The Mouth of Doom (Inactive)

Game Master Grimmy

Round 2:
Raziel <<<<
Hound <<<<
Q <<<<
Bandits

Battle Map

Loot Tracker | Zelkor's Ferry Environs | Campaign Map | Obsidian Portal


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M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound will close the door after Eli. Back up everyone! We have no idea what it can do, it might ven slither off if we leave it be.


As the black fluid pours out of the dead monks eyes it coalesces into a puddle and starts to move down his neck with intention as though it is a sentient creature!

You can try Knowledge: Dungeoneering, Religion or Arcana


We're staying on initiative count, use the header to distinguish you're turn from free action posts.

I counted Eli and Q's posts as their turn because they used move actions.


"Hound, let me take a peek" - Raziel takes a look at the scene from outside the window - "What the...?"

Knowledge (Arcana): 1d20 + 8 ⇒ (12) + 8 = 20

Think this is a free action, correct Grimmy?


Yup active perception checks to search are an action but knowledge checks are free though since you already have a view.


Soooo...? :D


Raziel thinks this is some kind of parasitic ooze from the negative energy plane. Once it infests a host it requires powerful magic like remove curse to remove it.


Conveying the information to the others, Raziel stays hiding at the window, peering through to try and understand what it is that this ooze like creature is up to.

Grimmy, no further details about the creature with that roll I imagine?


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

RD 3

Hound will stay by the door ready to shut it once everyone is out.


Round 3 Init 27
Ridley is standing next to Hound, ready to help drag people out of the room if anyone goes down.


Raziel Drakan wrote:

Conveying the information to the others, Raziel stays hiding at the window, peering through to try and understand what it is that this ooze like creature is up to.

Grimmy, no further details about the creature with that roll I imagine?

Base 15 for rare +CR, so... no more special attacks or vulnerabilities known, but Raziel can probably piece together that the monk wanted to end his own life to avoid some terrible fate.

Eli was the only one who ever actually went in the room and he's out so Hound shuts the door.

The ooze doesn't look particularly fast, if you want you can simply leave. Or, you can stay and eliminate this hazard.


Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

Once she gets around and hears what is in the cabin:
Whatever that is, it does not belong in the wild. Aberrations such as that have no place in this world and should be destroyed. Lets see what we can do to eliminate it from being able to harm anyone else. What do we have? Fire? Cold? Arrows?


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

I can light a torch to help burn it but that is about it other than normal weapons.


"I am not sure of how exactly we can do to harm it" - Raziel admits - "But I agree with Ghael, we should not let it free to roam" - he adds resolute, attacking the creature from the window with an acid bolt

Acid Splash Touch Attack: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Damage (I am assuming no sneak attack...): 1d3 + 1 ⇒ (1) + 1 = 2

Acid Splash Touch Attack Crit? (I doubt it takes crits): 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Additional Damage (I think it is x2?): 1d3 + 1 ⇒ (3) + 1 = 4


Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]

Eli sighs in exasperation and the apparent lack of common sense and spoke up, speaking slowly and with not a small amount of incredulity in his tone, "Raz, you literally just told us that it's from the Plane of Negative Energy. So unless I'm missing something, why don't we try some of that positive energy that y'all used against the crow?"


Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

Ghae looks at Eli.
I have no healing magic left for the day.

She looks over at the cleric to see whether he can still use his deity's benevolence.


Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7

Q approaches the shack and listens to the others talk. "Hopefully I'll be able to get my arrows back." he says. Letting the others deliberate.


Round 3 Init 9:
The ooze slithers across the cabin floor and starts seeping under the door!


Round 4:
Raziel <<<<
Hound - 7 <<<<
Q - 3
Ghaelja - 3 <<<<
Ridley - 27 <<<<
Eli - 25 <<<<
Ogrim - 17 <<<<
Ooze - 9

Go!

Ogrim still has his Round 3 turn as well.


Grimmy, did my spell hit?


Raziel's acid hit and seemed to take full effect, the ooze is not incorporeal.


Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

Seeing the acid damage the creature.

Can you keep doing that? We can all just retreat and allow you to dissolve it with acid.


"I can try" - the tiefling retorts with a smile, then moves away from the cabin, waiting for another opportunity to attack from hiding.

So, Razoel'reasoning is that, if the creature seeped through the floorboards, maybe he has a chance to hide again. So he moves away from the cabin to get behind a tree or something similar.

