Jyord |
79 point of acid absorption left on jyord
Jyord casts ativism on Francis.
Muddy slams Big Mud twice.
slam: 1d20 + 14 ⇒ (19) + 14 = 33
slam: 1d20 + 14 ⇒ (10) + 14 = 24
For
dmg: 1d8 + 7 ⇒ (1) + 7 = 8
dmg: 1d8 + 7 ⇒ (7) + 7 = 14
Muddy will dissappear at the end of the round
Francis, Badger Extraordinare |
Francis sees a whole new shade of red as Jyord casts the spell on him.
Using fortune for the save.
reflex: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
reflex: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
73 points of acid absorption lest
Badger tears into the mud craeture.
bite: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
claw: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25
claw: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
dmg: 2d8 + 11 + 2 ⇒ (8, 7) + 11 + 2 = 28
dmg: 2d6 + 11 + 2 ⇒ (4, 3) + 11 + 2 = 20
dmg: 2d6 + 11 + 2 ⇒ (6, 4) + 11 + 2 = 23
Gimble, The Storyteller |
Muddy hits Big Mud twice, the first doesn't seem to phase him a bit, the second does some damage, but not as much as you'd think it would.
Badger enrages and attacks while grappled. Hitting his grappling opponent twice, still not doing as much damage as you'd think it would.
There were 2 breath weapons, but both of you have Acid protection which would negate Sickened even on a failed Save. so I'm not going to pursue the damage or saves for it, but both mephits breath weaponed last round.
Initiative Round 10
Griff, Goro, Mik, ZAO (w/sickened Eido)
Monsters.
sMik PZ |
Mik will drink what water is still in his hand, can't imaging more than a tablespoon or two and then move to the edge of the stink cloud, all Stealthy like.
Stealth: 1d20 + 17 ⇒ (16) + 17 = 33 +20 if Invisibility helps.
Griff Olar |
Once more, this time with more feeling! "FIREBALL!!!"
Griff launches another fireball at the blue dot marked on the map, it should get all the bad guys and no allies.
Reflex save DC 20
FIREBALL damage: 10d6 ⇒ (2, 3, 4, 2, 5, 6, 5, 6, 6, 1) = 40
I hope that leaves a mark you slimy foul smelling puck pots...Um, no offence Muddy Brady
ZAO Zenkrikk Azler Oz |
Cackles to upkeep hexes already in place. Casts stardust on the big bad muddy.
-3 to Attack & Perception, no save, can't benefit from invisibility or concealment, doesn't effect the sightless
Gimble, The Storyteller |
Another firey burst from the half-orc.
Reflex Pink: 1d20 + 8 ⇒ (8) + 8 = 16
Reflex Orange: 1d20 + 8 ⇒ (18) + 8 = 26
Reflex Big Mud: 1d20 + 12 ⇒ (8) + 12 = 20
Pink trys to move out of the way, but takes brunt of the flame.
Orange deftly moves and avoids half the damage.
Big Mud deftly avoids all the damage.
Big Mud releases Badger and moves back provoking AoO from both Badger and Muddy Buddy. Yes, Muddy is still there until the beginning of the party's round
Big Mud then smiles and waves at the folks down the hall as a stone wall forms, blocking the hallway on both sides of Griff. The Pink line on the map.
PC Conditions:
Eido: Sickened, Round 3
Initiative Round 11:
Party
Monsters
Muddy blips from existance
Pink is in dire straights
Orange is fairly wounded
Big Mud is still looking strong
Gimble, The Storyteller |
Jyord |
Muddy AoO: 1d20 + 14 ⇒ (15) + 14 = 29
dmg: 1d8 + 7 ⇒ (2) + 7 = 9
Francis AoO: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
dmg: 2d8 + 11 + 2 ⇒ (5, 7) + 11 + 2 = 25
Muddy dissolves back into the muck.
sMik PZ |
sMik PZ |
Gimble, The Storyteller |
Gimble, The Storyteller |
Ha ha ha I guess i'm stuck
Griff draw's his adamantine long sword, and takes a swing at the wall using both hands.
10 damage
Ignoring hardness
You put a sizable crack in the wall, but it's still not breached.
I'm assuming it's the 5 foot square in front of you at the ceiling you're attacking.
Jyord |
Jyord manages to cast bull's strength on badger before the beast bolts after Big Mud.
He then takes a 5 foot step behind Francis after Francis moves.
Francis, Badger Extraordinare |
Francis moves up provoking an AoO. He try to sink his teeth into Big Mud.
Using fortune
Bite: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21
Bite: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37
for
dmg: 2d8 + 13 + 2 ⇒ (8, 8) + 13 + 2 = 31
Gimble, The Storyteller |
Francis starts to charge forward toward Big Mud, and as he makes his way across, he loses his footing. He starts to sink in the mud.
Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).
Rescue: Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If both checks succeed, the victim is pulled 5 feet closer to safety. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface.
Badger still has a standard action left and his Fortune.
