Episode 17: Ooze on Down, Ooze on Down the Roa-aad!

The 5th Editon playtest campaign.
Post Reply
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Episode 17: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

The PCs have gone to Rebels' Redoubt in search of the Hammerheart Twins.
Last edited by EvilGenius on Tue Nov 20, 2018 5:45 pm, edited 1 time in total.
Another daring escape for the intrepid Spaceman Spiff!
User avatar
Fen's Ego
Posts: 825
Joined: Fri Aug 26, 2011 3:00 pm
Location: Easton, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by Fen's Ego »

"I f*#ing hate this place."

-Onarra
"Good, bad, I'm the guy with the gun."
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

Fen's Ego wrote:"I f*#ing hate this place."

-Onarra
"Hahaha! Wait until you see what's below ....."

- The DM. Probably. :D
Another daring escape for the intrepid Spaceman Spiff!
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

For a very brief recap, the PCs found the abandoned keep easily enough. There are several towers and somewhat intact walls surrounding a large courtyard. There are remnants of camps in the courtyard.

The PCs entered the most intact tower and found stairs going up and down. Choosing down, the PCs quickly encountered a black pudding which was somewhat strange (when it split, it split into two full sized puddings instead of 2 half-sized puddings). After defeating it, the PCs continued down to a door which was slightly open.

The hallway beyond was filled with traps which had already been sprung. Pendulum blades from the ceiling, open pit traps, scorch marks from spell traps, it went on and on. The long hallway turned and turned and turned again, like a snake coiling in on itself. After seeing all of the traps, the PCs successfully searched for and disabled the pressure plates and tripwires along the way. They also had run back upstairs and grabbed old tables to throw across the pits so that they could get over them more safely.

However, Onarra's luck didn't hold. When crossing one pit, she lost her balance on the wobbly table and plunged headfirst into the deep pit trap. She quickly fell out of view but the PCs above heard a strange splorch sound from below and Onarra didn't respond to Brigga or Bannock's shouts. Bannock got out all of their rope and a grapple but while he was trying to secure them, he too fell into the deep pit, narrowly missing Onarra as he too, fell directly into the Gelatinous Cube waiting at the bottom of the pit.

Onarra and Bannock each managed to break free from inside of the Cube several times (the pit was 15x15, the Cube only 10x10), and with Brigga spiderclimbing down the side of the pit to offer spell and hammer support, the PCs were able to destroy the cube and climb out of the pit.
Last edited by EvilGenius on Sun Sep 30, 2018 5:37 pm, edited 1 time in total.
Another daring escape for the intrepid Spaceman Spiff!
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

After retreating out of the trapped hallway level, the PCs ventured into the surrounding woods and gathered enough branches to make several covers for the many pit traps. So equipped, the PCs made their way through the rest of the trapped hallways to a central room. In it, an animated suit of plate mail awaited them, and when the PCs entered the room, the construct stepped on a raised block, depressing it into the floor. The PCs heard numerous mechanical sounds behind them in the long hallways, and knew that all of the traps they had just passed had been reset.

There was a chest behind the construct, and spiral stairs leading to a lower level. The PCs cautiously moved into the room but the construct took no further action. The PCs cautiously moved to the chest and opened it but still the construct took no action. Inside of the chest was a small glowing cube, a little over an cubic inch in size. The PCs took the glowing cube and still the construct stood impassively.

Onarra started down the stairs, intending to take a quick look and report back. However, when she stepped on the second step, a magical glyph trap went off and waves of fear overcame all of the PCs. In short order, the PCs all fled back down the re-trapped hallways. Fortunately Onarra had managed to disable most of the pressure plates and only a few traps went off. However, the animated suit of plate mail took to the air and chased the PCs down the hallways, occasionally smashing Onarra with a wicked mace. Onarra fought the thing off all the way out of the halls, finally disrupting its animating force, and joined the other PCs at the start of the level.
Another daring escape for the intrepid Spaceman Spiff!
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

This is the cube you found:

After taking a short rest back in the courtyard, you learn this:

