Jax nods at Crag's instructions. He answers,
"Got it! Kill the range-mucker!" However, nowhere jumps out as a particularly good hiding place. The kobold hesitates a moment as Rrek gets clobbered and then finally decides where to go. He charges ahead into the room, turns his back flat against a rock wall, and then fires his crossbow at the muck-thrower. The bolt plinks off of the rock face and hits the ground short of its target, and Jax makes a low growl.
"As soon as I get an opening!" Ingot calls in response to Crag's suggestion. It cheers as its allies pound the mud men with their attacks, but lets out a chuff of air as Rrek falls under their muddy counterattack.
"Hang on Rrek!" The warforged tromps across the muddy field, its mouth tightly closed against the dirty splatters its steps kick up into the air. It skids to a halt and mutters a quick healing prayer. Vulkar answers the prayer with a tangible burst of power, as warm energy envelops the fallen gith.
Ingot grips its fullblade tightly and pulls it back behind its head. Then with a steam-kettle hiss it charges the closest mud man, leaping into the air with its final stride, bringing the sword down with all the momentum of its charge behind it, dead center on the creature's head. The blade slashes straight down through the mass of mud and rock, all the way to the floor, striking the hidden stone with a muffled clank. The mud creature is bisected, it's two halves bursting out like twin waves, splashing the other mud creatures, the walls, Ingot, and just about everything.
The priest is now covered in dripping mud almost all the way up its chest plate. It flicks its mud coated blade at the muck thrower in the rear, sending a spray of additional muck flying its way. Miraculously, the flick seems to have removed all the dirt from the sword. Its long blade gleams as if freshly cleaned and polished.
"YOU SEE??" the warforged shouts.
"I'M HERE TO CLEAN UP YOUR MESS!!!"
Relieved to see his Gith companion revived, Dorn takes a couple of steps forward and calls forth lightning, deftly arcing it from a mud man toward the mucker behind it.
Rrek gasps for air, promptly choking on a mouthful of mud.
Clearing his airway he manages to bring himself back to a standing position and once again prepares for battle. Mud drips down his face and coats his ready sword but after a second of analyzing the situation he and the area around him are suddenly cleared of free mud as he shouts a furious word of arcane power.
Blades of force and magic, entertwined with lightning shoot forth from his sword...
The swords fly clear, striking the walls and dissapearing as they blast into the mud. A few lucky blade slice through the mud man nearest Rrek, separating some of the mud from his body, though not matching the damage done by Dorn.
"Thanks again Ingot"
Crag calls on Terra to remove the muck from himself and it sloughs off him. The warden steps forward and slashes the mud man from head to toe, cutting it in twain.
The Muck Thrower disappears under the mud and you lose sight of him, he emerges from the earth in the mud stream and throws another ball of earth at Rrek, Ingot and Crag. The ball explodes and hits Ingot and Rrek, Crag's shield protects him from the worst of it.
The remaining mud man gives Rrek a glancing blow from its "fist" sending the githyanki back down into the muck.
You see the crack in the staff widening, the commotion of the battle jostling it. The remaining mud man then reaches his other hand in and begins pulling it wider.
You can now hear a roar emanating from the tear and see the tear continue to stretch. A pair of rocky claws now begin to peak their way out of the staff, attempting to pull it open further. Heat rises from the claws, causing the air to shimmer.
[sblock=Skill Challenge!]
Staff is currently in E1, need to be adjacent to use either primary checks. In 3 rounds, more trouble ensues

Skill Challenge: Stem the Tide
6 Successes before 3 failures
Primary Skills: Arcana and Nature DC 16 - standard action - 1 success - use your knowledge to help close the portal
Secondary Skills: Acrobatics DC 11 - Maintain your balance in the mud - you get +2 on next check - move action - 0 successes
Athletics DC 11 - You help brace an ally against the mud, giving them +2 on next skill check - move action- 0 successes
[/sblock]
[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]
Crag -
save slow (1d20=16) makes save - Strength of stone on MM75 -
vs ac; dmg (1d20 9=24, 1d8 5=9) hits for 9 and he marks it
Rrek - rolled your OA for Muck Thrower leaving -
vs ac; dmg (1d20 3=9, 1d8=3) miss
MM19 - 43/43 - marked (rrek)
Thrower - 20/47 -
save (thiunder_ (1d20=13)
MM19 - Attacks Rrek -
vs ac; dmg (1d20 5=24, 1d10 3=5) hits for 5
Thrower - Burrows under ground - draws OA from Rrek (miss) then reappears at current spot. Throws rock -
vs ac(Ingot, RRek, Crag); dmg (1d20 9=27, 1d10 5=12, 1d20 9=28, 1d10 5=6, 1d20 9=14, 1d10 5=15) Hits Ingot and Rrek for 12 damage
Dorn - 25- 27/27 - 3/6 -
Rrek - 17 - 0/33 - 8/12 - slwoed (save ends), bloodied, prone, unconscious, dying
Crag - 16- 28/49+5thp - 13/14 - Frosty the Snowman
Bad Guys - 15
Jax - 14- 22/24 - 0/7 - <- you're up
Ingot - 3- 20/32 - 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]