Pathfinder 1E [IC] - TIDERULER OF MARAN

Nerath Wall/Long Return/Mine
Night
Round 3

Morgrym took the circlet and put it on his head, putting a hand on the aurochs’ flank as it huffed to stand by his side.

Morgrym wasn’t sure how this ciclet work, but he thought into it. Get doon ‘ere! Let the gels all gae. They’re o’ nae use noo’. We need ye in the tunnels.”

Perception: 1D20+14 = [11]+14 = 25
Initiative: 1D20+3 = [9]+3 = 12

[sblock=Actions and Rolls]
Move:

Action:

http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs
Trample DC 17 Reflex save for half damage.


Gore, if needed:


1D8+9 = [2]+9 = 11[/url]
Aurochs HP: 22/22
[/sblock]

[sblock=Ministats]
HP: 59/59 NL: 0
AC: 17 FF: 11 T: 16 (+4 vs Giants)
CMD: 16 (+2 vs bull rush, trip)
Fort: 8 Ref: 2 Will: 8 (+2 vs poisons, spells, SLA; +4 v fey and plant effects)
Armed: MW Cold Iron Battleaxe
Ammunition: 9/10 bullets
Storm Burst 7/7/day
Wild Shape 1/1/day

Conditions: Summon Aurochs 3/5r

Spells Prepared
0: Create Water, Detect Magic, Light, Stabilize
1: Obscuring Mist (Domain), Cure Light Wounds, Produce Flame, Faerie Fire, [Summon Nature’s Ally 1 (Spontaneous)]
2: Fog Cloud (Domain), Barkskin, Flaming Sphere, [Summon Nature’s Ally II (Spontaneous)]
3: Call Lightning (Domain), Cure Moderate Wounds, *Protection from Energy, [Summon Nature’s Ally III (Spontaneous)][/sblock]
 

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[Hahaha! Pure dwarven! So, the perception is to be able to act before the ooze. You can take free actions, given the results, without any damage to yourselves. The ooze is trully slow...]

Hagadark's concoction explodes, hitting the creature! The ooze twists, showing some scars from the hit... But the markings convulse and disappear into the transparent fluid! Slowly, but surely, the thing continues to slide towards the monk, correcting its path to reach the closer living body as it goes. As long as the companions keep their wits about them, they won't be hit, but it seems the thing can take a lot of punishment and it doesn't lack resolve...
[MENTION=24380]Neurotic[/MENTION] [MENTION=6801311]KahlessNestor[/MENTION] [MENTION=87106]MetaVoid[/MENTION] [MENTION=4936]Shayuri[/MENTION]
 

Nerath Wall/Long Return/Mine
Night
Round 4

“Stay back,” Morgrym warned the aurochs, putting a hand on the large beast’s flank. Then he started casting a spell.

A large sphere of fire appeared, rolling into the ooze.

[sblock=Actions and Rolls]
Move:

Action: Cast Flaming Sphere DC 17 Ref save
Flaming Sphere fire damage: 3D6 = [1, 1, 1] = 3
Horrible roll!

http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs
Trample DC 17 Reflex save for half damage.


Gore, if needed:


Aurochs HP: 22/22
[/sblock]

[sblock=Ministats]
HP: 59/59 NL: 0
AC: 17 FF: 11 T: 16 (+4 vs Giants)
CMD: 16 (+2 vs bull rush, trip)
Fort: 8 Ref: 2 Will: 8 (+2 vs poisons, spells, SLA; +4 v fey and plant effects)
Armed: MW Cold Iron Battleaxe
Ammunition: 9/10 bullets
Storm Burst 7/7/day
Wild Shape 1/1/day

Conditions: Summon Aurochs 2

Spells Prepared
0: Create Water, Detect Magic, Light, Stabilize
1: Obscuring Mist (Domain), Cure Light Wounds, Produce Flame, Faerie Fire, [Summon Nature’s Ally 1 (Spontaneous)]
2: Fog Cloud (Domain), Barkskin, Flaming Sphere*, [Summon Nature’s Ally II (Spontaneous)]
3: Call Lightning (Domain), Cure Moderate Wounds, Protection from Energy*, [Summon Nature’s Ally III (Spontaneous)][/sblock]
 

Nerath Wall/Long Return/Mine
Night
Round 4

“Stay back,” Morgrym warned the aurochs, putting a hand on the large beast’s flank. Then he started casting a spell.

A large sphere of fire appeared, rolling into the ooze.

[sblock=Actions and Rolls]
Move:

Action: Cast Flaming Sphere DC 17 Ref save
Flaming Sphere fire damage: 3D6 = [1, 1, 1] = 3
Horrible roll!

http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs
Trample DC 17 Reflex save for half damage.


