
Durin Stonehammer |

1 vote for pushing on, 3 votes for resting? One more and i'll call it.
When I first read this post (on my phone) I thought the 1 was an I! :)

Lord Vincent Darastrix-iejir |

"I would perfer if we were to leave this place and push on, however, it would be good to have a roof over our heads for once on this long and dangerous jurney. I vote for staying the night in there." he states as he looks at the building with interest. "I wonder woh built it?"
any knowledge check to look over the building and have a idea when it was built, who it belonged to and what it's doing here?

DM Alexander Kilcoyne |

1d100 ⇒ 8
1d100 ⇒ 9
1d100 ⇒ 14
1d100 ⇒ 5
Day 2 (Night)
The group spent a truly miserable night in the trench. They were exceptionally glad of the extra-dimensional space Marcus provided as their watch pattern witnessed no less than three separate instances of Acid Rain as well as a suspicious-looking low-hanging fog, moving sluggishly over the trench. The fog seemed sentient, and consisted of a mass of noxious, greenish-yellow air...
Unless someone can think of a clever solution to save Talomyr's horse, it would die several times over in the acid rain even with reduced damage from the limited shelter of the trench. Don't want to narrate it without some chance to save it.

Durin Stonehammer |

How quickly can you train your horse to climb ropes? :D
I sure am glad I made Durin dislike horses so much. :P
Really harsh for those classes that rely on mounts though. :(
Maybe we need to switch our camping spell to tiny hut. ;)

Marcus Claudius Marcellus |

Khun-duhn can spontaneously cast resist energy and Marcus can cast it once. Thats all I've got.
Not sure if the hut will cut it (it takes up to 9 medium creatures not sure if you can sub a large) although I am thinking of upgrading. Better would be secure shelter although thats a 4th level slot. I'm not sure if I'm going to be able to procure either before teleport in any event.

Zanzu Kakrak |

Blah, useless dwarves, not even able to tunnel into the sides of the trench to make a shelter and protect a horse. I always thought it was what dwarves dreamed about, digging into the earth. thinks a disconsolate Zanzu as he hears the screams of the horse interrupt his sleep.

![]() |

Just let the damned thing die.
Unable to save his mount from the acid rain, Arachiel goes out and puts the poor creature out of its misery.
Lay on Hands to Cure damage to Arachiel from the rain: 4d6 ⇒ (2, 4, 1, 1) = 8

Durin Stonehammer |

Useless dwarves?!?

DM Alexander Kilcoyne |

Day 3 (Day)-
1d100 ⇒ 55
Rolling out of the rope trick and into the muddy trench, the group's mood was a fairly miserable one as the thick mist continued to block direct sunlight as they scaled the trench, marching west towards the marked outpost.
2 hours marched.
After a couple of hours marching through the Boiling Lands, the group came across the large trench marked on the map. Guessing they were slightly south of their intended position, Barak led the group north through the trenches. The mists seemed to shift for a brief moment, revealing the outpost before them as they approached- rising above the system of trenches like a monument, was the one tower that still remained intact after all these years. Of rough-hewn timbers sharpened into fire-hardened points at the ends, this tower likely weathered many battles in the war and now centuries of neglect, but has not succumbed to the deterioration of its fellows. The wooden walls of this tower still bear the scars of many of these attacks.
Moving north through the trench to approach the tower, the group noted a defensive platform to their west and in front of them- a wooden palisade of sharpened logs rises 10 feet above the trench here providing cover for the side spur that allows entry to the trench (opposite this platform, to the east, also significantly in front of you). At the lip of the trench a wooden platform protrudes from the palisade providing a firing position for the loopholes in the log wall. The soggy remains of a wooden ladder climb the 10 feet from the trench floor to the platform above.
The floor of the trench is a foot deep in thick mud and, as with all of the terrain here in the Boiling Lands, is considered shallow bog for movement purposes. The mud stinks from all the contaminants and rotten carcasses that have fallen into it over the long years.
Stealth: 1d20 + 15 ⇒ (9) + 15 = 24
Arachiel: 1d20 + 2 ⇒ (10) + 2 = 12
Durin: 1d20 + 11 ⇒ (10) + 11 = 21
Khun-Duhn: 1d20 + 12 ⇒ (6) + 12 = 18
Kirilarien: 1d20 + 13 ⇒ (20) + 13 = 33
Lord Vincent: 1d20 - 1 ⇒ (3) - 1 = 2
Marcus: 1d20 + 10 ⇒ (6) + 10 = 16
Zanzu: 1d20 + 14 ⇒ (12) + 14 = 26 (Special- Trap Spotter)
Barak: 1d20 + 12 ⇒ (2) + 12 = 14 +2 in Desert (Favoured Terrain)
The trench is about twenty feet wide so you could march 4 abreast and 2 behind if you wished. What's your marching order?

