Fuchsia Madouc |
Nope. But we can find out. What's our cover story here, or shall we sneak in?
Fuchsia Madouc |
I propose we go to the side entrance.
Fuchsia moves to the side entrance and knocks on the door. We're looking for Matala — she was working here. Now she's gone.
GM Kate |
Eschewing the front door, the group moves around to the back entrance. The door is locked, but the key from Matala's belongings easily opens it. However, the door still won't budge. It seems like it's barred from the other side.
Athletics check to open, please.
Fuchsia Madouc |
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The secret to getting ahead is getting started.
Fucshia pulls out the any-tool.
The secret to getting started is breaking your complex overwhelming task, like "why are people turning into murder-oozes," into small and manageable tasks.
Fucshia forms the traveler's any-tool into a battering ram.
Such as: smashing this stupid door down.
She takes a dozen steps back and hefts the blunt tool, ready to charge…
GM Kate |
Fuchsia's attempt with the battering ram doesn't get the door open. You pause, and don't hear anything.
That roll wasn't high enough, but Fuchsia is capable of making the chek. If you'd like to say you keep hitting the door until it's open, I can move forward with that.
Fuchsia Madouc |
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Yeah that's fine by me; I think once you try once you're committed to the premise.
Yuturr Unku |
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Yuturr approaches the door with his thieves' tools out just as Fuchsia begins her assault. He reacts appropriately but lets the ratfolk work.
I will have to be more clear in the future what I can do...
Jack Lily-White |
"Not that it'll ever happen, but if the Lily-White Stripes ever break up I'm going to ask you to be my new percussionist, Fuchsia. That's the biggest drumstick I've ever seen."
Asta Odimmadu |
"With a little patience we can probably get that open quietly, if you want to--oh. Alright then."
GM Kate |
Fuchsia pounds with the battering ram and the door gives way. A small wagon—little more than a cart—has been backed up to the west wall of this large room. Double doors stand at the room’s east end. An open teak box is overturned in the wagon with a few dark red gemstones scattered around it.
There are also two oozes. They seem to have been attracted by the vibration of the door.
Ooze 1: 1d20 + 8 ⇒ (13) + 8 = 21
Ooze 2: 1d20 + 8 ⇒ (3) + 8 = 11
Fuchsia: 1d20 + 10 ⇒ (10) + 10 = 20
Zarke: 1d20 + 13 ⇒ (3) + 13 = 16
Jack: 1d20 + 10 ⇒ (6) + 10 = 16
Asta: 1d20 + 11 ⇒ (4) + 11 = 15
Yuturr (Stealth): 1d20 + 13 ⇒ (7) + 13 = 20
The first ooze does something very unnerving, and strange-smelling vapors emanate from it 20 feet.
Everyone please attempt a DC 24 Will save!
Traits: incapacitation, mental, poison, sleep
Critical Success: You are unaffected and temporarily immune to Sleep Gas for 24 hours.
Success: You are stupefied 1 for 1 round.
Failure: You fall unconscious. You wake up in one minute automatically if you are still unconscious.
Critical Failure: You fall unconscious. You wake up automatically in one hour if you are still unconscious.
This is in incapacitation effect, but it is higher level than you.
Initiative
Ooze 1
Fuchsia
Yuturr
Zarke
Jack
Asta
Ooze 2
Asta Odimmadu |
Will Save: 1d20 + 11 ⇒ (3) + 11 = 14 F~#& that, I don't want to crit fail this. Hero Point time.
Will Save: 1d20 + 11 ⇒ (5) + 11 = 16 M!$*!*~*$&%~!
Perception to wake up: 1d20 + 11 ⇒ (3) + 11 = 14 Oof!
GM Kate |
I'm having trouble finding a chart, but there's an active combat going on, which I will call DC 10 Perception check to hear. You do take a -4 penalty to Perception checks while unconscious.
Zarke |
zarke will: 1d20 + 13 ⇒ (18) + 13 = 31
ani will: 1d20 + 11 ⇒ (1) + 11 = 12
Zarke ignores the poison gas (As one would expect from a poison gas dragon kobold.)
T’gon’l is not so lucky however
If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls prone. Setting a simple expert DC of 20 often works well for such checks.
