Jelly & Stair

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Continued from Bats!

Party’s Round 03

Jelly & Stair 03.jpg

The DM: Lexent is stunned, but Marcule has his chromatic orb cast and can throw it. Pandred, did you get rid of your club? I don’t recall you saying so; as far as I know, you’ve still got it on your person.

The DM: {OOC}: we may have to wait until others join you, Lexent.

Pandred: In. Dropping my handaxe, I'll draw a club and swing. 10+1 hits AC 6 for 3+3 causing 6 damage.

The DM: Hits, doesn’t stun. That’s two rounds of attack for Pandred (always starts from scratch with a new combat). Since we know what Marcule intended to do, Pandred, please roll to hit with his chromatic orb. Given the creature’s size, I’ll give a +1 to hit. Marcule is also +1 to hit from Dexterity; needs to roll an 8 to hit AC10.

The DM: Nix that, Pandred.

Marcule: In. 16 whoo. Aimed at 1128 causes 4 Damage.

The DM: because it’s big, I’ll rule that a splash can hit 1028. However, a roll of 0-1 damage causes 0. oh well. It takes the 4 damage and fails it’s saving throw, so the jelly is stunned.

Party’s Round 04

Positions are essentially unchanged. Everyone can act.

Lexent: I attack the jelly with my godentag To Hit: 15. Damage: causes 2.

The DM: Doesn't stun.

The DM: As you’re fighting the jelly, an ordinary moth, about an inch in diameter, flies up from the stairwell and begins to buzz in a circle around the sudden emergence of light. It is soon followed by two others.

Pandred: Swing again. 3+1 hits nothing.

The DM: Anything up your sleeve, Marcule?

Marcule: Can i light a flask of oil i will have to get it out of my bag? i unsling my backpack im going to dig for the oil.

The DM: Okay, unslinging the pack takes a round.

Jelly Round 04

The DM: The jelly attacks Lexent again. Hits with a 14. The cleric takes 4 damage. The cleric must be in and around zero now.

Lexent: That takes me to 4.
The DM: apparently, I’m doing all I can to get you to 3rd level.
Lexent: Happily lapping it up.

Party’s Round 05

The DM: Again, the positions are unchanged. There are a dozen moths flying around the lighted area now. Pandred gets two attacks this round. Marcule finds a flask of oil in his pack in 3 AP, can spend 2 AP starting to pop the cork on it.

Pandred: 17+1 hits AC-1, second attack whiffs with a 3+1. Damage is 2+3, causing 5 damage.

The DM: Does not stun.

Jelly Round 05

The DM: the jelly attacks Pandred, rolling a 13 and hitting AC 4. That misses by 1. As you chance to see while the creature withdraws the psuedo-pod that it tried to hit you with, batted off with your armoured forearm, a moth lands on the jelly and is instantly sucked inside.

Party’s Round 06

The DM: There is a virtual cloud of moths now; if this continues, the visibility will be compromised and you’ll be -1 to attack next round.

Lexent and Pandred can attack normally. Marcule, the stopper is off; if you want to light it, you’ll need a wick. Any ideas? You have 2 AP left this round to find one.

Lexent: I attack the jelly with my godentag To Hit: 9. I retreat to 0929.

Lexent: Is there still a light source that is drawing the moths?

Pandred: 11+1 hits AC 5, 2+3 causing 5 damage.

The DM: Marcule’s chromatic orb created a light source that will last until round 8. When it ceases, you’ll lose a round of attacking in the shift from normal light to infravision.

The DM: Pandred’s hit stuns. The jelly will rapidly recoil into 1128.

While Marcule tries to find a wick, I’ve noted Lexent’s move and I’ll set up a new image.

Party’s Round 07

Jelly & Stair 07.jpg

The DM: Pandred will have to advance to attack again. The moths are so thick now, there are perhaps a hundred of them, that you’re -1 to hit. Marcule, you’ve had time to find some wick and stuff it into the flask. You can light it with 2 AP next round AND throw it that round as well. Remember to throw it against the wall next to the creature or the floor in front of it; the flask won’t break on the thing’s rubbery hide.

Marcule: i have cotton bandage to light

Lexent: Are there any penalties/hazards in attacking from 1130?

The DM: You'll be hanging over the drop, since the circle isn't a wall, it is a low edge about a foot high. Which means if you're stunned, you'll have to make a dex check.

Pandred: 1028 and swing! 12+1 hits AC 4, 2+3 causing 5 damage. Need a numerologist for all these 5s.

Lexent: I walk S-2 to 1031, Warily move S-1 into 1130, and attack with my godentag To Hit: 19. Damage: 4.

The DM: Well, Pandred hit. So the creature recoiled again all the way to 1229. That's three hexes from 1031 (which wasn't close enough anyway).
The DM: You can save on the false hits if you check with me before swinging. I'm monitoring constantly.
Lexent: OK.

Lexent: In that case I move to 1129.

The DM: It’s a 2-ft. gap between the wall and the well, but it doesn’t take a dex check. You’re in 1129. If you’re hit here, you make a dex check or you fall. The creature is stunned. I’ll make a new map and then let’s start with Marcule’s throw, since he’s set up for that.

Party’s Round 08

Jelly & Stair 08.jpg

The DM: Marcule: still moths between Marcule and the target, so you’re still -1 to hit, +1 for dexterity, have to hit AC 10 to hit the floor or wall next to the jelly.

Then Pandred and Lexent can make up their minds what to do.

Marcule: 15 after adjustments.

The DM: The flask fails it's saving throw and breaks. Roll 2d6. Lexent, make a dexterity check.
Lexent: 4

The DM: The corridor around the jelly bursts into flame. The moths break and scatter, but remain, with about half of them settling on the walls (no more penalty to hit). Lexent takes no splash damage due to successful check.