As Crag reaches the edge of the deeper mud, suddenly, the roiling mud rises up in vaguely anthropomorphic shapes that look ready to flail and batter you with lashing, muddy appendages.
The one in the back heaves some mud at Crag, the gunk slowing down the warden.
The three in front of him begin hammering on the warforged and he reels from the battering.
The other mud man in the back also puts some mud into a large ball, but as he throws it over Crag's head, it hardens in the air and with great force slams into Rrek, but Jax and Dorn both dodge the projectile. When it hits, small rocky fragments remain, making it difficult to move around.
[sblock=Stats]
Mud Men
HP 43; Bloodied 21
AC 14; Fortitude 15, Reflex 13, Will 13
Muck Thrower
HP 47; Bloodied 23
AC 18; Fortitude 19; Reflex 14; Will 16
[/sblock]
[sblock=Combat Stuff]
*Surprise Round goes to the mud men*
Mud 19 throws a mudball at Crag -
vs ref (1d20 3=18) hits. You're slowed (save ends)
Mud 1, 75, and 40 all begin to beat down Crag -
vs ac; dmg (1d20 8=20, 1d10 3=12, 1d20 8=26, 1d10 3=12, 1d20 8=26, 1d10 3=9) - 1 miss, two hits, for 21 damage
Muck Thrower throws "rock" at Jax, Dorn and Rrek -
vs ac (Jax, Dorn, Rrek); dmg (1d20 9=10, 1d20 9=15, 1d20 9=26, 1d10 5=15) Hits Rrek for 15 damage, all red squares are difficult terrain
Dorn - 25- 27/27 - 4/6 - <- you're up
Rrek - 17 - 17/33 - 9/12 -
Crag - 16- 28/49 - 13/14 -
Bad Guys - 15
Jax - 14- 22/24 - 0/7 -
Ingot - 3- 32/32 - 5/9 -
Init bad guys; Dorn; Jax; rrek; Ingot; Crag (1d20 5=14, 1d20 5=25, 1d20 5=14, 1d20 2=17, 1d20=3, 1d20 1=16)
[/sblock]
[sblock=Terrain Features]
Illumination: There is no illumination in this room, besides the sunrod
Ceiling: The ceiling is 15 feet high.
Muddy Squares: Although not deep enough to hinder movement, the elemental mud that covers these squares is treacherously slick. Any Acrobatics, Athletics, or Stealth checks made in a muddy square take a –2 penalty.
Shelves: The large shelving units in this room are 10 feet high, have been magically shaped directly from the surrounding stone of the walls, and cannot be toppled over. However, they can be climbed with a DC 15 Athletics check.
Thick Mud: The squares around the staff (really dark squares) are filled with thick mud and are challenging terrain. A skill check is not required to move into a square with
thick mud; however, it requires a DC 10 Athletics check to move out of a square with thick mud; a failed check means the PC is immobilized (save ends).[/sblock]