Marcus Claudius Marcellus |

In the last hour Marcus has clearly been nervous that he's led the group on a fool's errand but he nods in evident satisfaction as the tower comes into sight.
Our map proves right again. When we're back at the Camp I'm going to buy a round in memory of our errant draftsperson.
Lets be ready. I have no doubt Durin is right and something is going to have occupation of the place. Undead would be my guess. Who knows under what circumstances the place was abandoned? It clearly once belonged to the Armies of the Light. See how all the defences are pointed towards Tsar?
So we're in a N-S trench that runs all the way to the tower? Can we see the tower entrance (if so is it at trench or ground level?). Can we see any smoke coming from it indicating a fire?
Spells adjusted. Extended mage amour and mount cast at break of camp. When we come into sight of the tower I'll cast false life 1d10 + 7 ⇒ (9) + 7 = 16 and message on everyone. Just before the fortifications proper I'll cast extended shield. Have up to two enlarge persons if frontliners want.

DM Alexander Kilcoyne |

Yeah its a north-south trench. You have pretty poor visibility to the building itself but the main floor appears to be at trench level. Your about 100 feet from the building. To the west are sharpened stakes pointed towards Tsar. No smoke coming from the building. Still need marching order before I unleash nasties on you...

Durin Stonehammer |

Durin would not be opposed to being enlarged. :)

Zanzu Kakrak |

Useless dwarves?!?
No not really, but Zanzu just had a mad thought you don't do much digging ... a dwarven pastime he thinks... He really appreciates them dwarves when the going gets tough tho... ;-D
He fiddles in his bag, taking out a smoke stick. As they march forward, Zanzu thinks better of better perusing the fortifications, instead he just moves under the shadow of the trench and starts to put mud on his feathers, anything to make him blend with the natural environment here.

Durin Stonehammer |

If we were the types of dwarves who like to spend our time digging in the mud, we wouldn't be out knocking about the Desolation with the likes of you! ;D

DM Alexander Kilcoyne |

Having reached the cross-section of the trench, Marcus enlarged Durin. To the left of the group and a little ahead, was a ten foot high defensive platform, with the soggy remains of a ladder leading up it, while to the right, the north-south trench extended east towards stairs leading out of the trench.
Kirliarien and Zanzu had an inkling that something was wrong when they spotted three tiny heads, each sporting a pair of eyes peeping over the palisade on the platform above them, while Khun-Duhn felt thet familiar crawling sensation that things were about to start happening...
Oozes: 1d20 + 6 ⇒ (19) + 6 = 25
Mudmen: 1d20 + 0 ⇒ (15) + 0 = 15
Arachiel: 1d20 + 1 ⇒ (5) + 1 = 6
Durin: 1d20 + 2 ⇒ (12) + 2 = 14
Khun-Duhn (Roll 1): 1d20 + 1 ⇒ (5) + 1 = 6Khun-Duhn (Roll 2): 1d20 + 1 ⇒ (8) + 1 = 9
Kirilarien: 1d20 + 8 ⇒ (16) + 8 = 24
Lord Vincent: 1d20 + 3 ⇒ (10) + 3 = 13
Marcus: 1d20 + 10 ⇒ (17) + 10 = 27
Zanzu: 1d20 + 11 ⇒ (7) + 11 = 18
Barak: 1d20 + 5 ⇒ (13) + 5 = 18
The Last Outpost
Round 0 (Surprise)-
Ordered Initiative-
Marcus (not acting)- 27
Oozes- 25
Kirilarien- 24
Zanzu- 18
Barak (not acting)- 18
Mudmen- 15
Durin (not acting)- 14
Lord Vincent (not acting)- 13
Khun-Duhn (not acting)- 9
Arachiel (not acting)- 6
Active Effects-
Zanzu nauseated until Round 6 (see spoiler below).
Marcus nauseated until Round 3 (see spoiler below).
Map-
Notes-
Stinking Cloud is marked on the map. It extends from ground level to 40 feet up into the air so I figured it also affected Kirilarien. Important- ending your turn in the Stinking Cloud will force you to make another save at the end of your turn!
Every square of the trench (and the terrain outside the trench) is considered shallow bog. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2.
Knowledge (Arcana) is the relevant roll for the Mephits. Feel free to also make a Knowledge (Planes) roll for later in the round...
Action-
Just before Kirliarien or Zanzu could react, the small, winged humanoids exploded into action. With a mischievous cackle, one of them conjured a Stinking Cloud, amplifying the already potent toxins in the air of the Boiling Lands and concentrating them around the party...
Barak Fortitude DC15: 1d20 + 11 ⇒ (20) + 11 = 31
Durin Fortitude DC15: 1d20 + 12 ⇒ (7) + 12 = 19
Arachiel Fortitude DC15: 1d20 + 11 ⇒ (18) + 11 = 29
Zanzu Fortitude DC15 (Fail): 1d20 + 5 ⇒ (8) + 5 = 13
Duration (Nauseated): 1d4 + 1 ⇒ (4) + 1 = 5
Marcus Fortitude DC15: 1d20 + 7 ⇒ (6) + 7 = 13
Duration (Nauseated): 1d4 + 1 ⇒ (1) + 1 = 2
Kirilarien Fortitude DC15: 1d20 + 3 ⇒ (18) + 3 = 21
Lord Vincent Fortitude DC15: 1d20 + 6 ⇒ (19) + 6 = 25
Khun-Duhn Fortitude DC15: 1d20 + 7 ⇒ (18) + 7 = 25
The other two small creatures conjured small bolts of acid, hurling them at Durin while cackling in glee in a strange, lispy tongue. One of them somehow sailed over the massive Dwarf's head, while the other pierced his forearm, leaving the flesh hissing as it burned into his skin.
Ranged Touch Attack VS FF Durin (Miss!): 1d20 + 5 ⇒ (4) + 5 = 9
Ranged Touch Attack VS Durin (Hit): 1d20 + 5 ⇒ (9) + 5 = 14
Acid Damage (no DR, Round 0): 2d4 ⇒ (2, 2) = 4
Acid Damage (Round 1, no DR): 2d4 ⇒ (3, 2) = 5
Kirilarien and Zanzu are up, although the latter can only take a move action.

