This post has potentially manipulated dice roll results.
Hymir stays put and flings a firebolt at ghoul #5 Attack: 25 Damage: 15 The force of the bolt destroys the last bit of whatever was holding that ghoul together.
Dirk deftly dodges undead strikes and darts out of the fray.
Dustfinger joins the battle in time to blast a ghoul in the face with an eldritch blast. It staggers and appears to be within an inch of its life.
Fjolnir, Absinthe, and Az Emberi are up.
Round 2 Light: Dim light emitted by the purple-outlined creatures
17- Ghouls 2) Taken 21 damage, looks rough, affected by Faerie Fire. 5) Dead 7) Taken 16 damage, looks rough, affected by Faerie Fire. 17- Hymir 14- Dirk (Concentrating on Faerie Fire) 13- Dustfinger 11- Fjolnir 10- Absinthe 6- Az Emberi (Concentrating on Spike Growth)
Fjolnir scans the room for any signs of recent use or occupation. He collects an unspent arrow and creeps up the stairwell to investigate the higher half of the room.
"I agree with store room. I'll continue scouting with my spiders before I turn in. I think I've got roughly 45 minutes left of spider vision." If Dusty finds a shield in this room that's still serviceable, he's taking it with him to the storeroom.
To spiders:
Dustfinger commands his spiders to begin exploring again, sending the western spider to continue exploring the northwestern side of the map, and the northern spider to begin going down the tunnel to the northeast in the ghoul chamber.
"Do not enter rooms with fungus, or similarly toxic environment, unless moving along the ceiling would keep you out of harm's way. Pause and report when encountering creatures, rooms with obvious traps, rooms with treasure, rooms with toxic environments, and alternative exits to this dungeon beyond how we came in. After you've consulted with me and I've viewed the area, continue your progress. Stick to the ceiling, stealthily, unless avoiding danger requires you to do otherwise. If you have nothing left to explore, make your way to the fungus room to attempt navigating through it."
The only recent signs of use in this large cavern are what you and the ghouls just did. Nothing else seems to have moved here for centuries.
You see nothing useful in here. Anything that may have been useful has long since deteriorated.
Everyone heads back to the Storeroom and sets up to rest for the night. The pounding waves crash every 2 minutes or so, loud enough to be mildly annoying, but rhythmic enough to still be able to sleep eventually.
But before anyone goes to sleep or starts a watch, Dustfinger's two spiders explore a little more of the cave:
The North spider reports a bellows in the next chamber, that looks like it's powered by a waterwheel, but the channel the water runs through is dry. Before you're able to switch your vision to look, though, the connection is abruptly cut. Further attempts to contact him are fruitless.
The Western spider is still getting through tunnels that may have been purposely dug as a small maze, or there was simply a lot of ore to collect in this area. Nothing interesting yet though.
Dustfinger nods with knowing knowingness, and addresses his companions. "The tunnel leading north from the ghoul cave contains some sort of hydropower machinery, but the water has run dry. This is where the booming sound comes from. I lost my spider there, I'm not sure to what. Maybe another fungal gas cloud, but maybe something else. The west looks like a lame ****around of corridors, but we should check it out anyway. It looks like it was intentionally constructed to be maze-like, which suggests something useful might exist at the end of that tangle."
Dusty dismisses his last spider, and settles in with the crew to rest for their next battle.
You all do what settling you can in this cramped but easily defensible room. Dustfinger takes the first watch after everyone goes to sleep. Make a perception check, you have to beat a 2.
Nevermind, you see an amorphous deep orange jelly type substance oozing through the cracks between the door and the wall, and even the keyhole. Roll initiative! To go first, you have to beat a 6.
Everyone but Dustfinger is asleep, but you may roll your initiative for after the surprise round if you'd like.
Dustfinger backs up the far end of the room away from the ooze. He raises one hand up in the air, palm to heaven, absorbing energy from the atmosphere. The crackling energy arcs down to his other hand and coils down to the blade of his double-scimitar before leaping across the room to connect with the ooze.
