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