Expedition to the Ruins of Castle Greyhawk [3.5 D&D]

Game Master Stiehle

3.5 Edition D&D campaign set in the environs of the City of Greyhawk.


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Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn will activate his Invocations here and will elect to have Fort saves affected by the Dark One's Own Luck invocation.
.
Morgrym: Slide 2 has the house in Greyhawk where we fought the Cultists of Iuz.

Reonnyn lets out a low whistle here, "I am not sure if he was simply insane, or corrupted by all the power he wielded...I suppose we will never know..." Pointing to the Tower he starts to approach it slowly, "I don't think the wards are still there, but we still should be cautious..."


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Wards can be nasty stuff, especially to disable it. You never know what you are dealing with untill it explodes in your face.

As the wizards are gone, Aurora starts infusing the "Stone Construct" spell into Shadow ( using Store infusion, the spell its not yet active, but the homonoculus can activate it using a standard action ).

Aurora cautiously moves ahead, checking the path to the tower for any evidence of traps and wards. When at the entrance of the keep she starts infusing her armour. Then she prepares her rod.

Okay boys, lets do this..."

Armor Enhancement, Greater: Spell resistance (19) with extend feat ( so taking a 4th level spell slot), lasting 10*10*2 = 200 min

Casting Blast rod on the rod, lasting 10&10 = 100 min


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

"Okay Shadow, you know the drill, let me know if you sense anything."
And with that said she kisses the head of the metallic spider.
"Go make momma proud!" Shadow makes a little excited buzz sound with her saw and takes her place in the lineup.

Aurora will take point, having a torch in her left hand and using her right hand to check for traps ( aka dusting, feeling the ground, etc ). She will carefully scan ahead for any traps. Shadow will mostly stick next to her as not to trigger trips, but will on the wall. The homunculus has darkvision and low-light vision and can convey via a telepathically link convey everything it sees and hears


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Nebuzaradan floats along in the back of the group keeping his eyes peeled. Occasionally he will stop to cast detect magic and scan to either side.


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Verdan is shocked by the rip in time and space that suddenly appears and then is gone just as fast.
"Are you sure that was the best idea?"

Verdan fallows the group to the tower.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

As the group approaches the tower Morrow draws his new sword and readies his shield. Norebo's Hand doesn't have flames licking up and down the blade providing light, but with it in hand he doesn't need it. Besides, that might interfere with their new friend!

Following behind Aurora at whatever distance is suggested. ??


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days.)
Current time is unknown, probably mid-morning.

-------------------------------------------------

The top level of the Tower of Magic appears to be dedicated to a temple of Boccob, where apparently Grandfather Magic and his apprentices have dwelt for these last many months. There are books, journals and notes that provide a decent amount of information on the ruins that lie below – as well as the rest of the surface ruins. The party finds that there is a tribe of kobolds dwelling in the southernmost part of the tower, as well as a clan of troglodytes holed up in the dungeons below - in a section of the level called Zagig’s Gauntlet. Apparently that area was used by Zagig to ‘test’ his apprentices with devious traps and puzzles – many of which are apparently now malfunctioning, making most of the area a death trap. Beneath that level are the Ochre Crypts, where many of those apprentices and their families were buried over the centuries during which Castle Greyhawk was originally built. Now that level houses both the restful dead and many that are not so peacefully slumbering.

According to the notes, those dangerous areas can be bypassed by flights of stairs leading down directly to the Apprentice’s Walk, and even further to the Sanctum Arcanum. The former being a series of rooms that served as living quarters and the latter a sprawling level filled with classrooms, workshops and laboratories. Grandfather’s Magic had apparently cut off access to these hallowed areas, until the ’chosen of Zagig’ arrived to see them put to use again. After a solid day of exploration, these levels are found to be abandoned, save for the occasional undead, ooze or vermin that have made their home in the ruins. Early on the second day, a staircase is found, spiraling down to the fifth level beneath the Tower of Magic. And for the first time, the adventurers find signs of life other than their own.

The steep stone risers of the wide staircase are smooth, with not trace of dust or debris to mar the mirror finish of their surfaces. A flickering orange light beckons as they step into a sizable chamber, where a pungent, acrid stink hangs in the air. In this worked stone room, banks of polished stone pillars support rectangular stone balconies - to the south at either side and one to the north. The balcony floors are about 15 feet overhead, and the orange flow comes from the balcony on the opposite side, where a long thin line of fire burns brightly at the threshold of a natural-looking cavern. Four stone doors are set into the walls, one each to the west and east and two to the north on either side of the balcony rising above. The ceiling of the room rises 25’ above the floor, clearing the balconies by about ten feet or so.