Since we've been waiting at the door for awhile I'm going to assume that I can dismount normally, which costs me an action. If not, happy to retcon actions as needed.
With his Mount falling asleep beneath him Zarke hops off and zots the oozes.
electric arc: 3d4 + 4 ⇒ (4, 3, 2) + 4 = 13
Basic Reflex DC 19
Meanwhile T’gon’l snoozes...
I think because he gets an action even if I don't command him he gets a perception check to wake up, but I'm even less sure here.
perception: 1d20 + 11 ⇒ (14) + 11 = 25
And wakes up and rights himself.
Yuturr Unku |
DC 24 Will save which can only go well: 1d20 + 9 ⇒ (6) + 9 = 15
Time for a catnap.
Perception: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10 which makes the GM's DC
Yuturr yawns and stretches, awake again.
Fuchsia Madouc |
Will: 1d20 + 10 ⇒ (18) + 10 = 28
Acrobatics (E) to tumble through vs Reflex DC: 1d20 + 14 ⇒ (13) + 14 = 27 I assume this makes it?
Fucshia drops the battering ram, draws her hammer, dances through the slow oozes, and readies her defenses! Free action drop, draw, stride, parry
Light Hammer: 1d20 + 14 ⇒ (8) + 14 = 22
Bludgeoning: 1d6 + 4 ⇒ (3) + 4 = 7
& Prone on Critical
GM Kate |
Fuchsia easily makes her way through the oozes and into the room, preparing to fight!
Yuturr falls asleep, but wakes up again promptly. He still has three actions, though standing and picking up his weapon will take two of them.
Zarke deftly gets off his mount who falls asleep.
Reflex 1: 1d20 + 8 ⇒ (9) + 8 = 17
Reflex 2: 1d20 + 8 ⇒ (19) + 8 = 27
The ooze directly in front in the group avoids the worst of the electric arc, but the other takes the full blow. Electricity damage seems to be fully effective.
Asta falls asleep but immediately wakes up again. He has three actions left.
Initiative
Ooze 1, -13 hp
Fuchsia
Yuturr
Zarke
Jack
Asta
Ooze 2, -6 hp
Yuturr Unku |
Huh, I had just assumed the Perception check would come at the end of my turn. But no, it clearly says it's at the start. TIL!
Yuturr gets back to his feet, drawing his light mace and stepping forward to help Fuchsia confront #2.
Stand, Interact to draw, Step.
Asta Odimmadu |
Jolted awake immediately after his nap, Asta picks up his two weapons and hops to his feet. Stand, two interacts to pick up his sword cane and mace.
Jack Lily-White |
Will save (Jack): 1d20 + 12 ⇒ (18) + 12 = 30
Will save (Nutmeg): 1d20 + 12 ⇒ (14) + 12 = 26
Action 1-2: Electric Arc
Action 3: Shield
The leshies have no problem fighting off the worst of the gas. In response, Jack waves a hand, working to send magical electricity out at the two oozes
Check vs Stupefied, DC 6: 1d20 ⇒ 3
The fatigue sets in though, and he fails to draw enough energy to complete the casting.
He shakes his head, instead trying to follow up with a magical shield.
Check vs Stupefied, DC 6: 1d20 ⇒ 12
The shield forms successfully, giving him some protection.
GM Kate |
Yuturr and Asta collect themselves after falling asleep. Jack avoids falling asleep but a great yawn messes up his spell.
The oozes suddenly shrink down as the GM realizes that they are Medium-sized creatures!
The plants in the area start responding to the oozes' presence and growing thicker!
If you are outside and within 20 feet of an ooze, this area becomes difficult terrain for non–verdurous ooze creatures. When a creature starts its turn in this aura, it must succeed at a DC 21 Reflex save or take a –10-foot circumstance penalty to its Speeds until it leaves the emanation.
Ooze number 1 lashes out at Yuturr!
pseudopod: 1d20 + 15 ⇒ (16) + 15 = 31
bludgeoning: 2d6 + 7 ⇒ (3, 1) + 7 = 11 plus acid: 1d6 ⇒ 2
Yuturr is also grabbed!