Kirilarien |

Surprise
Surprisingly resistant to the cloud, Marcus' familiar has time for a quick glance at her master before flying up and out of the dangerous cloud.
She directs her attention to the mephits, speaking to them in a slightly strange but clear inflection.
Truespeech Creatures of the elements! You make a grave mistake. My companions are not to be trifled with. Stop before you are slain!

Durin Stonehammer |

Khun-duhn is to act in the surprise round yes?

DM Alexander Kilcoyne |

Yeah Khun-Duhn has a Surprise Round action too.
Zanzu failed to make any headway climbing the muddy walls of the trench but at least managed not to fall and injure himself.
Before and behind the group, several humanoids began to form out of the thick mud itself, twisting and shaping themselves into 4 foot tall, stocky creature of mud. They have long, thick arms, bandy legs, and round, featureless heads. Their bodies appear to be composed of mud and debris, the stench rising from them is enough to make eyes water.
Their surprise round actions were to form themselves. Khun-Duhn up to finish the surprise round.

Khun-duhn |

Surprise Round:
Khun-duhn growls a prayer to Muir to imbue his horsechopper with magical energies.
Standard action to attempt to cast Magic Weapon on horsechopper; 20% chance of spell failure due to curse (1-20 fails): 1d100 ⇒ 32 - success.
Buffs in Effect:
Magic Vestment: +1 enhancement bonus to armor; duration 7 hours.
Magic Weapon: +1 enhancement bonus to horsechopper; duration 7 minutes.
Khun-duhn's AC: 21; touch 11, flat-footed 20
Khun-duhn's HP: 50/50

Marcus Claudius Marcellus |

Round 1
In the middle of the cloud, Marcus is suddenly unable to see anything at all, including the creatures coming up out of the ground. Coughing and heaving he moves backwards, fumbling in his pockets for a scroll case and not quite making it out of the spell's effect (-E,10 for 15' move).
Nauseated plus difficult terrain plus fog cloud = not fun although hopefully the two southern ones can't see me on the cloud edge. I think my 2 rounds doesn't start til I get out. Can I swift action teleport while nauseated DM? Supernatural ability not sure if it needs concentration. I need LOS anyway so thats it for the round.

