renau1g
First Post
Jax continues to skulk about beneath the stone table. He creeps a few steps to set up a better trajectory to the giant frog, reloads, and then snipes once more. His target is a good 75 feet away but, despite the range, the bolt flies true. It slams into the behemoth's side, passes through its body, and takes a chunk of flesh with it into the opposite wall.
The frog continues to digest Ingot
Dorn's head spins as lightning courses through him. He instinctively reacts, sending lightning of his own streaming forth, but it dissipates in a cloud of static. Though his attack fails, the force of effort helps to clear his head.
"Oh no you don't! You're not getting away that easy!"
Crag sprints after the giant frog and leaps over the pool of muck that lay between him and the retreating frog. Landing with a grunt, Crag uses his momentum to lean forward, pushing his sword forward at the same time. The blade slides into flesh, but Crag angles the strike so that it doesn't pierce into the belly so as to avoid hitting his friend.
Ingot pushes its way out of the dead frog's mouth, its armor and chassis covered with corrosive slime. Though obviously a bit worse for the wear, the warforged's expression is one of slight bemusement. "Now that was certainly a new experience..." it says.
Rrek continues to hold his ground, although he finally shakes the cobwebs from his head.
[sblock=ooc]
Total defense - save (1d20=16) finally makes it.[/sblock]
The staff wielder appears to feel the death of his beloved pet and bellows a roar of rage as a ball of fire streaks towards Ingot and Crag, catching both of the warforged in the blast. The electric flames dance up and down your warforged bodies.
[SBLOCK=Crag]
Gotcha
[/sblock]
[sblock=enemies]
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]
staff 66 moves to current spot uses Fiery Croak - vs ref; thunder/fire (1d20+8=22, 1d10+4=13)vs ref (1d20 8=26) on both Ingot and Crag hits both for 13 cold/fire
Staff 66 - perfect
Jax - 21 - 22/24 - 0/7 -
Bad Guys - 21 - I screwed up their init bonus, should be +3, so Jax goes first
Ingot - 19 - 2/32 - 5/9 - bloodied <- you're up
Crag - 18 - 22/49 - 13/14 - BLOODIED!
Dorn - 17 - 15/27 - 4/6 -
Rrek - 15 - 8/33 - 9/12 - bloodied,
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]
The frog continues to digest Ingot
Dorn's head spins as lightning courses through him. He instinctively reacts, sending lightning of his own streaming forth, but it dissipates in a cloud of static. Though his attack fails, the force of effort helps to clear his head.
"Oh no you don't! You're not getting away that easy!"
Crag sprints after the giant frog and leaps over the pool of muck that lay between him and the retreating frog. Landing with a grunt, Crag uses his momentum to lean forward, pushing his sword forward at the same time. The blade slides into flesh, but Crag angles the strike so that it doesn't pierce into the belly so as to avoid hitting his friend.
Ingot pushes its way out of the dead frog's mouth, its armor and chassis covered with corrosive slime. Though obviously a bit worse for the wear, the warforged's expression is one of slight bemusement. "Now that was certainly a new experience..." it says.
Rrek continues to hold his ground, although he finally shakes the cobwebs from his head.
[sblock=ooc]
Total defense - save (1d20=16) finally makes it.[/sblock]
The staff wielder appears to feel the death of his beloved pet and bellows a roar of rage as a ball of fire streaks towards Ingot and Crag, catching both of the warforged in the blast. The electric flames dance up and down your warforged bodies.
[SBLOCK=Crag]
Gotcha

[sblock=enemies]
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]
staff 66 moves to current spot uses Fiery Croak - vs ref; thunder/fire (1d20+8=22, 1d10+4=13)vs ref (1d20 8=26) on both Ingot and Crag hits both for 13 cold/fire
Staff 66 - perfect
Jax - 21 - 22/24 - 0/7 -
Bad Guys - 21 - I screwed up their init bonus, should be +3, so Jax goes first
Ingot - 19 - 2/32 - 5/9 - bloodied <- you're up
Crag - 18 - 22/49 - 13/14 - BLOODIED!
Dorn - 17 - 15/27 - 4/6 -
Rrek - 15 - 8/33 - 9/12 - bloodied,
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]
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