Mingo Frasse (HP39/76 AC26) Anson (HP56/63 AC23*) Mig (HP30/35 AC19)
Mingo suffers the burns of the acid twice more. Now that her immediate opponents are dead, each round she activates her armor to heal some of the burning she feels, but the healing it provides is minimal. Distracted and disgusted by the poor healing effects, but hearing the boards around her creek, Mingo deftly steps onto a solid board as Gnurl
, Geoffrey, and Anson fall through into the murky, zombie-shark-infested waters.
As the final zombie falls, Anson also activates his armor for healing, feeling the healing warmth flow into him. Anson then places his swords in their scabbards, activates his armor, and touches Mig to heal his faithful animal companion. Mig instinctively steps away from the crumbling slats underfoot, but Anson falls through into the water, as he was off-balance as he reached down to heal Mig.
Seeing her friends fall into the water, Mingo yells to Mig, "
Let's help!" Pulling a rope from her haversack, she ties an end through the stirrup of the riding saddle and hooks her haversack and warsling on the saddle. Turning to
Geoffrey and Marienna, Mingo says, "
We need to get them out of the water. If I have to go in, have Mig pull us up when I jerk the rope twice." Mingo then holds the rope, waiting for Anson
, Geoffrey, or Gnurl to surface.
Anson attempts to swim to the surface as he thinks, "I hate water!"
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Mingo's healing belt armor
11 HP from 4d8 !! healing belt armor charges (2d8=2, 2d8=9)
Mingo Reflex save DC14:
natural 20 !! Reflex Save DC14 (1d20+11=31)
Anson's healing belt armor
1. for Anson: 10 HP
healing belt armor for Anson (2d8=10)
2. for Mig: 10 HP
healing belt armor for Mig (2d8=10)
Wasn't sure that Anson and Mig were close enough to the acid damage, so feel free to correct me and place Anson back on the deck where he prefers to be!
Anson reflex save 12 Reflex save DC14 (1d20+6=12)
Mig reflex save 24
Reflex save DC14 (1d20+7=24)
Mingo Use Rope: 12
Use Rope skill check (1d20+9=12)
Anson swim: 12 Swim Check (1d20+6=12)
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Mingo Spells in Effect: Longstrider 4+ hours
Anson Spells in Effect: Longstrider 2+hours; PFE (42 more rounds)(+2 AC, +2 ST)
Mingo CLW wand 47 charges remain
Anson CLW wand 48 charges remain
Mingo's Spells
(5+0+0) 0 Level: Create Water; Guidance (x2)(1m); Mending; Read Magic
(3+1+1) 1 Level: Bless (5r); PFE(5m);
Magic Weapon(5m);
PFE(5m) +
Longstrider(5h)
(2+1+1) 2 Level: Lesser Restoration; Spiritual Weapon(5r);
Spiritual Weapon(5r) + Locate Object
(1+1+1) 3 Level: Prayer(5r); Spark of Life(5r); Ghost Touch Weapon (5m) + Water Breathing
Anson's Spells
1.
Longstrider (3hr); Resist Energy
Healing Belt Armor: Mingo 1 charge remains for the day; Anson 2 charges remain for the day.
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