As Kaeysari falls, Azryah shifts up to take her place. She's feeling a little woozy, but not enough to miss the surprised look on Krassus's face.
No time for that now, she thinks to herself.
She fights down the nausea as she swings her sword at the wereserpent with a growl, cleaving a large gash into his shoulder. She feels the energy of her god flowing through her with the attack, knowing that her enemies will feel her pain, and feels the poison flowing out of her.
Chaku staggers slightly as the venom courses through his veins sapping his strength. Vision blurring he wipes at his eyes, trying to shake away the befuddlement of his serpentine foe. Seeing Azryah strike true, he grins slightly as he circles to catch the foe between their two weapons. Howling like his ancestors of yor, he strikes out at the wereserpent, a look of anguish washing over him as it is clear his strike will miss.
Azryah shouts out a prayer to her god, and Chaku feels the wheels of fate shift and the errant blow begin to twist toward the one Azryah has decreed must fall. Fueled by the anger of a fallen comrade, Chaku's muscles bulge as his divinely guided strike blasts through the snakeman's legs, rending flesh and bone.
Chaku unleashes a warcry of triumph as his foe falls, invigorating himself.
No, you, he says to the body.
[sblock=ooc]"snakeman's legs"?

[/sblock]
Seeing the now revealed halfling, he launches himself at the slinger, blood and gore trailing from has maul as he charges, bellowing dwarven curses as he goes. Alas, the venom still coursed through his veins, and the halfling easily ducked under the swing, a mumbling a slight snicker.
Cillani sighed as she lost sight of the snakes and moved pasted the burning column until they were in sight again .She let loose another round of lightning.
"Die, foul creatures! I mean seriously, DIE."
Cillani stared in wonder as her lightning missed its mark.
"I don't EVEN think so, let's try this again shall we. DIE!" The lightning flew from her fingertips with a vengeance and struck. This time, the larger swarm was blasted, leaving more than a dozen snakes dead and crispy. The smaller swarm barely escaped the blast.
Papolstaanas gets to his feet, half buoyed by the wind that is gusting around him, a whirling cloud of twigs and leaves and miscellaneous particles all rapidly becoming rimed with frost. He waves his dinky little sword at the snakes.
"Now," he whispers desperately.
"Now!"
There is a sudden explosion of ice that leaves the writhing masses of snakes frozen completely solid. Papolstaanas stares wide-eyed, not having expected anything quite that impressive, and stumbles away from them again, the wind clearing a path through the layers of frost in front of him and piling it up again behind.
The cloud of gas is completely dispersed by the warden's freezing winds. Jynxx moves foward through the open space, calling out to the bloodied goliath,
"Stand strong!"
[sblock=ooc]Ok, Jynxx wanted to move close enough to lay a Majestic Word on Chaku. So he moves to M10.
Chaku regains 13 hp and spends one surge. He may slide one square if he wishes[/sblock]
[sblock=Kaeysari]Need a death save from you...[/sblock]
The slinger pursuing Krassus snarls when Chaku cuts the weresnake down. His face contorts with anger... there is a definite trace of fear in his eyes, but also determination. He hustles towards the corner of the hut.
// Provokes opportunity attack from Chaku (+2 AC). He whips a sling stone towards Krassus, who is cowering against the wall of the hut.
The stone catches him in the stomach, and he screams out in pain. He staggers out and runs away from his new tormentor, heading straight for one of the trees! But nothing happens as he passes by it. He starts heading into the smoke...
[sblock=ooc]Krassus has moved to R8 with a single move action. He's going to continue moving straight south from there. But you can yell and tell him to move someplace else if you want, and he'll obey.[/sblock]
The other slinger, who had crept into the thick undergrowth on the other side of the hut, unleashes another hail of stones. Two are aimed at Chaku, perhaps intended as revenge for the fallen wereserpent, while the other is aimed at Azryah. The long-range shots at the goliath sail wide, thudding into the hut, but Azryah is clipped in the shoulder. But the deva's vengance is immediate as radiant energy deva arcs back along the path of the sling stone.
The halfling screams at the sudden, unexpected pain. He slinks south, deeper into the undergrowth and passes out of view from everyone except Cillani.
[sblock=Perception DC 26 / Cillani]He's in N18.
Cillani, he did not have total concealment from you when he made his stealth check, so he is not hidden from you. (He does have cover and concealment against you in your current positions, however... let me know if you want some help figuring out how to counteract that.

)[/sblock]
[sblock=Mechanics]
Slinger J:
Stone rain
doesn't recharge.
Move: to H1. (Provokes OA)
Standard: Sling attack vs. Krassus (who has cover).