The floor beneath the opposite balcony appears to be covered by a large slick of some oily substance.

Let me know your actions! No magic in the immediate area is detected by those that are searching for such. Aurora, please roll a Search check to detect for traps. Also, please feel free to roll your HP if you’d like! You get max at 1st level, and if you roll fewer than half (i.e. 4 on a d8) for subsequent levels, you’ll get half anyway at a minimum. I’m estimating that Neb has Greater Mage Armor up at this point (assuming he cast when he woke up, it’s been active for 3 hours), any other buff spells cast as you approach?

Detail Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

----------------------------------------------

PC Health & Notes
Verdan 61/61
Aurora ??/??
Nebuzaradan 50/50 [Greater Mage Armor (+6 to AC) for 7 hours]
Morrow 75/75
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Questios keep flowing into Aurora's mind. Why does the room have balconies here, ? It would be an ideal trap if we are found in the middle of the room. Is the fire suppose to keep creatures from comming in or preventing getting out? Is it a light for a banquet and us being the delicious meals?
Aurora slowly advances and checks for traps on the bottom floor, then if nothing found she will cling to the wall and climb with Shadow to the edge of of the southern balcony to see if anything would be lurking there.

Search: 1d20 + 18 ⇒ (20) + 18 = 38

So the balcony on the south does not have any doors and both doorways in the northern balconies do not have any doors therby displaying a cavern ahead?
Is the smell from something that has been burned? Does Aurora recognize the smell


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn stays back here, his mind alert for possible ambush from behind. Glancing into the chamber ahead his senses prickle with warning. This looks like a chokepoint here...designed to slaughter invaders, like us! Keeping silent here he allows the newcomer Aurora to do her job here, noting she moved professionally and with great competence.

Spot: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow glances ahead and the balconies. "Want me to climb up and check out the balconies? I'm an expert climber."

What is the thing in front of Aurora?


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Stand your ground Morrow, the whole trap idea might be for us to climb these balconies. You might unknowingly trigger a trap."

@Marrow, I think you ment my Homunculus that is clinging to the wall next to me. It looks like a metallic spider.


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

In addition to an extended greater mage armor (20 hours), Nebuzaradan has overland flight cast upon him. both spells are shared with his familiar, Bartholomew, a weasel. "I dare say, it is not my forte but I could have Bart fly up and take a peak. I can tell him not to touch anything."

If everyone is in agreement, the wizard will have his weasel float just ahead and up until he can peak over the edges of the balconies to see what is there. If no agreement, he stays where he is.

Hide: 1d20 + 11 ⇒ (15) + 11 = 26

Spot: 1d20 + 6 ⇒ (11) + 6 = 17


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

"Psst...Neb, have your weasel guard our back here. I don't like leaving ourselves exposed like this." Reonnyn whispers to Neb.

No telling who will follow us here!


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

"Will do. Bart you heard the man, guard the rear." The weasel salutes, slinks up on Neb's shoulder and watches to the rear.


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow nods and leaves his magical rope in his haversack. "Okay."


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

When the realization that so many undead roam the lower levels. Verdan takes note to perhaps come back and send them to the after life for once and all.

Fallowing along, Verdan casts Iron Silence on his loud clanging armor to help with stealth as they travel.

Cast when the Staircase was found, last 10 hours


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days.)
Current time is unknown, probably mid-morning.

-------------------------------------------------

After a brief discussion, Neb sends his weasel familiar to guard the rear as Aurora scans the ground around for traps or the like. She isn’t sure, but the stink seems to be coming from the oil slick at the base of the far balcony. Seeing nothing untoward, the artificer climbs the wall in creepy fashion, more like a spider than a human woman. The metal arachnid and Aurora scuttle along the wall toward the near balcony, angling up to see if anything is lurking above their heads.

As the close in on their goal, suddenly the placid-looking oil slick churns forward like a dark wave, trying to engulf the pair as they freeze suddenly on the wall!

Terrifying Oil Slick’s Slam Attack: 1d20 + 12 ⇒ (7) + 12 = 19 vs Shadow’s FF AC = Miss!

