Balon |
Unfortunately, Balon can't exclude ALL of his allies from his negative channeling, and he won't be able to move far enough to have one of them outside his radius.
He can only exclude 4 allies. Would someone volunteer to take the 1d6 damage and sickening effect from Balon's channeling? If no one is willing, ignore the channel below and he'll spend this round touching someone with his death's kiss domain power to make them treated as undead for 1 round, then channel the following round.
Assuming someone in the party is willing to take the damage, Balon will channel negative energy.
neg. energy: 1d6 ⇒ 5, no save for half (Variant channeling), Fort Save DC 15 to avoid being sickened for 2 rounds.
-Hyrgan- |
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9+2 from Sure-Footed=11.I keep forgetting he has it, I need to put it into the profile...
*EDIT*Barely able to keep his feet, Hyrgan moves forward to stand next to Eolowyn and pulls his shortsword out.
Wembly Templeton |
Wembly will cast "mage armor" on Whiskers.
"Whiskers, go get one of them blobs...and watch the slick floor."
acro: 1d20 + 4 ⇒ (17) + 4 = 21
Whiskers will move up and try to claw a blob.
Whiskers bite: 1d20 + 6 ⇒ (10) + 6 = 16 for dmg: 1d6 + 2 ⇒ (2) + 2 = 4
Balon |
Ignore the channel energy up higher, as no one has volunteered to take the damage.
Balon looks at Wembly and says "You're going to feel a bit... funny for a short while. Don't drink any healing potions." Then he touches Wembly with his death's kiss ability, making it so that he is treated as an undead creature for a full round.
GM.Silbeg |
Whisker takes a bite out of the blob, and is really not happy that he did. This thing tastes PUTRID!
And, it seems to be for naught, as the wound instantly heals itself.
The blob then swings back: slam attack: 1d20 + 5 ⇒ (20) + 5 = 25 crit confirm: 1d20 + 5 ⇒ (17) + 5 = 22 damage: 2d6 + 8 ⇒ (2, 2) + 8 = 12 free grab: 1d20 + 11 ⇒ (13) + 11 = 24 Whiskers:Fort: 1d20 + 4 ⇒ (8) + 4 = 12
Whiskers is hit hard by the thing. Its slimy goo of an "arm" surrounds the cat-like thing (it is grappled). Whiskers gets all itchy, but seems to be able to shake off the tumors that are threatening to infect him.
Laboratory, Round 1
- x Hyrgan
- x Balon
- x Wembly
- x Whiskers
- x Critter 1
- => Hiko
- => Eolowyn
- Critter 2
Damage & Conditions:
blob1: 0hp, grappling
Whiskers: 12hp taken, grappled
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Hiko and Eolowyn are up.
Reminder - I may not be able to post until Monday.
Hiko |
I have no idea what to do here. I doubt knowledge arcana or religion are going to help identify these... Attacking up close seems like a bad idea, shooting might work but he has some kind of healing. Bless is rather lackluster... Well let's try this...
Acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12 Hiko steps up closer to the second blob in the laboratory and draws her quarterstaff as she goes. She stops short of either's range and casts Owl's Wisdom on herself.
Current AC 19
Eolowyn |
Eolowyn searches her mind to try to identify the blobs and whether they are susceptible to blunt, slashing or piercing attacks.
She then takes her bow from her quiver and launches an arrow at the nearest blob.
Attack, PBS, Deadly Aim: 1d20 + 11 + 1 - 2 ⇒ (14) + 11 + 1 - 2 = 24
Damage, PBS, Deadly Aim: 1d8 + 3 + 1 + 4 ⇒ (6) + 3 + 1 + 4 = 14
if she does not know anything she fires a cold iron arrow. If she knows they are resistant to piercing or vulnerable to blunt attacks she fires a blunt arrow. If she knows they are vulnerable to silver / adamantine she fires an arrow treated with the applicable blanch
GM.Silbeg |
Eolowyn thinks on what she knows about these things: K: Dungeoneering: Eolowyn: 1d20 + 2 ⇒ (6) + 2 = 8. Unfortuntely she has no real idea of what they are. (I am assuming that by "closest" you mean #1 -- future reference, please note by the number on the icon... helps reduce ambiguity). She fires her bow at the one that has its slimy tendrils all over Whiskers, hitting solidly.
