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Thread: Strange Fortune

  1. - Top - End - #1141
    Orc in the Playground
     
    DrunkyTheClown's Avatar

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    Default Re: Strange Fortune

    Whiskey accompanies Jacinth once everyone is stirred, attempting to aid her in bothering the statues, going as far as barking if they don't respond.

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    We could take the gelatinous cube since we're rested, so it shouldn't be a huge problem if there isn't another entrance.
    Last edited by DrunkyTheClown; 2014-08-16 at 03:04 PM.

  2. - Top - End - #1142
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    Aeti's Avatar

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    Default Re: Strange Fortune

    The statues make no movement, they remain as still as they have been all night.

  3. - Top - End - #1143
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    Default Re: Strange Fortune

    The party cautiously opens the door. The room looks much as it did, but several paintings are missing from their metal frames. The gelatinous cube is nowhere to be seen.

  4. - Top - End - #1144
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    Default Re: Strange Fortune

    Jacinth inspects the room without touching anything and listens at the next door.

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    Listen + 0
    Spot + 0 or Search + 2 (whichever is better for random looking around)

  5. - Top - End - #1145
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    Default Re: Strange Fortune

    Jacinth finds no sign of the gelatinous cube, and hears nothing beyond the next door.

    On the middle right side of the room, behind an empty metal picture frame, Jacinth's search lets her discover a flat metal panel that lies flush with the wall, painted to avoid detection. It is two feet high and one foot wide. A careful inspection lets her find a small circular section with a slight seam set inside the large rectangle. It has a small hole, possibly a keyhole.

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    It looks like this, without the random symbols (quick google search gave me this, I was too lazy to draw one and upload it somewhere)

    Last edited by Aeti; 2014-08-22 at 07:20 PM.

  6. - Top - End - #1146
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    Default Re: Strange Fortune

    Jacinth looks through the keyhole and attempts to open the mechanism.

    Spoiler: Or someone else with better open lock
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    [roll]1d20[/roll], we don't even have lock picks so this is gonna fail.[/roll]


    Upon her inevitable failure to open the panel, she quietly enters the next room after checking for danger.

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    Listen, Spot, Move silently +3
    Last edited by Shakedown; 2014-08-29 at 06:49 PM.

  7. - Top - End - #1147
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    Default Re: Strange Fortune

    Whiskey follows Jacinth, and looks around, sniffing the air intently.

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    Spot +8
    Listen +5
    Also smelling for jelly odor.

  8. - Top - End - #1148
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    Default Re: Strange Fortune

    To Whiskey, this whole place reeks of the acidic scent. He doesn't spot anything, and the mansion is eerily silent.

    Jacinth attempts to sing the lock open to no avail, gives up, and pulls the door open to the next room. She pauses before passing through the doorway, confused by the murkiness in front of her. Realizing that it is the gelatinous cube, she avoids walking forwards and being engulfed.

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    Successful spot! Everyone gets to go ahead of the Cube, in this order:
    Jacinth
    Duncan
    Whiskey
    Yasha
    Last edited by Aeti; 2014-08-31 at 12:16 AM.

  9. - Top - End - #1149
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    Default Re: Strange Fortune

    Duncan tries to open the lock.

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    (d20+6)[19]

    He's got Thieves' tools, so he should do okay.


  10. - Top - End - #1150
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    Default Re: Strange Fortune

    Jacinth lets out a yelp and moves away from the cube.

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    Move to N14
    Next action will be to draw shortspear if I am slow then too, unless I'm like being engulfed or everyone's standing in front of me, etc.

    Thanks for the text Gordie!

  11. - Top - End - #1151
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    No problem! Also oops I forgot to move everyone into the room on the combat grid

    andy's turn!
    Last edited by Aeti; 2014-09-05 at 02:17 PM.

  12. - Top - End - #1152
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    Default Re: Strange Fortune

    "Got a present for ye," says Duncan. He runs a bit closer for the sake of his aim, pulls out a flask of alchemist's fire, and hurls it.

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    Move to O14, which I think is 20 ft from the front of the cube--I'm moving there so I'm 1 space from its hit range if it moves towards me, is that the right distance?--and throw the flask.

    Flaming gelatin!

    (d20+4)[22]
    Damage if it hits:
    (d6)[1]

    Calculations for hit: BAB +2, Dex +3, Range -2, Large penalty +1.


  13. - Top - End - #1153
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    The flask of alchemist's fire smashes on the cube. Hot white flames sizzle on its wet surface, and the nearby floor.
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    whiskey's turn!

