As he notices RAM TIGER's (apparent) demise, Shrakk's demeanor changes instantly, as cold rage fills his body.
With cold precision, Shrakk inflicts a brutal blow on the warforged next to him, completely separating his head from his torso. Oblivious to his own wounds, he moves towards the construct attacking Kasha, and with a supreme effort, unleashes a flurry of blows into the fiery construct, blowing it to pieces as well.
When the green crystal construct is destroyed, the gem in its back explodes in a swirl of acidic mist.
As Shrakk destroys the red one, its gem explodes in a detonation of fire, dropping the heroic avenger as Kasha dives out of the way.
Kasha staggers under the construct's blows, but keeps her head, slipping out of its reach as Shrakk closes in and then dashing onward to deliver a devastating blow to the rear of Frost's unsuspecting foe.
Her hit connects with the gem on the construct's back and it explodes. Kasha leaps out of the way, but Frost is engulfed in flames.
Frost is nearly dropped from the exploding construct and as his fur burns the shifter drops into the water to try and get it out. He then stands up and runs forward trying to move closer to the gem.
Seros calmly moves over to the fallen gnoll and grabs a few pieces of the still hot metal, applying it to his fur. The smell of burnt flesh fills the air, but RAM TIGER's breathing is more smooth after the action.
RAM TIGER lurches to his feet and stumbles out of the acid cloud into the water.
YIPE YIPE YIPE YIPE
---
The gem beacon still dances with green lightning, but no more bolts emanate from it...
[sblock=Seros' acid cloud damage]1d6 =
1[/sblock]
[sblock=Frost]I moved Frost to Q6 instead to keep him from entering the acid cloud that was there.[/sblock]
[sblock=Enemy Actions]The Gem does nothing.
Green Crystal Construct 2 released an acid cloud when it died that quickly dissipated.
Red Crystal Construct 1 exploded.
Red Crystal Construct 2 exploded.[/sblock]
[sblock=Combatants]
Seros: M3,
13 damage taken
Kasha: Q4,
21 damage taken,
bloodied
Frost: Q6,
28 damage taken,
bloodied,
+2 damage,
regen 2 while bloodied
RAM TIGER: P4,
23 damage taken,
bloodied
Shrakk: O9,
34 damage taken,
bloodied,
prone,
unconscious,
dying,
ongoing 5 fire damage(save ends)
Rusted Construct 1:
-Destroyed-
Rusted Construct 2:
-Destroyed-
Rusted Construct 3:
-Destroyed-
Rusted Construct 4:
-Destroyed-
Rusted Construct 5:
-Destroyed-
Rusted Construct 6:
-Destroyed-
Rusted Construct OAs: OA: +6 vs AC, 4 damage and marked
Gem Beacon: A24
Green Crystal Construct 1:
-Destroyed-
Green Crystal Construct 2:
-Destroyed-
Green Crystal Construct OAs: +6 vs AC, 1d6+3 damage (+1d6 acid if it has CA)
Red Crystal Construct 1:
-Destroyed-
Red Crystal Construct 2:
-Destroyed-
Red Crystal Construct OAs: +6 vs AC, 1d6+3 damage[/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=Combat]The gem isn't attacking any more (
for some reason...) but Shrakk is still on fire and dying, so we'll keep going with combat rounds until Shrakk is stable and not at risk of immanent death.
Remember, DC 15 Heal checks let an ally make a saving throw and a DC 10 Heal check lets them trigger their Second Wind(Shrakk hasn't used his yet).[/sblock]
[sblock=Health Bars]I turned on health bars in Masterplan for this last one. I think I'll keep them on in future combats so everyone can get a bit more info from looking at the map, unless you guys really don't want me to.[/sblock]
[sblock=Map]
[/sblock]