Hiko casts her spell... luckily the ooze is grappling, and perhaps it cannot reach her... regardless, she is able to get her spell off.
The blob of putrescence in the corner (#2) slides forward, and smashes into Hiko. slam attack: 1d20 + 5 ⇒ (3) + 5 = 8 Luckily for her, the thing misses her.
Laboratory, Round 1
- => Hyrgan
- => Balon
- => Wembly
- => Whiskers
- Critter 1
- Hiko
- Eolowyn
- Critter 2
Damage & Conditions:
blob1: 14 hp, grappling
blob2:
Whiskers: 12hp taken, grappled
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Hyrgan, Balon, Wembly, and Whiskers are up!
Balon |
Having undead-ified Wembly last round, Balon will channel negative energy, selectively ignoring Hyrgan, Whiskers, Hiko, and Eolowyn.
negative: 1d6 ⇒ 6 Fort DC 15 to avoid being Sickened for 2 rounds (if the creatures CAN be sickened), full damage in either case. This would also heal Wembly if he had any damage.
He will then move farther into the room, ready to attack one of the oozes next round with his scythe.
GM.Silbeg |
Just re-read the critters, and it gets worse
The ooze that Eolowyn shot appears to instantly regrow some of the wound that she inflicted. Additionally, it starts getting larger (no in game effect... yet)
#1 will: 1d20 - 4 ⇒ (11) - 4 = 7
#2 will: 1d20 - 4 ⇒ (11) - 4 = 7
Note: It would not heal, as you must choose if you are channeling to heal or harm.
Laboratory, Round 2
- => Hyrgan
- x Balon
- => Wembly
- => Whiskers
- Critter 1
- Hiko
- Eolowyn
- Critter 2
Damage & Conditions:
blob1: 15 hp, grappling, GP1, sickened (2)
blob2: 6hp, sickened (2)
Whiskers: 12hp taken, grappled
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
-Hyrgan- |
Since you missed that Hyrgan was also trying to remember what these things are, I rolled instead. Next time you can roll. :)K(dungeoneering): 1d20 + 6 ⇒ (11) + 6 = 17
Hyrgan then lets a bullet go toward the ooze toward the north, then reloads his sling.
Sling: 1d20 + 5 ⇒ (2) + 5 = 7
GM.Silbeg |
Sorry... missed that you had dungeoneering
Created in a laboratory by an alchemist researching methods of regenerating human flesh, a hungry flesh is a freakish creature made of aggressive, malignant tissue. It lives only to feed and grow, and must consume large amounts of plant and animal matter to sustain itself. Each day, a hungry flesh must consume its own weight in food. A hungry flesh resists attempts to cut or pierce it, quickly repairing the damage and creating new fleshy growths. With the right food and attacks to catalyze its growth, a hungry flesh can balloon to twice its normal size in minutes. A hungry flesh can grow to Gargantuan size.
Hyrgan lets fly with a sling stone, but is surprised that his errant shot only barely missed.
Laboratory, Round 2
- x Hyrgan
- x Balon
- => Wembly
- => Whiskers
- Critter 1
- Hiko
- Eolowyn
- Critter 2
Damage & Conditions:
blob1: 15 hp, grappling, GP1, sickened (2)
blob2: 6hp, sickened (2)
Whiskers: 12hp taken, grappled
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
-Hyrgan- |
"Oh my god, I just realized these are hungry flesh! Switch to bludgeoning or else these things will just keep growing!" yells Hyrgan. "And don't let them eat you!"
Wembly Templeton |
Seeing that Whiskers is in a bit of a predicament and unable to hurt these with bludgeoning, Wembly will dismiss the green planar cat.
Balon |
Ouch, can't even use my morningstar... it does B AND P damage...
Hearing Wembly say that bludgeoning weapons must be used, Balon pulls out his morningstar, but then he looks at the long spikes on it and sighs. "I suppose I'll have to use my spells on these things... such a waste, really."
Balon will cast an inflict moderate wounds spell, dropping his prepared life channel spell, step forward, and attempt to deliver it with at touch.
touch attack: 1d20 + 3 ⇒ (19) + 3 = 22
negative energy: 2d8 + 3 ⇒ (1, 5) + 3 = 9
I also moved the kitty off the board.