  14. - Top - End - #1154
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    Default Re: Strange Fortune

    Whiskey stares down at the jelly monster and growls. His eyes reflect the glowing ball of fire that materializes instantaneously next to the cube before rolling into it.

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    Whiskey casts Flaming Sphere and commands it to move into the Gelatinous Cube's square.
    Fire Damage - (2d6)[5]
    Reflex negates all damage.
    DC 15
    Rounds remaining: 3

  15. - Top - End - #1155
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    The cube takes full damage!

  16. - Top - End - #1156
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    Sensing that his spells will be useless against such a creature, Yasha brandishes his mace in an attempt to inflict some damage.
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    (1d20)[15]
    (1d8+1)[5]

  17. - Top - End - #1157
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    Default Re: Strange Fortune

    Yasha wallops the gelatin with his mace. The cube surges forward angrily, spilling out of the passageway with a shhlluuurrrrrrrrp! Yasha quickly and safely dives to the side.
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    Jacinth
    Duncan
    Whiskey
    Yasha
    Cuuuuuuube

  18. - Top - End - #1158
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    Default Re: Strange Fortune

    Jacinth hefts her shortspear and throws it at the cube.

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    To hit: (1d20+2)[16]
    Damage: (1d6)[6]

  19. - Top - End - #1159
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    Default Re: Strange Fortune

    Jacinth's aim is true, and her spear smacks into the gelatinous cube. The wooden haft is coated with the acidic ooze, and begins to darken.
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    Duncan's turn!

  20. - Top - End - #1160
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    I have been informed that Duncan is delaying his action

    Whiskey remains concentrated on the ball of fire, which follows the cube when it moves.
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    Flaming Sphere
    Fire Damage - (2d6)[8]
    Reflex negates all damage.
    DC 15
    Rounds remaining: 2

  21. - Top - End - #1161
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    he she it the genderless composite of multiple small lifeforms fails their reflex save!

    yasha's turn!

  22. - Top - End - #1162
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    Yasha attempts to once again inflict some damage to the abomination with his mace.

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    (1d20)[12]
    Last edited by Lolerskate; 2014-09-24 at 10:03 PM.

  23. - Top - End - #1163
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    Default Re: Strange Fortune

    Yasha attempts to once again inflict some damage to the abomination with his mace.

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    (1d8+1)[6]

  24. - Top - End - #1164
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    Default Re: Strange Fortune

    Duncan throws the oil.

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    (d20+4)[5]

    (d6)[5]


  25. - Top - End - #1165
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    Default Re: Strange Fortune

    As he throws the oil, he nearly drops it on himself. He fumbles for it, and manages to toss it in nearly the right direction. It lands beside the ooze, at Yasha's feet. The flask shatters with a quiet little noise, and cheerful white flames burst into life on Yasha's boots.

    Spoiler
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    Yasha takes 5 damage, the ooze takes 1 damage. On Yasha's next turn, he will take "an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save.''

    The ooze is not preventing the second round damage, and takes 5 damage


    The ooze thrusts a pseudopod towards Jacinth, but it bounces off her armor.
    Last edited by Aeti; 2014-09-26 at 08:28 PM.

  26. - Top - End - #1166
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    Default Re: Strange Fortune

    Jacinth, wincing at Duncan's oil mishap, scrambles away from the cube and begins reciting an encouraging tale.

    Actions:
    Five foot step away from cube
    Inspire courage = +1 to attack and damage
    Last edited by Shakedown; 2014-09-27 at 10:34 AM.

  27. - Top - End - #1167
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    Default Re: Strange Fortune

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    Duncan's delayed action has changed the initiative order, so now it's Whiskey's turn.


    Whiskey shuffles backwards a few feet, but remains focused on the orb of fire that continues to burn into the creature.

    Spoiler
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    Whiskey 5-foot steps to P12.
    Flaming Sphere
    Fire Damage - (2d6)[5]
    Reflex negates all damage.
    DC 15
    Rounds remaining: 1

  28. - Top - End - #1168
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    Default Re: Strange Fortune

    Yasha attempts to extinguish the flames on his boots while cursing Duncan for his mishap.


    Spoiler
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    (1d20)[16]

  29. - Top - End - #1169
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    Default Re: Strange Fortune

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    You put out the fires without any further harm. Duncan's turn!

  30. - Top - End - #1170
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    Default Re: Strange Fortune

    Duncan decides to try his rapier.

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    Move to N14.

    Hit:
    (d20+4)[17]
    Damage:
    (1d4+1)[3]


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