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

[sblock=ooc]Ingot's waiting to see if someone else can take out the mudman... if so it'll try to work on the staff, if not, attack the mudman.[/sblock]
 

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Jax hops through the thin puddles of mud, splashing the filth onto Crag's back as he moves. The kobold reaches the far wall and then, in an effort to hide, uses the rock wall to minimize his profile to the wounded mudman. When Jax thinks himself unseen, he reaches out with one arm and hurls his dagger at the elemental being. The blade sails directly into Ingot's backside and hits with a loud "clang" - handle-first as luck would have it.

Dorn looks at the wounded mud man and a blast of lightning slams into it, shattering the enemy.

[sblock]I just rolled Dorn's attack and he fries MM 19 (rolled a crit)[/sblock]

Rrek seem oblivious to the narrow miss, focusing still on the ever growing portal. He readies his arcane power...


[sblock=ooc]

Crag - you can roll it once you land.
[/sblock]


[sblock=Skill Challenge!]
Staff is currently in E1, need to be adjacent to use either primary checks. In 3 rounds, more trouble ensues :devil:
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

2 Success, 0 failures - 1.5 round completed...1.5 more to go.
[/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]


Dorn - 25- 27/27 - 3/6 -
Rrek - 17 - 14/33 - 8/12 - slwoed (save ends), bloodied,
Crag - 16- 28/49+5thp - 13/14 - Frosty the Snowman, prone
Bad Guys - 15
Jax - 14- 22/24 - 0/7 - <- you're up
Ingot - 3- 9/32 - 5/9 - bloodied
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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[sblock=Thank the gods for DnDi Compendium!] Thanks to the compendium, I found the rules on crawling. That will let Crag move to the staff without having to stand up first (thus not wasting his standard action on a move action). [/sblock]

Crag digs his hands into the ground and pulls with all of his might, managing to work his way through the thick mud to rest next to the staff. Continuing to call on Terra, he feels her spirit flow through him and into the earth staff in an effort to close the portal. The mud around Crag swirls upwards and begins to attack the essence of the portal itself. No longer containing any spiritual energy, the mud falls to the ground as a thin cloud of worthless dust.

[sblock=Actions]
- Move: Athletics check of 17 allows Crag to crawl (move up to 1/2 speed) next to the earth staff (he stays prone).
- Standard: Crag uses the nature check he rolled a crit on before, as per R1's instructions.
[/sblock]
 


[sblock=ooc]There seems to be no spot next to the staff for Crag to move into... ? Ingot will try to clear a space for him... but fails. Maybe Rrek can still move to make room?[/sblock]

Ingot prepares to strike the remaining mudman, but is distracted by something tapping it on its lower dorsal plate. After a quizzical look behind it, revealing nothing besides a kobold looking up at the ceiling and whistling innocently, it turns back only to find its opponent has been blasted by Dorn's lightning. So, it concentrates on the staff, trying to push forward through the thick mud, but it has stood in one spot too long, and cannot make any progress.

Undiscouraged, it focuses on the staff, and its eyelights glow a warm amber color as it senses the magical auras around the artifact. Noting an uneven patch in the magical field, it reaches out to touch the staff at that spot. The auras weaken marginally. Still concentrating, the warforged calls on its inner reserves of strength and channeling the effect into the staff. The split in the staff mends slightly along with Ingot's wounds.

With a final wrench, Ingot breaks free from the immobilizing mud. Clods of mud fall away from its chassis, splattering into the mess all around.

[sblock=Actions]Move: Try to move through mud, Athletics to move (1d20+5=7), failed. Immobilized
Minor: Warforged resolve. Heal 4 and gain 4 THP.
Standard: Arcana on staff (1d20+7=26), success
Save vs. Immobilized (1d20=11)[/sblock]
[sblock=Ingot stat block]Ingot- Neuter Warforged Cleric 2
Passive Perception: 14, Passive Insight: 14
AC:19, Fort:15, Reflex:12, Will:17 -- Speed:5
HP:13/32 + 4 THP, Bloodied:16, Surge Value:8, Surges left:3/9
Initiative -1
Action Points: 0, Second Wind: Used
Powers: Sacred Flame, Righteous Brand, Healing Word(x2), Healing Strike, Avenging Flame, Armor of Faith, Channel Divinity (Divine Fortune/Turn Undead), Warforged Resolve
[/sblock]
 


[sblock=Crag movement] If he can crawl to F1, then to F1 he will crawl! Let's get this staff fixed and ready to go!...preferably BEFORE the dragon (or whatever creature it happens to be) pops out of the staff...[/sblock]
 

Crag digs his hands into the ground and pulls with all of his might, managing to work his way through the thick mud to rest next to the staff. Continuing to call on Terra, he feels her spirit flow through him and into the earth staff in an effort to close the portal. The mud around Crag swirls upwards and begins to attack the essence of the portal itself. No longer containing any spiritual energy, the mud falls to the ground as a thin cloud of worthless dust.