It then squeezes!
constrict, bludgeoning: 2d6 ⇒ (5, 1) = 6 plus constrict, acid: 1d6 ⇒ 3
DC 24 basic Fort save
Ooze 1 schlorps over to attack Fuchsia!
pseudopod: 1d20 + 15 ⇒ (13) + 15 = 28
bludgeoning: 2d6 + 7 ⇒ (1, 3) + 7 = 11 plus acid: 1d6 ⇒ 3
Fuchsia is also grabbed!
Ooze 1, -13 hp
Fuchsia
Yuturr
Zarke
Jack
Asta
Ooze 2, -6 hp
Yuturr Unku |
DC 24 Fort: 1d20 + 8 ⇒ (12) + 8 = 20
using the Escape action that has the Attack trait, because why not apply MAP to something that doesn't affect your opponent at all?: 1d20 + 11 ⇒ (6) + 11 = 17 I VOLUNTEER THIS HERO POINT AS TRIBUTE
Acrobatics/unarmed attack with same modifier: 1d20 + 11 ⇒ (17) + 11 = 28
Discretion being the better part of valor, Yuturr moves to the other side of the room and pulls out a potion.
Fuchsia Madouc |
editing per Slack
Fuschia Strikes twice then parries!
Light Hammer, Strike 1, Agile: 1d20 + 14 ⇒ (20) + 14 = 34
Light Hammer, Strike 2, Agile: 1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17
Bludgeoning Strike 1: 1d6 + 4 ⇒ (6) + 4 = 10
Bludgeoning Strike 2: 1d6 + 4 ⇒ (3) + 4 = 7
She then readies an action to help her friend escape. 8 lives now, cat!
One For All (Diplomacy to Assist on Reaction) (E), Panache: 1d20 + 4 + 13 + 1 ⇒ (5) + 4 + 13 + 1 = 23
Zarke |
Zarke Reflex: 1d20 + 11 ⇒ (11) + 11 = 22
T’gon’l Reflex: 1d20 + 12 ⇒ (4) + 12 = 16
Zarke hops back on his lizard who struggles forward through the difficult terrain while slowed, still close enough to get to a good attack on one of the oozes at least.
Maul vs Ooze #2 FF: 1d20 + 12 ⇒ (3) + 12 = 15
bludgeoning damage: 2d12 + 4 ⇒ (9, 4) + 4 = 17
Maul vs Ooze #2 FF: 1d20 + 12 - 5 ⇒ (10) + 12 - 5 = 17
bludgeoning damage: 2d12 + 4 ⇒ (2, 5) + 4 = 11
Yuturr Unku |
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If we're counting, I assure you I've less left than that! Yuturr quips back. He is not anxious to test the veracity of that remark.
Asta Odimmadu |
Asta Reflex: 1d20 + 13 ⇒ (2) + 13 = 15
Asta studies the nearer of the two oozes from the doorway, sharing his insight with his allies. Realizing he doesn't have a good opening, he instead retreats further into the room along the wall, though he seems to be moving very slowly.
Occultism to Recall Knowledge vs. #2 (Known Weakness): 1d20 + 13 ⇒ (19) + 13 = 32 If that's a crit, +1 to everyone's first attack this round vs. #2. I'd also like to know the results of the knowledge check to see what Asta knows about this particular flavor of ooze.
Devise a Stratagem: 1d20 ⇒ 1
Well that doesn't lend itself well to a strike! Instead, this will be ◆Devise a Stratagem, ◆Stride, ◆Stride.
GM Kate |
That does crit! This is a verdurous ooze. They are immune to acid, critical hits, mental, piercing, precision, slashing, unconscious, and visual effects. Its aura enlivens the foliage around it or can act as Sleep Gas. It splits into two oozes if you deal piercing or slashing to it. It can grab and constrict.
Since Asta is last this round, everyone will get the +1 next round.
Jack Lily-White |
Reflex save, DC 21: 1d20 + 8 ⇒ (2) + 8 = 10
Action 1-2: Ray of Frost
Action 3: Shield
Jack retries his previous spell, pointing to release a ray of frost at the nearest ooze.