GM.Silbeg |
Balon, I will use that as your next action... but there are a few up before you. You are, of course, free to change if you'd like). I have also moved Balon back to where I remember him being, or close enough. In future, please wait to move your icon until your move is up, as indicated by the combat tracker.
Whiskers disappears from the grasp of Hungry Flesh #1 (who we'll call "Bob" for now). Bob doesn't seem surprised by it, of course, from what Hyrgan knows, Bob doesn't really have a brain in any of that mess. Bob the Blob will then smash into (1: Hiko 2:Balon: 1d2 ⇒ 1) Hiko.
Bob's attack: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22 for: 1d6 + 4 - 2 ⇒ (3) + 4 - 2 = 5 and grab: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27 and constrict: 1d6 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Bob the Blob smashes into Hiko, wrapping its vile self around her.
Fort: Hiko: 1d20 + 7 ⇒ (16) + 7 = 23
Fort: Hiko: 1d20 + 7 ⇒ (7) + 7 = 14
For now, nothing happens additionally to poor Hiko.
Additionally, anyone else in the room is exposed to the slime.
Fort: Balon: 1d20 + 2 ⇒ (18) + 2 = 20
Fort: Eolowyn: 1d20 + 6 ⇒ (9) + 6 = 15
Fort: Hyrgan: 1d20 + 4 ⇒ (3) + 4 = 7
(Nothing to worry about... really)
Laboratory, Round 2
- x Hyrgan
- x Balon
- x Wembly
- x Critter 1
- => Hiko
- => Eolowyn
- Critter 2
Damage & Conditions:
blob1: 15 hp, grappling, GP1, sickened (2)
blob2: 6hp, sickened (2)
Whiskers: 12hp taken, grappled
Hiko: 11 hp taken, grappled, ??
Eolowyn: ??
Hyrgan: ??
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Eolowyn and Hiko are up!
Balon |
Ah, sorry about that, I looked at the combat tracker incorrectly. Yeah, next action is fine.
Eolowyn |
"Ok, blunt it is" Eolowyn says as she fires two blunt arrows in quick succession at blob number 2
Rapid Deadly Aimed Point Blank Shot: 1d20 + 11 - 2 - 2 + 1 ⇒ (8) + 11 - 2 - 2 + 1 = 16
Blunt damage: 1d8 + 3 + 4 + 1 ⇒ (2) + 3 + 4 + 1 = 10
Rapid Deadly Aimed Point Blank Shot: 1d20 + 11 - 2 - 2 + 1 ⇒ (4) + 11 - 2 - 2 + 1 = 12
Blunt damage: 1d8 + 3 + 4 + 1 ⇒ (4) + 3 + 4 + 1 = 12
Arrow tracker: 1 cold iron + 2 blunt
Hiko |
As Hiko is engulfed by Bob the Blob she starts up a litany of vective curses in Ulfen as she drops her quarterstaff. As the mass covers her mouth, Hiko's words are completely cut off, and she instead aims an infuriated punch at the center of the throbbing mass.
Stunning strike: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
If this hits Bob, it needs to make two DC 16 fort saves to avoid being stunned and having it's speed reduced to 5 feet for four rounds. (Stunning fist and scorpion style.)
GM.Silbeg |
Hiko - FYI -
Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
I will rule you did not using your stunning fist. However, Scorpion style still works. However, this is your only reminder ;)
Eolowyn lets fly with a pair of blunt arrows. Her first shot hits cleanly, while the second hits, it is not as sure of a thing.
Hiko, from inside to putrid mess, strikes and hits it. fort: 1d20 + 6 ⇒ (1) + 6 = 7 It seems to slow down slightly due to her strike.
Hungry Flesh #2 (who we will not call "Fred", for no apparent reason - kudos if you actually know the reason) oozes forward and attacks 1d3 ⇒ 2 Its chosen target is Eolowyn, probably because she hurt it. She does notice that some of the damage she has inflicted is healing itself.
Fred's attack: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14 It misses Eolowyn cleanly, which is probably the only thing clean in this room!
