
|  Thomas of the Blue Blade | 
 
	
 
                
                
              
            
            Thomas shakes his head, and looks down at the numerous bites on his arms and chest, the flames on his blade burn brighter as he locks his gaze on the monstrosity that took a decent chunk out of his companion.
Die foul beast, return from the darkness from whence you came!
acrobatics: 1d20 + 12 ⇒ (4) + 12 = 16
He jumps down into the pit with a rolling leap next to the beast, flanking it. His eyes burn intensely as he sweeps his blade in an arc, hoping to fell the monster.
attack: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d20 + 5 ⇒ (8) + 5 = 13

| Midiotoziggeroto | 
 
	
 
                
                
              
            
            I did say that D:
Also, looks like the Charnel lord and rats are up next :)

| Deranged_Maniac_Beth | 
Thomas jumps into the pit and ineffectively strikes at the otyugh, his weapon rebounding off the creature's mystic hide.
The Charnel Lord strikes back with its teeth!
bite: 1d20 + 7 ⇒ (14) + 7 = 21
1d8 + 4 ⇒ (5) + 4 = 9 DC 14 fortitude save or contract a disease.
Then it swings its tentacles, first at Thomas:
tentacle: 1d20 + 3 ⇒ (5) + 3 = 8 failing to even connect,
then at Gemheart
tentacle: 1d20 + 3 ⇒ (18) + 3 = 21
1d6 + 2 ⇒ (6) + 2 = 8
As its tentacle hits it attempts to grab hold of Gemheart, drawing its attention (and tentacles) away from Thomas and De!
grapple: 1d20 + 13 ⇒ (4) + 13 = 17
Gemheart is too strong to be grappled by the Charnel Lord!
The rats still do not move: they cannot reach any of you without either crossing the pit, falling into the pit, or crossing the trapped part of the floor, and they seem unwilling to do any of those things.
Everybody but Thomas' turn now.

|  Thomas of the Blue Blade | 
 
	
 
                
                
              
            
            fort save: 1d20 + 5 ⇒ (17) + 5 = 22
THANK YOU RNG!
Thomas attempts to roll with the attack and is only partially successful as the beast's fangs open up a nasty wound on his right shoulder. He is panting heavily now.
Is that *Pant* all you got? *Pant*

| Midiotoziggeroto | 
 
	
 
                
                
              
            
            Ok, NOW we should have flanking >.>
I teleported Thomas to the creatures rear and Yass is at his front, gem is to his side and De is close, so it SHOULD be flanked now...
but what do I know? Its not like Im TRYING to get everyone +2 to hit >.>
What?? but everyone just jumped into the pit. But I was, But. But...
Sigh. OK NEW tactic! EAT PSIONIC LEAD!!!
Midioto then attempts to port a chunk of stone into the creatures general cranial area...
Casting Mind Thrust(im thrusting a stone into his head). 4 PP.
Mind Thrust: 4d10 ⇒ (6, 8, 10, 1) = 25
DC 17 Will save to half, Affected by Spell Resistance (do I roll that?)

| Midiotoziggeroto | 
 
	
 
                
                
              
            
            I know. But I am reflavoring it as "thrusting (teleporting) something into its mind" after I read the manga, Destroy and Revolution. Mechanically the same, flavorfully, it fits my teleporter quite well. And I really only took a piece of rock or stone or something from the environment, again, purely flavor. Mechanically, I do 4d10 damage,same as always.

| Vassekh-Arokh Yessai | 
 
	
 
                
                
              
            
            @ Midioto: Well, I'd imagine there is a huge difference mechanically in the damage type, so it isn't "purely flavor".
A rock could be piercing and/or bludgeoning (or even slashing at a pinch, and particularly if you say, telported a sword…). I'm guessing the original mind thrust is something else…less… physical.
I'm all for reskinning and reflavoring. But this is a little different. The potentials of teleporting objects as flying weapons is huge…
Not up to me tho'. :)

| Deranged_Maniac_Beth | 
Hmm, would if the rock you are thrusting is a ball of psionic energy, conjured immediately before being thrown?  That would make more sense for Mind Thrust than throwing a nonmagical object (which would probably do bludgeoning damage and have SR: no).
Or, how about this: you psionically pick up a rock and thrust it at a foe, but your power encases the rock in energy as it is thrown, causing it to do untyped damage and dissolve upon contact? Or better yet, the rock-encased-in-energy flies into an opening in the otyugh and works its way to its brain (which would explain why it is mind-affecting and gives a will save). 