Dustfinger gets to a safer point while waking everyone up and lightning easily hits the slow-moving blob from the warlock's fingers. Electricity dances back and forth across the large sentient puddle and instead of doing anything negative to it, the ooze seems invigorated. It splits apart into two medium-sized oozes and continues forward.
Each jelly now moves independently of the other, one schlorps over to Absinthe, the other shlobbles at Fjolnir. Both of you are prone still, so they strike at advantage: Vs. Absinthe: Attack: 13 Damage: 9 Absinthe is awake enough to roll to the side and avoid the pseudopod strike. Vs. Fjolnir: Attack: 24 Damage: 13 Fjolnir is not so lucky, as the thing strikes him squarely, he is bludgeoned and is also burned for 8 acid damage. (Applied)
The rest of the initiative: Absinthe: 4 Az Emberi: 17 Dirk: 19 Fjolnir: 23 Hymir: 8
Fjolnir, Dirk, Dustfinger, you're up!
Round 1: Deadly Marmalade! Light: None
Initiative: 23- Fjolnir 19- Dirk 18- Dustfinger 17- Az Emberi 08- Hymir 06- Ochre Jelly 04- Absinthe
This post has potentially manipulated dice roll results.
(GakTM)
Round 1: Deadly Marmalade!
Fjolnir uses Hew and, as is its namesake, the blade cuts the jelly into two equal parts. It is akin to cutting flan if the flan then moved on its own. No part of the ooze seems to be lost in this process, and out of each one extrudes a pseudopod, ready to strike.
Dirk gets stabby with one of the two small-sized ones, and pierces it enough for it to stop moving. It flows out akin to melted flan and puddles on the floor.
Dustfinger blasts the other small one, making up for his lack of damage in the surprise round and forces it within an inch of its life. It's akin to hitting flan with an Eldritch Blast.
Az Emberi focuses magical essence into his club and beats the Ochre jelly once with a solid swing. It splatters across the floor in what could be considered a grand slam. It's akin to hitting flan with a club.
Hymir stands up and shoots a firebolt at the medium one. Attack: 20 Damage: 6 A solid hit! It's akin to flan en flambe'.
The flan- er, Ochre Jelly, stirkes again at Absinthe who is still prone. Attack: 18 Damage: 10 Bludeoning damage, and an additional 1 acid. It's akin to being slapped in the face by an acidic flan. (This brings Absinthe to 1 HP)
Absinthe is up. Then the next round starts with Fjolnir, Dirk and Dustfinger.
Light: None
Initiative: 23- Fjolnir 19- Dirk 18- Dustfinger 17- Az Emberi 08- Hymir 06- Ochre Jelly (AC 8, Taken 9 damage) 2) Dead 3) Dead 04- Absinthe (At 1 HP)
Hymir stays put and flings a firebolt at ghoul #5 Attack: 25 Damage: 15
The force of the bolt destroys the last bit of whatever was holding that ghoul together.
Dirk deftly dodges undead strikes and darts out of the fray.
Dustfinger joins the battle in time to blast a ghoul in the face with an eldritch blast. It staggers and appears to be within an inch of its life.
Fjolnir, Absinthe, and Az Emberi are up.
Round 2
Light: Dim light emitted by the purple-outlined creatures
17- Ghouls
2) Taken 21 damage, looks rough, affected by Faerie Fire.
5) Dead
7) Taken 16 damage, looks rough, affected by Faerie Fire.
17- Hymir
14- Dirk (Concentrating on Faerie Fire)
13- Dustfinger
11- Fjolnir
10- Absinthe
6- Az Emberi (Concentrating on Spike Growth)
-We are all just one failed saving throw away from someone else's fantasy...
Absinthe continues to pummel the stuffing out of the closest ghouls.
