendi gains a +2 power bonus to all defenses UEoJNT.</p><p></p><p>Standard: Hand of Blight (Ranged 10) vs. Blue Slime: r15+6+2 CA +3 GoD = 26 vs 14 Fortitude/Hit; Damage: r5+5+ r2=12 psychic & necrotic damage to Blue Slime, and it grants CA UEoJNT</p><p></p><p>Save vs. Slowed: 15/Success</p><p></p><p>LOCATION: D7</p><p>DAMAGE TO ENEMIES: 12 psychic & necrotic damage to Blue Slime</p><p>CONDITIONS TO ENEMIES: grants CA UEoJNT; Cursed by Jendi; GoD (+3) UEoMNT</p><p>CURRENT HP: 6/31</p><p>CURRENT DE/BUFFS: Ethereal Stride (+2 power bonus all defenses UEoJNT), Bloodied, no longer Slowed</p><p>CURRENT SURGES/ACTION POINTS: 8/8 Surges; 1 AP available (of 2)</p><p></p><p>[HR][/HR]</p><p><em><strong>MYLISTRA </strong>pants for a moment, trying to regain her breath, a difficult feat in this subterranean and murky place. Perhaps there is some panic of remembered trauma of terrifying moments in her childhood home lurking in her psyche, but principally the cause is her near drowning, combined with acid disastrously at them all by this creature of blue slime. </em></p><p><em></em></p><p><em>Saying a fervent if quick prayer to her Goddess, she feels marginally better. Looking out over the playing field, now along on the catwalk, she reflexively casts a cloud of darkness over herself, to protect against any further harm. Then the witch stares down at the slime, marking it for her friends.</em></p><p><em></em></p><p><em>Looking at those friends, she swallows hard, knowing the cost she will pay. With the last of her breath, she sends some of the healing Sehanine gifted to her moments before into the more grievously wounded of her companions. Looking at valiant Toriq, Mylistra sends a silent apology to her for not having the strength to include the Halforc in the protective cloud of the Moon Maiden's healing. Then she tries - again - to catch her breath from within her protective cloud.</em></p><p></p><p>Begins turn Slowed (SE) & at 4 HP</p><p></p><p>Minor (Enc/2 of 2 used): utters Healing Word on self: r6+7=13 (HP now 17), and +2 ATKs UEoMNT</p><p></p><p>Minor (Enc): Cloud of Darkness CBU1: lasts UEoMNT</p><p></p><p>Standard: Gaze of Defiance (Ranged 5) vs. Blue Slime: r18+7+2 CA +2 BCL = 29 vs Will 13/Hit; Damage: r3+5+1 Bloodied = 9 to Blue Slime</p><p></p><p>AP: (Enc/Channel Divinity): Healer's Mercy CBU5: each bloodied ally (Nemo & Jendi): spend Healing Surge, and gain +2 bonus ATK UEoMNT; Mylistra = Weakened UEoMNT</p><p></p><p>Save vs Slowed (SE): r10/Success</p><p></p><p>LOCATION: E9</p><p>DAMAGE TO ENEMIES: 9 to Blue Slime</p><p>CONDITIONS TO ENEMIES: grants CA UEoJNT; GoD (+1) UEoMNT</p><p>CURRENT HP: 17/29; Jendi 13/31, Nemo 11/29</p><p>CURRENT DE/BUFFS: No longer Bloodied or Slowed; Weakened UEoMNT; BCL & Cloud of Darkness on self UEoMNT; Healer's Mercy on N&J (+2 ATK) UEoMNT</p><p>CURRENT SURGES/ACTION POINTS: 7/8 Surges; 0 AP available (of 1)</p><p></p><p>[HR][/HR]</p><p><em>Thoughts firmly on how to defend Beppa and those imprisoned with her, <strong>NEMO </strong>feels a surge of energy fill his body. A grateful glance up toward where Mylistra should be discloses a disturbing dark cloud. Quickly the halfling puts his worry into a mental pouch and seals it for the moment - there is much he needs to do first - and his focus returns to the center of this chamber.</em></p><p><em></em></p><p><em>Pushing his limbs through the mire of stickiness slowing his steps, Nemo stops at the nearby steps and peers around the corner. He should just be able to hit it. And didn't that thing not explode the last time he threw something from afar? Well, now would be a good time to test his theory... maybe even twice. He lets the last two of his daggers fly in its general direction and awaits the outcome.</em></p><p></p><p>Move (Slowed): 2 squares from I5 to G6</p><p></p><p>Standard: Sly Flourish (Ranged 5): r12+11+2 CA + 1 GoD +2 HM = 28 vs. 14 AC (26 vs. 14 if partial concealment applies); Damage: r2+8+ r1,4 SA = 15 --> RQS: reroll 1 = 4: 18 Damage to Blue Slime</p><p></p><p>Minor: take out 3rd & final dagger!!</p><p></p><p>AP: Sly Flourish (Ranged 5): r7+11+2 CA +1 GoD +2 HM = 23 vs. 14 AC (21 if concealment...); Damage: r2+8+ r4,7 SA = 21 Damage to Blue Slime; TOTAL DAMAGE: 39 to <strong>Blue Slime, KILLED</strong></p><p></p><p>Save vs Slowed: 15/Success</p><p></p><p>LOCATION: G6</p><p>DAMAGE TO ENEMIES: 39 damage to <strong>Blue Slime: KILLED!!</strong></p><p>CONDITIONS TO ENEMIES: na</p><p>CURRENT HP: 11/29</p><p>CURRENT DE/BUFFS: Bloodied; No longer Slowed; HW (+2 ATK) UEoMNT</p><p>CURRENT SURGES/ACTION POINTS: 6/7 Surges; 0 AP available (1 remaining)</p></blockquote><p></p>