Slam: 1d20 + 21 - 4 ⇒ (6) + 21 - 4 = 23
-4 for Evil Eye. Tremorsense negates the Stardust.
The slam fails to surpass Badger's armor.
ZAO Zenkrikk Azler Oz |
Chants as loudly as possible as a move action hoping Badger can hear him through the wall. Lays a hand on Goro and casts Dimension Door. He lands Goro in front of the left hand Mephit and himself and Eido to spot out side the green gas and diagonally from Goro.
I can't act until my next turn, but I'm pretty sure Goro still gets his turn
Gimble, The Storyteller |
ZAO Dimension doors out expecting there to be a buffer between him and the monsters, but instead finds that a paranoid Goro decided not to go with him.
Griff sees an axe break through thewall behind him (the lower wall in front of Goro).
Mik can see a flicker of light bending around the edges of the cloud. Mik can probably see ZAO and Eido. Mik is still invisible by the way.
Eido still has a turn.
Eido, Zao's Eidolon |
Eido uses monstrous insight on big bad muddy (for 1 minute, grants +2 attack and AC for Eido vs mudboy only) and flys up towards the ceiling (if possible, Zao can't take further action, so I don't think Eido can move while carrying him)
Gimble, The Storyteller |
ZAO, you can move up to 15 feet off the ground on Eido's turn if you'd like. The room has a 20 foot ceiling. The hallway between the rooms is a 10 X 10 hallway.
The mephits move up and attack Jyord:
Claw-Pink: 1d20 + 13 ⇒ (10) + 13 = 23
Claw-Orange: 1d20 + 13 ⇒ (17) + 13 = 30
Damage-Pink: 1d6 + 3 ⇒ (5) + 3 = 8
Damage-Orange: 1d6 + 3 ⇒ (6) + 3 = 9
Big Mud:
Smiling he looks at the air elemental then looks at the Mud Pit where Badger's head just went under and You see the area where Badger is turn to stone, then sink below the surface.
Big Mud then retreats back a bit into the hallway, just entering the room.
PC Conditions:
Francis: Holding Breath, Round 1
Mik: Nauseated Round 1
Initiative Round 12:
Party
Monsters
sMik PZ |
Mik, still being sickened by the stink cloud, moves Stealthy-like to the upper corner of the room. And he tries to not lose his cookies and giving his position away. Does Mik notice that the smaller mud creature has anything around his neck, say a necklace of blue crystals, maybe the crystals we are looking for? Do we know what color should be in this area, by chance?
Stealth: 1d20 + 17 ⇒ (1) + 17 = 18 and hoepfully +20 for being Inv. Not sure what minus for being green.
Gimble, The Storyteller |
Mik, still being sickened by the stink cloud, moves Stealthy-like to the upper corner of the room. And he tries to not lose his cookies and giving his position away. Does Mik notice that the smaller mud creature has anything around his neck, say a necklace of blue crystals, maybe the crystals we are looking for? Do we know what color should be in this area, by chance?
[dice=Stealth]1d20 +17 and hoepfully +20 for being Inv. Not sure what minus for being green.
It's hard to see the smaller mud creature as he's shrouded in the corner of the fog. (He seems to be unaffected by it though)
You are Nauseated. No penalty for stealth, but only 1 move action aloud per turn right now.
Rob, I put big dots on them for you. The left one is orange.
Jyord |
Jyord flies up to the ceiling, being careful not to incur an AoO. He then dismisses animal growth (reluctantly) as a standard action.
Come on boy, plenty more filthy monsters for ya
Gimble, The Storyteller |
Jyord flies up to the ceiling, being careful not to incur an AoO. He then dismisses animal growth (reluctantly) as a standard action.
Come on boy, plenty more filthy monsters for ya
He's still trapped inside, but can move a bit. Still a bit cramped though.
Francis, Badger Extraordinare |
Francis, suddenly finding his stony tomb a little more roomy, spends a move to burrow out. He then swims for the surface.
Swim: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Griff Olar |
Hi Goro, great to see ya. Now could you help me with this part of the wall?
Griff swing's again two handed at the same wall section he hit last time(marked by the blue line)
damage: 1d8 + 3 ⇒ (1) + 3 = 4
Gimble, The Storyteller |
Loosened by the enlarge dismissal, Badger digs his way through the stone coffin, but in his confusion as he tumbled down, he swam into a wall. He'll be able to discern up from down next round as he'll be more focused and aware of his surroundings.
Did Badger hear my Chant before I teleported? If so, Badger can reroll that swim check
Through 2 walls of stone, and his head under water? No. Plus he was more than 30 feet away from you.
Griff takes a mighty swing, and he hits like wizard. The wall is cracked, but not quite breached. Still assuming that's the upper 5 feet of that blue line?
Initiatiave Round 12:
Goro, ZAO
Monsters
Francis, Badger Extraordinare |
I'm being denied a standard/move action why?
Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).
It never says it's a full round round action.