Kruthik Ambush Round 7 Results!The adult creature continues its volley of bony protrusions, spraying them at Soff'a and Dunor but there is little force behind them and they are deflected by magic and armor alike.
Dunor whips his hammer at the remaining adjacent kruthik, though the protracted battle seems to be running the warrior out of steam.
The remaining young Kruthik continues to rend away with it's bony claws at Dunor.
The halfling, now splattered with blood both his own and others, let's loose another bolt of lightning. The force of the blast briefly scorch the monster flinging toxic spikes as the majority of the force arcs and hits the other creature. The adult is jolted by the shocking magic but stays on its feet to keep up the fight. The younger one on the other hand is nearly brought low by the larger blast of lightning, barely staying on it's feet.
Seeing his friend succumbing to the effects of the poison, Søffå rushes to the cleric's side to urge him to hang on.
"Nooooo!"With the posion running through his veins Atanos begins to feel light headed in a last attempt to warn his allies he utters
I....I...and then black.
Round 7 Ends!Kruthik Ambush Round 8 Begins!Map of the Kruthik AmbushRound 8 InitiativeEveryn = 23Kruthik Adult = 21
Kruthik Adult = 21Dunor = 20Kruthik Young = 19
Kruthik Young = 19
Kruthik Young = 19
Kruthik Hatchling = 18
Kruthik Hatchling = 18
Kruthik Hatchling = 18
Kruthik Hatchling = 18
Kruthik Hatchling = 18
Kruthik Hatchling = 18
Kruthik Hatchling = 18
Kruthik Hatchling = 18Thespias = 12Søffå = 9Atanos = 8Dalanath = 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.