The larger ooze, having downed one of it's prey turns it's bulk towards this new threat, Samhradh and lashes an acidic tentril against his unprotected forearm leaving a slimy trail of burning liquid over it.
Large Ooze: Start of turn takes 5 fire damage from Thud's Brand.
Start of turn takes 10 damage from Mindartis' Fiery Sphere.
Standard action: Slam on Samhradh. Attack roll: 1d20+8 vs AC = 21. Hit.
Damage roll: 1d10+4 = 11.
The ooze to the south continues to pursue Samhradh but even in the rocky area the Wilden is able to avoid it's grasping tendrils as he moves to aid his companion.
Lurking Ooze B: Standard action: Bone Melt on Samhradh Attack roll: 1d20+10 (Flanking) vs Fortitude = 16. Miss.
The ooze dogging Aieldar squeezes through the rock expanse of the cavern, trailing acid dripping limbs across him which burn his flesh.
Lurking Ooze A: Minor action: Shift two squares to L11. Standard action: 1d20+8 vs Fortitude = 23. Hit.
Damage roll: 1d6+6 = 10.
Okay, almost there now guys.
Ryadic, make sure to take your saving throw against the Fortitude penalty since it's easier for the ooze to hit you while you have it.
Stats
Nex
HP 29/29
AC 20; Fort 12; Reflex 17; Will 16
Akarr:
HP 18/37
AC 19; Fort; 15 Reflex; 14 Will; 15
Aieldar:
HP 15/36 Bloodied
AC 18; Fort 12; Ref 17; Will 15 -4 to Fortitude (Save ends),
Large Ooze (O9)
HP 11/150 Bloodied
AC 17; Fortitude 19; Reflex 19; Will 18 +3 to all attacks against this creature till the end of the encounter. Stench Aura aura 2; each creature within the aura takes a -2 penalty to attack rolls.
Immune gaze; Resist 5 acid
Action Points 0 Slam (standard; at-will) • Acid +8 vs AC; 1d10 + 4 acid damage, and the jelly makes a secondary attack
+6 vs Fortitude; the target is immobilized (save ends) Double Attack (standard; at-will) The large ooze makes two slam attacks. Attach (minor; at-will) • Acid Targets an immobilized creature; +8 vs Fortitude; -1 the target is grabbed (escape ends). While the target is grabbed, that creature takes 8 acid damage at the start of its turn, and when the Large Ooze is hit by an attack, the Large Ooze takes half damage from the attack and the grabbed creature takes the other half Acrid Stench (when first bloodied) • Acid, Zone Close burst 2; +6 vs Fortitude; 1d10 + 4 acid damage, and the target is immobilized until the end of its next turn. The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain to creatures other than the large ooze Slimy (minor; at-will) The large ooze shifts 2 squares.
Lurking Ooze A (D14)
HP 56/56
AC 18; Fortitude 16; Reflex 18; Will 16 Stench aura 2; each creature within the aura takes a -2 penalty to attack rolls.
Immune gaze; Resist 5 acid Bone Melt (standard; at-will) • Acid +8 vs Fortitude; 1d6 + 6 acid damage, and the target takes a cumulative -2 penalty to Fortitude each time it hits (save ends) Slimy (minor; at-will) The gray ooze shifts 2 squares.
Lurking Ooze B (L6)
HP 20/56 Bloodied
AC 18; Fortitude 16; Reflex 18; Will 16 Stench aura 2; each creature within the aura takes a -2 penalty to attack rolls.
Immune gaze; Resist 5 acid Bone Melt (standard; at-will) • Acid +8 vs Fortitude; 1d6 + 6 acid damage, and the target takes a cumulative -2 penalty to Fortitude each time it hits (save ends) Slimy (minor; at-will) The gray ooze shifts 2 squares.
Map: Features:
Illumination: Dim light. When making an attack, unless you have Low-Light vision or something similar, you take a -2 penalty to the attack due to concealment. Creating a source of light of some sort will work as well.
Difficult Terrain: Squares with a triangle in the bottom right corner are difficult terrain and requirement two points of cover to move through. You may only enter a square of difficult terrain if you have enough movement to complete the action. As shifting only moves you one square, you are unable to shift through difficult terrain unless you are shifting in multiples of two.
