Minharath glances back at Leonard, then focuses his attention on the two creatures standing together. A soft glowing light appears around the one creature. As you watch the actions of the beasts to determine their intellectual capacity it is quickly apparent that although they may use some tactics their mindset is very primitive and bestial.
Messar takes a step up beside Martelai, spear held forward and holding his ground, possibly guarding Martelai's flank, but more likely just not wanting to get involved in the fight.
The two creatures beside Gellan constantly thrash about with their claws, inflicting scrapes and scratches to his legs and lower body. The first creature scurries to the side and lashes out with its claws which penetrates the halflings defenses. As the first creatures strikes the second uses that distraction to land a blow of it's own as it drives its claws into Gellans thigh.
One of the creatures by Gloom feels compelled to attack him and it rushes forward swing out with its claws to little effect. The other one beside it seems a little smarter and makes it way around Gloom, making sure to stay out of his reach and then coming at him from behind. It's tactics prove wise as it is able to find a weak spot in Glooms armor and it drives a claw deep into the shifters back.
As the small creatures furiously attack the ground erupts in front of Zharne as another creature burrows out of the ground, this one larger than the others. It thrusts forward with its claws, catching the druid by surprise and scoring a hit.
The ground not far from Martelai also shudders as another of the larger creatures burrows out. This one though, instead of rushing forward, quickly leans forward, thrusting its shoulders towards you. As it does so a pair of jagged spikes loosen from its carapace and fly towards Martelai and Messar. The first spike flies harmlessly by Martelai. The second one embeds itself into the chest of poor Messar. Immediately the poor lizardman looks ill and his muscles tense and twitch.
[sblock=Mechanics]
Messar steps froward and readies to attack anything coming around toward Martelai.
Gellan takes 4 damage from their 'Gnashing Horde' ability (aura 1).
Young 1 shifts to D10 and attacks Gellan; 23 vs AC, hitting for 5 damage.
Young 4 attacks Gellan; 18 vs AC, hitting for 10 damage
Young 2 shifts to J3 and attacks Gloom; 12 vs AC - Miss
Young 3 moves around Gloom to L3 and attacks Gloom; 28 vs AC, hitting for 10 damage
Adult 1 burrows out of the ground and attacks Zharne; 22 vs AC, hitting for 11 damage.
Adult 2 burrows out of the ground and launches toxic spikes at Martelai and Messar. 10 vs Martelai's AC - Miss, & 19 vs Messar's AC, hitting for 10 damage, 5 ongoing poison & Slowed.
[/sblock]
[sblock=Status Update]
Good Guys
Gellan – HP: 9/33; HS: 9/9; AP: 1 <= Bloodied, Used Hunters Quarry & Swift Panther Rage
Gloom – HP: 25/39; HS: 11/11; AP 1 <= Divine Challenge on Young 2, used Blood Fury Longsword & Longtooth Shifting
Martelai – HP: 23/38; HS: 9/9; AP 1 <= Has Concealment, used Delban's Deadly attention
Minharath – HP: 29/29; HS: 8/8; AP 1
Thorn – HP: 30/35; HS: 10/11; AP 1
Zharne – HP: 11/36; HS: 9/9; AP 1 <=
Bloodied
Leonard -
HP: 20/20; HS: 1/1
Messar - HP:
10/20; <=
Bloodied
Bad Guys
Young 1: Hit Points -24, AC <19, Fort <14, Reflex <24, Will ? <=
Bloodied, Gellans Quarry till end of turn.
Young 2: Hit Points -39, AC <19, Fort <14, Reflex <24, Will ? <=
Bloodied, Under Glooms Divine Challange; -2 to all defenses & next ally who hits regains 5 hit points.
Young 3: Hit Points -8, AC <19, Fort <14, Reflex <24, Will ?
Young 4: Hit Points -35, AC <19, Fort <14, Reflex <24, Will ? <=
Bloodied, cursed by Martelai
Adult 1: Hit Points -0, AC ?, Fort ?, Reflex ?, Will ?
Adult 2: Hit Points -0, AC ?, Fort ?, Reflex ?, Will ?
[/sblock]
[sblock=Map]
[/sblock]
[sblock=Terrain Features]
Remember....
- The grass looking squares are normal terrain.
- The brown looking squares are Mud, and are difficult terrain (2 squares to move through)
- The water looking squares are knee deep water, and are difficult terrain and require a DC 10 Athletics check to move through or you get stuck (immobilized) until you break free.
- The gray rocky squares near the bottom of the map between the water and grass are slick wet rocks. Moving over these require a DC 12 Acrobatics check. Failure means you fall prone and slip into the nearest water square.
[/sblock]