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A Simple Errand (DM:renau1g, Judge: covaithe)
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<blockquote data-quote="renau1g" data-source="post: 5079888" data-attributes="member: 54810"><p>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 <span style="color: Silver">"clang"</span> - handle-first as luck would have it.</p><p></p><p>Dorn looks at the wounded mud man and a blast of lightning slams into it, shattering the enemy.</p><p></p><p>[sblock]I just rolled Dorn's attack and he fries MM 19 (rolled a crit)[/sblock]</p><p></p><p>Rrek seem oblivious to the narrow miss, focusing still on the ever growing portal. He readies his arcane power...</p><p> </p><p></p><p>[sblock=ooc]</p><p></p><p>Crag - you can roll it once you land.</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Skill Challenge!]</p><p>Staff is currently in E1, need to be adjacent to use either primary checks. In 3 rounds, more trouble ensues <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p>Skill Challenge: Stem the Tide</p><p>6 Successes before 3 failures</p><p>Primary Skills: Arcana and Nature DC 16 - standard action - 1 success - use your knowledge to help close the portal</p><p>Secondary Skills: Acrobatics DC 11 - Maintain your balance in the mud - you get +2 on next check - move action - 0 successes</p><p>Athletics DC 11 - You help brace an ally against the mud, giving them +2 on next skill check - move action- 0 successes</p><p></p><p>2 Success, 0 failures - 1.5 round completed...1.5 more to go.</p><p>[/sblock]</p><p>[sblock=Stats]</p><p>Mud Men</p><p>HP 43; Bloodied 21</p><p>AC 14; Fortitude 15, Reflex 13, Will 13</p><p></p><p>Muck Thrower</p><p>HP 47; Bloodied 23</p><p>AC 18; Fortitude 19; Reflex 14; Will 16</p><p>[/sblock]</p><p></p><p>[sblock=Combat Stuff]</p><p></p><p></p><p>Dorn - 25- 27/27 - 3/6 - </p><p>Rrek - 17 - 14/33 - 8/12 - slwoed (save ends), bloodied, </p><p>Crag - 16- 28/49+5thp - 13/14 - Frosty the Snowman, prone</p><p>Bad Guys - 15</p><p>Jax - 14- 22/24 - 0/7 - <- you're up </p><p>Ingot - 3- 9/32 - 5/9 - bloodied</p><p><a href="http://invisiblecastle.com/roller/view/2380087/" target="_blank">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)</a></p><p>[/sblock]</p><p></p><p>[sblock=Terrain Features]</p><p>Illumination: There is no illumination in this room, besides the sunrod</p><p></p><p>Ceiling: The ceiling is 15 feet high.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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]</p></blockquote><p></p>
[QUOTE="renau1g, post: 5079888, member: 54810"] 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 [COLOR="Silver"]"clang"[/COLOR] - 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 [url=http://invisiblecastle.com/roller/view/2380087/]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)[/url] [/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] [/QUOTE]
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