Up Next: The Crew. On Deck: Oozes of all shapes and sizes
Kelor on
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BrodyThe WatchThe First ShoreRegistered Userregular
edited July 2010
Responding to the pain of the lash, Samhradh punches the large ooze with his sword, followed by a fist of wind. The backlash of the attack catches the smaller ooze and forces it to fall a few paces back.
Nex, still not wanting to get close to these things, throws another shroud-empowered shadow noose at the small Ooze near Samhradh. It connects, pulling large chunks away and leaving the ooze barely alive[19 vs Fort Hit, 15 damage, choosing not to pull].
We got 5hp on the small one and 4hp on the big one; let's finish this thing 8-) .
susan on
2010 PAX DM Challenge Grand Champion 2011 PAX Warmachine/Hordes Champion
Thud sees his valiant ally do down and vows, "Moradin take ye, ya blasted pile o' goo!" Thud winds up his craghammer again and slams it home! The divine radiance that previously suffused the heavy head of the hammer, transfered itself to Akarr's prone form. Moradin's blessing did its job, and the Dragonborn's eyes opened.
Not wanted to leave his other friends in the lurch, Thud directs more of Moradin's healing energies towards Samhradh.
Standard Action: Healing Strike vs. Large Ooze 1d20+8 = 21 + 3 (Akarr) = 24 HIT!!!2d10+7 = 23DEAD!!! Akarr can spend a healing surge and gain an extra +3 (Healers Lore) HP
Minor Action: Healing Word on Samhradh: Samhradh can spend a healing surge and regain an extra 1d6+3 = 7 Hit Points
[strike]Minor Action: Healing Word on Aiedlar: Aiedlar can spend a healing surge and regain an extra 1d6+3 = 8 Hit Points[/strike] Thanks to Dac, I was reminded that Healing Word is once per round.
Akarr gasps and sputters as he regains consciousness, spitting up some blood and wiping the excess from his snout with the back of his hand.
Looking over at the bubbling pile of ooze where the large gelatinous beast once "stood", a toothy grin spread across Akarr's face.
"About damn time" he groaned, as he strained to rise to his feet and take stock of the remaining ooze beasts. Still uneasy on his feet, Akarr did his best to stabilize himself and reached for his crossbow, taking aim and loosing a bolt at the nearest slimy fiend.
Move Action: Stand up
Minor Action: Reach for Repeating Crossbow
Standard Action: Ranged Basic Attack on Ooze at K6
Mindartis sweeps his orb around to the ooze reaching for Samhradh and slams it into the creature, burning away the last remnants of it and leaving it a puddle on the ground.
Minor action: Sustain Orb
Movement action: Move Sphere adjacent to the lower ooze.
Standard action: Fiery Sphere to attack the ooze. Attack roll: 1d20+7 vs Reflex = 26. Hit!
Damage roll: 2d6+5 = 9.
For me to heal myself, I have to use second wind, right? Is that a minor action?
Ryadic on
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BrodyThe WatchThe First ShoreRegistered Userregular
edited July 2010
In combat, you either have to Second Wind, which is a standard action for everyone but dwarves. This gives you your surge value in HP, plus 2 to all you defenses for a round. Leaders, like the lovely Thud or Akarr, have the ability to let you spend additional healing surges.
Out of combat, you can spend healing surges all willy nilly if you like, but until an extended rest, what you have is what you have.
Brody on
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Yeah, I tried to give you the chance to spend a surge and get some extra HP out of it on my last turn, but somebody had to go and tell me the rules. Pfft.
Aieldar flinches as the acid from the ooze burns his flesh. The smell of his own flesh burning floats to his nose and his stomach begins to do flips at the stench. He draws an arrow and let's it fly at the large ooze.
Can someone roll a Careful Shot on the large ooze hoping to finish him off? Also someone make a saving throw for me, too?
Ryadic on
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FaranguI am a beardy manWith a beardy planRegistered Userregular
edited July 2010
Howdy folks. Kelor's brought me on as your replacement controller, and it looks like I'm joining you as soon as you're done with this fight.