Laboratory, Round 2
- x Hyrgan
- x Balon
- x Wembly
- x Critter 1
- x Hiko
- x Eolowyn
- Critter 2
Damage & Conditions:
blob1: 17 hp, grappling, GP1, sickened (2)
blob2: 23hp, sickened (2)
Whiskers: 12hp taken, grappled
Hiko: 11 hp taken, grappled, ??
Eolowyn: ??
Hyrgan: ??
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Hiko |
Hiko - FYI -PRD Stunning Fist wrote:Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.I will rule you did not using your stunning fist. However, Scorpion style still works. However, this is your only reminder ;)
Ooze right, completely forgot that. It was a bit of a hail-mary anyways. Thanks.
-Hyrgan- |
Assuming that it's Hyrgan's turn now. The last combat tracker is kind of confusing.
Hyrgan heads back to the stairs, trying to avoid the attack from #2.
Acrobatics: 1d20 + 4 ⇒ (16) + 4 = 20
If he makes it, he will then send off another sling bullet, this time to #2. Sling into melee: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
Wembly Templeton |
Wembly will wait for his chance after Hyrgan was to summon a small earth elemental on the far side of the south blob from Hiko ...stepping back if needed.
Slam, flank,pa: 1d20 + 6 + 1 + 2 - 1 ⇒ (9) + 6 + 1 + 2 - 1 = 17
for damage blunt : 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Balon |
Balon's spell and touch attack from above will be used this turn, on pile of grossness #1. Since it's already next to him, Balon will use a Concentration check to cast the spell defensively.
Concentration: 1d20 + 6 ⇒ (16) + 6 = 22
The spell is cast, then this (copied from above):
Balon will cast an inflict moderate wounds spell, dropping his prepared life channel spell, step forward, and attempt to deliver it with at touch.
touch attack: 1d20 + 3 ⇒ (19) + 3 = 22
negative energy: 2d8 + 3 ⇒ (1, 5) + 3 = 9
GM.Silbeg |
bob's save: 1d20 - 4 ⇒ (9) - 4 = 5
Bob gets pounded on by the elemental, and then takes the all of the "bad touch".
FYI - power attack on the small elemental is +3 not +2, since it has a single slam attack. It also gets X1.5 Str on it, which was already correct.
Bob is looking pretty bad, but "he" is still healing.
He will attempt to keep Hiko in his grasp. grapple: 1d20 + 11 + 5 ⇒ (16) + 11 + 5 = 32constrict damage: 1d6 + 4 ⇒ (5) + 4 = 9. Hiko is looking rather hurt, herself.
Laboratory, Round 2
- x Hyrgan
- x Balon
- x Wembly
- x Critter 1
- => Hiko
- => Eolowyn
- Critter 2
Damage & Conditions:
blob1: 33 hp, grappling, GP1, sickened (1)
blob2: 23hp, sickened (1)
Hiko: 20 hp taken, grappled, ??
Eolowyn: ??
Hyrgan: ??
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Hiko and Eolowyn are up
Eolowyn |
Seeing that Hiko is doing rather badly Eolowyn tries to back up to the stairs.
Steps are difficult ground, so no 5ft step
Acrobatics for grease effect: 1d20 + 9 ⇒ (6) + 9 = 15
Acrobatics to step out from threatened square: 1d20 + 9 ⇒ (19) + 9 = 28
She then fires a blunt arrow at Bob
Point Blank Precise Deadly Shot in Cover: 1d20 + 11 - 2 + 1 - 4 ⇒ (14) + 11 - 2 + 1 - 4 = 20
Point Blank Precise Deadly Blunt Damage: 1d8 + 3 + 4 + 1 ⇒ (2) + 3 + 4 + 1 = 10
Arrow tracker: 1 cold iron + 3 blunt
GM.Silbeg |
Eolowyn's arrow his solidly, but the thing still holds Hiko.
FYI- I typically handle cover, you handle shooting into melee. no big this time, just letting you know, so that we can be consistent. ;
GM.Silbeg |
With Hiko not reponding in over a day, she'll be in delay. I will bot her before Bob the Blob (#1) goes
"Fred" lashes out at the master of the "bad touch", Balon.
slam: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19 slam damage: 1d6 + 4 - 2 ⇒ (2) + 4 - 2 = 4 grab: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17 constrict: 1d6 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Fred's wounds are still closing, as well.