| Midiotoziggeroto | 
 
	
 
                
                
              
            
            Im not trying for any kind of mechanical benefit, Midioto is powerful enough as it is. I am simply trying to make it sound cool. 
I can always just say i channel the power of the cosmos into the brain of the poor peon victim and causing its head to explode, but that dosent sound very Midioto-y. Taking a generic rock and teleporting it INSIDE the targets head does. Since most hostile teleporting effects have a will save, that fits thematically and the spell still has to target its target so spell resistance still applies. 
Or i can just say I cast Mind Thrust. Make a will save. and leave it at that. 
Im just trying to make a better story :(

| Midiotoziggeroto | 
 
	
 
                
                
              
            
            thanks. That was all I was really hoping for, make it sound cool :)
Also, I can take Des turn, based off of his earlier intent.
Realizing that he is severly wounded, and most likely not receiving any immediate aid, he realizes he will have to help himself, like old times.  De'Arv'Ki stows his Katana, a move action and then climbs out of the pit, heading towards the earlier entrance, making sure to avoid the rats and drawing his Crossbow, another move action turning around and getting ready to fire.
Stealth: 1d20 + 13 + 20 ⇒ (4) + 13 + 20 = 37
Climb: 1d20 + 21 ⇒ (12) + 21 = 33
In his hurry and pain, he is fumbling about, thankfully invisibility can cover most any blunder.

| Deranged_Maniac_Beth | 
De'Arv'Ki safely escapes from the pit.
Midio psychoports a stone into the otyugh's brain
spell resistance check: 1d20 + 4 ⇒ (19) + 4 = 23
Will save: 1d20 + 6 ⇒ (20) + 6 = 26
natural 20 bonus roll: 1d20 + 6 + 20 ⇒ (4) + 6 + 20 = 30
Midio pierces the creature's spell resistance, but the Charnel Lord's mind is strong enough to shake off the effect...and absorb some of its power! The mystical aura that formerly surrounded the Charnel Lord comes back, though not at full strength!
Mundarion attempts to open the lock, and fails.
Yessai's turn.

| Vassekh-Arokh Yessai | 
 
	
 
                
                
              
            
            Note that Yessai has, up until this point, not entered the pit. Which she wil attempt to do in a particularly hopeful and perhaps ill-informed and foolhardy fashion...
Yessai considers the action, and notes the creature's strange anatomy and physignomy. Her allies are committed below - if she could only pierce the creature's mouth or eyes...
With a githyanki warcry she leaps from the edge of the pit, oversized and jagged bastard sword raised high, bringing it down toward the noisome creature...and embarrasingly merely falls into the pit, only barely managing to keep hold of her weapon which rips an awesome chunk of stone off the pit wall...
Swift Action: Expend point from Terror Pool to provide +2 to damage/3 rounds.
Move Action: Jump onto Charnel Lord
Standard Action: Downward strike onto Charnel Lord trying to find mouth opening or eye and hopefully juicy insides.
Acrobatics - Heroic Leap!!!: 1d20 + 2 - 1 - 1 ⇒ (2) + 2 - 1 - 1 = 2 [+2 Str, -1 armor, -1 buckler]
Szchaw!: 1d20 + 3 + 1 + 1 - 2 ⇒ (6) + 3 + 1 + 1 - 2 = 9 [BAB, +1 Str, +1 Mwk, -2 Large]
Shploolp!: 2d8 + 1 + 2 ⇒ (7, 7) + 1 + 2 = 17 [+1 Str, +2 Terror Pool]

| Mundarion | 
 
	
 
                
                
              
            
            Mundarion mutters some more bad words in elven and tries to open the lock again.
A little out of sequence. This is his third try, but I can steal the time to make a post right now.
disable device check: 1d20 + 12 ⇒ (15) + 12 = 27
And he finally does it!
Mundarion will then remove the lock and check to see how many different positions there are for the lever. Assuming there's only one, he will place the lever in the other position and then reattach the lock.