Sword Attack: 12 Damage: 5
Punch to nipple Attack: 14 Damage: 7
Ki point for funzies Attack: 23 Damage: 6
If I kill any just keep moving to the next closest one.
Fjolnir backs up to the wall along Dirk and sails an arrow at the far ghoul attempting to add an i'll placed body piercing.
Longbow 17 dmg 6
Az Emberi runs north 4 squares Ba magic stones and hucks it at ghoul 2
22 dmg. 8
The three of you pierce, pummel and stone the last 2 ghouls. Combat is over.
Each of you receive 300 XP for the ghouls, the bugbear, and something from earlier I forgot to award.
What now?
-We are all just one failed saving throw away from someone else's fantasy...
Fjolnir scans the room for any signs of recent use or occupation. He collects an unspent arrow and creeps up the stairwell to investigate the higher half of the room.
"We should go back to that store room and rest. Defensible position." Or should we find a room with a back exit?
"I agree with store room. I'll continue scouting with my spiders before I turn in. I think I've got roughly 45 minutes left of spider vision." If Dusty finds a shield in this room that's still serviceable, he's taking it with him to the storeroom.
To spiders:
Dustfinger commands his spiders to begin exploring again, sending the western spider to continue exploring the northwestern side of the map, and the northern spider to begin going down the tunnel to the northeast in the ghoul chamber.
"Do not enter rooms with fungus, or similarly toxic environment, unless moving along the ceiling would keep you out of harm's way. Pause and report when encountering creatures, rooms with obvious traps, rooms with treasure, rooms with toxic environments, and alternative exits to this dungeon beyond how we came in. After you've consulted with me and I've viewed the area, continue your progress. Stick to the ceiling, stealthily, unless avoiding danger requires you to do otherwise. If you have nothing left to explore, make your way to the fungus room to attempt navigating through it."
The only recent signs of use in this large cavern are what you and the ghouls just did. Nothing else seems to have moved here for centuries.
You see nothing useful in here. Anything that may have been useful has long since deteriorated.
Everyone heads back to the Storeroom and sets up to rest for the night. The pounding waves crash every 2 minutes or so, loud enough to be mildly annoying, but rhythmic enough to still be able to sleep eventually.
But before anyone goes to sleep or starts a watch, Dustfinger's two spiders explore a little more of the cave:
The North spider reports a bellows in the next chamber, that looks like it's powered by a waterwheel, but the channel the water runs through is dry. Before you're able to switch your vision to look, though, the connection is abruptly cut. Further attempts to contact him are fruitless.
The Western spider is still getting through tunnels that may have been purposely dug as a small maze, or there was simply a lot of ore to collect in this area. Nothing interesting yet though.
-We are all just one failed saving throw away from someone else's fantasy...
Dustfinger nods with knowing knowingness, and addresses his companions. "The tunnel leading north from the ghoul cave contains some sort of hydropower machinery, but the water has run dry. This is where the booming sound comes from. I lost my spider there, I'm not sure to what. Maybe another fungal gas cloud, but maybe something else. The west looks like a lame ****around of corridors, but we should check it out anyway. It looks like it was intentionally constructed to be maze-like, which suggests something useful might exist at the end of that tangle."
Dusty dismisses his last spider, and settles in with the crew to rest for their next battle.
You all do what settling you can in this cramped but easily defensible room. Dustfinger takes the first watch after everyone goes to sleep. Make a perception check, you have to beat a 2.
Nevermind, you see an amorphous deep orange jelly type substance oozing through the cracks between the door and the wall, and even the keyhole. Roll initiative! To go first, you have to beat a 6.
Everyone but Dustfinger is asleep, but you may roll your initiative for after the surprise round if you'd like.
-We are all just one failed saving throw away from someone else's fantasy...
Initiative 18
"WAKE UP! WE'VE GOT A BLOBLEM!"
Dustfinger backs up the far end of the room away from the ooze. He raises one hand up in the air, palm to heaven, absorbing energy from the atmosphere. The crackling energy arcs down to his other hand and coils down to the blade of his double-scimitar before leaping across the room to connect with the ooze.