DM Alexander Kilcoyne |

Going to say no for the teleport. Yes the duration on you and Zanzu starts only when you leave the stinking cloud.
The Last Outpost
Round 1-
Ordered Initiative-
Marcus- 27
Ooze Mephits- 25
Kirilarien- 24
Zanzu- 18
Barak- 18
Mudmen- 15
Durin (not acting)- 14
Lord Vincent (not acting)- 13
Khun-Duhn (not acting)- 9
Arachiel (not acting)- 6
Active Effects-
Zanzu nauseated for five rounds upon leaving Stinking Cloud.
Marcus nauseated for two rounds upon leaving Stinking Cloud.
The Stinking Cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Essentially, you can be seen on the cloud edge (albeit with concealment and a 20% miss chance) and you can also see out from the cloud edge.
Map-
Notes-
Stinking Cloud is marked on the map. It extends from ground level to 40 feet up into the air. Important- ending your turn in the Stinking Cloud will force you to make another save at the end of your turn, if not already affected!
Every square of the trench (and the terrain outside the trench) is considered shallow bog. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2.
Knowledge (Arcana) is the relevant roll for the Mephits. Feel free to also make a Knowledge (Planes) roll for the mudmen.
Action-
Marcus moved to the edge of the Stinking Cloud, surprised to see two mud creatures stood 20 feet away. Each of the mephits seemed to be focusing on some kind of spell, to no visible effect.
Kirilarien, Zanzu and Barak to act (will bot Zanzu).

Kirilarien |

Round 1
Kiri flies back towards Marcus, crossing over the eastern side of the trench. Suddenly, a giant lumbering dwarf that closely resembles Durin appears on the southern edge of the cloud and wades toward the closest mud creature, hefting a large hammer. The dwarf makes no obvious sound though.
Silent image DC 16
She will try and make it look like the dwarf walked through the cloud although you might think that grants a save.

Barak Varr |

The cloud that descended on the group smelled truly foul but Barak had been bought up running supplies in to mines filled with hardworking sweaty dwarves. focusing on the foes behind the battlements him Barak fired 3 measured shots 1 bolt for each of the 3 targets.
Full Attack rapid shot Deadly aim:
Shot 1 to hit:1d20 + 11 ⇒ (14) + 11 = 25 Damage:1d10 + 9 ⇒ (3) + 9 = 12
Shot 2 to hit:1d20 + 11 ⇒ (20) + 11 = 31 Damage:1d10 + 9 ⇒ (4) + 9 = 13
Shot 3 to hit:1d20 + 6 ⇒ (2) + 6 = 8 Damage:1d10 + 9 ⇒ (3) + 9 = 12
Critical Threat shot 2:1d20 + 11 ⇒ (12) + 11 = 23 Bonus Damage:1d10 + 9 ⇒ (9) + 9 = 18
I leave the description of what happens next up to the DM as I'm fairly sure that my favored enemy bonus comes into play. +2 favored enemy vs evil outsiders. (FYI if they are my favored enemy you all get +1 for being mates with Barak.) alternatively just say if any or all hit and i will thrash out the grisly details :)

