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Thread: Out of the Abyss, IC II

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    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    Weaving a spell swiftly in his sticky hands, Turvy pummels the black pudding with a barrage of magic missiles that tear it apart, leaving no pieces intact enough to reform.

    The sphere of abyssal ooze is left with one fewer minions. Determining it should correct this, it spews a roiling ball of what at first looks like maple syrup at Borthan. Soon after contact with the air however, both the oozing fragment and its offspring begin to glow and produce coronas of flame. Borthan is slow to throw the slop off, receiving painful burns down the front of his body.

    Something else sinks into the wounds, and Borthan feels his body heat rising as a sudden fever washes over him.

    Spoiler: Arcana
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    Spoiler: DC 5
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    It's a demon slime!


    Spoiler: DC 10
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    While the nature of the ooze eludes you, it isn't difficult to figure out what its deal is. As a creature of flame, it may be vulnerable to frost magic.


    Spoiler: DC 15
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    These creatures are known as conflagration oozes. They are Abyssal in origin, but are not a tanar'ri demon, rather forming naturally from the ambient energy of the fiery layers of the Abyss, more like a vile fire elemental. Since their spontaneous generation, they have fallen under the power of Juiblex, the demon lord of ooze.

    A conflagration ooze can be cooled alive or dead with frost magic (also an effective way to kill them), turning them into a black obsidian-like substance that has uses in weaponcrafting, spellcraft, and alchemy. On the other hand, heat or flame revitalize them and grant them a temporary boost in vitality.

    The most dangerous aspects of the conflagration ooze are their venom and their death throes.
    The ooze's venom causes a rapidly worsening fever that can be life threatening if the patient is not cooled down, and is unable to fight it off. Heat becomes even more deadly to a creature suffering the affliction.
    When a conflagration ooze dies without first being cooled down, it will burst in a large fireball. Though this offshoot summoned by the Apidae Queen's demonic infestation seems to be smaller than normal - its explosion may in turn be less dramatic.


    The floor beneath Nilvae and her arachnid companion begins to rise up to entangle them as it did Turvy, but they rapidly jump from foot to foot, evading its grasp. In the business of not getting caught, Spide finds himself nipped in the side by the acidic jaws of a giant bee, turning the tables of the food chain.

    Spoiler: Combat Log
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    Turvy casts Magic Missile. The set of missiles blow apart the Lesser Black Pudding. He takes 8 acid damage from his restraints, which his barrier absorbs.

    Oozing Fragment uses its Legendary Action to spawn a new slime, hitting Borthan with it for a 20 damage critical hit. Borthan fails a saving throw against a toxin the new slime produces, which afflicts him with a fever. He is Vulnerable to fire damage. At the end of each of his turns, he can make a DC 15 Con save. Success ends the toxin, while failure inflicts 1 level of Exhaustion.
    Apidae Faerza bites Mr. Spide for 6 damage and 3 acid damage.
    Oozing Fragment's Lair Action creates a patch of adhesive floor under Spide and Nilvae, who both avoid being ensnared.

    Ront, ALADIN, Elara, Faedryl, Borthan, Derendil, Nilvae, Spide and Galdar are up!
    Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

    Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.


    Spoiler: Initiative
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    Oozing Fragment (Legendary Action) - n20
    Apidae Faerza Warriors - 21
    Oozing Fragment (Lair Action) - 20

    Ront/ALADIN - 19.5
    Elara - 19
    Faedryl - 17
    Borthan/Derendil - 15.5
    Nilvae/Spide/Galdar - 14.5

    Wax Facsimiles - 13

    Dawnbringer - 10

    Oozing Fragment - 8
    Lesser Conflagration Ooze - 7
    Apidae Faerza Drones - 4

    Turvy - n1

    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
    Last edited by RandomWombat; 2023-12-26 at 09:56 PM.