
GM Infinity |

Indeed. I should also mention, in case it comes up, that someone outside can attempt to pull out someone inside who is stuck:
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 3d6 acid damage.[/dice]

Edlethron |

DC 12 Dex: 1d20 + 6 ⇒ (6) + 6 = 12
Edlethron barely escapes from the cube. Holding his gnollbow in his hand, he punches and kicks the cube.
unarmed: 1d20 + 6 ⇒ (8) + 6 = 14
if hit, bludgeoning damage: 1d6 + 4 ⇒ (2) + 4 = 6
Spend 1 Ki to Flurry
bonus flurry 1: 1d20 + 6 ⇒ (6) + 6 = 12
if hit, bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 7
bonus flurry 2: 1d20 + 6 ⇒ (3) + 6 = 9
if hit, bludgeoning damage: 1d6 + 4 ⇒ (5) + 4 = 9
If a flurry hits, make a Strength saving throw DC 13. If it fails, you can push it up to 15 feet away from Ed and off Vic.

Victor "Vic" Lofliss |

Round 2, Sneak Attack, Rakish Audacity, Fancy Footwork
Dex: 1d20 + 6 ⇒ (8) + 6 = 14
Vic avoids being engulfed, attacks with his regular rapier, and darts away 20 feet to the northwest.
Rapier Att: 1d20 + 6 ⇒ (7) + 6 = 13
Rapier Dam: 1d8 + 4 + 2d6 ⇒ (1) + 4 + (2, 5) = 12

Froog Nackle |

DC 12 Dex: 1d20 + 2 ⇒ (6) + 2 = 8
concentration DC 10: 1d20 + 2 ⇒ (12) + 2 = 14
Froog holds his shield up expecting the cube to lash out at him. He is taken entirely off guard when the cube just moves over him instead. Almost as an instinct he directs the spiritual weapon to attack the cube again.
sw attack vs green: 1d20 + 5 ⇒ (8) + 5 = 13
sw damage: 1d8 + 3 ⇒ (4) + 3 = 7
I moved the fire image to the map to represent the spiritual weapon.

Gael Lloris |

Lucky to still be alive, the half-elf backed away and unleashed some more of the dark miasma towards the cubes.
--------------
attack whichever seems most hurt
eldritch blast: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d10 + 3 ⇒ (9) + 3 = 12
stats:
HP 31+7/31
AC 14
Conditions: n/a (fiendish boon for 1d4+4 temp hp?)
Melee: Dagger +4, 1d4+2, P
Ranged: Eldritch blast +5, 1d10+3, force
2/2 2nd level spell slots; 3/3 luck points

Kriv The Exile |

Dex Save: 1d20 + 2 ⇒ (3) + 2 = 5
Taken by surprise by another cube appearing just after the other Kriv is engulfed.
Str save: 1d20 + 5 ⇒ (14) + 5 = 19
But rapidly manages to free himself, perhaps learning from his many close encounters with previous ooze's.
Seeing Froog in trouble, Kriv move's to help him risking the Cube's wrath
Str to try and pull Froog out.
Str Check: 1d20 + 5 ⇒ (4) + 5 = 9
"Hang on Froog, I'll get you out as fast as I can."
Ouch, this is gonna hurt I suspect, also used action surge in order to try and help him out.

GM Infinity |

Green AoO on Kriv: 1d20 + 4 ⇒ (11) + 4 = 15
Str vs Ed: 1d20 + 2 ⇒ (7) + 2 = 9
The party's attacks are all infallible, but there is simply too much ooze mass to go down so easily...however, astonishingly you all witness Edlethron punt one of the cubes whole through the air across the market.
orange 40, green 38, yellow 50
Ed, I'll assume you want the full 15 ft

GM Infinity |

The cubes seem to converge, collescing once again upon Kriv and Khaz.
Engulf Khaz: 3d6 ⇒ (2, 6, 5) = 13
Engulf Kriv: 3d6 ⇒ (1, 5, 3) = 9
same DC 12 dex save
Meanwhile, the one on Froog seems to want more than just a gnomish snack, moving in on Gael (and dragging Froog along with it as he gets digested)...
Digest Froog: 6d6 ⇒ (1, 5, 6, 4, 2, 2) = 20 also concentration save
Engulf Gael: 3d6 ⇒ (5, 5, 5) = 15 unless DC 12 dex save

Edlethron |

"CAPTAIN!" Edlethron shouts seeing Froog lifeless in a cube. He steps up and wails on it, hoping he can punt the cube off of Froog.
unarmed: 1d20 + 6 ⇒ (8) + 6 = 14
if hit, bludgeoning damage: 1d6 + 4 ⇒ (1) + 4 = 5
Spend 1 Ki (2 of 4 spent) to Flurry again
bonus flurry 1: 1d20 + 6 ⇒ (15) + 6 = 21
if hit, bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 7
bonus flurry 2: 1d20 + 6 ⇒ (8) + 6 = 14
if hit, bludgeoning damage: 1d6 + 4 ⇒ (5) + 4 = 9
If a flurry hits, make a Strength saving throw DC 13. If it fails, you can push it up to 15 feet away from Ed and off Froog.

