[sblock=milestone]
Yes, you reached a milestone[/sblock]
This large room is lit by more of the stinking, smoky braziers and seems to be even muddier than the previous room. A pair of large, L-shaped tables and a number of tall bookshelves, all made of stone and strewn with the broken remains of ancient alchemical equipment, mark this room as having once been some kind of laboratory. The center of the room is taken up by a shallow pit filled with thick mud, and within this filthy wallow are two of the most enormous
frogs you have ever seen. There is a bulky stone door, barred and shut, in the
south wall. A steady river of thick mud flows from beneath the door.
Along the back wall a pair of bullywugs with quarterstaff appear to be waiting for you to have arrived. Four more of the lesser frogmen are also here.
[sblock=enemies]
Giant Frog - HP 44; Bloodied 22 AC 18; Fortitude 15, Reflex 16, Will 13
Croakers - 1 hp; AC 14; F//R/W: 14/12/14
Staff - HP 39; Bloodied 19 AC 16; Fortitude 14, Reflex 14, Will 16
Staff & Croakers have the aura - Rancid Air (Poison) aura 2; each enemy that spends a healing surge within the aura is weakened until the end of its next turn.[/sblock]
[sblock=ooc]
*Can you please check your HS' down below?
Jax - 21 - 24/24 - 1/7 - <- you're up
Bad Guys - 21 - I screwed up their init bonus, should be +3, so Jax goes first
Ingot - 19 -30/32 - 5/9 -
Crag - 18 - 42/49 - 13/14
Dorn - 17 - 27/27 - 4/6
Rrek - 15 - 33/33 - 9/12 -
bad guys; Dorn; Jax; rrek; Ingot; Crag (1d20 5=23, 1d20 5=17, 1d20 5=21, 1d20 2=10, 1d20=19, 1d20 1=18) [/sblock]
[sblock=terrain features]
Illumination: A trio of braziers burning a pungent fungus provides illumination in this room. The braziers provide bright illumination out to 4 squares, with spaces beyond this ranged counting as dim light.
Ceiling: The ceiling is 15 feet high.
Bookcases/Shelves: The large bookcases and shelving units in this room are 10 feet high and have been magically shaped directly from the surrounding
stone of the walls. They cannot be toppled over, but they can be climbed with a DC 15 Athletics check.
Braziers: If tipped over, each brazier creates a burst 1 zone of greasy smoke that provides total concealment to those within it. The zone lasts until the end of the creature’s turn that tipped over the brazier.
Mud Wallow: The mud here is roughly knee-deep to a Medium creature, and the wallow is considered difficult terrain.
Tables: A character can jump onto a table with a DC 20 Athletics check (remember the –2 penalty to Athletic checks imposed by the muddy squares).
Anyone behind a table has cover (–2 penalty to attack rolls against him) and anyone beneath the table has superior cover (–5 penalty to attack rolls against him). The tables are solid stone and are bolted to the floor; they cannot be tipped over.[/sblock]