Mayaheine’s Shelter
Cube of Force
(Rare, requires attunement, Religious)
Image
This blue cube is about an inch across and it glows faintly. Central to each face of the cube is a beautiful raised holy symbol of Mayaheine, a longsword over a gleaming mithril shield with golden ‘V’s on either side. It looks like each shield can be depressed, like a button. You also note that each shield has a series of dots underneath it, numbering from 1 to 6. When you hold the cube you briefly feel a renewed sense of resolve and determination.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

CUBE OF FORCE FACES
Side__Charges_____Effect
1 .....1.....Gases, wind, and fog can't pass through the barrier.
2 .....2.....Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 .....3.....Living matter can't pass through the barrier.
4 .....4.....Spell effects can't pass through the barrier.
5 .....5.....Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 .....0.....The barrier deactivates.

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.

Spell or Item_____Charges Lost
Disintegrate...............1d12
Horn of blasting..........1d10
Passwall...................1d6
Prismatic spray...........1d20
Wall of Fire...............1d4
Another daring escape for the intrepid Spaceman Spiff!
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

So THAT was fun! :D

The PCs descended to an old storage level/dungeon level deep below the ruined keep. To keep the recap brief, the PCs encountered a lot of pit traps and gelatinous cubes which had somehow been magically enhanced. The PCs were able to destroy all of the cubes they encountered, while taking a fair amount of damage themselves.

I think Onarra got engulfed by just about every cube, and fell into several of the pit traps. And she even had a gelatinous cube chase her into a pit and fall on top of her! Onarra had her Cube of Force activated so it was ok. Mostly. Getting out did present a logistical challenge.

Oh, and the PCs found an active Arcane Gate in one section of the map, which they have not investigated (yet). Arcane Gates are like limited Portals. The Arcane Gate can only function on it's own plane and has a maximum distance of 500 feet, so Bannock surmised that this particular Gate leads somewhere else in the complex.

For your edification, here are some of the Cubes you encountered. :)
Last edited by EvilGenius on Mon Oct 01, 2018 3:34 pm, edited 1 time in total.
Another daring escape for the intrepid Spaceman Spiff!
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

CrusherCube
As normal but affected by Potion of Storm Giant Strength

AC 6
HP 100 (8d10 +40)
Speed 15

Str 29 Dex 3 Con 20 Int 1 Wis 6 Chr 1
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses: Blindsight 60 ft (blind beyond that), Passive Perception 8
Challenge 5 (1,800xp)

Ooze Cube
The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent
Even when the cube is in plain sight, it take’s a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

ACTIONS
Pseudopod
Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage plus 9 bludgeoning damage. On a successful hit with a pseudopod, the Cube will also initiate a free grapple check to attempt to pull a creature into itself. The Cube makes a grapple check with a +9 modifier. The target creature can oppose with Strength or Dexterity.

Engulf
The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. The cube also convulses powerfully, in an imitation of chewing, causing 10 bludgeoning damage. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Last edited by EvilGenius on Mon Oct 01, 2018 11:11 am, edited 4 times in total.
Another daring escape for the intrepid Spaceman Spiff!
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

StormCube
As normal except affected by a permanent Shocking Grasp and Flying effect.

AC 6
HP 100 (8d10 +40)
Speed 15, Fly 30

Str 14 Dex 3 Con 20 Int 1 Wis 6 Chr 1
Damage Immunity: Lightning
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses: Blindsight 60 ft (blind beyond that), Passive Perception 8
Challenge 5 (1,800 xp)

Ooze Cube
The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Electrical Effects
This Cube is plainly visible due to the permanent arcs of electricity firing randomly within it. This Cube sheds dim light in a 5' radius and can be clearly seen even in total darkness.

ACTIONS
Pseudopod
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage plus 8 (2d8) lightning damage.
Attack has advantage against opponents wearing metal armor or using a metal shield.

Engulf
The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage and 8 (2d8) lightning damage at the start of each of the cube's turns and an engulfed creature cannot take reactions. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Last edited by EvilGenius on Mon Oct 01, 2018 11:12 am, edited 2 times in total.
Another daring escape for the intrepid Spaceman Spiff!
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

StealthCube
As normal except the Cube is under a permanent Invisibility effect.

