This post has potentially manipulated dice roll results.
Gerald Sends three missiles into ooze#4, then moves to stab Ooze#1 with a dagger, the ooze surrounded by thunder energy.
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
Please mark your dagger as having a -1 to its rating.
skarias Fire springs up around the injured Ooze#4, taking it out as it failes to move fast enough to dodge.
ooze5 moves and attacks Alaster Pseudopod. Melee Weapon Attack: 17 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage plus 4 acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
ooze13 moves and attacks hoghead Pseudopod. Melee Weapon Attack: 12 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage plus 6 acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
ooze9 moves forward, but cannot attack.
ooze6 moves and attacks Alaster Pseudopod. Melee Weapon Attack: 22 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage plus 10 acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
ooze14 moves and attacks hoghead Pseudopod. Melee Weapon Attack: 13 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage plus 2 acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
(OOC: Do the attacks have to hit to corrode the armor? I also have a magical shield because of my infusion, so can I just say that I used my shield to deflect the blows so that my armor doesn't corrode?)
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(OOC: Mending... Not sure how the DM will rule this as helping us, but we could always sit down and repair our armor after this fight... As long as it isn't completely dissolved.)
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Alaster steps forward and reaches for his toolbelt. From his toolbelt, he pulls out a metallic cube and bends down. Sliding the cube across the floor and between a number of the oozes, it comes to a halt somewhere in their midst. From there, Alaster clicks a button on his belt where the cube used to be, and the cube begins to glow pulsatingly. All of a sudden, there is a flash of light, as the cube explodes into an orange powder that sprinkles lightly down on a number of the oozes. Illuminating and guiding attacks against them, Alaster settles himself into a defensive stance as he waits for the oozes to continue their assault. Seeing that none of his allies have taken any damage, he sees no need to send another pump of his healing powder up.
(OOC: Reminder that everyone still has the 13 Temp HP from Alaster before we entered the room.)
Move: C6 --> D6 (5 Feet to the left)
Bonus Action: None
Action: Cast Smoke Bomb (E5 - H8; 20 Foot Cube) Affects Ooze 13, Ooze 9, Ooze 11, Ooze 10, Ooze 14, Ooze 12, Ooze 8, Ooze 7 Affected creatures must make a DC 16 Dexterity Saving Throw; On a failure, they shed dim light in a 10-foot radius and all attacks against them have advantage (I assume they can't go invisible, but if they can, then they can't benefit from being invisible)
Hoghead fires a crossbow bolt at ooze7 Attack: 8 Damage: 8
Hoghead will forgo his second attack and use his Commander's Strike Maneuver to yell to Alaster "Take them out!"
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll. Additional 1d8
Alaster Causes several of the oozes to start glowing (all failed save.)
hoghead Hits #7 with a crossbow bolt, then orders Alaster to strike. Alaster needs to use his reaction to deliver the attack fi he wishes to do so, and can add 1d8 to the damage of that attack.
Will wate for Alaster's attack before moving forward.
(OOC: Do the attacks have to hit to corrode the armor? I also have a magical shield because of my infusion, so can I just say that I used my shield to deflect the blows so that my armor doesn't corrode?)
(OOC: ?)
Not carrying any weapons, Alaster looks at Hoghead a little confused before leaning back and slamming his head into the ooze in front of him.
(OOC: Note that Alaster is an Artificer (Artillerist) and is, therefore, a spellcaster... His hands are also occupied with a shield and an arcane focus (Rod) so he can't even carry a weapon... This is literally the best he can do...)
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(OOC: I think they have to hit to do damage to the armor. If it doesn't hit, and do damage to you, then it cannot damage the armor. Not sure if that is by the rules, but it seems valid to me.)
The puddle of dampness on the floor quivers, as if a great weight landed nearby, but you see no cause. Then the puddle peels and undulates upward, as if someone were flipping a bedsheet. It takes your mind a moment to register what your eyes see. The “puddle” is not a pool of water but a slick and slithery creature the same color and texture as the surrounding stone.
Alaster With hands full, a shield in one and a rod in the other, he frowns back at Hoghead, then slams his head forward into the rock-like puddle before him. His head hits soft yielding flesh,not rock-hard stone, and a ripple runs out from the impact site, as the being pulls back, clearly hurt.
ooze8 Slithers across the ground, moving towards the sense of living flesh. It stops near Alaster, but only quivers there. (Had to dash to get there.)
ooze10 Slithers across the ground, moving towards the sense of living flesh. It stops near hoghead, but it too is unable to strike.
ooze11 Slithers across the ground, moving towards the sense of living flesh. It stops near hoghead, but it too is unable to strike.
ooze12 Slithers to the south and west, but cannot get into reach of any living flesh.
Tydir holds his hammer in front of him and mutters under his breath and a ghostly version of hammer slips free, coming down in an arc to smack into Ooze 1.
Big cheater... lol. No, it is fine.
Initiative order is:
Gerald > skarias > ooze4 > ooze5 > ooze13 > ooze9 > ooze6 > ooze14 > Alaster > hoghead > ooze8 > ooze10 > ooze11 > ooze12 > Tydir > ooze1 > ooze3 > ooze7 > ooze2
Gerald and Skarias can post actions.
Forgot to post the map...
Map
Gerald brandishes a small clockwork devise, which emits 3 glowing darts of force. Then, with lightning quick speed he stabs an ooze with his dagger.
Bonus Action: quickened magic missile.
12 force damage to ooze4
Move: Gerald will move 5 feet north, into range of ooze1.
Action: booming blade dagger attack against ooze1.
Attack: 12 Damage: 13. On a hit, if it moves it takes an additional 14 thunder damage.
I am an average mathematics enjoyer.
