This post has potentially manipulated dice roll results.
Pascal grips his head and drops to a knee, “Gah... told ya’ll, voodoo everywhere in here! Keep it occupied, I’m gonna light a fire underneath it!”
Initiative: 21
Pascal will cast Create Bonfire right beneath the cube. It must make a DC12 Dex Save or take 1 fire damage this turn and more while it sits on that flame!
Finding himself in melee range, Hildigrim drops his bow and draws his rapier and dagger. “I hypothesize that deep cold would have a lasting and substantive effect on the creature. If we could —“ he says as he lunges with his rapier and swipes with his dagger.
Party vs. the Entire Hallway Monster Round 2 Resolution Phase
Starting Map:
Resolution:
Jorin races around the corner axes flashing, as Hildi draws his rapier. But one axe slips from Jorin's grip (critical miss), clattering down the hall into the western room. The other bites deep (9) carving a bit of jelly from the creature (4 dmg). Hildi stabs the thing in front of him with his sword as Pascal begins to chant. The thin blade bites deep (15 for 8+1 dmg) and he tosses his torch, draws his dagger, and stabs it once more (8 for 4 dmg), puncturing a bubble inside. Pascal finishes his chant, and a magic fire springs up under the creature (save -3) causing some bubbling and more rank stench (4 fire dmg).
Drusk begins to retreat further, but when Jorin and Hildi attack, he smiles and steps up, swinging Joybringer in a huge arc, splatting the wall of goo in front of him (23) and spraying ooze about (9 dmg).
Vanja shakes her head as something pushes at it (save 18), then stepping up to Hildi's side, holding her hands in front of her wide, she speaks some words and claps her hands. A thunderous boom reverberates out and a shockwave makes the giant wall of gel shake and ripple (save 24, 3 dmg). Behind the cube, you see a black pile of shiny ooze shoved back by the shockwaves (save 4, 6 dmg, 10ft push). The sound is so loud it makes you wince, bouncing around in the confined space, but the cube is not moved.
Then the cube surges forward, overrunning Hildi and Drusk's positions. While Drusk manages to backpedal (save 18), Hildi stumbles and is engulfed by the cube (save 10)! The acid nature of it burns him (8 dmg), he screams noiselessly from within and goes limp (unconscious!).
Next: Round 3! I'll post a declaration phase in a second.
Notes: The cube is making saves! Hildigrim is unconscious, someone could reach in and grab him, he is still near several of you. Also, now you can see the black, oily ooze in the hallway behind, fwiw.
Party vs. the Entire Hallway Monster (and friend) Round 3 Declaration Phase
Map:
Sitrep: Turning, you boldly attacked the giant wall of jelly, getting in many good hits, carving bits off and causing it to lose some bulk and height. A magical fire continues to burn under it. But then, it surged forward and swallowed Hildi, who struggled but fell limp inside it!
Drusk - AC 18 - 10/10 hp Hildigrim - AC 14 - 0/9 hp inside cube, unconscious Jorin - AC 17 - 11/12 hp Pascal - AC 14 - 4/10 hp Vanja - AC 12 - 10/10 hp
Entire Hallway Monster: Sitting on top of a magical burning fire, carved and splattered, it has lost some height and definition, and wobbles much more. Oily black ooze: hard to see behind the cube, seems fine?
Monsters declare! The cube is digesting Hildigrim, but is shuddering in place, its next action less certain. The ooze... oozes.
Next: Everyone please declare. Remember to add a random d20, that has been useful.
Declare Delay or as many of Action, Move, Bonus Action and/or Reaction as you want
Roll initiative
Roll for your declared actions (to hit, damage, etc.) if any
OOC > Yes, if you can attack Hildi, you can grab Hildi. But you will have to reach into the acidic cube to do so...
Also, a bit rushed this morning (gotta take Grandma home ahead of a winter storm), so it might behoove you all to check the details of what I just posted, in case I made a mistake.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
OOC > Also, forgot to mark the fire. Pascal, want to indicate the square where you put the bonfire? It'll be one of the four squares to the right and up from Jorin's square.
(OOC: I think our options are to run away / try to bring Hildi with us, or to go all out trying to kill the blob... and then run away from the oil slick.
I would say run away, except pulling Hildi out probably does enough acid damage to take out whoever reaches in... in which case our best choice is to kill it so we don't take damage pulling Hildi out.
What sayus the party? I don't know if Pascal or Vanja have any big damage spells left.)
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 think we are another good round away from killing the cube, also, Jorin isn't big on running unless it's into the fray lol
(OOC: My concern is, if Jorin reaches in and takes 11 points of acid damage, then there will be two people who need to be pulled out, and fewer people to kill the cube.)
Drusk will swing his mace again. If they can kill the cube, hopefully they can treat Hildi in time.
Mace Attack: 8 Damage: 4
Init: 3, Random d20: 5
(Edit: Four consecutive craptastic rolls. Hopefully everyone else will roll better.)