Cade Whistler |

Round 1 if its not too late. Otherwise bump to the next relevant Opportunity.
Cade looks at the cube, "Again."
Casts Firebolt. Uses Tides of Chaos for advantage.
Fire Bolt Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Fire Bolt Attack Advantage: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d10 ⇒ 6
Round 2
Cade chants again heat rising from his fingers. He moves where he can do the most damage.
Cast Burning hands 2nd Level Using 2 points to spare allies or friendly gnomes.
Burning Hands: 4d6 ⇒ (3, 3, 6, 2) = 14
wild surge to get Tides of chaos back: 1d100 ⇒ 74Random Creature within60 feet of you becomes poisoned for 1d4 hours. Hours of poison time: 1d4 ⇒ 3

Khaz Dourblade |

Dex: 1d20 + 2 ⇒ (17) + 2 = 19
Adv: 1d20 + 2 ⇒ (19) + 2 = 21
Hit: 1d20 + 6 ⇒ (3) + 6 = 9
Adv: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 6 + 1d6 + 2 ⇒ (1) + 6 + (4) + 2 = 13
Khaz nearly side stepped the ooze and slashed at it again with his obsidian axe. ”Or is it me hammer ye want? Well, ye can taste me axe!” He was completely absorbed, and having a great time.

Victor "Vic" Lofliss |

Round 3, Sneak Attack, Rakish Audacity, Fancy Footwork
Vic moves in and attacks the ooze engulfing Khaz, attacks with his regular rapier, and darts away 1 feet back to the west.
Rapier Att: 1d20 + 6 ⇒ (17) + 6 = 23
Rapier Dam: 1d8 + 4 + 2d6 ⇒ (2) + 4 + (1, 6) = 13

GM Infinity |

Orange Str vs Ed: 1d20 + 2 ⇒ (11) + 2 = 13
Froog's enzyme prison resists Edlethron's latest footwork. Cade steps up to blast the 2 cubes assailing Khaz and Kriv...
Green Dex vs Cade: 1d20 - 4 ⇒ (1) - 4 = -3 XD
Yellow Dex vs Cade: 1d20 - 4 ⇒ (18) - 4 = 14
For surge, using order on slides + enemies by color:
Random Poison: 1d8 ⇒ 6 Froog and Gael not considered here
A fissure to the feywild opens near Cade, some kind of rainbow colored frog fires 20 blowgun darts incredibly rapidly at the gelatinous cube before vanishing in an explosion of color.
Cubes are immune to poison though.
edit: Actually thats only true when you are an idiot. Oops. Poisoned indeed!
orange 19
green 11
yellow 43

Cade Whistler |

Cade would have had to move into melee range with Yellow to get more than one cube with the burning hands. That might mean that in round 2 he might have been a target.
Round 3
Cade scrambles back to get clear of the cubes.
Withdraw action
Round 4
"Let go of my friends abominations." Cade unleashes hell chanting swiftly and in a wild rhythm.
Casts Scorching Ray Priority targeting the one digesting Froog. After that spreading them out if I can.
Scorching Ray 1: 1d20 + 5 ⇒ (9) + 5 = 14
Scorching Ray 1 Advantage Tides of Chaos: 1d20 + 5 ⇒ (3) + 5 = 8
Scorching Ray 2: 1d20 + 5 ⇒ (2) + 5 = 7
Scorching Ray 3: 1d20 + 5 ⇒ (5) + 5 = 10
Immediately almost pulling magic back from his spell bending the weave in ill advised ways Cade lets a second trio of strikes go.
2 Sorc points for Quicken to make Magic Missle a Bonus. Forcing a Wild Surge to get Tides of Chaos back. Again targeting the one that has Froog if it is still standing other wise hitting the next target that has a friend.
Magic Missle: 3d4 + 3 ⇒ (3, 2, 1) + 3 = 9
Wild Magice Surge: 1d100 ⇒ 95 You and all creatures within 30 feet of you gain vulnerability to piercing weapons. It could be worse.

GM Infinity |

Cade good point about time hopping, didnt think of that. Since I've already edited my last mistake ridden post about 10 times I'm willing to let it slide if you are. XD
For round 4, you are working with a 6 AC so thats 3 scorching ray strikes! Roll those bones. Guaranteed to save Froog even with minimum rolls, but roll so we can redirect the others as instructed.