DM Alexander Kilcoyne |

Concentration: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Zanzu coughed and spluttered as he moved towards the south end of the Stinking Cloud, reaching the edge but not quite escaping it due to the thick mud.
Barak, meanwhile, stood his ground in the foul clouds and fired up at the three small creatures above. Despite the cover they enjoyed upon the platform, his first shot took one of the Mephits high in the shoulder and it shrieked in pain, its concentration on whatever spell it was casting disrupted. His second bolt passed straight through the skull of one of the creatures, killing it instantly, while the third completely missed its mark; thudding firmly into the palisade providing the flying nuisances with cover.
Barak Fortitude DC15: 1d20 + 11 ⇒ (9) + 11 = 20
The mudmen began to press the attack against the beleaguered group.
On the south side, one of the mudmen leaped through the air, becoming a large splash of mud rather than a formed creature; and passed directly through the illusionary Dwarf. The second mudmen moved slowly towards Zanzu and hurled a glob of mud at the Tengu, the projectile falling short with a wet splash.
Ranged Touch Attack VS Zanzu (Miss): 1d20 + 5 - 2 - 2 ⇒ (6) + 5 - 2 - 2 = 7
To the north, the painfully slow mudmen approached the stinking cloud. Two mudmen hurled themselves at Barak and Arachiel, the former ducking as the formerly humanoid mudman sailed over his head and the latter struck head-on by the mudman assailing him. The mud sticking to Arachiel rapidly solidified around his head and upper body, suffocating the Aasimar, and exposing him to the deadly toxins contained within the mudman...
Engulf Ranged Touch Attack VS Barak (Miss): 1d20 + 5 ⇒ (4) + 5 = 9
Engulf Ranged Touch Attack VS Arachiel: 1d20 + 5 ⇒ (8) + 5 = 13
Miss Chance (1-20 misses): 1d100 ⇒ 81
Arachiel Fortitude Save (Success): 1d20 + 11 ⇒ (10) + 11 = 21
A successful Engulf attack destroys the mudman, but leaves his remains all over the victim. Essentially, you'll need to make Strength checks to remove the mud OR use bludgeoning damage (AC2) to break it off (this will harm the person Engulfed as well, however). In addition, it exposes you to the mudman's poison every round... Mudmen who miss their Engulf attacks disappear back into the mud but may reform themselves with time.
The other mudman close to Barak closed in and without ceremony, simply slugged him across the face with a powerful punch consisting of solid mud. His lip split from the blow, Barak could feel toxins trying to overwhelm his body but he fought them off.
Slam VS Barak (Hit): 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
Damage (Power Attack): 1d4 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8
Barak Fortitude (Success): 1d20 + 11 ⇒ (16) + 11 = 27
A toxic mudman attacks by hurling globs of mud at its opponent. These globs deal no damage, other than the effects of the mudman’s poison, and have a range increment of 10 feet. A successful ranged touch attack means the mud glob hits the target and solidifies in the same round.
A creature hit by a mud glob suffers a –2 circumstance penalty to its attack rolls and a –4 circumstance penalty to effective Dexterity. The creature must succeed at a DC 15 Reflex save or become stuck to the ground. Even on a successful save, the creature moves at half speed. A creature stuck to the ground can break free with a successful DC 22 Strength check or by dealing 10 points of damage to the hardened mud with a bludgeoning weapon (AC 2). Once free, a character can move at half speed. A character capable of spellcasting that is bound by the mud must make a DC 15 Concentration check to cast a spell. The mud becomes brittle and crumbles away after 20 minutes, ending all movement and other penalties.
Additional hits by the globs increase the Reflex save DC, Strength check DC, and Concentration check DC by +1 per hit. The penalties to attack rolls and Dexterity do not increase with each successive hit.
Things were going from bad to worse for the unfortunate Arachiel, however, as the approaching mudmen threw globs of mud at him. The stout Paladin was rapidly looking like a mud golem with the amount covering him as all three mudmen struck true. Stuck to the ground and suffocating, the Paladin could take little comfort in his one defence holding true; thus far he had resisted the formidable amount of poison affecting him.
Ranged Touch Attack (Hit): 1d20 + 5 ⇒ (10) + 5 = 15
Reflex Save Arachiel DC15 (Success)): 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Arachiel Fortitude Save DC14 (Success): 1d20 + 11 ⇒ (10) + 11 = 21
Ranged Touch Attack (Hit): 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Reflex Save Arachiel DC16 (Failure)): 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Arachiel Fortitude Save DC14 (Success): 1d20 + 11 ⇒ (9) + 11 = 20
Ranged Touch Attack (Hit): 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Arachiel Fortitude Save DC14 (Success): 1d20 + 11 ⇒ (14) + 11 = 25
Net -2 to attack rolls, -4 to Dexterity, stuck to ground. Current Glob DC's on Arachiel- Concentration DC18, Reflex DC18, Strength DC to break free 25!
___________________________________________________________________________
Map Update-
Durin, Lord Vincent, Khun-Duhn and Arachiel are up... Remember both your movement restrictions (half speed) and your current vision (5 foot vision only unless at the edge of Stinking Cloud or outside it) as well as saving against Stinking Cloud again at the end of your turn if you remain in the cloud!

![]() |

Why do I even bother?
Arachiel grabs for his mace and tries to shatter the hardening clay covering his mouth.
Attack: 1d20 + 12 - 2 - 2 ⇒ (1) + 12 - 2 - 2 = 9 (penalty, power attack)
Damage to Clay and Self: 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11 (power attack)
Saving Throw vs Stinking Cloud: 1d20 + 11 ⇒ (11) + 11 = 22

Lord Vincent Darastrix-iejir |

at a bit of a loss as to what to do.
Vincent, now being active and stuck in this cloud begins to advance forward with his sword out as he walks in a random direction to try and find a way out.
He heads south in the confusion and by putting all his effort into the walking he manages to leave the cloud.
Heads south and exits cloud at -C 8

![]() |

Durin and Khun-Duhn left to act. On that natural 1, no damage to either yourself or the mud suffocating you Arachiel.
What the %$#%#? That was not a one when I posted earlier, thus the save vs. stinking cloud instead of poison. I swear between this damned dice roller and the gross inactivity of a supposedly combatant character in just about every freaking combat, I'm just about to give up.