But somehow the mechanical spider rolls with the heavy punch of the black wave, and is rocked backward only a few inches by the impact, apparently unharmed! The others quickly react to the threat, and oddly enough, it is Verdan that reacts first…

Neb's Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Morrow’s Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Aurora's Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Shadow's Initiative: 1d20 + 0 ⇒ (12) + 0 = 12
Reonnyn’s Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Verdan’s Initiative: 1d20 ⇒ 18
Terrifying Oil Slick’s Initiative: 1d20 - 5 ⇒ (6) - 5 = 1

Ever read ‘The Raft’ by Stephen King? Was also a short in a movie called Creepshow. Yeah… this black wave is just like that. “Heeeeeyyyy Ciiiiisco!!” That book (and the horrifying movie) ruined me from ever stepping foot in a lake. Just sayin’… To give perspective, the giant blob is a roughly 15’ cube with a 10’ reach. Everyone can take your actions before the blob gets its action. A Knowledge (Dungeoneering) check might give your character some idea of what this terrifying thing might be (even if the player can guess!)

Combat Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

----------------------------------------------

Round 1 - Initiative & Combat Notes
Verdan 61/61 [Iron Silence (No AC penalty to stealth checks) for 7 hours]
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 [Climbing along wall about 10’ above the ground like a creepy spider]
Morrow 75/75
Shadow 63/63 [Creepy metallic spider thing that belongs to the just-as-creepy Aurora; climbing along wall about 10’ above the ground]
Nebuzaradan 50/50 [Greater Mage Armor (+6 to AC) for 7 hours; Overland Flight (40’ Fly speed) for 7 hours]
Terrifying Oil Slick Unwounded


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Know-Dungeoneering: 1d20 + 3 ⇒ (1) + 3 = 4 Ha! It's animated oil!

Not knowing what the animated oil slick was Morrow calls on his magic to send a Fiery Burst at it, hoping that it isn't oil that would explode....

Fiery Burst damage: 3d6 ⇒ (6, 5, 4) = 15 Reflex save DC15 for half damage.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Know-Dungeoneering: 1d20 + 5 ⇒ (1) + 5 = 6

The attack went so unespected that Aurora engages in flight mode. Stupid stupid Aurora, you checked for traps, but not for creatures...

She climbs with Shadow as far away as possible from this oil creature on the wall and does a crossbow attack.

attack crossbow: 1d20 + 9 ⇒ (4) + 9 = 131d20 + 4 ⇒ (9) + 4 = 13
damage: 1d6 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (5) + 2 = 7


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Knowledge, Dungeoneering: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5 Yup, definitely black gold...Texas Tea...

"Stay away from that thing!" Reonnyn yells as he sends an eldritch bolt into its center mass!

Eldritch Blast Attack (ranged touch): 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
CL Check: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Eldritch Blast Damage: 3d6 + 2 ⇒ (1, 1, 6) + 2 = 10


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Greater mage armor was cast using the extend rod so it is a total of 20 hours, or 17 hours now.

"Interesting, I'll need to look this thing up when time permits." Nebuzaradan says as he pulls an alchemist's fire from his handy haversack and gives it a toss to see how it reacts with the oily thing. Perhaps it will catch on fire.

Know Dungeoneering: 1d20 + 14 ⇒ (1) + 14 = 15

Alchemist fire touch attack: 1d20 + 5 ⇒ (18) + 5 = 231d6 ⇒ 6


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Three 1's and a 2 for Knowledge checks! The dice gods are against us this round!


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Verdan starts to back up. Having no idea what that stuff can be. He cast Spiritual Weapon to attack this blob creature.
Spiritual Weapon Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage, Force: 1d8 ⇒ 1

Wow, the dice curse keeps going


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Good that a 1 isn't always a fail on skills. With Neb's +14 he still might have a clue....


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days.)
Current time is unknown, probably mid-morning.

-------------------------------------------------

Nobody recognizes the awful thing, though Neb knows it is some kind of a subterranean ooze – but even the knowledgeable wizard isn’t familiar with this particular species. Verdan keeps his distance and casts a spell, bringing a spiritual weapon into being, which smashes into the ooze (1 damage), though the thing barely seems to feel the blow. Reonnyn sends an eldritch blast (10 damage), this one is marginally more effective, though still the massive ooze looks formidable and ridiculously tough! Aurora and Shadow retreat higher up the wall, toward the ceiling, and the artificer lets fly the bolt loaded in her crossbow at the ooze. But as it impacts, a rather bizarre and disturbing reaction occurs. The ooze splits at the point of impact, and where there was one, there are now two of them! Morrow causes a fiery burst (15 damage) upon the one that shows some damage even as Neb’s thrown flask of alchemical fire does the same (6 damage), though to a lesser extent. But the sticky substance continues to burn…

Both of the oozes move in pursuit of the artificer (double move 40’) and her mechanical spider, apparently intent on protecting their home territory! Most of the party, still on the stairwell, lose sight of the oozes as they climb up the walls of the chamber – though Aurora and Shadow have very good views of the creatures as they climb the walls close enough to reach out and touch as they too approach the ceiling!