"WITCH BOLT!"
Att 22 Dam 14
Surprise Round: Deadly Marmalade!
Dustfinger gets to a safer point while waking everyone up and lightning easily hits the slow-moving blob from the warlock's fingers. Electricity dances back and forth across the large sentient puddle and instead of doing anything negative to it, the ooze seems invigorated. It splits apart into two medium-sized oozes and continues forward.
Each jelly now moves independently of the other, one schlorps over to Absinthe, the other shlobbles at Fjolnir. Both of you are prone still, so they strike at advantage:
Vs. Absinthe: Attack: 13 Damage: 9 Absinthe is awake enough to roll to the side and avoid the pseudopod strike.
Vs. Fjolnir: Attack: 24 Damage: 13 Fjolnir is not so lucky, as the thing strikes him squarely, he is bludgeoned and is also burned for 8 acid damage. (Applied)
The rest of the initiative:
Absinthe: 4
Az Emberi: 17
Dirk: 19
Fjolnir: 23
Hymir: 8
Fjolnir, Dirk, Dustfinger, you're up!
Round 1: Deadly Marmalade!
Light: None
Initiative:
23- Fjolnir
19- Dirk
18- Dustfinger
17- Az Emberi
08- Hymir
06- Ochre Jelly
04- Absinthe
-We are all just one failed saving throw away from someone else's fantasy...
Attack: 13 Damage: 10 shortsword and Attack: 13 Damage: 2 dagger C-c-c-COMBO attack on the jock jelly that jacked Fjolnir up.
Rainbow....... Mooo....
"Hadoken!" Dusty sees if angry magic can do that lightning magic cannot against the marmalade that almost ate Fjolnir.
Eldritch Blast 8 Damage 10
I ba shillelagh walk to the one closesto me and baseball bat smash it with my club.
11 dmg. 7
Fjolnir stands, dazed, and grabs his axe Hew with both hands, and wordlessly brings it down from overhead on the closest animate tub of Gak.
Hew 10 Dmg 7
(GakTM)
Round 1: Deadly Marmalade!
Fjolnir uses Hew and, as is its namesake, the blade cuts the jelly into two equal parts. It is akin to cutting flan if the flan then moved on its own. No part of the ooze seems to be lost in this process, and out of each one extrudes a pseudopod, ready to strike.
Dirk gets stabby with one of the two small-sized ones, and pierces it enough for it to stop moving. It flows out akin to melted flan and puddles on the floor.
Dustfinger blasts the other small one, making up for his lack of damage in the surprise round and forces it within an inch of its life. It's akin to hitting flan with an Eldritch Blast.
Az Emberi focuses magical essence into his club and beats the Ochre jelly once with a solid swing. It splatters across the floor in what could be considered a grand slam. It's akin to hitting flan with a club.
Hymir stands up and shoots a firebolt at the medium one. Attack: 20 Damage: 6 A solid hit! It's akin to flan en flambe'.
The flan- er, Ochre Jelly, stirkes again at Absinthe who is still prone.
Attack: 18 Damage: 10 Bludeoning damage, and an additional 1 acid. It's akin to being slapped in the face by an acidic flan. (This brings Absinthe to 1 HP)
Absinthe is up. Then the next round starts with Fjolnir, Dirk and Dustfinger.
Light: None
Initiative:
23- Fjolnir
19- Dirk
18- Dustfinger
17- Az Emberi
08- Hymir
06- Ochre Jelly (AC 8, Taken 9 damage)
2) Dead
3) Dead
04- Absinthe (At 1 HP)
-We are all just one failed saving throw away from someone else's fantasy...
Shrug damage: 7
Short sword Attack: 23 Damage: 6
Stomp on jellies face Attack: 13 Damage: 6
I move to Absinthe and drop an L1 cure wounds on his ass. 7
Rainbow....... Mooo....