Ingot prepares to strike the remaining mudman, but is distracted by something tapping it on its lower dorsal plate. After a quizzical look behind it, revealing nothing besides a kobold looking up at the ceiling and whistling innocently, it turns back only to find its opponent has been blasted by Dorn's lightning. So, it concentrates on the staff, trying to push forward through the thick mud, but it has stood in one spot too long, and cannot make any progress.

Undiscouraged, it focuses on the staff, and its eyelights glow a warm amber color as it senses the magical auras around the artifact. Noting an uneven patch in the magical field, it reaches out to touch the staff at that spot. The auras weaken marginally. Still concentrating, the warforged calls on its inner reserves of strength and channeling the effect into the staff. The split in the staff mends slightly along with Ingot's wounds.

With a final wrench, Ingot breaks free from the immobilizing mud. Clods of mud fall away from its chassis, splattering into the mess all around.

The last mud man senses that this is not the place for it to be as the portal not only stops opening, but rather begins to close. It melts into the mud and squeezes back through the rapidly narrowing portal.

[sblock=Skill Challenge!]
Staff is currently in E1, need to be adjacent to use either primary checks. In 3 rounds, more trouble ensues :devil:
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

4 Success, 0 failures - 2 round completed...1 more to go.
[/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]
*Enemy uses encounter power to shift 3 squares without provoking OA's. it slips back into the portal. So now you all have 1 round to score 2 successes. Rrek, Crag, and Ingot are adjacent to staff. No map update (at home without Maptools right now), but only difference is Crag's location. Don't eff it up ;)

Dorn - 25- 27/27 - 3/6 -
Rrek - 17 - 14/33 - 8/12 - slwoed (save ends), bloodied,
Crag - 16- 28/49+5thp - 13/14 - Frosty the Snowman, prone
Bad Guys - 15
Jax - 14- 22/24 - 0/7 - <- you're up
Ingot - 3- 13/32 +4 thp- 5/9 - bloodied
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]
 

Jax stares in awe at the aura-emitting staff. It's very impressive, but also clearly dangerous. And the rogue has no idea how to stop it. Rrek seems to know what he's doing though, so Jax slogs through the mud to help the swordmage. He easily navigates the terrain - it's not much different from some parts of the sewers beneath Bacarte - and wipes off some of the thick mud from his ally. The action does not seem to have much effect though; Rrek remains just as encumbered as before.

[sblock=actions]Again, I really need to think about my actions more before I start rolling things. I was originally going to move to Crag and help him, hence two athletics checks: one to move, one to assist. Then I realized that there weren't any free spots next to him. I should have just helped Ingot instead...

Move: move to D2. Athletics to move is a 23.
Move: Help brace Rrek on his next skill check, fails Athletics at 5.[/sblock][sblock=Jax stat block]Jax- Male Kobold Rogue 1
Passive Perception: 16, Passive Insight: 10
AC:17, Fort:12, Reflex:18, Will:14 -- Speed:6
HP:22/24, Bloodied:12, Surge Value:6, Surges left:0/7
Initiative +5
Action Points: 0, Second Wind

Conditions
none

Powers
Shifty
Piercing Strike
Sly Flourish
Positioning Strike
Blinding Barrage
[/sblock]
 

// no need to stand around waiting I guess

Ingot barely notices the mudman retreating back through the portal. It continues concentrating on the staff, calling to mind some of the symbolic sequences of the Mending ritual. It traces the symbols in the air in front of the staff.

Somewhat to the warforged's surprise, its fingers leave trails of glowing colors, the same shade as its eyelights. The symbols hang in the air over the staff...

[sblock=Actions]Arcana on the staff (1d20+7=27) "Crit"! Wow... would have been my third in the encounter if it had been an attack!

Does this mean no lobster? :([/sblock]
 

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