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Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() The mud elemental lunges forward, slamming its entire “body” into the enormous primate. slam!:: 1d20 + 7 ⇒ (4) + 7 = 111d4 + 6 ⇒ (4) + 6 = 10 If the elemental hits, the ape must make a DC 14 Fortitude save to avoid being entangled in mud. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() "Имаш го, шефе!" Translation from Terran:
"You got it, boss!" The mud elemental tosses off another sloppy salute, spraying mud and gravel on Garduk and getting a little on Aroden as well. It slogs ahead into the exhibit hall. Double move. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() Something appears suddenly next to Kita and the ape-man, smelling of earth and rot. It forms into a small, vaguely humanoid shape, like a grotesque parody of the simian thing before it. From the doorway, the elemental hears Garduk growl in Terran, "Неутрализирайте маймуна, но не се опитвайте да го убивате, освен ако това е единственият начин да го спрете да убиете един от другите в стаята!" Translation:
"Neutralize the ape man, but try not to kill him unless that is the only way to stop him from killing one of the others in the room!" The mud creature tosses off a sloppy salute in the general direction of the doorway, spattering Kita with mud and bits of gravel. Then it lurches forward, slamming its entire “body” into the ape-man. Non-lethal slam!:: 1d20 + 3 ⇒ (3) + 3 = 61d4 + 6 ⇒ (2) + 6 = 8 If the elemental hits, the ape-man must make a DC 14 Fortitude save to avoid being entangled in mud. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() Seeing the reaction of the others further up the stairs who watched Nessian’s jump, the mud elemental has already begun lumbering down the stairs before hearing Garduk’s shout. Double-move to join Garduk outside. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() The elemental nods in understanding, splattering Garduk with mud, and begins to climb the stairs. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() With a bang of displaced air and an unsettling squelch, a small mud elemental - looking like a child's clay sculpture of a halfling that had been left out in the rain - appears in front of the green- and orange-garbed War Hounds. It immediately hammers both fists at the orange War Hound's middle. Slam!, flanking: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 121d4 + 6 ⇒ (2) + 6 = 8 Looks like my relationship with the dice generator is back to normal. If the elemental hits: A hit covers the target with mud and triggers the mud elemental's Entrap extraordinary ability:
Entrap (Ex or Su) wrote:
In this case, Marty's Entrap ability is an extraordinary ability, and the Fort save DC is 14. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() This is likely to go sideways, but it's worth a shot. The mud elemental held itself together through the acidic water, but the warpriest's greataxe has done what corrosion could not, and now the outer layers of wet soil and grit are sloughing off of it onto the rocky islet. Knowing that one way or the other, it will be sent home soon, the elemental roars in wordless harmony with Omar's raging song as it attempts to bull rush Tasutek into the murky pool. Bull Rush, Inspired Rage, Improved Bull Rush: 1d20 + 5 + 1 + 2 ⇒ (4) + 5 + 1 + 2 = 12 ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() GM Glyn wrote:
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Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() The mud elemental appears with a splash in the water below the webs. It spies Garduk pointing at Tasutek, dives beneath the surface, and begins swimming toward the rocky outcropping. Marty has a 30' swim speed. With a double move, it should have plenty of movement to swim down deep enough to avoid the spider-monster's threatened area, swim out from under the webbing, go around the outcropping, and climb up behind Tasutek. I have drawn its path in red on the map. Tasutek might get an attack of opportunity, which is fine. Also, please note that last time I called on Marty, I forgot to add 2 temporary HP from Garduk's Outsider Ties faction trait; that is now included in its tagline, along with the bonuses and penalties from Omar's Inspired Rage on the assumption that Marty hears the song before he dives. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() As the purple Doom Knight drops, the mud elemental changes its focus and tries to engulf the demon-worshipper in blue. Slam!, Inspired Rage: 1d20 + 8 ⇒ (1) + 8 = 91d4 + 7 ⇒ (3) + 7 = 10 Marty maintains its streak. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() The mud elemental surges towards the purple knight, but this time tries a little harder to aim its blow. Dropping power attack for now. Slam!, Inspired Rage: 1d20 + 8 ⇒ (8) + 8 = 161d4 + 7 ⇒ (2) + 7 = 9 If the attack hits, the purple night must make a DC 15 Fortitude save or become entrapped (entangled condition) for 10 minutes or until he breaks free or spends 1d3 rounds in water washing the mud away. Entrap: The creature has an ability that restricts another creature's movement, usually with a physical attack such as ice, lava, mud, or webs. The target of an entrap attack must succeed at a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must succeed at a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it succeeds at a DC 20 concentration check. An entangled creature can attempt a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is 5 greater. Destroying the entrapping material frees the creature. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() With a sloppy wave of its "hand," the mud elemental quickly sinks into the earth. (This may trigger attacks of opportunity from the red and green Doom Knights; the following actions assume that Marty survives any AoOs - if he does not, then please disregard.) With a spray of dirt and gravel, the elemental surfaces directly behind the red Doom Knight and attempts once again to slam into him. Slam!, Inspired Rage, Power Attack, flanking: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 131d4 + 10 ⇒ (3) + 10 = 13 I will have to remember to let Chaosorbit know that Garduk’s summoned creatures roll badly in everybody’s PbP games, not just his. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() The mud elemental rears back and slams its amorphous body at the red knight. Slam!, Inspired Rage, Power Attack: 1d20 + 7 ⇒ (2) + 7 = 91d4 + 10 ⇒ (2) + 10 = 12 It slips at the last moment, though, and its attack does nothing worse than soil the Red Doom Knight’s tabard. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() The mud elemental salutes again, then quietly proceeds down the tunnel (double move), leaving a thin trail of mud in its wake. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() The elemental enjoys a few moments of relaxation in the loosely-packed soil a couple of feet below the tunnel floor, but sooner than it would like, it senses the staccato vibrations of running footsteps followed quickly by the rhythmic pattern of the summoner's code, and knows it is time for battle. Like a swimmer bursting through the calm surface of a lake, the mud elemental erupts from the floor in a spray of dirt and gravel, ready to defend its temporary master. It brings its arms back to slam into the nearest enemy, then stops in confusion, seeing only Garduk scowling before it, arms crossed and tapping his foot. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() The elemental tosses off a sloppy salute, spattering mud onto Garduk’s clothes, says "Разбрах, шефе!" in slurred, watery voice, then sinks into the tunnel floor and disappears. Translation: "Got it, boss!" ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() The mud elemental waits patiently for its final orders, dripping quietly onto the tunnel floor. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() Once Garduk and Brayne start working, Marty helps move some of the larger pieces of the wreckage for the first minute before returning home. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() Marty, his caller's adversary finally within reach, oozes past Kulga and Garduk and barrels into the tripurasura. Slam!, Bless: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 101d4 + 6 ⇒ (1) + 6 = 7 ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() The mud elemental, following his summoner's last command, crosses the room to stand near Garduk. ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() Marty nods, then slams forward again into the little barbarian. Slam!, Bless: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 151d4 + 6 ⇒ (4) + 6 = 10 ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() Marty nods, then sloshes across the room and slams into the yellow halfling. Slam!, Bless: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 221d4 + 6 ⇒ (2) + 6 = 8 ![]()
Sm. mud elemental (augment summoning) | HP: 17+2/17 | AC 16, T 10, FF 16 | Melee slam +7, 1d4 + 6, plus entrap (DC 14 Fort to avoid) | F +6, R +2, W +0 | Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide | Active: None
![]() Something appears suddenly in front of the red halfling, smelling of earth and rot. It forms into a small, vaguely humanoid shape, like a grotesque parody of the injured barbarian before it, then lurches forward, slamming its entire “body” into the halfling. Slam!: 1d20 + 7 ⇒ (17) + 7 = 241d4 + 6 ⇒ (4) + 6 = 10 If the elemental hits, the halfling must make a DC 14 Fortitude save to avoid being entangled in mud. EDIT - corrected the damage, from 1d4 +7 to 1d4 + 6 - mistyped it originally. |