[QUOTE="darkbard, post: 9256014, member: 1282"] [I][B]Skill Challenge[/B], [B]Prisonbreak[/B], [/I]L4 C2 (2 Successes/0 Failures; 1 Secondary Skill available; 1 Hard DC available). Okay, as we discussed elsewhere, I'm offering you the possibility of a combat encounter for success vs the 1 Hard DC of the Skill Challenge. Below is the set up for that encounter; however, should you, having seen that set up, prefer to avoid the combat, you can still change your mind. You will need to succeed at a Group Check vs Moderate DC (stepped down from Hard for the group check) to do so, most likely using Bluff or Stealth (though I leave the possibilities open to your imagination). If you fail the Group Check, all bets are off: combat it is! [I]Having caught your breath after the harrowing journey through the water-filled tube, you see that you have emerged into a nexus of passages, larger than you first thought, though still cramped. You are on a raised platform, the ceiling pressing down so as to make all but Nemo stoop to be accommodated in the space. Many thick iron pipes run floor to ceiling through the nexus, obstructing easy movement, and channels of foul-smelling liquid race to spill into a cistern at the far end. This can't be the prison! Hildy said you would emerge from the water [B]into [/B]the prison dungeon. The narrow channels of the sublevel are way too shallow to be what she was talking about. Must you plunge down into that far cistern to continue your journey? [/I][Yes, you must! But that will be handled either through your defeat of the blue slime through combat or, should you opt out, via your successful Group Check (essentially rolling that action into your skill check or eliding it via combat).] [I]That's when you notice a disturbance in the water of the cistern. The surface ripples momentarily, and then an enormous, amorphous blue blob of living matter rises, the ooze of its body bulging and reaching outward with fluid appendages. Clearly, it has sensed your presence! It suddenly dawns on you why no one has attempted a prison break through the subgaol before![/I] [B]Lair of the Slime (EL4, L+2, XP 625)[/B] Place your PCs in any raised platform squares on the map (but see Bioluminescent Muck below). Roll initiative and make a Monster Knowledge Nature check (DCs 13/20), if you like. [B]Dimensions[/B] The ceiling of this network of passages is quite low, just one square high at the raised platform areas (though medium or smaller creatures suffer no penalties as a result of this). However, the sunken areas below the platforms are two squares below base level. [B]Illumination[/B] Darkness. Any light source must be provided by the PCs. (Nemo has a sunrod last we checked.) [B]Circular tubes[/B] Any squares containing one of these tubes (eg, G8, D4, D6 but not C5 or E5) are tight passages for [B]Medium and larger creatures[/B], and any such creature moving within these squares must use the [B]squeeze action[/B] (when a Medium or smaller creature squeezes, the DM decides how narrow a space it can occupy. Half Speed: The creature moves up to half its speed; Grant Combat Advantage: The creature grants combat advantage until the squeeze ends; -5 Penalty to Attack Rolls: The creature takes a -5 penalty to attack rolls until the squeeze ends). Tubes are also [B]blocking terrain. Staircases[/B] The stairs at C/7-8, G-H/6, and E-F/3 are slippery, both [B]difficult and hindering terrain.[/B] Any character moving on one of these staircases must succeed at a DC 10 Acrobatics check or fall prone in that square, ending their movement. [B]Sunken areas[/B] These squares are two squares below the raised platforms. A DC 25 Athletics check (rough surface, slippery) to climb is necessary to move from a raised square to a sunken one or vice versa (unless the creature succeeds at the Hop Down (DC 15 Acrobatics) maneuver, in which case the movement is made normally as part of movement). [B]Channels[/B] These open gutters carry swift-moving but murky water and effluvia. They are [B]difficult and hindering terrain[/B]. Any creature ending its turn in a square containing a channel must succeed at a DC 13 Athletics check or be pulled 2 squares towards the cistern. [B]Cistern[/B] This collecting pool is two squares below the sunken level and 2 squares deep. Any creature without a swim speed must spend one move action per turn while in the water to swim (move) or tread water, DC 10 Athletics. See “swim,” “athletics,” and “endurance” for further information. [B]Bioluminescent Muck[/B] Faintly glowing viscous and gooey muck has accreted in squares G/7-8 and I/9-10. They are [B]hindering terrain. [/B]Any creature starting or ending its turn in these squares takes 5 poison damage and is exposed to Filth Fever. Success at the Hard DC Monster Knowledge or an Insight check reveals that the Blue Slime will not willingly enter squares containing the Gooey Muck. [B]Filth Fever Level 3 Disease[/B] [I]Those infected by this disease waste away as they alternately suffer chills and hot flashes.