Lightning flickers from the gem and strikes the nearest rusted construct, then then arcs between the rest of them and into the wrecked ship to the north. The rusty constructs are now glowing faintly green and the air smells of ozone and hot metal.
The clumsy, rusted constructs strain and struggle to move, metal and wood frames groaning. They make their way across the beach, sand and rust flakes raining down from their creaking joints as they clomp onto the dock towards the ship.
Everyone is focused on them and doesn't notice the seventh construct until it leaps over the railing and lands next to Shrakk. This one is like the others at first glance, but it has a glowing green crystal the size of a fist embedded in its back, is free of rust, and it moves smooth and fast.
As it lands on the deck, the crystal on its back flares and a swirling, burning, caustic cloud envelops two-thirds of the
Nexal. The construct vanishes into the acidic mist...
[sblock=This is how I roll]I'm going to use the built-in Masterplan dice roller to save myself some time rolling the enemy attacks (so, no Invisible Castle for monster rolls), just for player ones. I will let you know what they hit (AC 25, Reflex 16, etc).
I check this fairly often(couple times a day usually), so I'll roll monster OAs too, until you take a basic attack from that monster - then I'll post its OA stats.[/sblock]
[sblock=Stunts]If you want to try something crazy that isn't covered by the rules, I allow stunts using almost any skill, not just Acrobatics. Just let me know what you want to do, what skill you think it uses, and roughly what effect you're going for, and I'll let you know the skill DC.[/sblock]
[sblock=Green Acid Cloud]Creatures that move into or start their turns inside the cloud take 1d6 Acid damage. The area is light obscurement; it grants concealment to creatures inside it or attacked through it.[/sblock]
[sblock=Perception 17]The one that vanished into its acid cloud is still on the ship, just hidden by the swirling acidic mist (F-3)[sblock=Perception 21]The one hidden inside the shack is still there and hasn't moved yet (K-10)[/sblock][/sblock]
[sblock=Combatants]
Seros: K-2,
+2 defenses TSNT
Kasha: J-2
Frost: K-1
RAM TIGER: J-1,
10 THP
Shrakk: I-2
Rusted Construct 1: L-5, ?
Rusted Construct 2: M-7, ?
Rusted Construct 3: M-8, ?
Rusted Construct 4: M-10, ?
Rusted Construct 5: N-11, ?
Rusted Construct 6: Q-12, ?
Gem Beacon: A-24, ?
Green Crystal Construct: ?[/sblock]
[sblock=Terrain]
Water: All water within 3 squares of the shore or pooled on land is difficult terrain. Otherwise, it's deep enough that DC 10 Athletics (swim) checks are required.
Wrecks: The broken ships are difficult terrain that provide cover if you are in them, total cover if you are behind them.
Large Rock to the South: The rocky area to the south is 5' above the beach where it meets the water. It requires a DC 18 Athletics (climb) check to climb onto it from the North or West sides, but from the East the beach is high enough that you can just walk onto it.
Cliffs: The cliffs are steep and still slick from the storm. Climbing them requires a DC 22 Athletics (climb) check. The gem is set 40' up the cliff.
Cliff Paths: The paths up the cliffs cost an extra square of movement to go up (away from the beach) but normal to go down. Anything on the paths has cover from the cliffs against anything below.
Dock: The dock is 5' above the water. Moving off of it takes no additional movement, but getting back onto it is a DC 15 Athletics (climb) check.[/sblock]
[sblock=Map]
[/sblock]