Cade Whistler |

Can't believe I missed damage rolls.
Scorching Ray 1: 2d6 ⇒ (4, 1) = 5
Scorching Ray 2: 2d6 ⇒ (6, 3) = 9
Scorching Ray 3: 2d6 ⇒ (5, 4) = 9

GM Infinity |

Cade burns down the cube of ooze from its three adjacent vertices, leaving Froog and Gael slimy but at least in free air again. In the same swift movement, breaking all the laws of magic, a magical projectile is pulled from some random arcane reservoir and thrown full force at Green.
green 2
yellow 43

Gael Lloris |

Slimy indeed, the half-elf gulped for air as the cube lost consistency and flowed under him.
He quickly turned to the remaining cubes and shot forth his dark blast.
-------
shoot green
eldritch blast: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d10 + 3 ⇒ (4) + 3 = 7
damage: 1d10 + 3 ⇒ (10) + 3 = 13
stats:
HP 31+7/31
AC 14
Conditions: n/a (fiendish boon for 1d4+4 temp hp?)
Melee: Dagger +4, 1d4+2, P
Ranged: Eldritch blast +5, 1d10+3, force
2/2 2nd level spell slots; 3/3 luck points

Kriv The Exile |

STAHP IT!
Dex Save: 1d20 + 2 ⇒ (15) + 2 = 17 I actully made one!
Seeing the cube coming this time Kriv quickly steps back before it can consume him and then unleash's his frustration on it!
Hand Axe +1: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Slashing Damage: 1d6 + 3 + 1 + 1d8 ⇒ (4) + 3 + 1 + (5) = 13
Tentacle Rod: 1d20 + 9 ⇒ (13) + 9 = 22
Bludgeoning Damage: 1d6 + 1d8 ⇒ (6) + (6) = 12
Tentacle Rod: 1d20 + 9 ⇒ (14) + 9 = 23
Bludgeoning Damage: 1d6 + 1d8 ⇒ (1) + (4) = 5
Tentacle Rod: 1d20 + 9 ⇒ (20) + 9 = 29
Bludgeoning Damage: 2d6 + 2d8 ⇒ (2, 5) + (6, 4) = 17
D8s are for goading attacks.....yes kriv is not happy.

Edlethron |

"LAST ONE!" Edlethron shouts as he steps up and wails on it
unarmed: 1d20 + 6 ⇒ (11) + 6 = 17
if hit, bludgeoning damage: 1d6 + 4 ⇒ (6) + 4 = 10
Spend 1 Ki (3 of 4 spent) to Flurry again
bonus flurry 1: 1d20 + 6 ⇒ (8) + 6 = 14
if hit, bludgeoning damage: 1d6 + 4 ⇒ (1) + 4 = 5
bonus flurry 2: 1d20 + 6 ⇒ (18) + 6 = 24
if hit, bludgeoning damage: 1d6 + 4 ⇒ (5) + 4 = 9
If a flurry hits, make a Strength saving throw DC 13. If it fails, you can push it up to 15 feet away from Ed and off Froog.

Khaz Dourblade |

AOO: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 6 + 1d4 + 2 ⇒ (4) + 6 + (2) + 2 = 14
Hit: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 6 + 1d4 + 2 ⇒ (8) + 6 + (2) + 2 = 18
Leaving oneself open to a dwarf with an axe is never a good idea. Khaz took full advantage of the opening, hacking and slashing away.

GM Infinity |

Kriv, I'll use the rod damage there since you crit. For future reference you cant use both in a round.
The last cube explodes violently like a burst bladder, sending chunks of cube falling like rain there in the stone cavern.
Combat over. Well done!
A scared svirfneblin vendor emerges from under a stall "W...why does this keep happening?!"

Edlethron |

Edlethron shoulders his gnollbow and collects Captain Froog in his arms gently carrying him to the temple. He whispers to Froog encouraging words.
Who has or doesn't have a magic weapon? Everyone needs one.

Khaz Dourblade |

Kriv has a magic handaxe and whip
Vic has a magic rapier
As for Khaz...he is waiting for a weapon worthy of a dwarf. The short sword might be good for you?
Khaz followed behind, to protect the two should more oozes appear. As he walked he looked at the shortsword with distaste. Drow work. Looking at the engravings, the slight curve of the blade, how light it was...how were you supposed to hack a limb off with this? Elves he thought bitterly, had no idea how to make a blade.

Gael Lloris |

Gael looks at his weapon, "I don't have a magical weapon but I sure hope not to use something like that. I figure if I'm this close to the enemy, I did something very wrong."
---------
Is there magic resistance in 5e or some way to prevent eldritch blast from working

Edlethron |

That's why I ask. If the drow short sword is magical, Ed could use and trade in non-magic one.
When Edlethron gets to the temple, he gently lays Froog somewhere comfortable. As he starts his vigil, he asks one of the deep gnomes to go get a Diggermattock. The wood elf wants to discuss the defenses of the city.