Ooze’s Reflex Save: 1d20 - 2 ⇒ (14) - 2 = 12 vs DC 15 = Failure!

Everyone is up! Neb, go ahead and roll another d6 for the burn damage the ooze will take in Round 2. No caster check needed for spell attacks! Aurora, I think you need the Rapid Reload feat to make multiple attacks with a light crossbow, as it’s normally a move action to load it (which precludes a full round attack action.) Also, it seems by your post that you and Shadow moved up the wall (30’ move to the ceiling I’m guessing), so the oozes were forced to take a double move to pursue you both. Now, however, they are within melee range of you both. The rest of you will have to move into the chamber itself to get line of sight and Verdan’s spiritual weapon will float back to his side if the target remains out of sight.

Combat Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

----------------------------------------------

Round 2 - Initiative & Combat Notes
Verdan 61/61 [Iron Silence (No AC penalty to stealth checks) for 7 hours; Spiritual Weapon for 9 more rounds (currently has no target)]
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 52/52 [Climbing along wall about 40’ above the floor; light crossbow readied (unloaded currently)]
Morrow 75/75
Shadow 63/63 [Climbing along wall about 40’ above the floor]
Nebuzaradan 50/50 [Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours]
2 Giant Ozes Red - Wounded (32 damage) - 40’ up the wall in melee range with Aurora; Green – Unwounded - 40’ up the wall in melee range with Shadow


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Seeing that the creatures did appear to burn Morrow sprints through the door into the room and launches another fiery blast at them. The blast is large enough that he can try to target both, yet small enough to try and not burn Shadow....

Fiery Burst damage: 3d6 ⇒ (3, 5, 4) = 12
5' Radius blast. DC15 reflex Save for half damage.

"Neb. Do you have any fire spells? This thing has split into two. If it keeps splitting...."


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn moves to the entrance of the chamber eying the situation and sends another blast at the blob attacking Aurora, "Get out of there Aurora! We can lead it this way..."

Eldritch Blast Attack vs. Red (ranged touch): 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
Eldritch Blast Damage: 3d6 + 2 ⇒ (4, 2, 6) + 2 = 14


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Aurora's mind races in panic as somehow the ooze multiply and comes after her. Oh bugger, OH BUGGER! This is not good, this is not good
Not having any infusions that could work whatever these things are, and not wanting to engage them while hanging up side down, Aurora does the next best thing... get out of their reach in the safest path available. She mentally tells Shadow to move away too.

Doing full withdraw towards her companions, she gets double movement ( and plz note that shadow has Run feat )


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

"Not today," Nebuzaradan responds to morrow as he casts spectral hand using his rod of extend in preparation to shock the thing.

fire: 1d6 ⇒ 2


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Moving forward to keep the ooze in site. Verdan moves the force weapon forward and strikes the ooze.
Spiritual Weapon Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage, Force: 1d8 ⇒ 1


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

@Verdan. The damage should be 1d8+3. Spiritual Weapon, right?


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

oops yes, please and +3 to the damage


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days.)
Current time is unknown, probably mid-morning.

-------------------------------------------------

Verdan moves into the room in order to see the oozes again, which are now high up along the wall over the entrance archway. The cleric sends his spiritual hammer after the thing, inflicting some amount of injury, he thinks. (4 damage) Reonnyn also moves up and sends an eldritch blast at the wounded one (or at least it seems to be wounded, as bits of it are flaking off or now badly mottled in appearance), further injuring the thing (14 damage) as far as he can tell anyway. Aurora and Shadow try to break away from the massive blobs, but they surge at the unfortunate artificer and her spider-like automaton when they do so. Aurora and Shadow are both caught in the ooze’s grasp though, and slowly drawn into their hideous mass! (Aurora takes 28 damage, Shadow takes 29 damage – both are grappled.)