Gore, if needed:


Aurochs HP: 22/22
[/sblock]

[sblock=Ministats]
HP: 59/59 NL: 0
AC: 17 FF: 11 T: 16 (+4 vs Giants)
CMD: 16 (+2 vs bull rush, trip)
Fort: 8Ref: 2Will: 8(+2 vs poisons, spells, SLA; +4 v fey and plant effects)
Armed: MW Cold Iron Battleaxe
Ammunition: 9/10 bullets
Storm Burst 7/7/day
Wild Shape 1/1/day

Conditions: Summon Aurochs 2

Spells Prepared
0: Create Water, Detect Magic, Light, Stabilize
1: Obscuring Mist (Domain), Cure Light Wounds, Produce Flame, Faerie Fire, [Summon Nature’s Ally 1 (Spontaneous)]
2: Fog Cloud (Domain), Barkskin, Flaming Sphere*, [Summon Nature’s Ally II (Spontaneous)]
3: Call Lightning (Domain), Cure Moderate Wounds, Protection from Energy*, [Summon Nature’s Ally III (Spontaneous)][/sblock]
While trying to communicate with the dwarves up above, Morgrym casts against thing. The effects are disappointing, so much so that the thing continues forward, slowly but surely.
 

Hagadark hurls another bottle at the creature
"This is my last alkali flask."

[roll0]
[roll1] [MENTION=6855545]Archon Basileus[/MENTION] - just to be clear, this alkali flask explicitly work through ooze (and similar) acid resistance - it is alkaline, not acidic solution, it is just game damage type that is the same (not sure if the description above means it took damage and regenerated or ignored it completely)

[roll2] <-- CRIT! what is that ooze and how can we defeat it (i.e. what are its weak points)
 
Last edited:

Nerath Wall/Long Return/Mine
Night
Round 5

“Back up t’ th’lift,” Morgrym suggested, rolling the flaming sphere into the ooze once more.

[sblock=Actions and Rolls]
Move: Move Flaming Sphere
Flaming Sphere fire damage: 3D6 = [4, 3, 6] = 13
Action: Ready an attack with his axe if the ooze comes in range
Cold iron battleaxe: 1D20+6 = [9]+6 = 15
1D8+2 = [3]+2 = 5


http://paizo.com/pathfinderRPG/prd/bestiary/herdAnimal.html#herd-animal-aurochs
Trample DC 17 Reflex save for half damage.

Gore, if needed:

Aurochs HP: 22/22
[/sblock]

[sblock=Ministats]
HP: 59/59 NL: 0
AC: 17 FF: 11 T: 16 (+4 vs Giants)
CMD: 16 (+2 vs bull rush, trip)
Fort: 8 Ref: 2 Will: 8 (+2 vs poisons, spells, SLA; +4 v fey and plant effects)
Armed: MW Cold Iron Battleaxe
Ammunition: 9/10 bullets
Storm Burst 7/7/day
Wild Shape 1/1/day

Conditions: Summon Aurochs 1

Spells Prepared
0: Create Water, Detect Magic, Light, Stabilize
1: Obscuring Mist (Domain), Cure Light Wounds, Produce Flame, Faerie Fire, [Summon Nature’s Ally 1 (Spontaneous)]
2: Fog Cloud (Domain), Barkskin, Flaming Sphere*, [Summon Nature’s Ally II (Spontaneous)]
3: Call Lightning (Domain), Cure Moderate Wounds, Protection from Energy*, [Summon Nature’s Ally III (Spontaneous)][/sblock]
 

OOC: [MENTION=6855545]Archon Basileus[/MENTION], I'd like to see the result of Hagadarks knowledge check before retreating - just to see if there is anything I can do to hurt this thing
 

Once more, the ooze retreats and contorts as the concoction eats through its gelatinous body. The thing twists, holding scars yet again, and this time the bruises remain.... For a while. But after a few seconds they once more begin to vanish. The strength of the attack makes sure that the bruises are a bit deeper than last time, making the thing retreat slowly, no longer persisting in the pursuit. Still, Hagadark finds it surprising - and somehow terrifying - that the scars are still turning smaller as time passes. The thing regenerates at an alarming pace, that's for sure. Never had the orc seen such a feat, at least not among the many oozes living around caves throughout Gaelia.

Still...

Hagadark recalls an old rumor, one that circulated even among the halfling farmers of the valley. So far, he'd considered it too far-fetched to be reliable, but having this odd creature in front of him brought the stories back to his mind. In the old days, it is said, the inhabitants of the southern lands of Gaelia worshiped a place called 'the living cave'. There, it is said, strange spirits of the world took residence, immortal, indestructible. Sacrifices were taken to the cave and, in rare occasions, the spirits would possess the living and walk among the tribes of the south, but in turn would devour their hosts, slowly but surely....

This.... thing.... might be the proof that such a place exists. And if it is so, the only way to defeat it - as well as the others that might exist - is to deliver a surprising amount of damage to the ooze, all at once.

The auroch circles away from the creature, clearly displeased by its presence. There's something... unnatural about the ooze, even more so with this one. Gods know what made this one so distinct and strong.

[Basically, it takes the damage, but regens at a fast rate. The combined amount did scratch it with some degree of permanence, though!]
[MENTION=24380]Neurotic[/MENTION] [MENTION=87106]MetaVoid[/MENTION] [MENTION=6801311]KahlessNestor[/MENTION] [MENTION=4936]Shayuri[/MENTION]
 

"OK...let's move these bodies into the elevator and prepare for warm welcome upstairs. I don't want to leave bodies for that thing to devour. Mourgrym, can your bull carry the bodies?" Marius breathes a sigh of relief.
"I'd rather fight a wyvern again. Too bad we lost the ring-leader, he may have known something of importance. We need to go through his office and papers. Hopefully it is not downhere somewhere. And we need to report this to authorities."
 

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