Aieldar flinches as the acid from the ooze burns his flesh. The smell of his own flesh burning floats to his nose and his stomach begins to do flips at the stench. He draws an arrow and let's it fly at the large ooze.
Can someone roll a Careful Shot on the large ooze hoping to finish him off? Also someone make a saving throw for me, too?
You're going to eat an attack of opportunity if you attack the ooze from there Ryadic. But then since you can't shift you're going to eat one if you try to move away as well and given the Fort penalty you have at the moment it'll probably hit you.
Aieldar flinches as the acid from the ooze burns his flesh. The smell of his own flesh burning floats to his nose and his stomach begins to do flips at the stench. He draws an arrow and let's it fly at the large ooze.
Can someone roll a Careful Shot on the large ooze hoping to finish him off? Also someone make a saving throw for me, too?
You're going to eat an attack of opportunity if you attack the ooze from there Ryadic. But then since you can't shift you're going to eat one if you try to move away as well and given the Fort penalty you have at the moment it'll probably hit you.
The large Ooze is dead. Thud got it on his last turn, do you mean the smaller Ooze?
Aieldar:
HP 17/36 Bloodied
AC 18; Fort 12; Ref 17; Will 15 -6 to Fortitude (Save ends),
Lurking Ooze A (D14)
HP 56/56
AC 18; Fortitude 16; Reflex 18; Will 16 Stench aura 2; each creature within the aura takes a -2 penalty to attack rolls.
Immune gaze; Resist 5 acid Bone Melt (standard; at-will) • Acid +8 vs Fortitude; 1d6 + 6 acid damage, and the target takes a cumulative -2 penalty to Fortitude each time it hits (save ends) Slimy (minor; at-will) The gray ooze shifts 2 squares.
Map: Features:
Illumination: Dim light. When making an attack, unless you have Low-Light vision or something similar, you take a -2 penalty to the attack due to concealment. Creating a source of light of some sort will work as well.
Difficult Terrain: Squares with a triangle in the bottom right corner are difficult terrain and requirement two points of cover to move through. You may only enter a square of difficult terrain if you have enough movement to complete the action. As shifting only moves you one square, you are unable to shift through difficult terrain unless you are shifting in multiples of two.
Up Next: The Crew. On Deck: Oozes of all shapes and sizes[/QUOTE]
Nex dashes up [Move to L7], carefully plugging his nose, and throws an empowered noose at the slime that rips a good chunk free[24 vs Fort Hit, 15 Damage, no pull].
susan on
2010 PAX DM Challenge Grand Champion 2011 PAX Warmachine/Hordes Champion
Thud, having had his fill of Ooze scent for a while, stands pat and unleashes a Lance of Faith at the remaining Ooze. Unfortuneatly, is passes wide. "Aw, rocks." Thud complains.
Move Action: -
Standard: Lance of Faith vs. Ooze MISS!!
Minor Action: Healing Word on Aiedlar: The Elf can spend a surge and regain an extra 5 HP
Posts
Cause if not, I would have slid it.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
I have a cousin down till Tuesday from interstate, so my apologies but the update won't be till after the weekend.
2011 PAX Warmachine/Hordes Champion
Someone make a careful strike roll, please?
And if you think I should use my action point, let me know.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Will have an update for you as of the morning. I'd squeeze it out tonight but I am bushed.
Start of turn takes 5 fire damage from Thud's Brand.
Start of turn takes 10 damage from Mindartis' Fiery Sphere.
Standard action: Slam on Samhradh.
Attack roll: 1d20+8 vs AC = 21. Hit.
Damage roll: 1d10+4 = 11.
Standard action: Bone Melt on Samhradh
Attack roll: 1d20+10 (Flanking) vs Fortitude = 16. Miss.
The ooze dogging Aieldar squeezes through the rock expanse of the cavern, trailing acid dripping limbs across him which burn his flesh.
Minor action: Shift two squares to L11.
Standard action: 1d20+8 vs Fortitude = 23. Hit.
Damage roll: 1d6+6 = 10.
Okay, almost there now guys.
Ryadic, make sure to take your saving throw against the Fortitude penalty since it's easier for the ooze to hit you while you have it.