Strike vs Red (Flat-footed): 1d20 + 11 ⇒ (6) + 11 = 17
Damage (Cold): 3d4 + 4 ⇒ (3, 2, 3) + 4 = 12
He then draws upon further magic within his soul to shield himself temporarily.
GM Kate |
Fuchsia pounds on the ooze grabbing her!
Yuturr escapes and darts to the other side of the room.
Zarke uses his maul effectively on Ooze 2.
Jack then sprays it with a ray of frost.
Asta identifies the creature's weak points, giving everyone a bonus to their attack! He realizes that he doesn't have a good shot, and moves into the room.
Ooze 2 lashes out at Zarke.
pseudopod: 1d20 + 15 ⇒ (16) + 15 = 31
bludgeoning: 2d6 + 7 ⇒ (5, 5) + 7 = 17 plus acid: 1d6 ⇒ 1
Zarke is also grabbed and gets squeezed.
constrict, bludgeoning: 2d6 ⇒ (2, 5) = 7 plus constrict, acid: 1d6 ⇒ 3
DC 24 basic Fort save
The ooze holding on to Fuchsia squeezes tight!
constrict, bludgeoning: 2d6 ⇒ (1, 4) = 5 plus constrict, acid: 1d6 ⇒ 1
DC 24 basic Fort save
constrict, bludgeoning: 2d6 ⇒ (5, 4) = 9 plus constrict, acid: 1d6 ⇒ 3
DC 24 basic Fort save
constrict, bludgeoning: 2d6 ⇒ (6, 6) = 12 plus constrict, acid: 1d6 ⇒ 3
DC 24 basic Fort save
Ooze 1, -30 hp
Fuchsia
Yuturr
Zarke
Jack
Asta
Ooze 2, -46 hp
Zarke |
fort: 1d20 + 11 ⇒ (16) + 11 = 27
Zarke avoids the worst of the squeezing before relaliating with a lightning bolt against both of them.
flat5 to cast: 1d20 ⇒ 7
electricity damage: 4d12 ⇒ (9, 11, 12, 1) = 33
basic reflex 21
Zarke then smashes the flanked ooze in the oozy bits.
hammer time vs ooze 2 FF: 1d20 + 12 ⇒ (5) + 12 = 17
b damage: 2d12 + 4 ⇒ (7, 2) + 4 = 13
Jack Lily-White |
Reflex save, DC 21: 1d20 + 8 ⇒ (16) + 8 = 24
Action 1-2: Ray of Frost
Action 3: Shield
Jack keeps it up, releasing yet another blast of cold magic!
Ray of Frost vs 2: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Cold damage: 3d4 + 4 ⇒ (4, 2, 3) + 4 = 13
He then renews the shielding magic, taking no chances.
Asta Odimmadu |
Asta steps forward and strikes twice at the ooze holding Fuschia.
+1 striking light mace: 1d20 + 14 ⇒ (7) + 14 = 21
B damage: 2d4 + 1 ⇒ (4, 1) + 1 = 6
+1 striking light mace, 2nd attack: 1d20 + 10 ⇒ (8) + 10 = 18
B damage: 2d4 + 1 ⇒ (2, 2) + 1 = 5
Yuturr Unku |
Yuturr laps up the potion like it's a bowl of cream.
healing: 2d8 + 5 ⇒ (1, 1) + 5 = 7
Unfortunately, some of the cream has obviously curdled. No more patronizing "Bob's Discount Potions and Taco Stand" for Yuturr!
Discretion being the better part of valor, he opts to follow Jack's example, loosing his own ray of frost at #1.
spell attack: 1d20 + 11 ⇒ (8) + 11 = 19
cold: 3d4 + 4 ⇒ (1, 3, 2) + 4 = 10
Interact to consume, verbal & somatic components for ray of frost.
Fuchsia Madouc |
Fort vs Constrict 1: 1d20 + 11 ⇒ (2) + 11 = 13
Hero point.