[/I] [B]Stage 0[/B]: The target recovers from the disease. [B]Stage 1[/B]: While affected by stage 1, the target loses a healing surge. [B]Stage 2[/B]: While affected by stage 2, the target loses a healing surge. The target also takes a -2 penalty to AC, Fortitude, and Reflex. [B]Stage 3[/B]: While affected by stage 3, the target loses all healing surges and cannot regain hit points. The target also takes a -2 penalty to AC, Fortitude, and Reflex. [B]Check[/B]: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2. [I]8 or lower[/I]: The stage of the disease increases by one. [I]9-12[/I]: No Change [I]13 or higher[/I]: The stage of the disease decreases by one. [B]Creature[/B] Blue Slime; Level 2 Solo Brute (Controller); large natural beast (ooze); [B]HP [/B]184, [B]AC [/B]14, [B]F[/B] 14, [B]R[/B] 15, [B]W[/B] 13 [SPOILER][B]Keywords[/B]: acid, psychic; [B]Powers & Traits[/B]: Ooze, Slam, Slime Eruption, Slime Pulse, Flowing Form, Fearful Shimmer, Slime Undulate, Slime Splatter, Bloodied Eruption; [B]Temperament[/B]: Unaligned; [B]Description[/B]: The amorphous form of this creature seems to engulf everything around it. The blue ooze of the creature's body bulges and reaches outward with fluid appendages. [B]Standard Actions[/B] (⚔) [B]Slam[/B] ✦ [B]At-Will[/B] [I]Attack: [/I]Melee 2; +7 vs AC [I]Hit: [/I]1d8+6 damage, plus ongoing 5 acid damage (save ends). ᗕ [B]Slime Pulse[/B] ✦ [B]Encounter[/B] [I]Attack: [/I]Close burst 5 (creatures in the burst); +5 vs Will [I]Hit:[/I] the target is dazed and weakened (save ends). [I]Miss:[/I] the target is dazed until the end of the blue slime’s next turn. ᗕ [B]Slime Eruption[/B] ✦ [B]Recharge[/B] ⚄ ⚅ [I]Attack:[/I] Close burst 3 (creatures in the burst); +5 vs. Reflex [I]Hit:[/I] 2d8 + 6 acid damage, and the target is slowed (save ends). [I]Miss:[/I] Half damage. [B]Move Actions Flowing Form[/B] [I]Effect:[/I] The blue slime shifts up to 4 squares. [B]Minor Actions[/B] ᗕ [B]Fearful Shimmer[/B] (fear) ✦ [B]At-Will[/B] 1/round [I]Attack:[/I] Close burst 5 (one or two slowed creatures in the burst); +5 vs. Will [I]Hit:[/I] 1d6 + 5 psychic damage, and the target is immobilized and takes a -2 penalty to attack rolls until the end of its next turn. [B]Triggered Actions[/B] ⚔ [B]Slime Splatter[/B] ✦ [B]At-Will[/B] [I]Trigger:[/I] An adjacent enemy hits the blue slime with a melee attack. [I]Attack (Immediate Reaction):[/I] Melee 1 (the triggering enemy); +5 vs. Reflex [I]Hit:[/I] 1d6 + 6 acid damage. [B]Bloodied Eruption[/B] ✦ [B]Encounter[/B] [I]Trigger:[/I] The blue slime is first bloodied. [I]Effect (Free Action):[/I] Slime eruption recharges, and the blue slime uses it. [/SPOILER] [ATTACH type="full" alt="1706894310714.png"]345097[/ATTACH] [B]Initiative[/B] Nemo r19+6=25 (C8) Toriq r19+2=21 (D9) Blue Slime r18+0=18 Jendi r15+2=17 (G9) Mylistra r5+4=9 (H8) [B][I]ROUND ONE[/I][/B] (Free Action) Toriq makes a Nature Monster Knowledge check, r9+10=19. Meets Moderate DC (origin, type, typical temperament, and keywords above). [ATTACH type="full" alt="1707528102603.png"]345697[/ATTACH] [I]Ever vigilant, [B]NEMO [/B]is swift to react to the blue shimmer that hints of those creatures that his brothers used to tell stories about, especially Thierry who still bore scars from his own skirmish with one of these. So, don't get too close. Better said than done, the halfling thinks to himself as he counts his three daggers, bidding one farewell. Before sending it off to its final resting place, he kisses the blade and murmurs an acclamation to the Raven Queen. A shimmering shadow seems to drop from the tiled walls onto the sickly glowing blue oozie thing below, and Nemo throws his dagger in its direction, trusting his senses to correct his aim despite the creature's hiding place. As the dagger hits its mark and savagely digs into the thing, he imagines that he can hear a psychic shriek of pain. This emboldens the halfling to hop down and - leaping deftly over the river of slimy muck - shuffle quickly over to the far side of the tiled room, his footsteps echoing strangely down the numerous tunnels leading out and in.