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)
Jorin snarls as the glowing axe flies from his grip. With a deft motion, he draws is second handaxe and squares up with the cube. Holding his only remaining weapon, he let's lose with another flurry of attacks.
OOC: My plan was to drop its speed to 5 with Ray of Frost, then sizzle it on the bonfire. Which I’ll do
Pascal will back up, open his jaw, and release a blue beam from his gullet, Ray of Frost! Attack: 18 Damage: 7 cold damage and its speed is reduced by 10. It also must make another Dex save to avoid the bonfire: 6 fire damage.
Party vs. the Entire Hallway Monster Round 3 Resolution Phase
Starting Map:
Resolution:
The ooze in the background resolutely slides towards the battle, as Jorin, worried for his friend, swings his one axe desperately again (19), carving out another large piece of the jelly wall (9 dmg).
Pascal belches forth a brilliant blue ray of cold, striking the creature (18) and sending a skim of frost spreading across its surface (7 dmg, slowed). Vanja steps into the south hallway and pushes the air north again with an incantation, causing another thunderous boom that shakes the gelatinous creature (10 dmg) and, this time, shoves it sliding back ten feet (save 6).
With a whoop and a holler, Drusk closes the new distance with the creature (deftly avoiding the magical bonfire) and slams Joybringer into its quivering mass (8) making a huge splash of goo (4 dmg) and destroying the cube's cellular integrity, causing it to burst and splash Hildi's limp form out onto the floor.
The cube of goo is no more.
Next: Round 4! I'll post a declaration phase in a second.
Notes: I pulled no punches and you guys pulled it off! The cube rolled an initiative of 1 for its contested initiative against all of you this round, and Drusk's blow brought it to -1 hp! But there's still the matter of the oozing gray thing coming towards you.
Pascal grips his head and drops to a knee, “Gah... told ya’ll, voodoo everywhere in here! Keep it occupied, I’m gonna light a fire underneath it!”
Initiative: 21
Pascal will cast Create Bonfire right beneath the cube. It must make a DC12 Dex Save or take 1 fire damage this turn and more while it sits on that flame!
d20: 12
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Finding himself in melee range, Hildigrim drops his bow and draws his rapier and dagger. “I hypothesize that deep cold would have a lasting and substantive effect on the creature. If we could —“ he says as he lunges with his rapier and swipes with his dagger.
Rapier attack: 15; damage: 8 piercing damage
Bonus dagger attack: 8; damage: 4 piercing damage
Sneak attack: 1
Initiative: 14
Random d20: 5
Okay, DM doing some rollzing...
1 - 5
2 - 13
3 - 10
4 - -1
5 - 15
6 - 8
7 - 14
8 - 22
9 - 3
10 - 7
11 - 3
12 - 16
Whew. Also:
Jorin didn't roll a random d20 so: 19
Vanja plans to step up (initiative: 16) and cast Thunderwave, hoping to cause 12 damage...
Edit: forgot Vanja's d20 roll: 20
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Party vs. the Entire Hallway Monster
Round 2
Resolution Phase
Starting Map:
Resolution:
Jorin races around the corner axes flashing, as Hildi draws his rapier. But one axe slips from Jorin's grip (critical miss), clattering down the hall into the western room. The other bites deep (9) carving a bit of jelly from the creature (4 dmg). Hildi stabs the thing in front of him with his sword as Pascal begins to chant. The thin blade bites deep (15 for 8+1 dmg) and he tosses his torch, draws his dagger, and stabs it once more (8 for 4 dmg), puncturing a bubble inside. Pascal finishes his chant, and a magic fire springs up under the creature (save -3) causing some bubbling and more rank stench (4 fire dmg).
Drusk begins to retreat further, but when Jorin and Hildi attack, he smiles and steps up, swinging Joybringer in a huge arc, splatting the wall of goo in front of him (23) and spraying ooze about (9 dmg).
Vanja shakes her head as something pushes at it (save 18), then stepping up to Hildi's side, holding her hands in front of her wide, she speaks some words and claps her hands. A thunderous boom reverberates out and a shockwave makes the giant wall of gel shake and ripple (save 24, 3 dmg). Behind the cube, you see a black pile of shiny ooze shoved back by the shockwaves (save 4, 6 dmg, 10ft push). The sound is so loud it makes you wince, bouncing around in the confined space, but the cube is not moved.
Then the cube surges forward, overrunning Hildi and Drusk's positions. While Drusk manages to backpedal (save 18), Hildi stumbles and is engulfed by the cube (save 10)! The acid nature of it burns him (8 dmg), he screams noiselessly from within and goes limp (unconscious!).
Next: Round 3! I'll post a declaration phase in a second.
