Kruthik Ambush Round 1 Results!Everyn hurries to find a more advantageous spot to shape the battlefield,
"I think these are Kruthiks!"One of the two larger bug-like creatures snaps its mandibles and hisses a few times along with a slight change in its color. The other heads off along the other side of the canyon but cuts back toward the middle.
Dunor shouts out, "
I don't care what they are, they're wading into dangerous territory by crossing our path!" The northerner charges headlong into battle!
The Kruthik young move toward the advancing Dunor. When the closest gets near, it charges with a hiss swiping at Dunor with chitinous claws. The other two move in around the attacker to get in on the kill.
Seeing Dunor getting charged by a trio of nasty critters, Thespias quickly advance and let loose a bolt of lightning to aid his comrade.
Fzzzzzzzttt!Lightning erupts from Theo but the magic is difficult to control and the blast sizzles wide slamming into the hillside and rebounds into the air. Ozone is thick in the air.
Seeing Dunor having everything in hand for now Atanos moves up and seeks divine favor from his deity, raising his scythe in the air.
Dalanath draws his dagger and follows behind Dunor, trying to get around the beasts in order to flank them.
"Huzzah!" Søffå draws his weapon and runs into the fray, confronting the nearest of the larger attackers.
As he closes the distance quickly but as he nears the focus of his charge, the ground begins to crack and give way under his footfalls and suddenly crumbles out from beneath him.
Round 1 Ends!Kruthik Ambush Round 2 Begins!Map of the Kruthik AmbushRound 2 InitiativeEveryn = 23Bug-like Critter Adult = 21
Bug-like Critter Adult = 21Dunor = 20Bug-like Critter Young = 19
Bug-like Critter Young = 19
Bug-like Critter Young = 19Thespias = 12Søffå = 9Atanos = 8 Dalanath = 6Patches of ground are weaker in this area. To identify the patches roll a Perception (minor action) or Dungeoneering (minor action) to attempt to spot the cracks or identify where the ground is weakest and could give way respectively.
Entering a squared of Weakened Ground may cause you to fall in. Roll a Save. 9 or less and you fall 10 feet for 1d10 damage. To climb out again it takes a Athletics check DC =15.