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A Simple Errand (DM:renau1g, Judge: covaithe)
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<blockquote data-quote="renau1g" data-source="post: 5080342" data-attributes="member: 54810"><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</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>4 Success, 0 failures - 2 round completed...1 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>*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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></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- 13/32 +4 thp- 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: 5080342, member: 54810"] 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 [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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A Simple Errand (DM:renau1g, Judge: covaithe)
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