Stats
HP 29/29
AC 20; Fort 12; Reflex 17; Will 16
Akarr:
HP 18/37
AC 19; Fort; 15 Reflex; 14 Will; 15
Thud:
HP 25/38
AC; 18 Fort; 15 Reflex; 13 Will; 17
Samhradh:
HP 14/49 Bloodied
AC; 18 Fort; 15 Reflex; 16 Will; 15
Mindartis:
HP 29/29
AC; 18 Fort; 12 Reflex; 17 Will; 15
Aieldar:
HP 15/36 Bloodied
AC 18; Fort 12; Ref 17; Will 15 -4 to Fortitude (Save ends),
Large Ooze (O9)
HP 11/150 Bloodied
AC 17; Fortitude 19; Reflex 19; Will 18 +3 to all attacks against this creature till the end of the encounter.
Stench Aura aura 2; each creature within the aura takes a -2 penalty to attack rolls.
Immune gaze; Resist 5 acid
Action Points 0
Slam (standard; at-will) • Acid +8 vs AC; 1d10 + 4 acid damage, and the jelly makes a secondary attack
+6 vs Fortitude; the target is immobilized (save ends)
Double Attack (standard; at-will) The large ooze makes two slam attacks.
Attach (minor; at-will) • Acid Targets an immobilized creature; +8 vs Fortitude; -1 the target is grabbed (escape ends). While the target is grabbed, that creature takes 8 acid damage at the start of its turn, and when the Large Ooze is hit by an attack, the Large Ooze takes half damage from the attack and the grabbed creature takes the other half
Acrid Stench (when first bloodied) • Acid, Zone Close burst 2; +6 vs Fortitude; 1d10 + 4 acid damage, and the target is immobilized until the end of its next turn. The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain to creatures other than the large ooze
Slimy (minor; at-will) The large ooze shifts 2 squares.
Lurking Ooze A (D14)
HP 56/56
AC 18; Fortitude 16; Reflex 18; Will 16
Stench aura 2; each creature within the aura takes a -2 penalty to attack rolls.
Immune gaze; Resist 5 acid
Bone Melt (standard; at-will) • Acid +8 vs Fortitude; 1d6 + 6 acid damage, and the target takes a cumulative -2 penalty to Fortitude each time it hits (save ends)
Slimy (minor; at-will) The gray ooze shifts 2 squares.
Lurking Ooze B (L6)
HP 20/56 Bloodied
AC 18; Fortitude 16; Reflex 18; Will 16
Stench aura 2; each creature within the aura takes a -2 penalty to attack rolls.
Immune gaze; Resist 5 acid
Bone Melt (standard; at-will) • Acid +8 vs Fortitude; 1d6 + 6 acid damage, and the target takes a cumulative -2 penalty to Fortitude each time it hits (save ends)
Slimy (minor; at-will) The gray ooze shifts 2 squares.
Map:
Features:
Difficult Terrain: Squares with a triangle in the bottom right corner are difficult terrain and requirement two points of cover to move through. You may only enter a square of difficult terrain if you have enough movement to complete the action. As shifting only moves you one square, you are unable to shift through difficult terrain unless you are shifting in multiples of two.
Up Next: The Crew.
On Deck: Oozes of all shapes and sizes
Gale Strike vs AC: 1d20+8 23 2d8+4 7
Slide the small ooze to K-6
Mark the large ooze.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
We got 5hp on the small one and 4hp on the big one; let's finish this thing 8-) .
2011 PAX Warmachine/Hordes Champion
Thud sees his valiant ally do down and vows, "Moradin take ye, ya blasted pile o' goo!" Thud winds up his craghammer again and slams it home! The divine radiance that previously suffused the heavy head of the hammer, transfered itself to Akarr's prone form. Moradin's blessing did its job, and the Dragonborn's eyes opened.
Not wanted to leave his other friends in the lurch, Thud directs more of Moradin's healing energies towards Samhradh.
Standard Action: Healing Strike vs. Large Ooze
1d20+8 = 21 + 3 (Akarr) = 24 HIT!!! 2d10+7 = 23 DEAD!!!