Durin Stonehammer |

Round 1, Init 14
If Durin felt the acid or noticed the awful smell of the conjured cloud he did not react outwardly. No cry escaped his lips. No grimace creased his face. The only response was the eerie howling sound his hammer made as it arced through the air driven by his rage. (FrA enter rage) His blow smashed into the closest ooze mephit (#1) and then carried on to one of the mudman approaching Arachiel (#4)...
Full attack #1 w/hammer +rage -power attack +reckless abandon +enlarge: 1d20 + 12 + 4 - 2 + 2 ⇒ (12) + 12 + 4 - 2 + 2 = 28
damage w/hammer (two handed) +rage +power attack +enlarge: 3d6 + 7 + 5 + 6 + 1 ⇒ (2, 4, 4) + 7 + 5 + 6 + 1 = 29
Full attack #2 w/hammer +rage -power attack +reckless abandon +enlarge: 1d20 + 7 + 4 - 2 + 2 ⇒ (15) + 7 + 4 - 2 + 2 = 26
damage w/hammer (two handed) +rage +power attack +enlarge: 3d6 + 7 + 5 + 6 + 1 ⇒ (2, 2, 3) + 7 + 5 + 6 + 1 = 26
Fort save vs cloud: 1d20 + 13 ⇒ (2) + 13 = 15
Yikes that was close! :O
Current Status and Effects
AC: 17 HP: 70(+21) of 79(100)
rage round 1 (+1) of 22
enlarge person expires 7- minutes
Please don't give up Talomyr!

DM Alexander Kilcoyne |

Tal- Maybe you inserted the attack roll above the Stinking Cloud save (it remembers dice rolls in a certain order). Probably for the best- nauseated for several rounds likely going to compound your current problems. You do have a second attack however, in order to bash the clay if you wish? If you fail again, i'll need a save VS poison.
Durin- Barak has to give out 1/2 his favoured enemy bonus via a standard action so no one has it at the moment.
With a mighty hamme blows, Durin slew the mephit Barak had shot, near-smashing it to a pulp against the wooden platform it had futilely used as cover. On the backswing, Durin hit one of the mudmen with such horizontal force that it simply exploded in a muddy mess around the hammer that struck it.
Lord Vincent made it out of the Stinking Cloud on the south side, finding himself a short distance from the remaining mudman on that side.
Khun-Duhn and possibly Arachiel's second attack to close the round.

![]() |

Tal- Maybe you inserted the attack roll above the Stinking Cloud save (it remembers dice rolls in a certain order). Probably for the best- nauseated for several rounds likely going to compound your current problems. You do have a second attack however, in order to bash the clay if you wish? If you fail again, i'll need a save VS poison.
No, I know about the roll order thing. I posted the attack, checked for a non-one result and then went back in and added the Fort Save as shown above.
No second attack for Arachiel, had to pull the mace (i.e. move action) If he had any weapon at the ready it would have been the sword not the mace. Honestly, I'm just about ready to just let the wretched character die. Sorry to clutter up the game thread with this crap, I'm just frustrated.
Since the poison save is a Fort Save just like the Stinking Cloud save, can I just keep the Fort save above? I don't think that both saves would have to be made since if I'm encased in mud, I sure as hell can't smell the Stinking Cloud. That and I just don't trust the die roller to not screw me further.

Khun-duhn |

Round One:
Hearing Marcus retching behind him, Khun-duhn slogs through the muck to place himself between the wizard and any enemies approaching from behind. The half-orc battle oracle emerges from the noxious cloud to find himself behind a towering dwarf that resembles Durin. (DC 16 Will save to disbelieve Kiri's illusion: 1d20 + 6 ⇒ (11) + 6 = 17)
Realizing that the towering dwarf is in fact an illusion, Khun-duhn takes the opportunity to cast a protective spell upon himself.
Move action to move 15 ft through difficult terrain to square -D,10 (counts as 30 ft of movement). Standard action to attempt to cast Shield of Faith on self; ; 20% chance of spell failure due to curse (1-20 fails): 1d100 ⇒ 98 - success.
Buffs in Effect:
Magic Vestment: +1 enhancement bonus to armor; duration 7 hours.
Magic Weapon: +1 enhancement bonus to horsechopper; duration 7 minutes.
Shield of Faith: +3 deflection bonus to AC; duration 7 minutes.
Khun-duhn's AC: 24; touch 14, flat-footed 23
Khun-duhn's HP: 50/50