Hits with a 17. Poor Krassus, he can't catch a break! He's back to one more hit to kill...
Slinger F:
Standard: Stone Rain, 2 vs. Chaku (long range), 1 vs. Azryah.
Misses Chaku with 12 and 10; hits Azryah with a 24 for 10 damage.
Krassus:
Move: to R8.
Second move pending... to X8 if no one tells him differently.[/sblock]
[sblock=Status]
19 Kaeysari - K12 -
-1/28 (8/10) (SW used) AP: 0 -
dying!, longtooth shifting
18 Jynxx - M10 -
21/24 (8/8) AP: 1
15 -- BAD GUYS --
Wereserpent - J13 - DEAD
Swarm Q - P10 - DEAD
Swarm X - P11 - DEAD
Slinger F - ?? -8 - SR used, concealment, stealth 26
Slinger J - G7 -0 - SR used
7 Papolstaanas - N9 -
7/35 (12/13) (SW used) AP: 1 - bloodied, form of winter's herald (+1 AC)
4 Cillani - R15 - 23/23 (7/7) AP: 1
2 Chaku - H8 -
15 + 4/33 (10/12) (SW used) AP: 0 - bloodied, -2 to attacks + weakened (save ends both)
1 Azryah - J12 -
9/28 (9/9) AP: 1 - bloodied, Avenging Echo
0 KRASSUS - L2 -
2/3 hits taken[/sblock]
[sblock=Enemies]
Zocaltipapatlaca Slinger
HP ??, bloodied ??
AC 17, Fort ??, Ref ??, Will ??
Basic Attack: Dagger, +5 vs AC; 1d4 + 4 damage
Gas Cloud
Perception
DC ?? (higher than 22!): The character notices that the pods are swollen and vibrating.
Trigger: Creature enters or starts turn in area
Attack: +5 vs Fortitude
Hit: 1d10 damage plus ongoing 5 poison damage (save ends), and the target is knocked prone (only when trap first goes off). A character cannot succeed on a saving throw against the acid until he or she is out of the poison gas cloud.
Countermeasures
Nature DC ??: A character adjacent to the trap can prevent the pods from falling with a successful check (before the trap is initially triggered). Failure will trigger the trap!
Athletics DC 15: A character can move through the gas cloud without being subject to an attack (but must end his turn outside the cloud).
A character can attack the pods to spring the trap without entering the area (AC 5, Reflex 5, Fortitude 10, 10 hit points).
The gas cloud is also lightly obscured terrain.
[/sblock]
[sblock=Terrain Notes]
Undergrowth (green squares) - difficult terrain, and provides concealment to Small creatures or prone Medium creatures.
Trees (4 squares each around the green tree pictures) - provide cover against enemies on the other side of the center point, where the trunk is. Either horizontal or vertical direction counts for determining "other side". I.e., for the tree at N8 - N9 - O8 - O9, if a creature is in N8, it has cover against enemies who are in rows O or higher, or who are in columns 9 or higher.
Burning trees (reddish squares) - these squares are heavily obscured terrain (from thick smoke), provide cover, and deal 1d6 fire damage to creatures entering or starting their turn in them.
Smoke (grey squares) - lightly obscured terrain (provides concealment).
Huts - Blocking terrain. Can be climbed with a DC 15 Athletics check; climbing distance is 2 squares (so requires 4 squares of movement to reach the top). It is unclear how much weight the thatched roofs can support...
Rooftop - Rooftop squares are difficult terrain. Medium characters, and Small characters in heavy armor, who enter the rooftop area are subject to an attack: +4 vs. Reflex; hit: Immobilized (save ends), as they fall partially through the thatch (but are caught by the wood structure underneath). An immobilized character can also try to free itself by spending a move action to make a DC 15 Athletics check. (The attack only happens when you first get onto the roof, after that you can move on the rooftop and just treat it as normal difficult terrain.)
Cistern - Difficult terrain, and blocks line of sight. You must make a DC 10 Athletics check to clamber over the rim; failure wastes 2 squares of movemnt. You may remain on the rim and move to an adjacent cistern square with a DC 10 Acrobatics check; failure means you fall off the rim into the water (no damage, but see below). You may also simply choose to enter the water, which is difficult terrain, and requires another DC 10 Athletics check to get back up on the rim. From the rim you may enter non-cistern squares normally. (Sheesh, sounds complicated! But basically the idea is checks to move onto and around the rim, or you could just go through it requiring you to go over the rim twice, once in and once out.)
Drying tables - Provides cover if you're behind it. DC 10 Athletics or Acrobatics to jump up on top. Moving on the top is difficult terrain.[/sblock]
[sblock=Map]
[/sblock]