Sheeva sets down to do business, her blast of lightning sending the crocodile stumbling back towards her allies.
River continue to pray.
"Arawai heals Pok's wounds, we need his help." Feeling confused, River is unable to do anything else and feels the warding power of Arawai going away.
Valahad finally shakes off the dazing lightning blast from the serpent creature. The Kalashtar, now flanking with the drow in the darkness, invokes the power of his faith at the Croc, his blade was glowing, but still scrapes along it's scales.
The healing light of Arawai, for the first time, broke through his defenses and invigorated Pok. It was as if his own mother had cradled him in her arms, kissing his wounds, and opening his eyes. The gnome stands and begins casting toward the Croc, his distraction is obviously apparent, the spell fizzles on his lips as he dwells on the spiritual experience.
He wondered at the time when he felt Roswyn's immense danger. That was a long time ago! Pok's thoughts were a blur,
I must get to a courier station soon, how long have we been behind enemy lines? thoughts of his sister, and their House weigh heavily on Pok.
Feall makes an ineffective
swipe from his concealment at the croc as it moves away, then uses the momentum from his miss to whip his falchion around in a slashing attack that easily penetrates the beast's thick, scaly hide as Sheeva slides it back into range.
"Kortauhk not normally get mad at nature thing, but Chomp-Chomp make Kortauhk mad! If no want shoo, then Kortauhk make shoe! (heh... Kortauhk make funny)"
Chuckling at his own joke, Kortauhk had to check his blade or risk losing his grip.
The snake slithers closer and unleashes a gout of poison in a large area. Korthauk and the crocodile shrug off its affect, but River and Valahad feel the pain.
The croc tries to chomp on Krothauk, but the warrior just blocks its maw.
[sblock=ooc]
Snake moves forward and uses Spit Poison -
vs fort (korthauk, val, river, croc); poison (1d20+11=15, 1d20+11=29, 1d20+11=29, 1d20+11=17, 1d6+1=5) hits Val & River for 5 poison damage + ongoing 5 poison damage, a –2 penalty to Fortitude, and a –2 penalty to saving throws (save ends all)
Croc bites Korthauk -
vs ac; dmg (1d20+15=23, 2d8+5=19) miss.

[/sblock]
The beast tries to comply, but Korthauk's distraction and the shifting vines work to block the massive bite, but the creature leaves itself open to Feall.
[sblock=ooc]
Miss
vs ac (river -3 mark - 2 cover); dmg (1d20+8=14, 2d8+5=13). Shifts to current spot[/sblock]
[sblock=Nature DC 15]
Shambling mounds roam swamps and marshes. The common variety envelops its prey and crushes it with its rootlike tendrils. Shamblind Mounds recover their vitality quickly.
The insects are known as Swamp Striders and they carry a deadly poison when they bite. They are considered a delicacy for some nobles when properly roasted.
[sblock=Nature DC 20]
Shambling mounds are healed by lightning. They can envelop lesser sized creatures and drain their strength. [/sblock] [/sblock]
[sblock=Arcana DC 20]
The crocodile is known as a Feymire crocodile. A feymire crocodile hails from the untamed marshlands of the Feywild, although they inhabit worldly swamps as well. The crocodile constantly extends roots and tendrils into its surrounding environment to draw nourishment from it. The creature also has regenerative abilities, although the application of fire will stop it for a few seconds, similar to a troll [/sblock]
[sblock=Unlocked stats]
Crocodile - AC is 24, Will is 20, Fort is higher than 21
Mound - AC is lower than 28, Will is lower than 19
Snake - Fort is lower than 27, Ref higher than 17,
[/sblock]
[sblock=OOC]
Red Square around crocodile is difficult terrain, even out of the water.
Water squares are difficult terrain, the tree will provide cover, can be climbed with DC 15 athletics. Rocks provide some cover also.
Bugs - bloodied,
Mound - targeted for death, bloodied, 2 shrouds
Croc - bloodied, used 1 AP,
Snake - used 1 AP,
Initiatives:
Valahad - 22 - 38/63 - ongoing 5 poison damage, a –2 penalty to Fortitude, and a –2 penalty to saving throws (save ends all)
Pok - 21 - 28/36 -
Feall - 20 - 32/37
Korthauk - 13 - 40/65 - +2 AC/Fort, dazed (save ends)
Bad guys - 10
Sheeva - 10 - 22/43+5thp - <- you're up
River - 7 - 9/49, bloodied, dazed (save ends), ongoing 5 poison damage, a –2 penalty to Fortitude, and a –2 penalty to saving throws (save ends all)
bad guys, feall, River, Val, Korthauk, Sheeva, Pok (1d27=10, 1d20 7=20, 1d20 2=7, 1d20 3=22, 1d20 3=13, 1d20 6=10, 1d20 5=21) [/sblock]