DM Alexander Kilcoyne |

Yeah you can keep the roll. I think suffocation is enough grounds to not make the Stinking Cloud roll (I had the same idea and then forgot it).
Khun-Duhn emerged from the Stinking Cloud and cast another spell upon himself, while the sheer amount of mud clinging to Arachiel made it very difficult for him to swing his mace at his own upper body; it took all of his limited dexterity to not drop the mace entirely after the clumsy swing.
The Last Outpost
Round 2-
Ordered Initiative-
Marcus- 27
Ooze Mephits- 25
Kirilarien- 24
Zanzu- 18
Barak- 18
Mudmen- 15
Durin- 14
Lord Vincent- 13
Khun-Duhn- 9
Arachiel- 6
Active Effects-
Zanzu nauseated for five rounds upon leaving Stinking Cloud.
Marcus nauseated for two rounds upon leaving Stinking Cloud.
The Stinking Cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Essentially, you can be seen on the cloud edge (albeit with concealment and a 20% miss chance) and you can also see out from the cloud edge.
Map-
Notes-
Stinking Cloud is marked on the map. It extends from ground level to 40 feet up into the air. Important- ending your turn in the Stinking Cloud will force you to make another save at the end of your turn, if not already affected!
Every square of the trench (and the terrain outside the trench) is considered shallow bog. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2.
Knowledge (Arcana) is the relevant roll for the Mephits. Feel free to also make a Knowledge (Planes) roll for the mudmen.
Action-
Marcus is up.

DM Alexander Kilcoyne |

Khun-Duhn is in that square so i'll have you move two squares south.
1-25 Success: 1d100 ⇒ 67
The last surviving Mephit slunk off the platform looking rather concerned, disappearing behind the structure somewhere above the trench level, moving north.
No AOO for Durin due to cover.
Zanzu worked his way out of the noxious cloud, emerging on the south side where only one mudman threatened.
Kirilarien and Barak are up.

Barak Varr |

Once again Barak find himself ankle deep in mud and unable to move with his usual precision. So once again he stands his ground and fires aiming to reduce the population of the trench.
Full Attack rapid shot deadly aim at 3 different targets: (Provoking twice)
Shot 1 to hit:1d20 + 11 ⇒ (20) + 11 = 31 Damage:1d10 + 9 ⇒ (5) + 9 = 14
Shot 1 Critical threat:1d20 + 11 ⇒ (3) + 11 = 14 Damage:1d10 + 9 ⇒ (10) + 9 = 19
Shot 2 to hit:1d20 + 11 ⇒ (8) + 11 = 19 Damage:1d10 + 9 ⇒ (6) + 9 = 15
Shot 3 to hit:1d20 + 6 ⇒ (4) + 6 = 10 Damage:1d10 + 9 ⇒ (4) + 9 = 13
Cloud Fort save:1d20 + 11 ⇒ (6) + 11 = 17
Barak hammers the trigger of his crossbow providing an withering hail of fire to buy the others time to assist the Paladin.
addendum: Its a move action to provide Favored enemy bonus not a standard. either way I haven't done it.

DM Alexander Kilcoyne |

Only able to see the Mudman directly in front of him, Barak destroyed it with two bolts, casually swaying away from the attacker's last uppercut as he did so. The mud making up the creature simply fell apart and into the trench as the magical bolts destroyed the creature's body.
High above, Kirilarien's bolt seemed to have absolutely no discernible effect upon the mudman she fired on.
Slam VS Barak: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Behind Barak and in front of Marcus and Lord Vincent, the mudmen that had thrown themselves at targets and missed slowly re-formed themselves, forming vaguely humanoid shapes from the mud that made up their forms.
Full-round action to re-form. The illusion is pretty much proven to be an illusion at this point.
The other mudman to the south hurled itself at Lord Vincent, the splurge of mud flying through the air only to land short, collapsing into the trench.
Engulf VS Lord Vincent: 1d20 + 5 ⇒ (3) + 5 = 8
The rest of the mudmen slowly approached from the north side. Durin smashed one apart as it approached, but the other four all hurled globs of toxic mud at him- their aim off throwing into the Stinking Cloud, all but one of them missed the gigantic, lucky Dwarf!
Durin AOO: 1d20 + 12 + 4 - 2 ⇒ (4) + 12 + 4 - 2 = 18
Damage: 3d6 + 7 + 5 ⇒ (4, 1, 6) + 7 + 5 = 23
Mudman Mud Glob (Hit): 1d20 + 5 ⇒ (12) + 5 = 17
Miss Chance: 1d100 ⇒ 26
Mudman Mud Glob (Miss): 1d20 + 3 ⇒ (20) + 3 = 23
Miss Chance: 1d100 ⇒ 6
Mudman Mud Glob (Miss): 1d20 + 3 ⇒ (5) + 3 = 8
Miss Chance: 1d100 ⇒ 15
Mudman Mud Glob (Miss): 1d20 + 3 ⇒ (13) + 3 = 16
Miss Chance: 1d100 ⇒ 11
Durin Reflex DC15 (Pass): 1d20 + 4 ⇒ (16) + 4 = 20
Durin Fortitude DC14 (Pass): 1d20 + 13 ⇒ (10) + 13 = 23
A creature hit by a mud glob suffers a –2 circumstance penalty
to its attack rolls and a –4 circumstance penalty to effective
Dexterity. The creature must succeed at a DC 15 Reflex save
or become stuck to the ground. Even on a successful save, the
creature moves at half speed.