Morrow moves into the room and sees the predicament of their scouts and sends another burst of fire that inflicts damage to both of the oozes (15 damage to each)! Neb casts a spell to help him attack the things from a distance, though he cannot currently see them, even as the fire from his flask burns out (2 damage). The oozes up near the ceiling inflict terrible injury upon their unfortunate victims they have engulfed completely. Apparently sensing that another has invaded its (their?) demesnes, the giant blobs squelch back down the walls, dragging their victims along to confront Morrow and Reonnyn as well as Verdan. (20’ move after their Constrict attacks). The creatures are right above the archway leading into the hallway, which is about ten feet high or so. One of them (Green) appears to be headed toward Morrow while the other (Red) is angling straight downward to fall upon Reonnyn and Verdan. That one (Red) looks to be in pretty bad shape, though so does Aurora and Shadow – both of them engulfed by the blobs and fighting to escape their horrific fates!

Red Ooze’s Slam Attack (AoO): 1d20 + 12 ⇒ (14) + 12 = 26 vs Aurora’s AC = Hit!
Slam Damage: 3d6 + 5 + 3d6 ⇒ (1, 6, 3) + 5 + (3, 5, 5) = 28
Red Ooze’s Grapple check: 1d20 + 20 ⇒ (8) + 20 = 28 = Aurora Grappled!

Aurora’s Armor Reflex Save: 1d20 + 5 ⇒ (4) + 5 = 9 vs DC 21 = Failure! [13 acid damage taken - 22/35 HP remaining]

Green Ooze’s Slam Attack (AoO): 1d20 + 12 ⇒ (17) + 12 = 29 vs Shadow’s AC = Hit!
Slam Damage: 3d6 + 5 + 3d6 ⇒ (5, 4, 2) + 5 + (6, 1, 6) = 29
Green Ooze’s Grapple check: 1d20 + 20 ⇒ (9) + 20 = 29 = Shadow Grappled!

Red Ooze’s Reflex Save: 1d20 - 2 ⇒ (14) - 2 = 12 vs DC 15 = Failure!
Green Ooze’s Reflex Save: 1d20 - 2 ⇒ (12) - 2 = 10 vs DC 15 = Failure!

Red Ooze’s Constrict Damage: 3d6 + 5 + 3d6 ⇒ (1, 2, 4) + 5 + (6, 4, 1) = 23 vs Aurora
Aurora’s Armor Reflex Save: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17 vs DC 21 = Failure! [11 acid damage taken - 11/35 HP remaining]

Green Ooze’s Constrict Damage: 3d6 + 5 + 3d6 ⇒ (1, 3, 6) + 5 + (6, 6, 5) = 32 vs Shadow

Party is up. To help with the 3D perspective I’m trying to portray (since these things are still on the wall and not on the floor in their respective positions on the map), the Green ooze is on the south wall about 10’ above the floor, same with as the Red ooze. They are currently about 10’ away from those on the floor, which is just within melee range, given their reach. Since they take up a 15’ square, it’s their ‘closest’ edge that is 10’ away, so you can take a 5’ step to get out of their reach. Hope that helps make the map a bit more clear.

Verdan, I added 3 more damage to the red ooze, as that was missed last round as well. Aurora, last round they moved up after the two of you and closed to within adjacent squares to cut off your escape (since they had to take a double move and forgo their attack anyway), and as they have 10’ reach and withdrawl only allows you to escape the first square without an AoO – they still got one, as you left the second threatened square. Their grapple attacks were also higher than you could have possibly rolled to defend against, unfortunately. Sorry for the horrible intro into this adventure, truly! That was some really bad luck and these things are really nasty opponents… Because your Withdrawl full round actions were interrupted by their AoOs, I’m going to rule that you can each still take a standard action in Round 2 (I’m going to rule that instead of wasting a full round action, you only effectively used a move action that triggered the AoO), though you’re limited because of the ‘Grappled’ condition. I’ve thrown the link below to help out. If you do something that denies them their Constrict attack somehow, I’ll be glad to retro damage taken and ‘restart’ Round 3 accordingly. I’m also tracking your armor’s HP, because I don’t like the MM entry that seems to indicate armor is automatically ‘dissolved’. That doesn’t seem right to me, so I’m using the rules with regard to objects on page 166. Unfortunately, acid damage bypasses hardness values.