Fort: Balon: 1d20 + 2 ⇒ (9) + 2 = 11
Fort: Balon: 1d20 + 2 ⇒ (5) + 2 = 7
Laboratory, Round 2
- => Hyrgan
- => Balon
- => Wembly
- Critter 1
- DELAY Hiko
- Eolowyn
- x Critter 2
Damage & Conditions:
blob1: 43 hp, grappling, GP1, sickened (1)
blob2: 18hp, sickened (1)
Whiskers: 12hp taken, grappled
Hiko: 20 hp taken, grappled, ??
Eolowyn: ??
Hyrgan: ??
Balon: 7hp, ??
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Hygan, Balon, Wembly are up, Hiko is in delay.
Wembly, make a fort save for your elemental, please.
Wembly Templeton |
The small earth-creature tries to resist any ill affect from the "Bob" blob.
fort: 1d20 + 4 ⇒ (15) + 4 = 19
Wembly calls out..."Get him again, Rocky!"
If the earth creature is able, it will strike again...with earth mastery and power attacking.
slam,flank,pa: 1d20 + 6 + 1 + 2 - 1 ⇒ (18) + 6 + 1 + 2 - 1 = 26
for dmg: 1d6 + 5 + 3 ⇒ (4) + 5 + 3 = 12
Does not include any penalties for ill effects...
Meanwhile, Wembly readies to summon another of the elementals if the first should be destroyed by the blobsters.
-Hyrgan- |
Hyrgan tries to send off another sling at the same blob again.
Sling into melee: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
The dice are not being nice to me...
Hiko |
Sorry about the delay, life has been out of sorts the past couple of days...
Hiko takes her time and calms herself down some before lashing out at the creature again, this time in a controlled flurry.
Flurry of Blows 1 w/ flank, grapple: 1d20 + 1 ⇒ (3) + 1 = 4
Flurry of Blows 2 w/ flank, grapple: 1d20 + 1 ⇒ (12) + 1 = 13
Damage (?): 1d8 + 1 ⇒ (2) + 1 = 3
Balon |
Fort1: 1d20 + 2 ⇒ (7) + 2 = 9 (+2 vs. disease)
Fort2: 1d20 + 2 ⇒ (3) + 2 = 5 (+2 vs. disease)
Having been grappled, Balon has no choice but to channel negative energy again. He will ignore all his allies (but will hit the elemental).
Channel negative: 1d6 ⇒ 6 plus DC 15 Will save to avoid 2 rounds of sickening.
GM.Silbeg |
Bob save: 1d20 - 4 ⇒ (4) - 4 = 0
Fred save: 1d20 - 4 ⇒ (1) - 4 = -3
Elemental save: 1d20 + 3 ⇒ (18) + 3 = 21
Bob turns into a puddle of goo, letting Hiko go after "Rocky" pounds it. Disturbingly, chunks of flesh are still pulling themselves together, making the group think that it wasn't just healing fast, but was actually regenerating!
Rocky moves up to the other blob, obviously planning on pounding it, next.
Laboratory, Round 2
- x Hyrgan
- x Balon
- ready Wembly
- x Critter 1
- => Hiko
- => Eolowyn
- x Critter 2
Damage & Conditions:
blob1: 59 hp, grappling, GP1, sickened (3)
blob2: 24hp, sickened (3)
Whiskers: 12hp taken, grappled
Hiko: 20 hp taken, grappled, ??
Eolowyn: ??
Hyrgan: ??
Balon: 7hp, ??
Elemental: 6hp
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Eolowyn and Hiko are up.
Eolowyn |
Rapid Deadly Point Blank Precise Attack: 1d20 + 11 - 2 - 2 + 1 ⇒ (16) + 11 - 2 - 2 + 1 = 24
Point Blank Deadly Blunt Damage: 1d8 + 3 + 1 + 4 ⇒ (2) + 3 + 1 + 4 = 10
Rapid Deadly Point Blank Precise Attack: 1d20 + 11 - 2 - 2 + 1 ⇒ (20) + 11 - 2 - 2 + 1 = 28
Point Blank Deadly Blunt Damage: 1d8 + 3 + 1 + 4 ⇒ (6) + 3 + 1 + 4 = 14
Crit Confirm: 1d20 + 11 - 2 - 2 + 1 ⇒ (15) + 11 - 2 - 2 + 1 = 23
Additional Point Blank Deadly Blunt Damage: 2d8 + 6 + 2 + 8 ⇒ (7, 1) + 6 + 2 + 8 = 24
"Someone get some fire or acid over those blobs!" Eolowyn says as she fires two more blunt arrows at Fred, turning him into his component parts.