[/I] Minor (Enc): places Raven Queen's Shroud onto Blue Slime Standard: Sly Flourish (Ranged) vs. Blue Slime: r9+11 +2 CA -2 Partial Cover = 20 vs 14 AC/Hit; Damage: r4+8+ r4,7 SA = 23 Damage Move: 6 Squares from C8 to H5: Hop Down to C7: Acrobatics: r2+13= 15 vs. 15 DC/Success; Jump: r7+8=15 = 1 square cleared (D6) LOCATIONS: H5 DAMAGE TO ENEMIES: 23 to Blue Slime CONDITIONS TO ENEMIES: na CURRENT HP: 29/29 CURRENT DE/BUFFS: Cunning Stalker CURRENT SURGES/ACTION POINTS: 7/7 Surges; 1 AP available (of 2) [HR][/HR] [I][B]TORIQ[/B] can barely see what Nemo is seeing and knows her shot is a long shot - so many pipes in this cramped space. And yet she watches as the halfling makes everything seem easy: the throw, the hop down to the next level, his graceful, leaping passage across the large but crowded room. The halforc often feels like a giant within her delicate if tall family, but spaces like these - she shudders slightly as she withdraws a javelin. Like her tiny friend, she has no desire to get close to the thing unless - she swallows hard - [B]until[/B] she has to do so. However, the warden recognizes that she cannot let this thing remain. It is far too close to the helpless prisoners, including Nemo's cousin. It will have to be dealt with. Taking careful aim through the mess of piping, Toriq throws the javelin. Watching it hit one of the pipes - chipping the stone - she thinks again, a little wryly, that it will have to be dealt with ... but not by [B]that[/B] shot.[/I] [LIST] [*]Move: 1 square from D9 to C8 [*]Minor: retrieve javelin [*]Standard: RBA vs Blue Slime: r5+8-2 Cover = 11 vs 14 AC/Miss [/LIST] LOCATIONS: C8 DAMAGE TO ENEMIES: na CONDITIONS TO ENEMIES: na CURRENT HP: 37/37 CURRENT DE/BUFFS: na CURRENT SURGES/ACTION POINTS: 10/10 Surges; 1 AP available (of 2) [HR][/HR] [I][B]THE BLUE SLIME [/B]burbles across the surface of the cistern's water, then rolls up the stairs and between the vertical tubes and wall; the cramped space seems to have little effect on its amorphous form! It slams at Nemo with a sizzling pseudopod, the Halfling dodging out of the way of the attack at the last moment. Then the creature contracts and pulses outward, sending droplets of slime onto everyone, Jendi and Toriq having their strength sapped even as everyone desperately wastes vital time scraping the effluvium from their skin. Slime is hungry![/I] Move: Swim 2 squares E3 to G3 Standard: Charge: 5 squares (2 DT, Acrobatics r16+0=16 vs DC 10 to ascend stairs) G3 to G6, ATK vs N, Slam M2, r10+7+1=18 vs 18 AC. Hit. TRIGGERS Second Chance: [B]Encounter, Immediate Interrupt[/B] [B]Personal, Trigger[/B]: You are hit by an attack., [B]Effect[/B]: The attacker must reroll the attack and use the second roll, even if it is lower. r8+7+1=16 vs 18 AC. Miss. AP: ᗕ Slime Pulse ✦ Encounter, ATK: CBu 5 (creatures in the burst); +5 vs Will, Hit: the target is dazed and weakened (save ends). Miss: the target is dazed until the end of the blue slime’s next turn. ATK vs T, r13+5-2 Cover=16 vs 15 Will. Hit. ATK vs J, r20 CRIT. ATK vs M, r1. AUTOMISS. ATK vs N, r10+5=15 vs 15 Will. Hit. J&N dazed & weakened (SE), M&T dazed (UEoSNT) LOCATION: G6 DAMAGE TO ENEMIES: na CONDITIONS TO ENEMIES: J&T dazed & weakened (SE), M&N dazed UEoSNT CURRENT HP: 161/184 CURRENT DE/BUFFS: na AP: 1/2 [HR][/HR] [I]Shaking with frustration and a sense of vigor being stolen, [B]JENDI [/B]glares at the strange blue slime oozing along the floor of the chamber. He can just make out Nemo through its gelatinous body and hopes his young friend is holding his own, as he can usually be depended doing. The warlock pulls together what he can of his wits and strength, creating a ball of crackling energy within his wriggling fingers. Then, seeing his moment, he quickly sends the ball flying at their weird foe, hitting squarely with the dissipating energy formed to resemble his Queen's dark and terrible energies. It may be weaker than usual, but it still has the added effect of making the creature easier to hit. Jendi smiles as he witnesses the shimmering shadow highlighting its outline and feels invigorated at having succeeded at this, at least.[/I] Begins turn: Dazed & Weakened (SE). Standard: Hand of Blight (ranged 10) vs. Blue Slime: r14+6=20 vs. 14 Fortitude/Hit; Damage: r1+5=6/half damage= 3 Psychic & Necrotic Damage to Blue Slime; and Blue Slime grants CA UEoJNT Ends turn: Save vs. Dazed & Weakened: r12. Success LOCATIONS: G9 DAMAGE TO ENEMIES: 3 psychic & necrotic damage to Blue Slime CONDITIONS TO ENEMIES: grants CA UEoJNT CURRENT HP: 31/31 CURRENT DE/BUFFS: no longer Dazed & Weakened CURRENT SURGES/ACTION POINTS: 8/8 Surges; 1 AP available (of 2) [HR][/HR] [I][B]MYLISTRA [/B]experienced one too many of these kinds of weird creatures in her former home to feel anything but disgust as she is showered with slime. She gathers herself together enough to reach for her pendant with one hand, pushing the palm of the other forward to mark the slime for her attack. It quivers with the force of it, and those vibrations mark it for easier prey for her companions to hit. The witch doesn't feel much satisfaction, however. The pungent odor of the lingering globs of slime enters her still recovering lungs through the gasps of breath she takes, fighting off a sense of nausea.