Fort vs Constrict 1 Hero Point: 1d20 + 11 ⇒ (14) + 11 = 25
Fort vs Constrict 3: 1d20 + 11 ⇒ (17) + 11 = 28
Fort vs Constrict 3: 1d20 + 11 ⇒ (13) + 11 = 24
6 halved to 3, 12 halved to 6, 15 halved to 7=16
Acrobatics (E) to escape: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16 Crit fail
Light Hammer, Strike 1: 1d20 + 14 ⇒ (1) + 14 = 15 Crit fail
Light Hammer, Strike 2, Agile: 1d20 + 14 ⇒ (12) + 14 = 26
Bludgeoning Strike 2: 1d6 + 4 ⇒ (1) + 4 = 5
The aasimar's eyes flash purple as she tries to escape, but she only gets her tail tangled up in her feet! Crit fail.
The lashes furiously at the ooze, desperate to free herself! As she begins to panic, she misses wildly on the first strike. I'm … no… darn … cat…!
Bludgeoning Strike 1: 1d6 + 4 ⇒ (1) + 4 = 5
GM Kate |
Fuchsia withstands the worst of the squeezing, but can only give the creature a small tap!
Yuturr, after drinking a bum potion, sends a freezing ray at the same ooze!
Zarke, very mad now, sends an impressive bolt of lightning through both oozes!
Ooze 1 Reflex: 1d20 + 8 ⇒ (13) + 8 = 21
Ooze 2 Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Who are surprisingly dexterous. He follows up with a smash.
Jack sends in a ray of frost, while Asta moves in for two strikes.
Both creatures leak a glowing green ooze from their injuries, but they keep on squeezing.
The ooze holding Zarke squeezes three times!
constrict, bludgeoning: 2d6 ⇒ (4, 2) = 6 plus constrict, acid: 1d6 ⇒ 4
DC 24 basic Fort save
constrict, bludgeoning: 2d6 ⇒ (6, 5) = 11 plus constrict, acid: 1d6 ⇒ 3
DC 24 basic Fort save
constrict, bludgeoning: 2d6 ⇒ (2, 5) = 7 plus constrict, acid: 1d6 ⇒ 2
DC 24 basic Fort save
The ooze holding Fuchsia squeezes three times!
constrict, bludgeoning: 2d6 ⇒ (4, 1) = 5 plus constrict, acid: 1d6 ⇒ 3
DC 24 basic Fort save
constrict, bludgeoning: 2d6 ⇒ (1, 5) = 6 plus constrict, acid: 1d6 ⇒ 1
DC 24 basic Fort save
constrict, bludgeoning: 2d6 ⇒ (6, 4) = 10 plus constrict, acid: 1d6 ⇒ 2
DC 24 basic Fort save
They will not continue to squeeze a downed opponent.
Initiative
Ooze 1, -72 hp
Fuchsia
Yuturr
Zarke
Jack
Asta
Ooze 2, -88 hp
Fuchsia Madouc |
Fort vs Constrict 1: 1d20 + 11 ⇒ (13) + 11 = 24
Fort vs Constrict 2: 1d20 + 11 ⇒ (10) + 11 = 21
Fort vs Constrict 3: 1d20 + 11 ⇒ (14) + 11 = 25
8 halved; 4 + 7 + 12 halved; 6=22
28/66 HP
Acrobatics (E) to escape, Heritage Feat: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35 yay!
The song of the Lillend Azatas surges in Fuchsia's blood as she slips free! You're SO DEAD!
Light Hammer, Strike 2, Agile: 1d20 + 14 - 4 ⇒ (1) + 14 - 4 = 11 :/
She swings wildly; her dueling cape, weighed down with slime, barely flutters as she parries.
Light Hammer, Strike 2, Agile: 1d20 + 14 - 4 ⇒ (15) + 14 - 4 = 25
Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10
Jack Lily-White |
Reflex save: 1d20 + 8 ⇒ (8) + 8 = 16
Action 1-2: Ray of Frost
Action 3: Stride
Though it's hard to read a leshy's facial expressions, Jack's movement show great determination as he lets loose another ray of frost.
Ray of Frost: 1d20 + 11 ⇒ (15) + 11 = 26
Cold damage: 3d4 + 4 ⇒ (4, 1, 4) + 4 = 13
With the aura beginning to restrict Jack's movements, he takes a few steps to get outside of the ooze's aura.
