
DM Doomed Hero |

Oh, shoot. I thought he was with you. Never mind then. My mistake. He's fine.
(Kinda sad. the end results after the nasty stuff would have been really amusing)

Doomed Hero |

Duroja
In addition, the chaotic mix of alchemical agents you inhale and touch causes the following reaction:
Your body grows thorns. You take 1d3 ⇒ 1 damage. You may use them as a natural attack that deals 1d4+str damage. In addition, creatures that make unarmed or natural attacks against you take 1d4 damage.

DM Doomed Hero |

Ok, this round's complicated so I'm giving all of you a spoiler. Please make your rolls in this thread, and then give me a description of the effects you suffer with your round post.
Attack against you: 1d20 + 3 ⇒ (6) + 3 = 9
Damage if it hits: 1d3 ⇒ 2 plus poison save DC 13 (1 Con damage)
Also you need to make a DC 15 reflex save and a DC 12 Fort save from being in the muck. Reflex Failure means you're reduced to half speed. Failure by more than 5 means you're glued in place. Fort failure means you go from sickened to Nauseated.
Frog 10 throws a glob of grossness at you.
touch attack: 1d20 + 3 ⇒ (3) + 3 = 6
if it hits make a DC 15 reflex save (effects are as Tanglefoot Bag) and a DC 12 Fort save (or be Sickened)
Finally, an anvil falls out of the sky next to you. Give me a DC 13 reflex save or be tripped by the impact.
Give me a DC 12 Reflex save or take 1d4 ⇒ 3 shrapnel damage from the exploding cart.
An anvil falls out of the sky next to you. Give me a DC 13 reflex save or be tripped.
Also, a tree erupts next to you. Give me a DC 12 reflex save or be bull-rushed 10 feet and take 1d6 ⇒ 5 damage.
Give me a DC 10 reflex save or be shoved into the animal pit by the expanding boat taking 2d6 ⇒ (6, 1) = 7 damage. Failure by 5 or more means you're also pinned. Success means you manage to throw yourself out of the way and are merely Prone at the start of your action.
Also, give me a DC 12 Reflex save or take 1d4 ⇒ 2 shrapnel damage from the exploding cart.
frog 5's attack: 1d20 + 3 ⇒ (17) + 3 = 20
frog 19's attack: 1d20 + 3 ⇒ (5) + 3 = 8
Both attacks act as Tanglefoot Bags if they hit. (DC 15 reflex or be pinned down), in addition, if either hit give me a DC 12 Fort save. If both hit the DC raises to 14.
Also, give me a DC 12 Reflex save or take 1d4 ⇒ 1 shrapnel damage from the exploding cart.
Give me a DC 12 Reflex save or take 1d4 ⇒ 3 shrapnel damage from the exploding cart.
An anvil falls out of the sky next to you. Give me a DC 13 reflex save or be tripped.

Lorth Blood-Seer |

How's everyone enjoying this encounter? :)
It's definitely cinematic and the descriptions are very engaging... but given all Lorth has been able to do is waddle forward 20ft followed by being rendered unable to act for two rounds he's feeling a bit like a passenger at the moment.

Lorn the Barber |

Reflex save DC15: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
Fort save DC12: 1d20 + 1 - 4 ⇒ (19) + 1 - 4 = 16
That's half speed (you wrote more than 5, phew).
I assume the other effects are over?
edit: before anyone notices, i'm going to edit my post. I noticed the sickened and shaken conditions are still in effect. I'll be stuck!

GWRRR'RRR |

Reflex (shrapnel DC12 / 3 damage): 1d20 + 1 ⇒ (18) + 1 = 19
Reflex (anvil DC13 / trip): 1d20 + 1 ⇒ (20) + 1 = 21
Reflex (tree / bullrush 10 + 5 damage): 1d20 + 1 ⇒ (5) + 1 = 6
The tree hits. I take 5 points of damage - where do I get pushed, straight west to O10?

Melashara the Crone |

Really busy day at work, just finished now. I gotta go to bed so I can wake up early and get back to work :-(, but here's my saves at least:
Reflex DC 15 to avoid pinning [/ooc]1d20 + 2 ⇒ (15) + 2 = 17
Fort DC 12 from goo 1d20 + 5 ⇒ (9) + 5 = 14
Reflex DC 12 or take 1 shrapnel 1d20 + 2 ⇒ (6) + 2 = 8

DM Doomed Hero |

Sorry about the slowness of the game folks. I moved recently and have been renovating my new place. It's exhausting. Lately I've been looking forward to going to work because it's like a vacation.
Once again I'm going to have to put off an update longer than I'd like. Check back in on Monday night. I should have it up then.