Arrow tracker: 1 cold iron + 5 blunt
GM.Silbeg |
as these are oozes, they cannot be critted. Unfortunately.
With the second arrow, "Fred" collapses, letting go of Balon. However, his component parts seem to be streaming together.
Up is Hiko.
Laboratory, Round 2
- x Hyrgan
- x Balon
- ready Wembly
- x Critter 1
- => Hiko
- x Eolowyn
- x Critter 2
Damage & Conditions:
blob1: 59 hp, GP1, sickened (3)
blob2: 48hp, grappling, sickened (3)
Whiskers: 12hp taken
Hiko: 20 hp taken, ??
Eolowyn: ??
Hyrgan: ??
Balon: 7hp, grappled, ??
Elemental: 6hp
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Eolowyn |
Booo! I forget that all the time when I am playing.
Wembly Templeton |
Elemental Will : 1d20 + 3 ⇒ (9) + 3 = 12 vs channel
"i dont know what these are, but they seem to be like part trolls or something ."
Not sure what else to try, wembly will shot a ray of acid at the fallen blobs and have the elemental continue to pound it as well.
attack : 1d20 + 3 ⇒ (19) + 3 = 22 for Acid : 1d3 ⇒ 3
Slam, pa : 1d20 + 6 + 2 - 1 ⇒ (10) + 6 + 2 - 1 = 17 for 1d6 + 5 + 3 ⇒ (2) + 5 + 3 = 10
GM.Silbeg |
With Wembly spraying his acid all over the hungry flesh, they stop regenerating.
So, where would you like to go next? Hiko can see a corridor going to another room.
Let me know when you are ready to move inward, and move your characters appropriately. When you are moving in, I'll reveal the next section.
-Hyrgan- |
Hyrgan looks around the room Perception: 1d20 + 10 ⇒ (15) + 10 = 25 while casting detect magic before going towards the room at the end of the corridor.
Wembly Templeton |
Once the area is secured, Wembly will call whiskers back to his side and heal the green planar cat.
" Its ok Whiskers...those bad blobs are gone."
Rejuvenated eidolon : 1d10 + 3 ⇒ (7) + 3 = 10
Hiko |
Hiko waits to make certain "Bob" and "Fred" are not going to get up again. When she is satisfied, she pulls out her Rebus and starts up a chant, releasing a wave of soothing energy.
Channel 1 of 2 for 2d6 ⇒ (3, 2) = 5 worth of healing.
She then picks her way across the slippery room to the door and waits for her comrades. While waiting she starts creating water over her head in an attempt to clean off the slime and other ooze.
Balon |
"Those oozes were fascinating. I must take a sample to study." He tries to put a sample of the dying oozes into a bottle quickly before they melt away completely.
Eolowyn |
"Let's move on" Eolowyn says as she takes point, she has her longbow at the ready and looks into the corridor to check for traps or ambushes.
GM.Silbeg |
The adventurers do not find anything else of note in the room. Eolowyn moves forward and sees a room containing four armored mannequins that show signs of energy damage, such as scorch marks, fracturing from cold, and corrosion from acid. You think that this might be the alchemists' test range.
Eolowyn |
"Let's move on, there is nothing of interest here"
Eolowyn moves to the next corridor, looking around to check if there is anything worth noting.
Balon |
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Balon gives the room a quick once-over before they move on.
GM.Silbeg |
Eolowyn sees a door.
The party has swept both rooms, found nothing.
Please line yourselves up at the door. When the majority of you say you are ready, we'll start (or 24 hours have passed).
Wembly Templeton |
Wembly climbs aboard Whiskers and moves to the doorway with the others.
"Ready, right Whiskers? Ready for anything....except not more blobs."