A Simple Errand (DM:renau1g, Judge: covaithe)

Jax waits before the open door as the rest of the party enters the room. He peers at the muddy staff from a distance.

"It does not look like treasure..."

The strange devices, on the other hand, do catch the kobold's attention. Still, he waits to enter until Crag takes the staff. It might explode when he touches it, after all.
 

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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]
 
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Dorn steps into the room, falling in behind Ingot (Move to F11). He raises his hands above his head, and three long, frozen spear-like projectiles appear, floating above his hands. He throws both hands forward, and the three icy spears fly towards the mud men at incredible speed. (Ice Javelins hits all three (even if there is a -2 to hit penalty from darkness - not sure what to apply here. No penalty applied to linked roll). Hits MM1 for 11, MM75 for 13, MM40 for 12 cold damage. Applying furious assault damage as well to MM1 for 5 additional damage. All three take ongoing 5 cold damage (save ends))

Dorn is at 3/6 surges.


[sblock=Dorn Stat Block]
Dorn, Half-Orc Sorcerer 2
Passive Perception 10, Passive Insight 10
AC 17, Fort 12, Reflex 15, Will 17 (base defenses)
HP 27/27 Bloodied 13 Surge Value 6, Surges 3/6
Speed 6, Initiative +5
Action Points: 1

Current Effects
Wild Soul: Psychic (resist 5, ignore 5 enemy resistance)

Encounter Resources
Bedeviling Burst
USED Furious Assault
Half-Orc Resilience
Second Wind
Use Action Point

Daily Resources
USED Ice Javelins
USED Deep Shroud
Deathstalker Dagger

1x potion of healing
[/sblock]
 

As the three shards of ice skewer their intended targets, Terra protects her ambushed charge by taking a hint of Dorns projected element and infusing it with her elemental spirit. Flowing back over Crag, the warforged finds himself coated in the infused ice and noticed that his sword was glowing blue and turning ice cold. The ice continues to flow over his form and settles on his shield, providing even more protection for the already solid nature guardian. Reacting instinctively, Crag sweeps his sword in front of him to keep the mud men at bay. Unbelievably, Crag's enchanted sword throws out a cascade of the icy element and sticks to his muddy foes, freezing their legs into solid blocks of ice and anchoring them to the floor while brittle bits of frozen torso mud falls to the ground and shatters.. All around Crag, the ground becomes coated in a slick layer of ice. Stepping back a few steps, Crag tries to take a breather after the significant beating he took but a moment ago.

"Ingot! Jax! Focus on the ones throwing the mud and rocks! Rrek, help me break through this front rank! Dorn! Thanks for the help! You keep doing what you do!"

[sblock=Actions]
- Free: Mark all 3 mudmen.
- Minor: Use Form of the Winter's Herald, gaining +1 AC, +2 Reflex (choice from Guardian's Call Weapon Property), and Resist Cold 5. Until the end of the encounter, all squares within 2 of Crag (wherever he moves) are difficult terrain for Crag's enemies.
- Standard: Use Form of the Winter's Herald Attack on MM1, MM75, and MM40 and he hits all three of them for 13 cold damage. MM1, MM75, and MM40 are IMMOBILIZED (save ends).
- Move: Shift one square east towards his friends.
[/sblock][sblock=Crag's Stats] Crag - Warforged Warden 2
Passive Perception 16, Passive Insight 11
AC 22, Fort 17, Reflex 15, Will 13
HP 28/49, Bloodied 24, Surge Value 12, Surges 11/14
Speed 6, Initiative +1
Action Points: 0/1, Second Wind
At-Will Powers: Warden's Fury, Warden's Grasp, Strength
of Stone
, Earth Shield Strike

Encounter Powers: Hungry Earth, Warforged Resolve
Daily Powers: Form of the Winter's Herald (Form of the Winter's Herald
Attack
)

Note on Warden's Fury and Warden's Grasp:

Warden's Fury gives me a free attack against any of my marked foes adjacent to me that attack any of my allies
(as an Immediate Interupt). If it hits, it does my normal basic attack damage, but it also makes the target
grant combat advantage until the end of my next turn.

Warden's Grasp lets me slide any of my marked foes within 5 squares of me that attack any of my allies. The
slide is one square and it also slows them and doesn't allow them to shift until the end of it's turn (this is
an Immediate Reaction). [/sblock]
 

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