AC 6
HP 100 (8d10 +40)
Speed 15

Str 14 Dex 3 Con 20 Int 1 Wis 6 Chr 1
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses: Blindsight 60 ft (blind beyond that), Passive Perception 8
Challenge 4 (xp)

Ooze Cube
The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen IF THE CUBE IS CURRENTLY VISIBLE, but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Invisible
• An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
• Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
• A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

After making an Engulf attack, the Cube will be visible until the start of its next action. Generally, if the Cube has successfully engulfed a creature, it will then try to move away from any other enemies and devour its prey.

ACTIONS
Pseudopod
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Engulf
The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 Dexterity saving throw, made with disadvantage is the Cube is still Invisible.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
Engulfed creatures cannot be seen by anyone outside of the Cube if the Cube is Invisible.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Another daring escape for the intrepid Spaceman Spiff!
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

Blinky
As per normal except Blinky is under a permanent Blink effect.

AC 6
HP 50 (8d10 +40)
Speed 15, Blink 30

Str 14 Dex 3 Con 20 Int 3 Wis 6 Chr 1
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses: Blindsight 60 ft (blind beyond that), Passive Perception 8
Challenge 5 (1,800 xp)

Ooze Cube
The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent
Even when the cube is in plain sight, it take’s a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

ACTIONS
Pseudopod
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Engulf
The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Blink (4-6)
The cube randomly phases into and out of the Ethereal Plane. Roll a d6. On a 4, 5 or 6, the cube becomes ethereal before moving. Each round thereafter, roll a d6 again. On a 1, 2 or 3, the cube reappears on the Prime Material Plane, in the spot it currently occupies. If the cube occupies the same spot as a solid object larger than itself when this happens, the cube is immediately shunted to the nearest unoccupied space that it can occupy and takes force damage equal to twice the number of feet it is moved. Any creature Engulfed in the cube takes the same amount of damage. If there is a creature Engulfed in the cube, it may take damage if the cube re-materializes around smaller objects. Small and medium sized creatures have a 1 in 4 chance of taking 5 force damage, large creatures automatically take 5 force damage from being shunted out of smaller objects. Creatures shunted in this way when the cube is not, end up outside of the cube.
This cube possesses animal-like Intelligence and will try to blink into opponent's spaces to engulf them. If the cube does successfully blink into a creature's space, the creature makes its Dexterity save with disadvantage.
Another daring escape for the intrepid Spaceman Spiff!
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

Bannock's Pretty Sword

Image
Another daring escape for the intrepid Spaceman Spiff!
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

moved pic to stat block entry
Last edited by EvilGenius on Thu Oct 18, 2018 2:43 pm, edited 1 time in total.
Another daring escape for the intrepid Spaceman Spiff!
User avatar
EvilGenius
Posts: 6716
Joined: Fri Nov 17, 2006 1:09 pm
Location: Allentown, PA

Re: Episode XVII: Ooze on Down, Ooze on Down the Roa-aad!

Post by EvilGenius »

SHIELD GUARDIAN
Wizards and other spell casters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible.

Master's Amulet
Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created. A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A spell caster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power.

Image

Lil Buddy
Shield Guardian
Large Construct, unaligned

AC 19 (Natural Armor + Shield)
HP 125
Speed 30 ft.

Str 20 (+5) Dex 8 (-1) Con 18 (+4) Int 10 (0) Wis 10 (0) Chr 3 (-4)

Senses: Blindsight 10', darkvision 60', Passive Perception 10
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Languages: undersands commands given in any language but cannot speak
Challenge 10 (5,900 xp)

Bound
The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

Regeneration
The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spell Storing
A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

ACTIONS
Multiattack
The guardian makes two attacks with a warhammer

Warhammer Melee Weapon Attack: +8 to hit, reach 5 ft. , one target.
Hit: 10 (1d10 +5) bludgeoning damage.

REACTIONS
Shield
When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet oft he wearer.
Another daring escape for the intrepid Spaceman Spiff!
Post Reply