Grapple Rules (3.5)

Combat Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

----------------------------------------------

Round 3 - Initiative & Combat Notes
Verdan 61/61 [Iron Silence (No AC penalty to stealth checks) for 7 hours; Spiritual Weapon for 8 more rounds]
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 2/52 [Grappled by Red Ooze]
Morrow 75/75
Shadow 2/63 [Grappled by Green Ooze]
Nebuzaradan 50/50 [Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 20 minutes]
2 Giant Ozes Red - Wounded (61 damage) [10’ up along the wall]; Green – Wounded (18 damage) [10’ up along the wall]


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Crap...I don't see how she survives this... Reonnyn thinks as he sends another blast into the ooze. THIS is why I took up the art of the blade...so as not to get swallowed up like a snack!

5' step back.
Eldritch Blast Attack vs. Red (ranged touch): 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
Eldritch Blast Damage: 3d6 + 2 ⇒ (5, 6, 3) + 2 = 16


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow is more worried about the new friends than he really is about himself, until he realizes that one of the huge blobs is headed at him.... He steps to the side and calls up another fiery blast, hoping that the fire is really harming them! "No fire magic at all? Crap! Mine isn't very strong!"

5' step to get a clear line of sight to hit both of them.
Fiery Burst damage: 3d6 ⇒ (1, 6, 1) = 8
5' Radius blast. DC15 reflex Save for half damage. Wish I'd hit it with Scorching Ray before it split!


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Since they are burning and not suffocating, does that mean they have some body parts outside of the ooze? Assuming their head?


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Resist energy mass says it affects One creature/level, no two of which can be more than 30 ft. apart. Can I affect all allies from where I stand since they are within 30' of me?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Neb, it looks like Reonnyn and Morrow (as well as Verdan and Morrow) are exactly 30' apart, with the rest being even closer. However, you'd have to leave yourself out, as you are farther than 30' from Morrow. You can include yourself if you step up to stand next to Verdan, however. And you are correct, they are being constricted, not swallowed. So you can target them with this spell.


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Neb steps up behind Reonnyn and casts Resist Energy Mass targeting acid.

The spell provides 30 acid resistance for 100 mins and should hit everyone including those trapped in the ooze.


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

With pain and panic in her mind and body, using her final strength, she graps the wand of moderate and heals herself, and gives Shadow the command to use the infusion

heal Shadow: 3d8 + 10 ⇒ (4, 1, 2) + 10 = 17
heal me: 2d8 ⇒ (4, 1) = 5


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

This is the best I got since Aurora is so far away

The Spiritual Weapon slams into the blob holding Aurora
Spiritual Weapon Attack: 1d20 + 8 ⇒ (6) + 8 = 14
Damage, Force: 1d8 + 3 ⇒ (7) + 3 = 10

Vardan summons his holy power and his healing power of Pelor expands from him.

Cure light Wounds, mass: 1d8 + 11 ⇒ (6) + 11 = 17+8=25 hit points cured to friendlies within 50'


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Does it look like the ooze could hit something near the floor, namely a weasel near the floor if it tried to get into the room?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days.)
Current time is unknown, probably mid-morning.

-------------------------------------------------

Verdan sends his spiritual mace against the wounded ooze squeezing the life out of Aurora (10 damage) and does his best to bolster her healing from a distance (+25 HP to Aurora!) Reonnyn, concerned for her health and thinking that perhaps their newest companion is doomed to die horribly, sends an eldritch bolt at the monster, then his eyes widen in surprise as the thing shudders and falls to the floor in enormous droplets – though Aurora falls too, landing in an untidy heap on the ground (3 damage) as he takes a step back into the sheltering corridor. Aurora stands unsteadily and uses her curative wand to try and ease the pain of broken ribs and flesh that feels as though the top few layers of skin have been peeled away +8 HP to Aurora!) Shadow seems to be working on fixing itself as best it can, though the construct still looks as though it's on the verge of utter destruction (+17 HP to Shadow!) Morrow hits it a glancing blow with another fiery burst (4 damage), but the one remaining doesn’t seem terribly damaged as of yet! Neb casts a spell to protect most of his allies from the acidic touch of the remaining ooze!

The giant ooze closing in on Morrow continues to crush the unfortunate Shadow still stuck in the monster’s shapeless body as it slams a huge tendril at the duskblade, engulfing him as well (though Morrow is glad that the protection afforded by Neb’s spell appears to extend to his armor as well as his flesh!)

Aurora’s Falling Damage: 1d6 ⇒ 3

Green Ooze’s Reflex Save: 1d20 - 2 ⇒ (18) - 2 = 16 vs DC 15 = Success!