>Extended Signature<
skarias will stay on the back, raising his shield as his amulet glows, he prays as holy flames descends on ooze 4
Action: Sacred flame on ooze 4
attack: 10 radiant damage
Gerald
Sends three missiles into ooze#4, then moves to stab Ooze#1 with a dagger, the ooze surrounded by thunder energy.
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
Please mark your dagger as having a -1 to its rating.
skarias
Fire springs up around the injured Ooze#4, taking it out as it failes to move fast enough to dodge.
ooze5 moves and attacks Alaster
Pseudopod. Melee Weapon Attack: 17 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage plus 4 acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
ooze13 moves and attacks hoghead
Pseudopod. Melee Weapon Attack: 12 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage plus 6 acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
ooze9 moves forward, but cannot attack.
ooze6 moves and attacks Alaster
Pseudopod. Melee Weapon Attack: 22 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage plus 10 acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
ooze14 moves and attacks hoghead
Pseudopod. Melee Weapon Attack: 13 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage plus 2 acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Alaster and hoghead can now act.
Updated Map
(OOC: Do the attacks have to hit to corrode the armor? I also have a magical shield because of my infusion, so can I just say that I used my shield to deflect the blows so that my armor doesn't corrode?)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(OOC: i can aready see we all leaving this battle naked ;-;
(OOC: Mending... Not sure how the DM will rule this as helping us, but we could always sit down and repair our armor after this fight... As long as it isn't completely dissolved.)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(ooc: i don't think so, the spell says "break or tear" not "melted itens"
(Nooooo! My dagger!... Oh wait, I have a second one.)
I am an average mathematics enjoyer.
>Extended Signature<
Alaster steps forward and reaches for his toolbelt. From his toolbelt, he pulls out a metallic cube and bends down. Sliding the cube across the floor and between a number of the oozes, it comes to a halt somewhere in their midst. From there, Alaster clicks a button on his belt where the cube used to be, and the cube begins to glow pulsatingly. All of a sudden, there is a flash of light, as the cube explodes into an orange powder that sprinkles lightly down on a number of the oozes. Illuminating and guiding attacks against them, Alaster settles himself into a defensive stance as he waits for the oozes to continue their assault. Seeing that none of his allies have taken any damage, he sees no need to send another pump of his healing powder up.
(OOC: Reminder that everyone still has the 13 Temp HP from Alaster before we entered the room.)
Move: C6 --> D6 (5 Feet to the left)
Bonus Action: None
Action: Cast Smoke Bomb (E5 - H8; 20 Foot Cube)
Affects Ooze 13, Ooze 9, Ooze 11, Ooze 10, Ooze 14, Ooze 12, Ooze 8, Ooze 7
Affected creatures must make a DC 16 Dexterity Saving Throw; On a failure, they shed dim light in a 10-foot radius and all attacks against them have advantage (I assume they can't go invisible, but if they can, then they can't benefit from being invisible)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Hoghead fires a crossbow bolt at ooze7 Attack: 8 Damage: 8
Hoghead will forgo his second attack and use his Commander's Strike Maneuver to yell to Alaster "Take them out!"
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll. Additional 1d8
Alaster
Causes several of the oozes to start glowing (all failed save.)
hoghead
Hits #7 with a crossbow bolt, then orders Alaster to strike. Alaster needs to use his reaction to deliver the attack fi he wishes to do so, and can add 1d8 to the damage of that attack.
Will wate for Alaster's attack before moving forward.
Not carrying any weapons, Alaster looks at Hoghead a little confused before leaning back and slamming his head into the ooze in front of him.
(Against Ooze14) Attack: 23 Damage: 1 + 6 (From Battlemaster Manuever)
(OOC: Note that Alaster is an Artificer (Artillerist) and is, therefore, a spellcaster... His hands are also occupied with a shield and an arcane focus (Rod) so he can't even carry a weapon... This is literally the best he can do...)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(OOC, so sorry! I thought you could use your boomstick)
(OOC: Boomstick is a Rod that I use as my arcane focus... All of my attacks are just flavored spells... Sorry for the confusion!)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(Nice headbutt btw)
(OOC: I think they have to hit to do damage to the armor. If it doesn't hit, and do damage to you, then it cannot damage the armor. Not sure if that is by the rules, but it seems valid to me.)
The puddle of dampness on the floor quivers, as if a great weight landed nearby, but you see no cause. Then the puddle peels and undulates upward, as if someone were flipping a bedsheet. It takes your mind a moment to register what your eyes see. The “puddle” is not a pool of water but a slick and slithery creature the same color and texture as the surrounding stone.
Alaster
With hands full, a shield in one and a rod in the other, he frowns back at Hoghead, then slams his head forward into the rock-like puddle before him. His head hits soft yielding flesh,not rock-hard stone, and a ripple runs out from the impact site, as the being pulls back, clearly hurt.
ooze8
Slithers across the ground, moving towards the sense of living flesh. It stops near Alaster, but only quivers there. (Had to dash to get there.)
ooze10
Slithers across the ground, moving towards the sense of living flesh. It stops near hoghead, but it too is unable to strike.
ooze11
Slithers across the ground, moving towards the sense of living flesh. It stops near hoghead, but it too is unable to strike.
ooze12
Slithers to the south and west, but cannot get into reach of any living flesh.
Tydir is now up.
Updated Map
Tydir holds his hammer in front of him and mutters under his breath and a ghostly version of hammer slips free, coming down in an arc to smack into Ooze 1.
Bonus Action: Spiritual Weapon Attack against Ooze 1 Attack: 18 Damage: 8
Action: [Tooltip Not Found] Con save or 4 and prone - Ooze 1 if it's still up or Ooze 5 if not