GM JaceDK |
Just to clarify, we are in a large circular room with a high domed ceiling with broken glass and dust on the floor? No other furniture or what not? And no other doors?
Correct. There is a door on the eastern edge of the circular room. The broken glass makes movement difficult, så the entire room is difficult terrain.
Clayton Stenos |
[ooc]Easter Weekend, hard to post.[/ooc[
Clayton is about to step on the glass until he sees Silas float. Taking a step back he dreads hearing the glass crunch and alert whatever could be lurking here.
"Let us know what you see on the other end Silas."
GM JaceDK |
Silas, can you give me a Preception and a Knowledge (dungeoneering) roll?
Georghu "Grumbles" Dobre |
[ooc]Easter Weekend, hard to post.[/ooc[
Clayton is about to step on the glass until he sees Silas float. Taking a step back he dreads hearing the glass crunch and alert whatever could be lurking here.
"Let us know what you see on the other end Silas."
The Ranger nocks an arrow.
GM JaceDK |
Both Elduin and Silas spot a fairly large shapeless mass lying in the broken glass close to the eastern door. The dust and debris obstructs your view, so you can't say for certain what it is, but there is a distinct silvery metallic glint reflecting off your light sources.
GM JaceDK |
Elduin's arrow strikes the metallic blob, the shaft sinking deep into the strange substance.
Immediately, it rears up and reveals itself to be a living ooze, clearly unhappy about the attack and your intrusion into its domain.
Shambling forward, it lashes out at Elduin with a long tendril.
Slam attack: 1d20 + 4 ⇒ (17) + 4 = 21 Hit
Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9 applies - Elduin, please make a DC 17 Fort save vs poison
The tendril knocks the breath out of the young forest warden and proceeds to wrap itself around his torso.
Grab: 1d20 + 10 ⇒ (14) + 10 = 24 Hit - Elduin and the monster both have the grappled condition.
Constrict Damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7 applies
Before he is able to recover, Elduin suddenly finds himself held firmly, gasping for air and feeling a potent poison seeping though his exposed skin.
Knowledge (dungeoneering) DC 16 to identify the monster.
Initiative - ROUND 1
Heroes
Monster
Heroes are up.
Silαs |
Round 1
Silas puts a little more distance between him and the now agitated ooze, (MA levitate higher) before releasing a bolt of force into it from his wand.
SA magic missile damage: 1d4 + 1 ⇒ (4) + 1 = 5
Status and Effects:
AC: 18 HP: 26
mage armor
Stochelo Carmenta |
Kn(dungeoneering): 1d20 + 10 ⇒ (18) + 10 = 28
Stochelo moves forward to assist the grappler Elduin, his rapier glowing faintly as he channels magical energy through the blade.
Stab: 1d20 + 9 ⇒ (7) + 9 = 16 to hit, for Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
"We need to get him out of there, no telling what kind of nasty chemical goo the ooze will hurt him with."
Georghu "Grumbles" Dobre |
Longbow
1d20 + 4 + 4 + 1 + 1 ⇒ (16) + 4 + 4 + 1 + 1 = 26
1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Drop bow and move to slime/ooze drawing sword.
What is it?!
Clayton Stenos |
Seeing that it didn't have any vital organs, Clayton huffed in anger.
"Alright lets do this the old way!"
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
GM JaceDK |
Seeking to aid their struggling comrade, the heroes assault the ooze from all sides, doing serious injury.
Elduin left to act and roll vs poison.
This is a mercury ooze, created by some bizarre and broken arcane experiment in ages past. It can compress its body to a thickness of 1 inch to slip into cracks and crevices. As you have already learned, a mercury ooze attacks by grabbing and squeezing its prey. It has standard ooze traits and delivers toxic mercury poisoning on successful hits. If the poisoning is left untreated, it can cause serious mental and physiological damage.
GM JaceDK |
The combined attacks tear large chunks from the ooze, which melt into shiny puddles on the glass-covered stone floor.
The ooze, mindless and enraged continues to squeeze the life out of Elduin.
Grabble check to maintain grabble and inflict damage: 1d20 + 10 + 5 ⇒ (20) + 10 + 5 = 35 Success - another DC 17 Fort save, please.
Grabble Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9 applies
Constrict Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6 applies
Elduin, please make sure your hp are updated.
Initiative - ROUND 2
Heroes
Monster
Heroes are up.
Stochelo Carmenta |
"NO! We have to get him out of that ooze, the metals in its body will poison him, even if he survives the crushing!"
Stochelo lunges with the flank, hoping to extract Elduin from the monster's grasp.
Stab, flank, arcane pool: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 to hit, for Piercing, magic: 1d6 + 1 ⇒ (3) + 1 = 4 damage
GM JaceDK |
Cast lead blade... 5ft step and set up flanking
No 5ft step allowed due to difficult terrain. But oozes are immune to flanking anyway. And you can't cast Lead blades and attack in the same round.
Georghu "Grumbles" Dobre |
Georghu "Grumbles" Dobre wrote:Cast lead blade... 5ft step and set up flankingNo 5ft step allowed due to difficult terrain. But oozes are immune to flanking anyway. And you can't cast Lead blades and attack in the same round.
Well... hold on the attack, and the flank
Clayton Stenos |
Clayton sees the half elf's eyes fill with that dreaded look.
"Dammit!"
Flurry 1: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Flurry 2: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
He wasn't used to fighting creatures without organs, he always prided himself on being able to find someone's weak point when he saw them swagger, but this thing was not natural.
Without Sneak Attack and Poison I barely do anything, hopefully we can push through.
GM JaceDK |
Desperate to save your dying comrade, you pummel the ooze from all sides with steel, spell and fists. Already seriously injured, the unnatural lifeform quickly disintegrates into a scattered mass of chemical residue, which bubbles and fills your nostrils with harsh odors as it melts away among the rubble.
Freed from the constricting tendril, Elduin lies sprawled among the broken glass, pink foam seeping from his mouth signaling that his wheezing breath comes from lungs punctured by broken ribs, rapidly filling with blood.
GM JaceDK |
Magical healing automatically stabilizes you. So no need for further rolls.
Clayton Stenos |
Clayton waits. He has no idea how to help the half-elf but hopes that the magic does what was promised.
"Will he be okay?" The concern in the big man's voice came out.
GM JaceDK |
With the aid of Silas' generous application of infernal healing, Elduin is soon back to full health. He does not feel any adverse effects, so it appears he was able to avoid mercury poisoning.
A brief search of the room reveals only more dulled glass shards and dust. The door to the east is unlocked, with no signs of traps or noise from the other side.
Clayton Stenos |
Clayton looks over his shoulder at least three more times before the door opens, he was used to fighting thugs, criminals and even some fae, but this was different.
He clasped his hands together and gave a deep breath, "Alright. Lets move."
GM JaceDK |
The door opens to a long hallway headed east. About halfway down, a corridor leads south to a closed door. Further along, the eastern hallway turns north and ends in a collapsed pile of impassable rubble.
GM JaceDK |
After listening at the door for a while, Silas (or more likely Elduin) picks up on faint noises from within. It sounds like skittering and the occasional metallic clank, as if a single larger creature is moving about inside.
GM JaceDK |
To clarify, the mechanical sounds are more like someone interacting with metal objects, not a metallic creature moving about.