[/I] Begins turn: Dazed UEoBSNT Standard: Gaze of Defiance (ranged 5) vs. Blue Slime: r5+7+2 CA= 14 vs. 13 Will/Hit; Damage: r8+5=13; and allies gain +1 power bonus to attacks vs. target UEoMNT. If target attacks Mylistra BEoMNT, bonus increases to +3 LOCATIONS: H8 DAMAGE TO ENEMIES: 13 to Blue Slime CONDITIONS TO ENEMIES: allies gain +1 (+3) power bonus to ATK UEoMNT CURRENT HP: 29/29 CURRENT DE/BUFFS: Dazed UEoBSNT CURRENT SURGES/ACTION POINTS: 8/8 Surges; 1 AP available (of 2) [HR][/HR] [B][I]ROUND TWO[/I][/B] [ATTACH type="full" alt="1707663806010.png"]345796[/ATTACH] [I]Desperately shaking his head and clothes to rid them of effluvia, [B]NEMO [/B]takes a brief recess to slice at the gelatinous creature, using one of the techniques that Thierry had demonstrated to illustrate his tale. Success! He'll have to take his big brother's stories more seriously, maybe even Milo's stories, too! The blue slime - shimmering with what Nemo now recognizes as his friend's signature magicks of shadow that somehow adds light - seems to stumble, if that were possible, and leaks much of itself onto the chipped tile floor. Instinctively, Nemo shifts away from the larger of these puddles.[/I] Begins turn: Dazed & Weakened (SE) Standard: Acrobatic Strike (Melee) vs Blue Slime: r:16+11+2 CA +1 GoD = 30 vs 14 AC/Hit; Damage: r4+6+ r8,7 SA = 25/half damage = 12 to Blue Slime; effect: before or after attack, shift 1 square: from H5 to I6 No Action: Low Blow: Trigger: your melee attack hit creature granting CA to you (Blue Slime): creature dazed UEoNNt Ends turn: Save vs dazed & weakened, r20. Saves. LOCATIONS: I6 DAMAGE TO ENEMIES: 12 to Blue Slime CONDITIONS TO ENEMIES: Dazed UEoNNT, Raven Queen's Shroud CURRENT HP: 29/29 CURRENT DE/BUFFS: Cunning Stalker CURRENT SURGES/ACTION POINTS: 7/7 Surges; 1 AP available (of 2) [HR][/HR] [I]The dousing with slime seems to have the opposite effect on [B]TORIQ [/B]than on her brother and their friends. Although she momentarily is distracted by the flying effluvia, she focuses her gaze on their quarry and quickly rears into action. Well, perhaps carefully, initially hesitantly stepping into action would be more accurate, particularly where the very slippery stairs are concerned. Once on the main floor of the tiled maze of pipes, she picks up speed, working her way across to the blue slime, quivering in place near Nemo. She uses the build-up of her momentum to slam into the slime, slicing a dessert sized portion of it onto the floor. The warden shakes herself out of her moment of whimsey, bringing her attention back to their skirmish, and the creature's attention (she hopes) to her.[/I] Begins turn: Dazed & Weakened (SE) No Action: Font of Life: trigger: you start your turn: effect: make a saving throw against one effect that save can end: r11. Save! Luck of Champions: 1st time you make a successful saving throw in an encounter: +2 bonus to all attack rolls, skill checks, & saving throws UEoTNT No Action: Erupting Font CBU 5: trigger: you succeed on the saving throw granted by Font of Life class feature: each enemy in burst = marked UEoTNT Minor: place Hunter's Quarry on Blue Slime UEoTNT Move: go down the slippery stairs: Acrobatics check: r3+0+2 LoC =5/Fail; Fall Prone Standard: Stand up from Prone AP: Charge Attack: Move up to 8 squares (from C8 to E5): go down slippery stairs: Acrobatics check: r8+0+2 LoC =10 vs 10 DC/Success!; ATK vs. Blue Slime: r7+9+1 Charge +2 CA + 1 (either CoS or GoD) =20 vs 14 AC/Hit; Damage r5+5 + r1 HQ = 11 Free Action: Furious Assault: trigger: you hit with an attack: effect extra 1[W] damage: r3; TOTAL DAMAGE TO BLUE SLIME: 14 LOCATIONS: E5 DAMAGE TO ENEMIES: 14 to Blue Slime CONDITIONS TO ENEMIES: HQ, Marked UEoTNT CURRENT HP: 37/37 CURRENT DE/BUFFS: LoC: +2 ATKs, SC, Saves CURRENT SURGES/ACTION POINTS: 10/10 Surges; 0 AP available (1 remaining) [HR][/HR] [I]The blows of its enemies seem to temporarily daze [B]THE BLUE SLIME[/B]. It wobbles feebly in place. Then it seems to shake off the stupor and erupts in a spray of acidic slime that covers the nearby and threatening Halforc. It follows this up with a pseudopod that extends to slam at Toriq with great force, but her natural agility, even bereft of shield as she currently is, allows her to avoid the blow of the creature.