BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
edited August 2010
His eyes wide with surprise at the effect of his light-stone, Fighum fumbles his orb from within his red cloak, and with a few quick, strange words, it glows a roiling orange.
Ready Scorching Burst. Assuming it's a freaky hellbeast, Fighum launches the attack when it appears: Scorching Burst v Reflex: 1d20+6161d6+67 fire dmg to all w/in burst 1 of target.
A nauseating stench washes through the room as the a quivering mass of blue slime emerges from the pool. You barely restrain yourselves from wretching as the foul odor overwhelms you. Eyes watering, You counterattack as planned, but your attacks are halting and unsure as you try to adjust to the sickening aroma. Fighum produces a handkerchief from his robes and masks his nose and mouth as he fires off his scorching burst one handed, and the spell veers off course bringing a patch of water near the slime to a swift boil.
Stench Pulse weakens and dazes (save ends both) Fighum, Thaladh, and Keegan. The Slime takes 19 dmg from your readied attacks.
Initiative list
Thaladh 23 Yuriel 16 Fritz 13 Fighum 10 Blue Slime 7 Keegan 4
Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited August 2010
Okay how did the slime take 19 damage? I dealt 26/2=13, Yuriel rolled 11/2 = 5, Fighum 7/2=3, and Keegan 13/2=6. I can't make those numbers add up to 19, unless Keegan's 15 vs AC hit and Fighum's 16 vs Reflex missed.
Also, how did he daze and weaken us if we go first in initiative?
The slime's AC is 15 exactly, and the Reflex is (for some reason) its highest defense at 17.
The olfactory assault is a burst which the slime fired off before surfacing. (as soon as its tremor sense told it there was something in the room, in fact. It's nasty enough to kill smaller mammals (i.e. rats) outright, which it would then feed upon if hungry, or leave to try and attract larger prey (the pile in the island is for luring in sentients). A pile of rat skeletons would have been a warning of the danger, unfortunately given enough time the slime can digest even bones. EVEN YOUR BONES OOOOOOOOOOOOOO!)
As the murky water begins to churn violently Fritz makes a sudden and violent slash just as the thing emerges. His eye is keen as talon is sharp. The brutal scoundrel hits his mark with ferocity seeming to enjoy the smooth, clean motion of the stab.
Torturous Strike vs ac
1d20+10: 30 [1d20=20]
2d6+8: 12 [2d6=1, 3]
BOOSH!!! that's another crit gents.
20 damage for the attack and another
and 15 for the sneak attack due to my acting before the slime.
That's the surprise round action. Lets see what else I can do.
The rogue chuckles as the visibly wounded slime wobbles unsteadily. He darts in for another slash!
1d20+10: 20 [1d20=10]
1d6+5: 7 [1d6=2]
Not bad.. Technically this attack should happen a the start of fritz's first real turn. That's before the slime still so I'm assuming I get another sneak attack?
2d8+3: 11 [2d8=5, 3]
Talon again finds it's prey. Glops of slime severed by the sword soar and splash against the shadowed cavern ceiling. Again the rogue can't help but chuckle at the ease of it all.
illgottengains on
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TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited August 2010
Yuriel moves closer to the Slime, all the while trying to block his nose with his one arm, due to the ungodly stench of the amorphous beast in front of them.
Yuriel lifts up the rod, and thunder starts rippling out of it, momentarily brightening the room with intense flashes. The thunder coils around Keegan (protecting him in the process), before focusing its might on the nearby Slime...
Move Action: Move to J3
My spear and rod was still unsheathed, so I have both of them out. Standard Action: Thundering Armor, targeting Keegan Keegan gains a +1 bonus to AC until the end of my next turn Secondary target: Slime Attack Roll:16 vs. Fortitude Damage:11 thunder damage, and I push the secondary target 1 square away from the primary target. (Push it to F4-G5).
Two thick tendrils lash out with startling speed to strike at Keegan and Fritz. The first glances off the dwarf's spectral armor, but the second wraps itself around Fritz's leg and begins to tighten. The rogue winces in pain and begins to hack at the tendril with his sword. Swiftly, Keegan comes to his cohort's aid, and severs the tendril with a well placed blow to the spot Fritz has been slicing away at. A familiar burning sensation plagues Fritz.
From the slime, that is! The digestive acid of the slime, which is similar to that of the jelly you fought earlier. Didn't want anybody to misinterpret that...
Anyway, the slime's Double Attack misses Keegan but hits Fritz for 13 dmg and 5 ongoing acid dmg (save ends)
MAP
Next: Keegan, though it then loops around so that the rest of the party also acts before the slime's turn.
Thaladh, you get two standard actions on your turn.
Keegan slams his hammer into the jelly, splattering small chunks of the creature on the walls. Still struggling from the creature's initial onslaught, he spit into the creatures face. "Fight me, you beast. Leave my companions be!"
BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
edited August 2010
Eyes watering from the stench, Fighum drops his handkerchief, wraps both hands around his orb and tries to chant without inhaling. Under such stress, the spell's incantation sounds more like a strangled prayer than a command, but his orb responds powerfully, emitting a streak of amber directly into the middle of the spoogey mass.
Force Orb: 1d20+6192d8+514
That's 19 -v- Reflex (17?) for 14 force damage. Save: 1d2018 Yea!
Heads up, I'm starting the Labor Day weekend early, so you may not see a lot of me later this week. Feel free to make Professor Fighum dance for your pleasure until I return.
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2010
Seeing the gelatinous creature swing its amorphous mass around, Yuriel worked fast, trying to support his allies.
For Keegan, Yuriel touches the undead Dwarf's armor from behind, causing it to glow as the Genasi tries to enhance Keegan's defenses. "That sould bolster your strength against this... thing!" Yuriel shouted out to the Dwarven paladin.
Seeing Fritz burn from the corrosive liquid, the Artificer tosses another vial from his pockets toward the fighting warrior, healing the many wounds the Rogue received during his fight with this blob.
Move Action: Map is incorrect, I should be at J3. Minor Action:Bolster Armor on Keegan
Daily • Arcane
Minor Action Melee touch
Target: You or one ally
Effect: The target gains a +1 power bonus to AC. When hit by an attack, the target can end this bonus as a free action to gain a +4 bonus to AC against that attack.
Keegan gains a +1 bonus to AC. As a free action, Keegan can end the bonus to gain a +4 bonus to AC against an attack.
Standard Action -> Minor Action: Healing Infusion: Curative Admixture on Fritz
Encounter (Special) • Arcane, Healing
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge value + +1, and you expend an infusion crafted with your Healing Infusion class feature.
TiamatZ on
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Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2010
Thaladh launches two quick strikes, driving the jelly into the ground.
Fritz does his best to ignore the burning sensations. Don't look at your rapidly deteriorating arm, the heals will come soon. And they did. The heals felt good, almost as good as a strong wine buzz. But the burning kept up. He pushed it out of his mind and took another stab at the jelly.
Deft Strike vs AC
1d20+10: 28 [1d20=18]
1d6+5: 10 [1d6=5]
The jelly has begun leaking ichor into the water, befouling it further. Nevertheless, it rights itself and lashes out again with two slimy tendrils. The dwarf realized under the force of the impacts.
Two slimy Slams on Keegan deal 23 dmg and 5 ongoing acid damage (save ends). Also, the slime now bloodied.
MAP
Next: The party.
Busy week for me, but I assure you my next update will be prompt.
BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
edited September 2010
Do you want me to try to move this thing away with a Thunderwave, or would you rather it stays in melee range?
Bhow on
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BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
edited October 2010
“Eduff of this balodorous slimbe,” says the professor, two fingers pinching his nose closed. He steps behind and around Thaladh to the water’s edge, drawing strange shapes in the air with his orb held before him. The shapes linger momentarily in the orb’s wake, before rushing into the slime like a smoky wave, bullying the slime backwards into the slightly deeper water.
Move to I6
Thunderwave: Thunderwave v Fort.: 1d20+6211d6+59
21 -v- Fort; 9 force dmg and slime is pushed 2 squares back into the water.
Rapidly leaking ichor, the foul smelling jelly sinks back below the water's surface, apparently deciding this meal puts up too much of a fight. The Water becomes still, but the jelly residue has tinted it to a opaque navy blue.
The small pile of spoils on the isle is ripe for picking through, and there are no exits to this chamber than the stairs you came in on. Accending the stairs (perhaps after gathering up the isle's loot), you find yourself back in the darkened tunnels. You note that you can see little to no sign of goblin activity in these chambers as you ponder whether to descend down the final unexplored tunnel, or to return to the main hall and try the final unexplored passage there.
BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
edited November 2010
"Well, that was a spot of trouble, then. Not much to show for it, eh, Fritz?" the professor commented, as he noticed a wet squelch with each of Fritz's footsteps. "Bartholomieu, pop around the corner, would you? Good Bird! We're right behind you."
Posts
Init: 1d20+2 10
I shall Ardent Strike vs AC: 1d20+8 15 1d10+7 13 whatever appears
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Surprise round: Open the Gate of Battle vs Reflex: 1d20+6 11 3d10+5+1d6 20, Elven Accuracy reroll: Open the Gate of Battle vs Reflex: 1d20+6 25 3d10+5+1d6 20 damage, plus centered flurry of blows for a total of 26 damage.
Initiative list
Yuriel 16
Fritz 13
Fighum 10
Blue Slime 7
Keegan 4
MAP
Hit: Dmg: 1d6+5 9 fire dmg, 4 due to weakened state
Save: 1d20 5 Fail.
