During the break... Flint and Gnarul fumble around with some nearby plants, and Flint consults his totem. His sense of things (from the assisted nature check) is that the jungle is disturbed.. by an otherworldly taint.
Nobody healed Hane or Mikal (so they just lose the one healing surge).
Tendril, the elven scout, circles back and helps himself to lunch.
"I'm not sure if this is a good place to stop.. Gibberlings aren't out until dark, but there's something...else..."
Suddenly there's a shout from the rear of the clearing, and the miners can be seen scrambling away from something...a billowing greenish mist scented like sandalwood..and sulphur.
One of the miners trips and falls and seems to be dragged backwards into the mist by invisible arms.
You hear screaming..! Tendril draws his bow and begins shouting at the miners to get back into the clearing. A pair of filthy clawed humanoids- they look like bloated demons stumble out of the mist cackling and snarling.. and there's something still in the mist at the edge of the clearing.
============OOC!==============
In the interests of speed is it ok if I roll initiative for everyone? I have all the charsheets..Tendril will not be fighting, he tries to save the miners.
Bonamius=18
Mikal=16
Filthy Clawed Humanoids
1d20+3=16
Hane=14
Camden=11
The Thing in the Mist
1d20+6=11
Rulk=8
Cold Gnarul=6
Flint=5
Don't forget your action points! Feel free to describe more than one round of actions for your guy. Like you might start out with a missile attack and then try to close.. describe flanks and maneuvers however you like.