| Deranged_Maniac_Beth | 
Yessai jumps down and slips, taking 1d6 ⇒ 1 nonlethal falling damage. Her attack is completely ineffective.
Gemheart strikes and hits the Charnel Lord, but fails to hurt it at all.
Back to Thomas' turn
[ooc]Mundarion: Since you rolled high enough, you get to see what was in the spoiler concerning how the trap works.  Reposted here for convenience:
And since you beat it by 5,
There are three compartments: the region above the floor where you are, the pit where the Charnel Lord, Yessai, Thomas, and Gemheart currently are, and another compartment you cannot see. The trap, when activated (either by someone standing on it or by pulling the lever) shifts one compartment to the next:creatures in the hallway are dropped into the pit, creatures in the pit are dropped into the compartment you can't see, and creatures in that compartment come back to where you are.

|  Thomas of the Blue Blade | 
 
	
 
                
                
              
            
            Thomas grits his teeth once the aura surrounds the creature once again.
Why
Won't
You
DIE?!?
attack roll: 1d20 + 11 ⇒ (19) + 11 = 30
crit attack roll: 1d20 + 31 ⇒ (13) + 31 = 44
damage: 1d8 + 5 ⇒ (1) + 5 = 6
total damage: 1d8 + 5 + 6 ⇒ (8) + 5 + 6 = 19
Thomas leaps up above the creature, his blue flames burning all the brighter, and plunges his sword into the creature's neck.

| Mundarion | 
 
	
 
                
                
              
            
            So he can force it to rotate but he can't stop it from rotating. At least not without some serious effort I would assume. Hmmm. I think we're better off with the otyugh in the pit so Mundarion won't move the lever. He will be thinking about how the trap could get frozen in place but that won't be his primary concern. I think I've still got some time before my turn actually comes so I'll think on this some more.

| Deranged_Maniac_Beth | 
Thomas sinks his mindblade into the Charnel Lord, who grunts slightly as most of the wound closes. It does leave a scratch, though.
With another grunt, the Charnel Lord expends the energy it absorbed from Midio, closing some (but not all) of its wounds heal: 2d6 ⇒ (2, 3) = 5. It still looks wounded, but you can see it still has a lot of stamina left...
In retaliation, the Charnel Lord swings its tentacle towards Thomas!
1d20 + 3 ⇒ (1) + 3 = 4
natural 1 reroll: 1d20 - 17 ⇒ (3) - 17 = -14
And misses wildly!
The rats still do not move...
De'Arv'Ki fires her crossbow at the Charnel Lord (?)
1d20 + 8 ⇒ (17) + 8 = 25
1d8 ⇒ 3
and hits, but the bolt harmlessly bounces off the otyugh.
Midio's turn.

| Midiotoziggeroto | 
 
	
 
                
                
              
            
            This is not working. My mind seems to fuel and heal it rather than help and those down there are getting seriously hurt and De is missing. We need to pull out! I dont want my friends to die.
Guys! This is not working, we need to back out. So everyone who can, start retreating and climb out, preferrably away from the rats. Ill pull out as many of you as i can but dont die guys!
Midioto then starts muttering under his breath, something about coordinates and spacial flux or something and Thomas appears beside him in a shimmer and a POP!
Dimentional Swap. 3PP. I swap places with Thomas and then port back to my location. (aka Thomas appears beside me).
Sorry Thomas, i know you would want to stay but you are first on my list!
And DONT JUMP BACK IN!

| Vassekh-Arokh Yessai | 
 
	
 
                
                
              
            
            Yess stumbles, but grips her blade tight, thankful it is still in her hand after a most embarrassing fall. With little other option, she flails with all her might at the behemoth in the pit with her...
Zhang!: 1d20 + 3 + 1 + 1 - 2 ⇒ (8) + 3 + 1 + 1 - 2 = 11 [BAB, +1 Str, +1 Mwk, -2 Large] 
Krang!: 2d8 + 1 + 2 ⇒ (3, 4) + 1 + 2 = 10 [+1 Str, +2 Terror Pool]
Terror Pool points remaining: 2
Rounds left of Terror Pool damage bonus: 1

|  De'arv'ki Paddfoot | 
 
	
 
