"Wha? Wha happen?" Mallaby says as energy flows out of Goldenhorn and into him.
The mushroom hovering over him ignores him, though, and lands a solid hit on Spider, knocking the half-orc to the ground.
The robust-looking mushroom swings its spiny appendages at Goldenhorn, but the minotaur's ancestral spirits shield him from harm.
The crowned fungus slams Zardi hard, but the big fellow has steeled himself for the blow, and while not totally unhurt, is still up and standing, although the blow does shove him backward.[sblock=Enemy Actions]The damage taken by the Crown Mushroom is shared with Mushroom A. Each takes 8 damage from Zardi's attack.
Mushroom A
Standard:
Shove vs. Spider (1d20+9+2=22, 3d6+5=17) and Spider is knocked prone.
Shield Mushroom
Standard:
Spiny Strike vs. Goldenhorn (1d20+9=22) which misses due to that big +5 to AC.
Crown Mushroom
Standard:
Slam vs. Zardi (1d20+9=23, 2d6+3=11) resist 5 all means Zardi only takes 6 damage, and Zardi is slid to J9[/sblock][sblock=Map]
Positions are identical to last round.
The little mushrooms are difficult terrain.
The large mushrooms (those that aren't attacking you) are obstacles which provide cover and concealment.[/sblock][sblock=status]Goldenhorn: I9 HP
25/32, Surges 9/10, AP 0, second wind unused
Spider: I8 HP
3/33, Surges 9/10, AP 1, second wind unused, prone
Tyris: J10 HP
6/24, Surges 6/7, AP 0, second wind used, hidden (invisible, total concealment)
Zardi: J9 HP
17/42, Surges 8/11, AP 0, second wind unused, resist 5 all
Mallaby: J8 HP
6/26, Surges 4/5, AP 0, second wind unused, prone
Mushroom A: J6-K7 HP:
31/54
Shield Mushroom: G7-H8 HP:
30/56
Crown Mushroom: G9-H10 HP:
13/58
For any hits on the Shield Mushroom or Crown Mushroom, half the damage (round down) will be transferred to Mushroom A, unless the mushroom on the receiving end of the blow would go down even with the damage halved. this will help keep track of who's still up.[/sblock][sblock=Mallaby]
Lord Adelin Mallaby
AC: 15, Fort: 12, Ref: 13, Will: 14

Rapier +6 vs. AC, 1d8+4
Speed 6
HP: 26, Surge Value 6, Surges per day 5
Second Wind: unused
Mallaby is not a fully trained fighter. He will only defend himself on his own. He will however, follow orders.
As a minor action, any character can have Mallaby spend an action. He can't use more than the usual complement (standard, move, minor) in one turn, but a PC's minor action can be used for any of them.
Try not to get him killed. He is paying for this, after all.[/sblock][sblock=Enemies]
Mushrooms A & B: AC 16, Fort 16, Ref 16, Will 14
Passive Perception 13[sblock=Nature 14]
Myconid GiantLevel 4 Skirmisher
Large Humanoid (Plant)[sblock=Nature 21]Attack knocks people down, so that they can wallop them harder next time.
When killed, they explode in a cloud of spores.[/sblock][/sblock]
Shield Mushroom: AC 18, Fort 17, Ref 16, Will 14
Passive Perception 13
Roots of the Colony: when the Elite Guard is within 5 squares of another Myconid and is hit by an attack, it takes half the damage and the other Myconid takes half the damage.[sblock=Nature 14]
Myconid Elite Guard
Level 4 Soldier
Large Humanoid (Plant)[sblock=Nature 21]Attacks with its spines.
Has a burst attack which can prevent people from making standard actions (encounter).[/sblock][/sblock]
Crown Mushroom: AC 19, Fort 18, Ref 14, Will 15
Passive Perception 11
Roots of the Colony: when the Sovereign is within 5 squares of another Myconid and is hit by an attack, it takes half the damage and the other Myconid takes half the damage.
[sblock=Nature 14]
Myconid Sovereign
Level 4 Controller (Leader)
Large Humanoid (Plant)[sblock=Nature 21]Its slam attack slides people.
Has a blast attack which dazes (recharge).[/sblock][/sblock][/sblock]