Akarr can spend a healing surge and gain an extra +3 (Healers Lore) HP
Minor Action: Healing Word on Samhradh: Samhradh can spend a healing surge and regain an extra 1d6+3 = 7 Hit Points
[strike]Minor Action: Healing Word on Aiedlar: Aiedlar can spend a healing surge and regain an extra 1d6+3 = 8 Hit Points[/strike] Thanks to Dac, I was reminded that Healing Word is once per round.
Doesn't Healing Word say you can only use it once per round?
PSN: ShogunGunshow
Origin: ShogunGunshow
Looking over at the bubbling pile of ooze where the large gelatinous beast once "stood", a toothy grin spread across Akarr's face.
"About damn time" he groaned, as he strained to rise to his feet and take stock of the remaining ooze beasts. Still uneasy on his feet, Akarr did his best to stabilize himself and reached for his crossbow, taking aim and loosing a bolt at the nearest slimy fiend.
Move Action: Stand up
Minor Action: Reach for Repeating Crossbow
Standard Action: Ranged Basic Attack on Ooze at K6
Attack Roll: 1d20+3+1=9 vs AC, miss!
Akarr curses under his breath as the bolt flies high and plinks off the cave wall harmlessly.
Status: 14/37 HP
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Movement action: Move Sphere adjacent to the lower ooze.
Standard action: Fiery Sphere to attack the ooze.
Attack roll: 1d20+7 vs Reflex = 26. Hit!
Damage roll: 2d6+5 = 9.
The ooze goes down!
Map image blocked at work.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Out of combat, you can spend healing surges all willy nilly if you like, but until an extended rest, what you have is what you have.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Can someone roll a Careful Shot on the large ooze hoping to finish him off? Also someone make a saving throw for me, too?
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
Nooooooooo!
2011 PAX Warmachine/Hordes Champion
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
I do find it hilarious that you are now in all of my games here.
2011 PAX Warmachine/Hordes Champion
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
You're going to eat an attack of opportunity if you attack the ooze from there Ryadic. But then since you can't shift you're going to eat one if you try to move away as well and given the Fort penalty you have at the moment it'll probably hit you.
The large Ooze is dead. Thud got it on his last turn, do you mean the smaller Ooze?
Heh. The two D&D games I play in have just gotten very incestuous.
Yes, the last ooze is sitting next to him at the moment.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Stanard action: Bone Melt on Aieldar.
Attack roll: 1d20+8 = 27. Hit.
Damage roll: 1d6+6 = 7.
One to go!
Stats
HP 29/29
AC 20; Fort 12; Reflex 17; Will 16
Akarr:
HP 14/37 Bloodied
AC 19; Fort; 15 Reflex; 14 Will; 15
Thud:
HP 25/38
AC; 18 Fort; 15 Reflex; 13 Will; 17
Samhradh:
HP 39/49
AC; 18 Fort; 15 Reflex; 16 Will; 15
Mindartis:
HP 29/29
AC; 18 Fort; 12 Reflex; 17 Will; 15
Aieldar:
HP 17/36 Bloodied
AC 18; Fort 12; Ref 17; Will 15 -6 to Fortitude (Save ends),
Lurking Ooze A (D14)
HP 56/56
AC 18; Fortitude 16; Reflex 18; Will 16
Stench aura 2; each creature within the aura takes a -2 penalty to attack rolls.
Immune gaze; Resist 5 acid
Bone Melt (standard; at-will) • Acid +8 vs Fortitude; 1d6 + 6 acid damage, and the target takes a cumulative -2 penalty to Fortitude each time it hits (save ends)
Slimy (minor; at-will) The gray ooze shifts 2 squares.
Map:
Features:
Difficult Terrain: Squares with a triangle in the bottom right corner are difficult terrain and requirement two points of cover to move through. You may only enter a square of difficult terrain if you have enough movement to complete the action. As shifting only moves you one square, you are unable to shift through difficult terrain unless you are shifting in multiples of two.
Up Next: The Crew.
On Deck: Oozes of all shapes and sizes[/QUOTE]
2011 PAX Warmachine/Hordes Champion
Move Action: -
Standard: Lance of Faith vs. Ooze MISS!!
Minor Action: Healing Word on Aiedlar: The Elf can spend a surge and regain an extra 5 HP