                
                
              
            
            sorry i've been away DMB, finished this term of college last friday and haven't had access to the internet to post. i have a plan in place that means i should be able to post at least once a day, but that may not always be possible. nice to see that those plans came in handy though...

| Deranged_Maniac_Beth | 
The rats finally swarm around Mundarion, there swarming causes 1d6 ⇒ 4 damage, and their fumes and bites test his immune system.
DC 16 fortitude save or be nauseated for 1 round.
Separate DC 16 fortitude save or be infected with a disease.
Having no one to attack, the Charnel Lord growls up at the rest of the group, preparing to strike if any are foolish enough to fall within its grasp again.
Is everyone out of the pit?

|  De'arv'ki Paddfoot | 
 
	
 
                
                
              
            
            Looks like to me, also De'Arv'Ki will take a swift action to absorb the Ki point from her blade
De'Arv'Ki raises her blade briefly and catches the small, glowing light that it releases, looking fortified for it.

| Mundarion | 
 
	
 
                
                
              
            
            I was afraid of that.
Fort save vs. Nausea: 1d20 ⇒ 12
Fort save vs. Disease: 1d20 ⇒ 17
So he can only take a single move action.
Mundarion will attempt to withdraw, moving at his encumbered speed of 20 ft away from the rats, and trying not to toss his cookies all over the place. He will take the padlock with him.

| Deranged_Maniac_Beth | 
Oh, yea, Yessai was still in the pit.  Well, looks like you get the full brunt of the Charnel Lord's attacks...
The Charnel Lord dives towards its one remaining foe within reach: Yessai!
Bite: 1d20 + 7 ⇒ (8) + 7 = 15 
It's teeth are not strong enough to hurt through Yessai's armor.
tentacle: 1d20 + 3 ⇒ (20) + 3 = 23
natural 20 reroll: 1d20 + 23 ⇒ (15) + 23 = 38
But its tentacle lands a critical!
critical damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7
...and its tentacle latches on in an attempt to grapple her!
grapple: 1d20 + 13 ⇒ (11) + 13 = 24
The Charnel Lord forces Yessai to the ground!

| Midiotoziggeroto | 
 
	
 
                
                
              
            
            ya... Poor Yess... No luck hitting and you just got crit-stomped :(
I believe its Des turn? You have used a swift only so far.
Then its my turn to save somebody >.>
On my turn.
Almost everyone out... Just need to get Yess... GAHH! Hang in there Yess! I got ya!
3pp dimentional swap on me and Yess, move action to teleport back beside Yess and Thomas
While muttering more about coordinates and intangables, Midioto dissapears and Yess shimmers into existance, prone, and very injured next to Thomas.. POP! POP!
While Midioto finds himself directly face to face with the stinking monster and literally in its clutches. So he wags his tounge at the creature and slips away to safety.
Yess! Are you alright? Thomas, can you help him? Are YOU alright?
btw, which side did Gem climb out at?
I believe me, Thomas, Yess and De are on the east side, Mundo and the rats are on the west side but i lost track of Gem...

|  Thomas of the Blue Blade | 
 
	
 
                
                
              
            
            Thomas grits his teeth as the many scrapes and various wounds stitch themselves together. Very slowly.
I'm fine, I'll do what I can for Yessai when I get a chance.

|  De'arv'ki Paddfoot | 
 
	
 
                
                
              
            
            Seeing that the others have had no better luck fighting the charnal lord, De'Arv'Ki instead pulls a vial of acid from her bandoliers and throws it at the rats
Attack roll: 1d20 + 3 ⇒ (1) + 3 = 4
Critical miss reroll: 1d20 - 17 ⇒ (18) - 17 = 1
Damage roll: 1d6 ⇒ 1
Direction of impact(1 is north): 1d8 ⇒ 3
Well, the RNGs absolutely hate me... so the rat's take 1 splash damage...

| Mundarion | 
 
	
 
                
                
              
            
            Without a map to refer to it's hard to say. But likely the NW as he was trying to stagger away from the rats and there is a corridor going off in that direction. It would give him some room to maneuver. That it would also take him farther from the party is a necessary evil right now.
 
	
 
     
     
    