Zarke |
fort: 1d20 + 11 ⇒ (15) + 11 = 26
fort: 1d20 + 11 ⇒ (2) + 11 = 13
fort: 1d20 + 11 ⇒ (15) + 11 = 26
S,CF,S = 37 damage, exactly at 1hp.. tadaa
Zarke grimaces and works to back escape the slimy grip.
athletics: 1d20 + 12 ⇒ (13) + 12 = 25
Zarke then takes 2 swings
poundtown vs #2 FF: 1d20 + 12 - 5 ⇒ (13) + 12 - 5 = 20
B damage: 2d12 + 4 ⇒ (1, 11) + 4 = 16
poundtown vs #2 FF: 1d20 + 12 - 10 ⇒ (16) + 12 - 10 = 18
B damage: 2d12 + 4 ⇒ (3, 5) + 4 = 12
Assuming the 25 broke free...
T’gon’l then backs the two of them off.
Asta Odimmadu |
Asta continues his assault on the ooze squeezing Fuschia. "Foolish mouse, you can't talk your way out of something without a brain."
+1 striking light mace: 1d20 + 14 ⇒ (4) + 14 = 18
B damage: 2d4 + 1 ⇒ (2, 1) + 1 = 4
+1 striking light mace, agile 2nd: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
B damage: 2d4 + 1 ⇒ (4, 2) + 1 = 7
+1 striking light mace, agile 3rd: 1d20 + 14 - 8 ⇒ (17) + 14 - 8 = 23
B damage: 2d4 + 1 ⇒ (4, 2) + 1 = 7
Yuturr Unku |
Yuturr notes Zarke's arrival adjacent to him. Safer back here, I can tell you that, he quips, letting another ray of frost fly at the one the kobold was beating on (or the other, if it has fallen). He then steps up in case Zarke needs to guide his dragon behind him to keep away.
spell attack: 1d20 + 11 ⇒ (5) + 11 = 16
cold: 3d4 + 4 ⇒ (3, 3, 2) + 4 = 12
Verbal & somatic components, Step.
GM Kate |
Fuchsia squeezes out of the ooze's grasp, but she fails to land an attack afterward!
Yuturr sends a ray at an ooze!
Zarke just barely escapes his ooze's grasp, then gives the ooze two solid thumps before riding away.
Jack sends a ray of frost at one of the oozes, and Asta strikes three times at the other.
Unfortunately, both oozes remain standing.
Ooze 2 lashes out at Fuchsia.
pseudopod: 1d20 + 15 ⇒ (13) + 15 = 28
bludgeoning: 2d6 + 7 ⇒ (2, 6) + 7 = 15 plus acid: 1d6 ⇒ 6
Fuchsia is once again grabbed and once more faces a squeeze!
constrict, bludgeoning: 2d6 ⇒ (4, 1) = 5 plus constrict, acid: 1d6 ⇒ 3
DC 24 basic Fort save
Ooze 1 lashes out at Asta.
pseudopod: 1d20 + 15 ⇒ (10) + 15 = 25
bludgeoning: 2d6 + 7 ⇒ (2, 1) + 7 = 10 plus acid: 1d6 ⇒ 5
Asta is grabbed for the first time and gets squeezed!
constrict, bludgeoning: 2d6 ⇒ (1, 1) = 2 plus constrict, acid: 1d6 ⇒ 5
DC 24 basic Fort save
Initiative
Ooze 1, -102 hp
Fuchsia
Yuturr
Zarke
Jack
Asta
Ooze 2, -129 hp
Asta Odimmadu |
Fort save: 1d20 + 8 ⇒ (10) + 8 = 18
*Ugh* "Hardy piles of disgusting mess, aren't they? Fall, monster!"
Astar wriggles in the ooze's grip, trying to work himself free.
Escape (unarmed strike): 1d20 + 13 ⇒ (13) + 13 = 26 A 25 got Zarke free, so I'll assume this was enough for me.
He then strikes at the creature once before retreating.
+1 striking light mace: 1d20 + 14 ⇒ (4) + 14 = 18
B damage: 2d4 + 1 ⇒ (4, 3) + 1 = 8
Jack Lily-White |
Jack continues the same spellcasting, releasing a ray at the nearest ooze.
Ray of Frost vs 2: 1d20 + 11 ⇒ (1) + 11 = 12
He curses as a magical energy flies wide. "Why won't these things die?!"
