[sblock=ooc] Thanks for the clarification R1. Well, I WAS going to sweep around the snake and then go after the croc... marking the snake and using Tempest assault to attack both... but then I remembered about the difficult terrain water, lol. So I'll just have to go after the Croc and be happy...[/sblock]
Kortauhk sloshes through the mire and grasps his sword with the pommel facing the sky. Stabbing downward, Kortauhk tries to pierce the Croc's thick, scaly hide. Unfortunately the grip was not strong enough, and the blade slides across the muck-slick reptile's back, leaving him open for attack.
The snake is unable to move so she hurls another ball of electricity at the group of conveniently bunched up heroes. The ball explodes and pain lances through your muscles.
"Now, get the shifter, he is their key!" she hisses to the crocodile.
[sblock=ooc]
Snake uses Thunderstrike -
vs fort (river, val, korthauk); thunder (1d20+9=24, 1d20+9=23, 1d20+9=22, 2d10+3=14) hits all of you for 9 thunder and dazed (save ends)
save (1d20+2=19)
[/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, -2 def and if they are hit by any ally, they fall prone (TENT River only benefits Sheeva and River now))
Snake - used 1 AP, , -2 def and if they are hit by any ally, they fall prone (TENT River, only benefits Sheeva and River now)
Initiatives:
Valahad - 22 - resist 5 damage (River), 34/63, dazed (save ends)
Pok - 21 - -9/36 - dying, unconscious, prone
Feall - 20 - resist 5 damage (River), in cloud of darkness, 32/37
Korthauk - 13 - 40/65 - , resist 5 damage (River), +2 AC/Fort, dazed (save ends)
Bad guys - 10
Sheeva - 10 - 22/43+5thp - <- you're up
River - 7 - resist 5 damage (River) 14/49, bloodied, dazed (save ends)
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]