[/I] Starts turn: dazed UEoNNT, marked by T, Raven Queen's shroud Standard: ᗕ Slime Eruption ✦ Recharge ⚄ ⚅ Attack: Close burst 3 (creatures in the burst); +5 vs. Reflex Hit: 2d8 + 6 acid damage, and the target is slowed (save ends). Miss: Half damage. ATK vs T, r11+5=16 vs 12 Reflex. Hit. r4,5+6=15 acid damage & slowed (SE). ATK vs N, r5+5=10 vs 20 Reflex. Miss. ATK vs J, r6+5-2 Cover=9 vs 15 Reflex. Miss. ATK vs M, r1=AUTOMISS. Damage = r4,5+6=15 damage & slowed (SE) to T, 7 damage to N, J, and M. AP: Slam M2 vs T, r9+7=16 vs 17 AC (no shield eqipped). Miss. LOCATION: G6 DAMAGE TO ENEMIES: 15 acid damage to T CONDITIONS TO ENEMIES: T slowed (SE) CURRENT HP: 119/184 CURRENT DE/BUFFS: dazed UEoNNT, Marked by T, Raven Queen's Shroud, Slime Pulse exhausted, Slime Eruption on cooldown [HR][/HR] [I]Finally [B]JENDI [/B]begins to feel himself centering into his cool calm fury of battle. With a sneer, he marks the slime with his Lady's curse, before moving to a more strategic spot on one of the bridges. From here he can both see more clearly to aim an attack and draw shadows to himself to defend against a counter attack. As the warlock stares at the creature who just slammed his sister, the knuckles of his hand crack as the fingers create his signature black sphere of necrotic and psychic energies. Throwing it as easily as he once threw walnuts at squirrels, he watches the crackle of dark energies as it burns across the surface of the slime. Seeing the stairs nearby, Jendi debates making a splendid entrance into melee but ultimately decides that his talents are best suited from this vantage point. So far he's been able to hold his own, as have the others, even his acid-splashed sister.[/I] Minor: places Warlock's Curse on Blue Slime Move: 3 squares from G9 to D9, gains Shadow Walk Concealment UEoJNT Standard: Hand of Blight (Ranged 10) vs. Blue Slime: r9+6+2 CA +3 GoD = 20 vs 14 Fortitude/Hit; Damage: r2+5+ r1 WC + r5 Fell Might = 13 Damage to Blue Slime, and it grants CA UEoJNT LOCATION: D9 DAMAGE TO ENEMIES: 13 psychic & necrotic damage to Blue Slime CONDITIONS TO ENEMIES: grants CA UEoJNT CURRENT HP: 24/31 CURRENT DE/BUFFS: Shadow Walk Concealment; Fell Might exhausted CURRENT SURGES/ACTION POINTS: 8/8 Surges; 1 AP available (of 2) [HR][/HR] [I]As she witnesses Jendi move along the catwalk, [B]MYLISTRA [/B]decides he has the right idea of it and follows swiftly behind. Satisfied in her new position behind one of the many pipes, the witch first sends some divine healing to her poor friend. Satisfied that Toriq is now better able to continue bringing the fight to this thing, both in health and vigor, she turns her own attention to attacking it as well. Her glare is fiercer than before, for Sehanine does not take kindly to those who attack her favored ones. The mark burns into its surface which seems to quiver, as if it were about to erupt. Cautiously, Mylistra ducks her head behind the pipe, hoping to shield herself from a new explosion of acid.[/I] Move: 4 squares from H8 to E9 Minor: Healing Word CB5 on Toriq: r3 + 9 (Toriq's Surge Value) = 12 hit points, and Toriq gains +2 bonus to ATKs UEoMNT Standard: Gaze of Defiance (Ranged 5) vs Blue Slime: r7+7+2 CA = 16 vs. 13 Will/Hit; Damage: r4+5=9 psychic damage, and allies gain +1 power bonus on ATK vs Blue Slime UEoMNT, +3 if Blue Slime attacks Mylistra LOCATION: E9 DAMAGE TO ENEMIES: 9 psychic damage to Blue Slime CONDITIONS TO ENEMIES: allies gain +1/+3 Power Bonus to ATK CURRENT HP: 22/29 CURRENT DE/BUFFS: na CURRENT SURGES/ACTION POINTS: 8/8 Surges; 1 AP available (of 2) [B][I]ROUND THREE[/I][/B] [ATTACH type="full" alt="1707705507970.png"]345842[/ATTACH] [I]After ducking the corrosive eruption of acid which hit Toriq in the face, [B]NEMO [/B]rises up from his crouch and considers his choice of actions. He mistrusts the ominous quiver of the slime's body, fearing a second eruption is forthcoming, but what choice does he have? This thing must be killed, for Beppa and all the others unjustly imprisoned down here and poorly protected, if at all. Bravely he steps forward to attack again, prepared to jump away ... again. The halfling easily slices into the gelatinous body once more, nearly losing his grip on his dagger as he feels a ghostly hand redirect the blade. He stumbles away, sensing the pending explosion, hoping to reach sufficient cover. Sadly, this time the acid finds him and - judging from the sharp cries of pain - at least two of his friends.