Yuturr Unku |
Maybe they were cats in another life...?
Targeting the one that looks most damaged, Yuturr lets another ray of frost fly. He then moves over to let the occupants spread out as needed.
spell attack: 1d20 + 11 ⇒ (13) + 11 = 24
cold: 3d4 + 4 ⇒ (3, 1, 4) + 4 = 12
Verbal & somatic components, Step.
Zarke |
Zarke heals himself.
healing: 2d8 + 16 ⇒ (8, 4) + 16 = 28
before his mount carries him back into battle to smash #2.
smash vs FF #2: 1d20 + 12 ⇒ (10) + 12 = 22
bludgeoning: 2d12 + 4 ⇒ (3, 7) + 4 = 14
GM Kate |
Yuturr hits Ooze 2 with a blast of cold.
Zarke, after healing himself, moves back in and finishes off Ooze 2 with a hammer!
Hooray! One down!
Jack has trouble connecting with his ray of frost, while Asta wiggles out of the other ooze's grasp and whacks it once with a hammer before moving away.
Fuchsia lies on the ground bleeding. I need a stabilization roll, please.
The ooze reaches out at T'gon'l, the closest creature!
pseudopod: 1d20 + 15 ⇒ (1) + 15 = 16
bludgeoning: 2d6 + 7 ⇒ (2, 5) + 7 = 14 plus acid: 1d6 ⇒ 1
But misses!
The ooze tries again.
pseudopod: 1d20 + 15 - 5 ⇒ (15) + 15 - 5 = 25
bludgeoning: 2d6 + 7 ⇒ (2, 4) + 7 = 13 plus acid: 1d6 ⇒ 3
It hits and grabs, but can't constrict.
Everybody up!
Initiative
Ooze 1, -110 hp
Yuturr
Zarke
Jack
Asta
Fuchsia
Zarke |
smash vs FF: 1d20 + 12 ⇒ (6) + 12 = 18
bludgeoning D: 2d12 + 4 ⇒ (11, 5) + 4 = 20
smash vs FF: 1d20 + 7 ⇒ (14) + 7 = 21
bludgeoning D: 2d12 + 4 ⇒ (12, 9) + 4 = 25
smash vs FF: 1d20 + 2 ⇒ (5) + 2 = 7
bludgeoning D: 2d12 + 4 ⇒ (6, 12) + 4 = 22
Zarke goes all out and attempting to finish the ooze off.
Jack Lily-White |
Action 1: Stride
Action 2-3: Heal
Jack takes a few steps forward.
Reflex save: 1d20 + 8 ⇒ (8) + 8 = 16
Struggling but managing the get a bit closer he eyes Fuchsia's prone form. Gauging the distance to be about right, Jack draws from the magical energy embedded in his soul. This time the magic heals, enveloping the ratfolk in a blanket of white light.
Heal: 1d8 + 8 ⇒ (5) + 8 = 13
GM Kate |
And Zarke finishes off the other ooze!
Jack brings Fuchsia back to consciousness with healing magic.
Fuchsia: 1d20 + 10 ⇒ (19) + 10 = 29
Zarke: 1d20 + 13 ⇒ (2) + 13 = 15
Jack: 1d20 + 10 ⇒ (7) + 10 = 17
Asta: 1d20 + 11 ⇒ (14) + 11 = 25
Yuturr : 1d20 + 9 ⇒ (13) + 9 = 22
No one bothers you in this room, so you can take time to rest.
There is a box in the wagon clearly marked as a shipment from Oenopion in Nex to Tomil Jabrin at the Khalibi Caravan House in Kibwe. It contains ten gemstones that rest in a violet-colored residue. The gems do not detect as magical, and they are probably worth about 40 gp each. The box also contains a note on folded parchment. It reads: “Beware, Tomil. As the stones steep in their brew during the long trip to Kibwe, they gain power. How much power, I do not know; the curse might intensify enough that it is not limited to those who contact the stones, but could perhaps become transmittable by touch or even proximity.”
There are boots of elvenkind sitting on a shelf.
Fuchsia, Asta, and Yuturr:
You find a secret door beside the shelves.