Not working for anyone. Someone said though that you can go look at a persons post history and see it from there in some way. Apparently people figured out nobody could see it and started just posting colored text...
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Rodolfo says, "Ok, time to get everyone across here, the other one will stay locked down for an hour."
If/once everyone is across, Rodolfo will ping the ooze to death with cantrips, hoping Narstin would help him.
Not sure why you want to get everyone across. The only gnome with you is Perigrog, the foreman.
Also, I was thinking about your Wand of Viscid Globs and Oozes in general. Mechanically Oozes are not immune to being restrained, so the wand has to work. But it also says Oozes can move through spaces as narrow as 1" wide. In some of the past encounters, I allowed damage to be applied to oozes trapped by your wand, but the more I think about it, the more I feel the ooze has to be completely encased in the viscid glob.
So I'm thinking that it shouldn't be able to be attacked while encased. What do you all think?
Oh, right, ok.. so the foreman was just showing us around. Okidoki.
About the wand - the internet seems to think that it's fairly broken as written. There's a SageAdvice even asking about it hitting a Tarraque and as written it will restrain it for an hour. Nothing about not being able to hit it though..
I mean it will still be very useful even if the target couldn't be attacked - essentially a slightly different Hold Monster.
Or it could be switched out all together I guess..
IMHO - you're the DM so its your call on how it works
but if the glob sticks to the target and it is supposed to restrain it by magical means not actual physical means (like a grapple) then I suspect anything it hits should be held fast by it regardless of its form I suppose the ooze could try to envelope the glob but since its a magical restraint the creature should still be anchored in place. On the other hand oozes do dissolve or disintegrate objects they envelope or consume and since the wand states "Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent." one could also say that if the ooze enveloped the glob it could dissolve it as well perhaps restraining it for many a round or two at most.
In the end its magic - it doesn't have to follow normal laws - if you shoot a flying creature with the wand - does the creature remain in the air stuck in place or does it plummet to the ground? *shrug*
Regular acid doesn’t apply to the glob, so I don’t think ooze acid should.
Im fine if you want to attack with alcoholic oozes. It is the ones with acid that Beegred avoids.
I thought the glob might be like adding a bag of quick-drying cement to a puddle of water. Maybe a minute (10 rounds) for the ooze to separate, instead of just a round or two?
If an attack would free an ooze from the glob (breaking the shell or something), that seems reasonable. It would give the group the option to get 1 extra round of action in combat, or more time to run away.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
No, I think the visual of a wad magically sticking to the ooze and the ground at the same time is enough, leaving plenty of exposed creature to attack.
Continue with initiative. As you sit there and safely attack from a distance, there's a 20% chance more oozes will arrive. I will roll at the top of the round, so here goes:
Checking in. Seems there are two decisions. One to stay and finish off the ooze, the other to take the opportunity to leave and come back for the proper defense of the miners.
I edited my last entry to reflect that Beegred is hanging back (but staying around), as the others are cantrip-ping the ooze to death.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Not working for me either.
Not working for anyone. Someone said though that you can go look at a persons post history and see it from there in some way. Apparently people figured out nobody could see it and started just posting colored text...
Good then I'm not crazy (for that reason at least)
Tabaxi with a penchant for shenans. He will....shenan again...
Thanks for the info.
My internet connection is flakey. I have problems with the mouse over all the time, but normally the problem is on my end.
When you look at someone’s post history, it displays the original script (like roll-d4-/roll ) instead of the results of the script.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Not sure why you want to get everyone across. The only gnome with you is Perigrog, the foreman.
Also, I was thinking about your Wand of Viscid Globs and Oozes in general. Mechanically Oozes are not immune to being restrained, so the wand has to work. But it also says Oozes can move through spaces as narrow as 1" wide. In some of the past encounters, I allowed damage to be applied to oozes trapped by your wand, but the more I think about it, the more I feel the ooze has to be completely encased in the viscid glob.
So I'm thinking that it shouldn't be able to be attacked while encased. What do you all think?
Oh, right, ok.. so the foreman was just showing us around. Okidoki.
About the wand - the internet seems to think that it's fairly broken as written. There's a SageAdvice even asking about it hitting a Tarraque and as written it will restrain it for an hour. Nothing about not being able to hit it though..
I mean it will still be very useful even if the target couldn't be attacked - essentially a slightly different Hold Monster.
Or it could be switched out all together I guess..
IMHO - you're the DM so its your call on how it works
but if the glob sticks to the target and it is supposed to restrain it by magical means not actual physical means (like a grapple) then I suspect anything it hits should be held fast by it regardless of its form I suppose the ooze could try to envelope the glob but since its a magical restraint the creature should still be anchored in place. On the other hand oozes do dissolve or disintegrate objects they envelope or consume and since the wand states "Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent." one could also say that if the ooze enveloped the glob it could dissolve it as well perhaps restraining it for many a round or two at most.
In the end its magic - it doesn't have to follow normal laws - if you shoot a flying creature with the wand - does the creature remain in the air stuck in place or does it plummet to the ground? *shrug*
Tabaxi with a penchant for shenans. He will....shenan again...
Regular acid doesn’t apply to the glob, so I don’t think ooze acid should.
Im fine if you want to attack with alcoholic oozes. It is the ones with acid that Beegred avoids.
I thought the glob might be like adding a bag of quick-drying cement to a puddle of water. Maybe a minute (10 rounds) for the ooze to separate, instead of just a round or two?
If an attack would free an ooze from the glob (breaking the shell or something), that seems reasonable. It would give the group the option to get 1 extra round of action in combat, or more time to run away.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
So it depends on the blood/ooze alcohol levels?
Tabaxi with a penchant for shenans. He will....shenan again...
No, I think the visual of a wad magically sticking to the ooze and the ground at the same time is enough, leaving plenty of exposed creature to attack.
Continue with initiative. As you sit there and safely attack from a distance, there's a 20% chance more oozes will arrive. I will roll at the top of the round, so here goes:
DC17 spawn check: 3
Checking in. Seems there are two decisions. One to stay and finish off the ooze, the other to take the opportunity to leave and come back for the proper defense of the miners.
We might as well finish off the stuck ooze - when we come back there will be more
Tabaxi with a penchant for shenans. He will....shenan again...
Checking in. I'm still alive and healthy.
I edited my last entry to reflect that Beegred is hanging back (but staying around), as the others are cantrip-ping the ooze to death.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Did not realize there was an edit. But still need attacks from Rodolfo and Narstin.
Just waiting on Skameros to throw his rocks.
Post is up, paused in the narrative in case any of you want to do anything. Will hopefully get to it earlier tomorrow.
Beegred does not have any plans in between.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
I don't need a short rest - bugbears are just lazy in general :)
Tabaxi with a penchant for shenans. He will....shenan again...
Another bit of narrative. More to come tomorrow unless someone engages the gnome(s) in conversation.