[/I] Move: 1 square from I6 to H5 Standard: Acrobatic Strike (Melee) vs. Blue Slime (still Dazed): r5+11+2 CA +1 GoD = 19 vs 14 AC/Hit; Damage: r2+6+r3,6 [Raven Queen's Shroud reroll: 3 --> 6] = 20 damage to Blue Slime, [B]BLUE SLIME BLOODIED[/B]; shift 1 square to I5. [B]TRIGGERS BLOODIED ERUPTION [/B]✦ [B]Encounter. [/B][I]Trigger:[/I] The blue slime is first bloodied. [I]Effect (Free Action):[/I] Slime eruption recharges, and the blue slime uses it. ATK vs T, r1=AUTOMISS. ATK vs N, r19+5-2 Cover=22 vs 20 Reflex. Hit. ATK vs J, r18+5-2 Cover=21 vs 15 Reflex. Hit. ATK vs M, r15+5-2 Cover=18 vs 14 Reflex. Hit. Damage = r7,5+6=18 acid damage & Slowed (SE) to N, J, M; 9 acid damage to T. Save vs. Slowed: r4/Fail. LOCATION: I5 DAMAGE TO ENEMIES: 20 damage to Blue Slime; 18 acid damage to N, J, M, 9 acid damage to T CONDITIONS TO ENEMIES: Daze on Slime ends, Raven Queen's Shroud; N, J, M slowed (SE) CURRENT HP: 4/29 CURRENT DE/BUFFS: Slowed CURRENT SURGES/ACTION POINTS: 7/7 Surges; 1 AP available (of 2) [HR][/HR] [I]Feeling Sehanine's healing power send cooling relief to some of the acid burns of the slime's earlier attack, [B]TORIQ [/B]shakes her head to rid it of any lingering droplets. She also senses the stiffness that has entered her limbs from that same earlier attack, but she has no plans to go anywhere, especially after this second attack that somehow misses her, despite her proximity. Right here, protecting the others and the prisoners beyond from this deadly slime, is where she intends to remain until it is vanquished. Taking a deep breath, she allows the painful burns to inform her instincts and feed the primal energies flowing through her body. Her feet may not be moving quickly, but her sword arm moves in a bloody frenzy, almost invisible in its speed. The slime is significantly melted by the time she is done, standing and awaiting its retort. [/I] Begins turn: Slowed and having regained 12 hit points via Mylistra (25 total) Font of Life: Save vs Slowed: r5 +2 LoC = 7/Fail Standard (enc): Wildblood Frenzy (Melee) vs Blue Slime: r6+9+2 CA +3 GoD +2 BCL +2 LoC = 24 vs 14 AC/Hit; Damage: r2+8+ r5 HQ = 15 Damage; effect: 2nd attack vs. Blue Slime: r6+9+2 CA +3 GoD +2 BCL +2 LoC= 24 vs 14 AC/Hit; Damage: r3+8=11; TOTAL DAMAGE = 26 to Blue Slime Free Action: Nature's Wrath: Blue Slime is Marked UEoTNT Save vs. Slowed: r4+2 LoC= 6/Fail. LOCATION: E5 DAMAGE TO ENEMIES: 26 damage to Blue Slime CONDITIONS TO ENEMIES: Marked by Toriq CURRENT HP: 25/37 CURRENT DE/BUFFS: Slowed (SE) CURRENT SURGES/ACTION POINTS: 9/10 Surges; 0 APs available (of 1) [HR][/HR] [I][B]THE BLUE SLIME[/B] is aware of its closing enemies; they are not the easy food it imagined. And so it shimmers reflexively, releasing a spray of pheromones into the air that assaults Toriq and Nemo's nervous systems. Nevertheless, their wills are too strong, and they resist the impulse to back down in fear from the ooze. Without other recourse, the burbling slime propels a pseudopod at Nemo, but again the Halfling is too quick and dodges the attack. Toriq, at the ready to defend her small ally, retaliates with a furious smash with the pommel of her sword into the gelatinous creature. Sensing this very real threat still at its flank, the blue slime gracefully slithers around the pipe and curved corner of the wall before Toriq can strike it again, trying to make good its escape.[/I] Begins turn: Marked by T, Raven Queen's Shroud, Rolls to Recharge Slime Eruption, r1. Fails to Recharge. Minor: ᗕ Fearful Shimmer (fear) ✦ At-Will 1/round. Attack: Close burst 5 (one or two slowed creatures in the burst); +5 vs. Will. Hit: 1d6 + 5 psychic damage, and the target is immobilized and takes a -2 penalty to attack rolls until the end of its next turn. ATK vs T, r2+5=7 vs 15 Will. Miss. ATK vs N, r3+5=8 vs 15 Will. Miss. Standard: Slam M2 vs N, TRIGGERS Warden's Fury, T ATK vs BS, r12+9=21 vs 14 Fortitude. Hit. r1+5=6 damage & BS grants CA UEoTNT. ATK vs N, r11+7-2 Mark=16 vs 18 AC. Miss. Move: Flowing Form. Effect: The blue slime shifts up to 4 squares. Shifts G6 to G9. Ends turn: makes Athletics check to resist Channel's pull 2, r19+7=26 vs 13 DC. Succeeds. LOCATION: G9 DAMAGE: BS takes 6 damage CONDITIONS TO ENEMIES: N&T Slowed (SE) CURRENT HP: 45/184 BLOODIED CURRENT DE/BUFFS: Marked by T and grants CA UEoTNT, Raven Queen's Shroud, Slime Pulse exhausted, Slime Eruption on cooldown. [HR][/HR] [I][B]JENDI [/B]tracks the slime's movements and mirrors it with his own, ending above the creature and protectively behind a pipe. With one hand balancing on the pipe, he creates his ball of the Raven Queen's blight