RAM TIGER growls at the place where the strange metal thing went over,  but it's wet down there, so he goes after the other one that looks just  like it.
 
He runs around the boat, bounds onto the dock into the stinging green  cloud and pounces on the thing, locking his jaws around its "neck" and  shaking savagely.
 
Seros changes the grip on his chain, shortening the length of it by  wrapping it around his hands and smashes the weapon into the construct  in front of him, just as RAM TIGER grabs the creature by the neck. 
 
 The combined damage of his enemies awakens the beast in Frost, he  becomes more like the RAM TIGER than the nimble, quick warrior he was  before. With a primal howl, he slams his chain down towards the enemy in  front of him, but misses widely and just creates a big splash, but his  second strike slams into the other construct.
Kasha lashes out at the rusting construct, but its single minded  focus on her allows it to narrowly avoid her attacks.
Shrakk looks for the construct RAM TIGER tossed into the water, sensing  that it's still operational.  Not seeing it anywhere, he moves down the 
Nexal,  avoiding the acid cloud, then sending a blast of radiant light searing  into the water between Seros and the Green Crystal Construct.
---
Pale green lightning again flickers from the gem to the constructs, recharging their protective auras of flickering green energy.  Two bolts of lightning then shoot from the gem, one blowing a hole in the side of the shack near Kasha, the other blasting charged spray into the air near Frost.
The two remaining rusted constructs assault Kasha and Frost, Kasha's slamming her into the shack so hard the flimsy wooden wall cracks.  The charged nimbus around the one attacking Frost seems to mostly protect the flimsy construct from the acid mist as it swings wildly at Frost, the enraged shifter easily avoiding its swings.
The one-armed green crystal construct claws its way back onto the 
Nexal, moving towards Shrakk and unleashing another cloud of burning mist as the avenger parries its swift blows.
Metal crunches as the on in RAM TIGER's grip flails futilely in an attempt to escape the feral gnoll's bite, the construct's clawed fingers getting caught in matted fur and barely scratching RAM TIGER.  Then it too unleashes its acid cloud, that mingles with the one created by the other green crystal construct, leaving most of the dock and the 
Nexal shrouded in burning mist.
From up the beach, the blazing red constructs come, one hurling itself off the rock to the south, its slamming into Frost hard from the side while the other spots Kasha as it comes around the side of the shack and closes with her, the blazing heat of the gems on the things' backs searing everything around them.
[sblock=Doh! Action Points/Skill Challenge]It seems like there's one of  these every round, but I forget to mention that this will be milestone due  to the skill challenge before so everyone will get an Action Point  after the encounter is over.  There was technically no rest between the  Skill Challenge "encounter" and this fight, so Seros' Memory of a Thousand Lifetimes  and Action Point are still depleted. Good news for everyone but  Seros I guess.[/sblock]
[sblock=Enemy Actions]The Gem grants a small number of temporary hp to  all the constructs, then attacks.  Its lightning attacks get 5 Reflex  vs Kasha, miss, 12 Reflex vs Frost, miss.
Rusted Construct 4 attacks Kasha, getting 21 AC, hit, for 4 damage and  Kasha is marked by it.
Rusted Construct 5 attacks Frost, getting 5 AC, miss.
Green Crystal Construct 1 climbs onto the 
Nexal, moves near Shrakk, uses Acid Cloud, fails (8) its Stealth check, and attacks, getting AC 9, miss.
Green Crystal Construct 2 tries to escape, getting Acrobatics 8, fail.  It then attacks RAM TIGER, getting 18 AC, hit, for 6 damage.
Red Crystal Construct 1 charges Frost, getting AC 23, hit, for 6 damage.
Red Crystal Construct 2 double moves to M7.[/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.  Note: Both clouds are considered one continuous cloud so its effects are only applied once.[/sblock]
[sblock=Red Fire Aura]Creatures move into or start their turns inside the Red Crystal Constructs auras take 1d6 fire damage.[/sblock]
[sblock=Combatants]
Seros: M2, 
13 damage  taken
Kasha: L8, 
11 damage taken, 
bloodied, 
marked by Rusted Construct 4
Frost: O4, 
24 damage taken, 
bloodied, 
constructs get +2 to hit vs(save ends), 
+2 damage, 
regen 2
RAM TIGER: L3, 
2 THP
Shrakk: L1, 
5 damage taken
Rusted Construct 1: 
-Destroyed-
Rusted Construct 2: 
-Disabled-
Rusted Construct 3: 
-Destroyed-
Rusted Construct 4: M8, minion, AC 17, Ref 13
, +2 defenses vs Kasha
Rusted Construct 5: O5, minion, AC 17, Ref 13
Rusted Construct 6: 
-Destroyed-
Rusted Construct OAs: OA: +6 vs AC, 4 damage and marked
Gem Beacon: A-24
Green Crystal Construct 1: K1, 
22  damage taken, 
bloodied, AC 15, Ref 14, 
Oath of Emnity by Shrakk
Green Crystal Construct 2: M3, 
18 damage taken, 
bloodied, AC 15, Ref 14, 
grabbed and marked by RAM TIGER
Green Crystal Construct OAs: +6 vs AC, 1d6+3 damage (+1d6 acid if it has  CA)
Red Crystal Construct 1: P5
Red Crystal Construct 2: M7
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=Map]
		
		
	
	
[/sblock]