Also, how did he daze and weaken us if we go first in initiative?
The olfactory assault is a burst which the slime fired off before surfacing. (as soon as its tremor sense told it there was something in the room, in fact. It's nasty enough to kill smaller mammals (i.e. rats) outright, which it would then feed upon if hungry, or leave to try and attract larger prey (the pile in the island is for luring in sentients). A pile of rat skeletons would have been a warning of the danger, unfortunately given enough time the slime can digest even bones. EVEN YOUR BONES OOOOOOOOOOOOOO!)
1d20+10: 30 [1d20=20]
2d6+8: 12 [2d6=1, 3]
BOOSH!!! that's another crit gents.
20 damage for the attack and another
and 15 for the sneak attack due to my acting before the slime.
That's the surprise round action. Lets see what else I can do.
The rogue chuckles as the visibly wounded slime wobbles unsteadily. He darts in for another slash!
1d20+10: 20 [1d20=10]
1d6+5: 7 [1d6=2]
Not bad.. Technically this attack should happen a the start of fritz's first real turn. That's before the slime still so I'm assuming I get another sneak attack?
2d8+3: 11 [2d8=5, 3]
Talon again finds it's prey. Glops of slime severed by the sword soar and splash against the shadowed cavern ceiling. Again the rogue can't help but chuckle at the ease of it all.
Yuriel lifts up the rod, and thunder starts rippling out of it, momentarily brightening the room with intense flashes. The thunder coils around Keegan (protecting him in the process), before focusing its might on the nearby Slime...
My spear and rod was still unsheathed, so I have both of them out.
Standard Action: Thundering Armor, targeting Keegan
Keegan gains a +1 bonus to AC until the end of my next turn
Secondary target: Slime
Attack Roll: 16 vs. Fortitude
Damage: 11 thunder damage, and I push the secondary target 1 square away from the primary target. (Push it to F4-G5).
Anyway, the slime's Double Attack misses Keegan but hits Fritz for 13 dmg and 5 ongoing acid dmg (save ends)
MAP
Next: Keegan, though it then loops around so that the rest of the party also acts before the slime's turn.
Thaladh, you get two standard actions on your turn.
Save vs Dazed + Weakened: 1d20 9 - poo.
I take it that my intervention for fritz was the creature taking the divine sanction damage? (3)
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That's 19 -v- Reflex (17?) for 14 force damage.
Save: 1d20 18 Yea!
Heads up, I'm starting the Labor Day weekend early, so you may not see a lot of me later this week. Feel free to make Professor Fighum dance for your pleasure until I return.
For Keegan, Yuriel touches the undead Dwarf's armor from behind, causing it to glow as the Genasi tries to enhance Keegan's defenses. "That sould bolster your strength against this... thing!" Yuriel shouted out to the Dwarven paladin.
Seeing Fritz burn from the corrosive liquid, the Artificer tosses another vial from his pockets toward the fighting warrior, healing the many wounds the Rogue received during his fight with this blob.
Minor Action: Bolster Armor on Keegan
Minor Action Melee touch
Target: You or one ally
Effect: The target gains a +1 power bonus to AC. When hit by an attack, the target can end this bonus as a free action to gain a +4 bonus to AC against that attack.
Keegan gains a +1 bonus to AC. As a free action, Keegan can end the bonus to gain a +4 bonus to AC against an attack.
Standard Action -> Minor Action: Healing Infusion: Curative Admixture on Fritz
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge value + +1, and you expend an infusion crafted with your Healing Infusion class feature.
Standard: Crane's Wings vs Fortitude: 1d20+9 12 1d10+5 14 - miss
Free: Elven Accuracy Reroll: Crane's Wings vs Fortitude: 1d20+9 16 1d10+5 14 - hit, I think, 7 damage.
Free: Centered Flurry of Blows, 3 damage.
Save vs Weakened, Dazed: Save vs Weakened: 1d20 14 - success!
1d20+10: 28 [1d20=18]
1d6+5: 10 [1d6=5]
1d20: 6 [1d20=6] = FAILED SAVE
Fritz remains at 14 HP just over bloodied.
MAP Next: The party.
Thunderwave:
Thunderwave v Fort.: 1d20+6 21 1d6+5 9
21 -v- Fort; 9 force dmg and slime is pushed 2 squares back into the water.
The small pile of spoils on the isle is ripe for picking through, and there are no exits to this chamber than the stairs you came in on. Accending the stairs (perhaps after gathering up the isle's loot), you find yourself back in the darkened tunnels. You note that you can see little to no sign of goblin activity in these chambers as you ponder whether to descend down the final unexplored tunnel, or to return to the main hall and try the final unexplored passage there.
MAP