Stealth: 1d20 + 10 ⇒ (11) + 10 = 21


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound will light a torch and strike at the ooze if it gets in range, he will move back with the others.

Torch: 1d20 + 5 ⇒ (13) + 5 = 181d3 + 3 ⇒ (2) + 3 = 5 +1 fire


Raziel dashes out of the garden and vanishes in the shadows. Hound gets a torch lit and thwacks the ooze, which recoils momentarily from the flames.


Everyone is in the garden in front of the cabin except Raziel. The ooze just slid out under the door. Before the ooze attacks we have Ridley, Ghaelja, Eli, and Ogrim x2.


backgrounds

Ogrim is just backing away. He'll keep 40' between himself and the ooze.


Gogo!


Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

Ghae will move back and sling a stone at the ooze.

Attack-sling: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

And she hits the side of the building leaving a small dent.


Ridley will keep some distance between herself and the ooze while she digs in her pack again, looking to retrieve her alkali flask.

"I have something that might work, but it's something of a long shot. Certainly isn't positive energy..."


Round 4 Init 9:

The ooze surges forward and splashes it's pseudopods at Hound!

Slam: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 ⇒ 4
Cold: 1d6 ⇒ 2
Grab: 1d20 + 10 ⇒ (6) + 10 = 16

if hit:

DC 13 Fort Save:


Round 5:
Raziel <<<<
Hound - 7 <<<<
Q - 3 <<<<
Ghaelja - 3 <<<<
Ridley - 27 <<<<
Eli - 25 <<<<
Ogrim - 17 <<<<
Ooze - 9

Go!


Also, Hound's torch attack did x1.5 damage.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Fort: 1d20 + 6 ⇒ (9) + 6 = 15


Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

Assuming Ghae can see the creature cringe from the fire, if an ooze can cringe, she also lights a torch as her standard action.


The ooze did visibly recoil from the fire, and when it struck Hound there was a tangible aura of cold.


Raziiel keeps his distance, but breaks out from hiding to attack the strange ooze like thing.

Acid Splash Touch Attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Sneak Attack: 1d6 ⇒ 3


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound whacks again

Torch: 1d20 + 5 ⇒ (20) + 5 = 251d3 + 3 ⇒ (1) + 3 = 4 +1 fire
Crit confirm: 1d20 + 5 ⇒ (6) + 5 = 111d3 + 3 ⇒ (3) + 3 = 6


Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]

"Yes, well... I don't fancy getting too near that thing, but maybe I can keep it distracted."

Nodachi have four-foot blades, so instead of choking-up my grip on the hilt as I normally do for combat, I'm going to be holding it as far down as I can and still have the ability to move it. I won't be able to attack effectively with it (aside from poking with the tip) because of such poor leverage, but still. Better than sitting here twiddling my thumbs.
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16 to keep myself out of reach


Hound and Raziel both hit.

If this thing was not immune to SA and Crits it would be dead already!


Ridley:

Dungeoneering DC 18:
At first this thing seemed like an Ebon Ooze which has the negative energy affinity and is acid based, but now that you have seen Raziels acid harm it and Hound has felt it's cold aura you can conclude that something like alchemist fire would work better then alkali flask.


backgrounds

Ogrim just stays out of the way.


Ridley and Q are up before the thing takes another slurp on Hound!


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Way to go back-up!


Hahaha :(

I think the uncertainty about positioning is making people hesitate. I probably won't do TotM again.

Save Hound!


Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7

Delay. Doesn't look like there's much Q can do here.


Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

Unless you plan on running out of arrows, just fire. It might damage it.


It's taken damage normally so far, from everyone who has hit it.


Monk (Zen Archer) 2 | Init:+2 Perc:+9 | HP: 13/20 Melee:+3 Ranged:+3 Flurry:+4/+4 | F:+4 R:+5 W:+7

Flurry 1: 1d20 + 4 ⇒ (20) + 4 = 24
Flurry 2: 1d20 + 4 ⇒ (2) + 4 = 6

Confirm: 1d20 + 4 ⇒ (4) + 4 = 8

Flurry 1 Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Flurry 1 If Critical Damage: 3d8 + 3 ⇒ (7, 8, 2) + 3 = 20

Flurry 2: 1d8 + 1 ⇒ (4) + 1 = 5


GOGO Team! We got this ;)

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