Notes: The cube is making saves! Hildigrim is unconscious, someone could reach in and grab him, he is still near several of you. Also, now you can see the black, oily ooze in the hallway behind, fwiw.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Party vs. the Entire Hallway Monster (and friend)
Round 3
Declaration Phase
Map:
Sitrep: Turning, you boldly attacked the giant wall of jelly, getting in many good hits, carving bits off and causing it to lose some bulk and height. A magical fire continues to burn under it. But then, it surged forward and swallowed Hildi, who struggled but fell limp inside it!
Drusk - AC 18 - 10/10 hp
Hildigrim - AC 14 - 0/9 hp inside cube, unconscious
Jorin - AC 17 - 11/12 hp
Pascal - AC 14 - 4/10 hp
Vanja - AC 12 - 10/10 hp
Entire Hallway Monster: Sitting on top of a magical burning fire, carved and splattered, it has lost some height and definition, and wobbles much more.
Oily black ooze: hard to see behind the cube, seems fine?
Monsters declare! The cube is digesting Hildigrim, but is shuddering in place, its next action less certain. The ooze... oozes.
Next: Everyone please declare. Remember to add a random d20, that has been useful.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
OoC - Can Jorin attempt to pull Hildi out of the cube from where he is (diagonal to Hildi's square)?
OOC > Yes, if you can attack Hildi, you can grab Hildi. But you will have to reach into the acidic cube to do so...
Also, a bit rushed this morning (gotta take Grandma home ahead of a winter storm), so it might behoove you all to check the details of what I just posted, in case I made a mistake.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
OOC > Also, forgot to mark the fire. Pascal, want to indicate the square where you put the bonfire? It'll be one of the four squares to the right and up from Jorin's square.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
OOC: Diagonal from Hildi inside the cube.
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
(OOC: I think our options are to run away / try to bring Hildi with us, or to go all out trying to kill the blob... and then run away from the oil slick.
I would say run away, except pulling Hildi out probably does enough acid damage to take out whoever reaches in... in which case our best choice is to kill it so we don't take damage pulling Hildi out.
What sayus the party? I don't know if Pascal or Vanja have any big damage spells left.)
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 think we are another good round away from killing the cube, also, Jorin isn't big on running unless it's into the fray lol
(OOC: My concern is, if Jorin reaches in and takes 11 points of acid damage, then there will be two people who need to be pulled out, and fewer people to kill the cube.)
Drusk will swing his mace again. If they can kill the cube, hopefully they can treat Hildi in time.
Mace Attack: 8 Damage: 4
Init: 3, Random d20: 5
(Edit: Four consecutive craptastic rolls. Hopefully everyone else will roll better.)
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)
OOC > I think Drusk’s reticence came through in his dice rolls. :(
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin snarls as the glowing axe flies from his grip. With a deft motion, he draws is second handaxe and squares up with the cube. Holding his only remaining weapon, he let's lose with another flurry of attacks.
OOC: My plan was to drop its speed to 5 with Ray of Frost, then sizzle it on the bonfire. Which I’ll do
Pascal will back up, open his jaw, and release a blue beam from his gullet, Ray of Frost! Attack: 18 Damage: 7 cold damage and its speed is reduced by 10. It also must make another Dex save to avoid the bonfire: 6 fire damage.
Initiative: 8
d20: 6
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
OOC > Still in vacation mode so I’ll give DDP (and Neo?) a little more time to reply. Of course, DDP only has the option of rolling a death save...
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Death save: 6
OOC > Back in action after an unscheduled sick day.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
DM and Vanja...
Vanja will step up and cast Thunderwave again. Cause it worked so well last time.
Initiative: 20
Random save: 3
Damage from thunder wave if successful: 9
And here are the secret rolls:
1 - 8
2 - 4
3 - 6
4 - 14
5 - 24
6 - 17
7 - 22
8 - 8
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Party vs. the Entire Hallway Monster
Round 3
Resolution Phase
Starting Map:
Resolution:
The ooze in the background resolutely slides towards the battle, as Jorin, worried for his friend, swings his one axe desperately again (19), carving out another large piece of the jelly wall (9 dmg).
Pascal belches forth a brilliant blue ray of cold, striking the creature (18) and sending a skim of frost spreading across its surface (7 dmg, slowed). Vanja steps into the south hallway and pushes the air north again with an incantation, causing another thunderous boom that shakes the gelatinous creature (10 dmg) and, this time, shoves it sliding back ten feet (save 6).
With a whoop and a holler, Drusk closes the new distance with the creature (deftly avoiding the magical bonfire) and slams Joybringer into its quivering mass (8) making a huge splash of goo (4 dmg) and destroying the cube's cellular integrity, causing it to burst and splash Hildi's limp form out onto the floor.
The cube of goo is no more.
Next: Round 4! I'll post a declaration phase in a second.
Notes: I pulled no punches and you guys pulled it off! The cube rolled an initiative of 1 for its contested initiative against all of you this round, and Drusk's blow brought it to -1 hp! But there's still the matter of the oozing gray thing coming towards you.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.