![]() |

Struggling to breathe, Arachiel swings his mace and tries to shatter the hardening clay covering his mouth. Successfully uncovering his mouth, the paladin then goes to work on the clay holding him in place.
Attack: 1d20 + 12 - 2 - 2 ⇒ (18) + 12 - 2 - 2 = 26 (penalty, power attack)
Damage to Clay and Self: 1d8 + 4 + 4 ⇒ (5) + 4 + 4 = 13 (power attack)
Attack: 1d20 + 7 - 2 - 2 ⇒ (13) + 7 - 2 - 2 = 16 (penalty, power attack)
Damage to Clay and Self: 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11 (power attack)
Saving Throw vs Stinking Cloud: 1d20 + 11 ⇒ (8) + 11 = 19

DM Alexander Kilcoyne |

Only the first hit requires you to do damage to yourself (the Engulf rules) so 13 damage only.
Arachiel smashed the remains of the mudman from off his upper body while freeing his legs from the mud globs holding him in place. He emerged triumphant from the mud, managing to resist the noxious fumes threatening to overwhelm him now he could breathe again...
New avatar might have done the trick.

Durin Stonehammer |

Round 2, Init 14
Unfazed by the glob of mud, Durin stands his ground in the cloud and swings twice again at the advancing mudmen... (#8 & #?)
Full attack #1 w/hammer +rage -power attack +reckless abandon +enlarge -mud: 1d20 + 12 + 4 - 2 + 2 - 2 ⇒ (15) + 12 + 4 - 2 + 2 - 2 = 29
damage w/hammer (two handed) +rage +power attack +enlarge: 3d6 + 7 + 5 + 6 + 1 ⇒ (2, 6, 4) + 7 + 5 + 6 + 1 = 31
Full attack #2 w/hammer +rage -power attack +reckless abandon +enlarge -mud: 1d20 + 7 + 4 - 2 + 2 - 2 ⇒ (10) + 7 + 4 - 2 + 2 - 2 = 19
damage w/hammer (two handed) +rage +power attack +enlarge: 3d6 + 7 + 5 + 6 + 1 ⇒ (2, 4, 6) + 7 + 5 + 6 + 1 = 31
... slamming two of them, despite the sticky mud, obliterating both.
Fort save vs cloud: 1d20 + 13 ⇒ (8) + 13 = 21
Current Status and Effects
AC: 15 HP: 70(+21) of 79(100)
rage round 2 (+1) of 22
enlarge person expires 7- minutes

Khun-duhn |

Round Two:
Khun-duhn pokes his enchanted horsechopper at the mudman threatening Marcus.
Standard action to attack.
Horsechopper Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Horsechopper Damage: 1d10 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Buffs in Effect:
Magic Vestment: +1 enhancement bonus to armor; duration 7 hours.
Magic Weapon: +1 enhancement bonus to horsechopper; duration 7 minutes.
Shield of Faith: +3 deflection bonus to AC; duration 7 minutes.
Khun-duhn's AC: 24; touch 14, flat-footed 23
Khun-duhn's HP: 50/50

Lord Vincent Darastrix-iejir |

As a swift action, Lord Vincent shall imdue his sword with a fraction of some magical energy and then inspire courage in those around him to crush these enemies and he'll swing at the mudman nearby with his blade.
attack: 1d20 + 11 + 1 + 2 ⇒ (15) + 11 + 1 + 2 = 29
damage: 1d8 + 8 ⇒ (7) + 8 = 15
Slashing and magical so I have no idea if that works well or not on mudmen.