once again, landing it solidly. He did think briefly about changing tactics to something more spectacular, but something Riqqi mentioned during their woodland adventure has stuck with him, teamwork. This will give the others better chances. There will be time for his (literal) fireworks another time, perhaps![/I] Begins turn: Slowed (SE) Move: Ethereal Stride: : Jendi can teleport 3 squares (down 2 squares to D7), and Jendi gains a +2 power bonus to all defenses UEoJNT. Standard: Hand of Blight (Ranged 10) vs. Blue Slime: r15+6+2 CA +3 GoD = 26 vs 14 Fortitude/Hit; Damage: r5+5+ r2=12 psychic & necrotic damage to Blue Slime, and it grants CA UEoJNT Save vs. Slowed: 15/Success LOCATION: D7 DAMAGE TO ENEMIES: 12 psychic & necrotic damage to Blue Slime CONDITIONS TO ENEMIES: grants CA UEoJNT; Cursed by Jendi; GoD (+3) UEoMNT CURRENT HP: 6/31 CURRENT DE/BUFFS: Ethereal Stride (+2 power bonus all defenses UEoJNT), Bloodied, no longer Slowed CURRENT SURGES/ACTION POINTS: 8/8 Surges; 1 AP available (of 2) [HR][/HR] [I][B]MYLISTRA [/B]pants for a moment, trying to regain her breath, a difficult feat in this subterranean and murky place. Perhaps there is some panic of remembered trauma of terrifying moments in her childhood home lurking in her psyche, but principally the cause is her near drowning, combined with acid disastrously at them all by this creature of blue slime. Saying a fervent if quick prayer to her Goddess, she feels marginally better. Looking out over the playing field, now along on the catwalk, she reflexively casts a cloud of darkness over herself, to protect against any further harm. Then the witch stares down at the slime, marking it for her friends. Looking at those friends, she swallows hard, knowing the cost she will pay. With the last of her breath, she sends some of the healing Sehanine gifted to her moments before into the more grievously wounded of her companions. Looking at valiant Toriq, Mylistra sends a silent apology to her for not having the strength to include the Halforc in the protective cloud of the Moon Maiden's healing. Then she tries - again - to catch her breath from within her protective cloud.[/I] Begins turn Slowed (SE) & at 4 HP Minor (Enc/2 of 2 used): utters Healing Word on self: r6+7=13 (HP now 17), and +2 ATKs UEoMNT Minor (Enc): Cloud of Darkness CBU1: lasts UEoMNT Standard: Gaze of Defiance (Ranged 5) vs. Blue Slime: r18+7+2 CA +2 BCL = 29 vs Will 13/Hit; Damage: r3+5+1 Bloodied = 9 to Blue Slime AP: (Enc/Channel Divinity): Healer's Mercy CBU5: each bloodied ally (Nemo & Jendi): spend Healing Surge, and gain +2 bonus ATK UEoMNT; Mylistra = Weakened UEoMNT Save vs Slowed (SE): r10/Success LOCATION: E9 DAMAGE TO ENEMIES: 9 to Blue Slime CONDITIONS TO ENEMIES: grants CA UEoJNT; GoD (+1) UEoMNT CURRENT HP: 17/29; Jendi 13/31, Nemo 11/29 CURRENT DE/BUFFS: No longer Bloodied or Slowed; Weakened UEoMNT; BCL & Cloud of Darkness on self UEoMNT; Healer's Mercy on N&J (+2 ATK) UEoMNT CURRENT SURGES/ACTION POINTS: 7/8 Surges; 0 AP available (of 1) [HR][/HR] [I]Thoughts firmly on how to defend Beppa and those imprisoned with her, [B]NEMO [/B]feels a surge of energy fill his body. A grateful glance up toward where Mylistra should be discloses a disturbing dark cloud. Quickly the halfling puts his worry into a mental pouch and seals it for the moment - there is much he needs to do first - and his focus returns to the center of this chamber. Pushing his limbs through the mire of stickiness slowing his steps, Nemo stops at the nearby steps and peers around the corner. He should just be able to hit it. And didn't that thing not explode the last time he threw something from afar? Well, now would be a good time to test his theory... maybe even twice. He lets the last two of his daggers fly in its general direction and awaits the outcome.[/I] Move (Slowed): 2 squares from I5 to G6 Standard: Sly Flourish (Ranged 5): r12+11+2 CA + 1 GoD +2 HM = 28 vs. 14 AC (26 vs. 14 if partial concealment applies); Damage: r2+8+ r1,4 SA = 15 --> RQS: reroll 1 = 4: 18 Damage to Blue Slime Minor: take out 3rd & final dagger!! AP: Sly Flourish (Ranged 5): r7+11+2 CA +1 GoD +2 HM = 23 vs. 14 AC (21 if concealment...); Damage: r2+8+ r4,7 SA = 21 Damage to Blue Slime; TOTAL DAMAGE: 39 to [B]Blue Slime, KILLED[/B] Save vs Slowed: 15/Success LOCATION: G6 DAMAGE TO ENEMIES: 39 damage to [B]Blue Slime: KILLED!![/B] CONDITIONS TO ENEMIES: na CURRENT HP: 11/29 CURRENT DE/BUFFS: Bloodied; No longer Slowed; HW (+2 ATK) UEoMNT CURRENT SURGES/ACTION POINTS: 6/7 Surges; 0 AP available (1 remaining) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Children of Sorrow
Top