Green Ooze’s Slam Attack (AoO): 1d20 + 12 ⇒ (17) + 12 = 29 vs Morrow’s AC = Hit!
Slam Damage: 3d6 + 5 ⇒ (4, 4, 3) + 5 = 16

Green Ooze’s Grapple check: 1d20 + 20 ⇒ (15) + 20 = 35 = Morrow Grappled!
Green Ooze’s Constrict Damage: 3d6 + 5 ⇒ (2, 2, 6) + 5 = 15 vs Morrow

Green Ooze’s Constrict Damage: 3d6 + 5 ⇒ (1, 2, 3) + 5 = 11 vs Shadow

Party is up. I moved Neb to behind Verdan so you have line of sight on Morrow, as well as Aurora and Shadow. With Reonnyn having stepped back, both Neb and Reonnyn are out of the spell’s range, as both of you are more than 30’ from Morrow at this point (and it seemed like you definitely wanted him affected), so Verdan, Morrow, Aurora and Shadow are affected by the Resist Energy Spell. Since the resistance is 30, I didn’t bother rolling damage as it can’t hit that number (though a critical hit could!) I also spent awhile trying to figure out the damn grapple rules vs Improved Grab and the size of the ooze and how that worked within the combat rules. I finally decided that, because it’s grappling, it can’t take AoOs (which was a fortunate ruling as you were ALL within reach during your actions), but because it’s not limited by hands or feet or tail or whatnot, it can still make attacks and potentially constrict more than one creature at a time due to its immense size. I also technically messed up last round, as it should have done slam AND constrict damage in the same round with that successful grapple attack, so I think I let you off easy as the AoO should have been slam + constrict and their attacks should have done the same. That’s a LOT of damage! But since I’m ruling that they can continue to use their slam attacks against other creatures (because they’re so damn big) I’m going only have those already grappled take constrict damage – unless they aren’t attacking another creature that round. Hope that makes sense… I spent too much time thinking about this already, and decided to just pull the trigger on a ruling already!

Grapple Rules (3.5)

Combat Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

----------------------------------------------

Round 4 - Initiative & Combat Notes
Verdan 61/61 [Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 100 minutes; Spiritual Weapon for 7 more rounds]
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 32/52 Resist Energy (30 Resistance to Acid) for 100 minutes
Morrow 44/75 Resist Energy (30 Resistance to Acid) for 100 minutes; Grappled by Green Ooze
Shadow 8/63 [Resist Energy (30 Resistance to Acid) for 100 minutes; Grappled by Green Ooze]
Nebuzaradan 50/50 [Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 20 minutes]
Giant Ooze– Wounded (22 damage) [10’ up along the wall, Grappling (Constricting) Morrow & Shadow]


Cleric of Sarenrae 4; HP 31/31; AC 16 TAC 11 FF 14; FOR +5 REF +3 WIL +8; INIT +1 PER +4 | Channel 8/8 | ongoing effects:
Skills:
Diplomacy 9, Heal 11, Know Religion 6, Spellcraft 6

Nebuzaradan sends the spectral hand darting out to deliver a shock attack against the ooze.

Touch atk: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 265d6 ⇒ (2, 5, 3, 1, 5) = 16


Male halfling Swashbuckler 4/Warlock 7 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +8 / Ref: +10 / Will: +9 [+2 vs fear] | Speed: 30' | DR 2/cold iron | Attacks: +2 rapier +15/+10 to hit (1d4+3 damage); Eldritch Blast +14 to hit ranged touch (4d6+2 damage, range 250', x2)

Reonnyn follows that up with an eldritch blast of his own.

Eldritch Blast Attack (ranged touch): 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Eldritch Blast Damage: 3d6 + 2 ⇒ (5, 3, 2) + 2 = 12


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Morrow feels the slam and is then engulfed and crushed by the ooze. He is surprised but happy that he is magically protected from the acid of the creature. Not sure what else he can do he channels the energy of his magic again and detonates a fiery burst on himself and the ooze.

Fiery burst is listed as an SU ability so I should be able to use it even grappled. The description even bound and gagged.... My Ring of Moradin will protect me from 10 points for fire damage, so....
Fiery Burst Damage: 3d6 ⇒ (4, 5, 2) = 11 5' Radius blast. DC15 reflex Save for half damage.
If I get a Reflex Save against my own spell?: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 +1 from the Ring. Minus whatever for being grappled?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, 9th day of Planting, 594 C.Y.
Weather outside is unknown (underground for 2 days.)
Current time is unknown, probably mid-morning.