Doomed Hero |

I'm going to try something new that I read about the other day. I'd like some feedback on it.
I've included attacks against you in your spoilers. I'll let you guys handle the descriptions of hits and misses against you.
The intent of this is to give fuller responsibility for what happens to a character to the player. With this method the GM will still describe the attack, but not it's effect (leaving that to the player). In this way it treats attacks similar to saves.
Joboo:
I need a will save dc 15 against the grey creature's bellow.
Two of them rush up to attack now that you've revealed yourself.
attack 1
Vomit. Reflex DC 13 or be Tanglefooted. You're immune to the Sickening effect
attack 2
frog 15 claws: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d4 + 1 ⇒ (2) + 1 = 3
Lorn:
The Sickened effect ends.
I need a will save dc 15 against the grey creature's bellow.
Two more of the creatures come at you.
attack 1
Vomit. Reflex DC 15 or be Tanglefooted. If you fail the Reflex, DC 12 Fort or be sickened again.
attack 2
frog 15 claws: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d4 + 1 ⇒ (1) + 1 = 2
Ryujin:
you get AoO against frogs 16 and 18 before they attack you.
Attacks:
frog 16 claws: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d4 + 1 ⇒ (3) + 1 = 4
frog 18 claws: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d4 + 1 ⇒ (4) + 1 = 5
Lorth:
The Laughter effect ends. Your body hair is now fabulous, but kind of sharp-feeling.
I need a will save dc 15 against the grey creature's bellow.
The creature that puked on you slashes at you with claws.
frog 14 claws: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d4 + 1 ⇒ (1) + 1 = 2
Another one runs up and pukes at you. DC 15 reflex or be tanglefooted (ish). Since you made the Fort save already you don't need to make a new one.
Gwrr:
I need a will save dc 15 against the grey creature's bellow.
The whip attacks you.
whip attack: 1d20 + 10 ⇒ (1) + 10 = 11
whip damage: 1d6 + 1 ⇒ (2) + 1 = 3
Duroja:
You're pinned beneath a boat. DC 10 Escape Artist to free yourself (I'll let you do this as a move action since you didn't actually get to take your standard action last round).
There's also another creature in the pit. It looks like a cross between a Jackson's chameleon, a bat and a spider monkey, only it has an extra set of front legs. Membranes stretch beneath it's arms kind of like those of a flying squirrel. It has a strange head harness that keeps it's eyes covered by blackened domes. It seems nervous and is obviously blind, but it's massive ears seem to give it some idea of where things are and what's going on around it. It seems much more docile than the cat-scorpion beast.
Mel:
I need a will save dc 15 against the grey creature's bellow.
You're now in a DC 18 Ice Storm that targeted the siege engines above you. You are protected from the bludgeoning damage (you're inside), but you still need to save against the cold. You gain an additional +2 bonus from being inside cover.
ice damage: 2d6 ⇒ (1, 5) = 6
Karlov:
slaad's escape artist: 1d20 + 12 ⇒ (12) + 12 = 24
(they're really good at this. I'll let you describe the result of it's check.)
I need a dc 15 will save against the grey creature's bellow.

Melashara the Crone |

The Ice Storm spells says no save. If this is a modified version, are you saying it's a reflex save for half damage? I'll post assuming that and let me know if I need to change it.
Will Save 1d20 + 4 ⇒ (3) + 4 = 7
Reflex? +2 from cover 1d20 + 4 ⇒ (6) + 4 = 10

Melashara the Crone |

I can't run--I'm in difficult terrain and disabled. I have to heal myself next turn.
Btw--if I start out disabled on my turn and use a standard action to drink a healing potion, thereby no longer being disabled, do I then get to use my move action for that round?

DM Doomed Hero |

Lorn, your post made me laugh so hard I almost blacked out.
You gain a floating +2 for next round as a reward.

Karlov 'Muscle Wizard' Britol |

Will Save
1d20 + 3 ⇒ (15) + 3 = 18
Unarmed Strike
1d20 + 3 ⇒ (11) + 3 = 14
1d6 + 4 ⇒ (6) + 4 = 10
Acrobatics, move to Q9
1d20 + 7 - 10 ⇒ (2) + 7 - 10 = -1
I will try to punch this frog. Afterwards, I'm going to try to tumble away without provoking an AOO. Which, with that roll, won't be likely.

DM Doomed Hero |

You did it guys. You held back the tide until the cavalry could arrive.
As luck would have it, all the Shaken conditions wear off this round. Wish I could say I planned that. :)
Everyone is now under the effect of Inspire Courage +4. Enjoy.
Joboo:
That fire is getting awfully close. Good luck.
You have an AoO as the critters move past you.
The Frog who ends up next to you next to you pukes.
touch attack: 1d20 + 3 ⇒ (19) + 3 = 22
If it hits, another DC15 Reflex tanglefoot save.
Lorn:
Give me a DC 15 Perception check. If you succeed, consult the spoiler below.
You're covered in awful flammable goo. Give me a DC 15 Reflex Save to avoid catching fire. (would be DC 12, but you're pretty well covered int he stuff)
Don't forget your floating +2
Ryujin:
You're quite the blender.
Give me a DC 15 Perception check. If you succeed, consult the spoiler below.
The fire moves into the square you're in, but you don't have much goo on you. DC 12 reflex save to avoid catching fire. You'll probably want to move...
Lorth:
The fire is spreading fast and is right in front of you. You're covered in the slime and at 1/2 speed. On the up side your tormenters just died a fiery death.
Good luck.
Gwrr:
You get whipped at again.
whip: 1d20 + 10 ⇒ (20) + 10 = 30
damage: 1d6 + 1 ⇒ (3) + 1 = 4
Duroja:
You're free of the boat and free to act. Your second check last round did the trick.
Also, you have a floating +1 bonus you may apply to any one roll because on round 3 you did not take a full action. I thought I told you about it last round, but it must have gotten lost int he chaos.
Mel:
When you drink the potion you'll get your move action.
Karlov:
You briefly add two halves of a frogman to your inventory. Then they vanish.
[spoiler=Lorth and Ryujin (if they make their Perception checks)]
The Black frog man steps behind the wall, and then casts a spell, transforming itself to look like a human.