-------------------------------------------------

The party unites swiftly to try and rescue their companions! Neb sends a spectral hand that sends a jolting shock into the creature (16 damage), Reonnyn fires another eldtritch blast that again finds the mark (12 damage), seeming to scar the surface of the ooze where it strikes. Even Morrow, in the grip of the awful thing, is able to again use his innate magic to burn the creature (11 damage) a short distance away from himself, as the ooze is quite massive!

Verdan’s spiritual mace begins to swing again at the badly damage ooze as the cleric and the freed artificer consider their actions for a split second…

Green Ooze’s Reflex Save: 1d20 - 2 ⇒ (7) - 2 = 5 vs DC 15 = Failure!

Verdan and Aurora can post their actions for this round before the ooze does its thing. Unless it picks up another target, it is going to use its slam attack against one of those it has grappled, as well as the automatic constrict damage – so yeah, it’s gonna hurt! It’s in bad shape though…Aurora, those are two good spells given the situation, but Shadow is currently out of your reach (both your choices are Touch spells), being about 15’ up along the wall where the ooze is currently crawling. Remember, the ‘leading edge’ of the ooze is 10’ above the ground and the thing takes up a 15’ square, so figure Shadow is somewhere about in the middle of it, same as Morrow. I’ve tried to depict a little better on the map, and I’ve added more details to the Combat Notes below. You also know it can move, not terribly fast, but not terribly slow either – and those tendrils can lash out a good 10’ away.

Grapple Rules (3.5)

Combat Map

Ruins of Castle Greyhawk (Overview)

Map History of the Ruins of Castle Greyhawk

----------------------------------------------

Round 4 - Initiative & Combat Notes
Verdan 61/61 [Iron Silence (No AC penalty to stealth checks) for 7 hours; Resist Energy (30 Resistance to Acid) for 100 minutes; Spiritual Weapon for 7 more rounds]
Reonnyn 64/64 [DR 1 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); +6 to Bluff, Diplomacy & Intimidate checks (Invocation)]
Aurora 32/52 Resist Energy (30 Resistance to Acid) for 100 minutes
Morrow 44/75 Resist Energy (30 Resistance to Acid) for 100 minutes; Grappled by Green Ooze, suspended about 15’ above the floor along the wall.
Shadow 8/63 [Resist Energy (30 Resistance to Acid) for 100 minutes; Grappled by Green Ooze, suspended about 15’ above the floor along the wall.
Nebuzaradan 50/50 [Greater Mage Armor (+6 to AC) for 17 hours; Overland Flight (40’ Fly speed) for 7 hours; Spectral Hand for 20 minutes]
Giant Ooze– Wounded (61 damage) [Leading edge is 10’ up along the wall (the back edge is 25’ up), Grappling (Constricting) Morrow & Shadow]


M Human Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

Verdan commands his spectral weapon to attack the last ooze on the wall.
Spiritual Weapon Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Damage, Force: 1d8 + 3 ⇒ (7) + 3 = 10

Then he rushes over to Aurora "May Pelor's light heal you." And places his hand on her wound.
Cure Light Wounds: 1d8 + 10 ⇒ (2) + 10 = 12+6=18 HP cured to Aurora.

"I am not sure how I can heal your shadow. Not sure if Pelor's blessings would allow it."


Female Human (Oerdian) Artificer 10 | Init: +3 | AC: 18 / FF: 17 / Touch 11 | Fort: +3 / Ref: +4 / Will: +6 | Speed: 30' | Attacks: longsword+1 +8/+3 to hit (1d8+1 damage); Crossbow+1 1d6+1

Unable to reach Shadow without being swallowed again, Aurora only sees one option left, she grasps her wand and fires at the blob shouting in desperation and hoping it will be enough.

LEAVE HER ALONE!

Wand of MM: 5d4 + 5 ⇒ (4, 1, 3, 4, 1) + 5 = 18


M Human Duskblade 7/Abjurant Champion 4 | HP: 84/84 | Add 1 for Haste ** AC:21/T:14 /FF:17 | Init:+1, MAB:+14/+9/+4 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-4/5 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+16,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Thanks! Didn't think I could hit it without hitting myself or someone else.... I guess for once the small size is good!

Morrow struggles but cannot break free so he releases another fiery burst at the monstrous blob....

Fiery Burst Damage: 3d6 ⇒ (5, 3, 3) = 11
5' Radius blast. DC15 reflex Save for half damage.

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