Abigail's flaming blade misses. But Eraden steps forward. Though grievously wounded, his blade strikes true. It is not enough to finish Hake off, though.
The wily knife fighter then strikes at Abigail, cunningly dancing around her, and leaving her unconscious behind him as he nimbly steps out of the alcove and away from the fighting. He then rapidly heads for the exit, content to save his own life.
[sblock=actions]Abigail's attack:
Greenflame Blade vs. Hake (1d20+7=9) miss.
Eraden--Move: to F17, Standard:
Enfeebling Strike vs. Hake (1d20+8=25, 1d8+5=8) and Hake is at -2 to attack until the beginning of Eraden's next turn.
Lucius Hake--Standard:
Bait and Switch vs. Abigail (vs. Will) (1d20+9-2=14, 2d4+4=11), Swaps places with Abigail, then shifts to D14; Move: to J12; AP (he's an Elite, so he gets one): Move: to P14. [/sblock][sblock=terrain features]Small Rocks: count as difficult terrain
Large Rocks: provide cover to medium creatures and superior cover to small creatures. Can be climbed up on top of, taking an extra square of movement, and requiring a DC 12 athletics check.
Shallow Water: the light blue areas count as difficult terrain
Deep Water: the darker areas can't be moved in normally by creatures without a swim speed. To maneuver, make an athletics check (DC 12) to move half your speed. Deep water is also heavily obscured.
Current: the squares with the arrows indicate a current. At the end of their turn, any character in them will be slid in the direction of the arrows for two squares, or until they enter a square without an arrow.
Stepping Stones: the stepping stones allow normal passage both for people walking above the level of the water, and for those in the water. People in the squares upstream of the stepping stones (P15, Q15) can brace themselves against the current with a minor action, or can allow the current to carry them through.
Curtain: the curtain is of heavy brocade. It can be pulled back one square as a minor action, or as a move action a character can move three squares and pull it back the whole distance.[/sblock][sblock=status]Lucius Hake - P14 -
6/35 cursed (alastair)
Priest - G17 -
0/47 dead
Abigail - E18 -
0/27 (4/9) AP:0, unconscious
Alastair - G18 -
24/24 (4/7) AP:0, concealed
Dante - H15 -
8/22 (2/6) AP:0
Virgil - G16 -
9/22 (0/2), blinded (save ends)
Eraden - F17 -
1/28 (6/11) AP:0
Talks-to-the-Moon - F15 -
2/29 (3/9) AP:0
Edith Sturgeon - G19 -
1/1 prone, restrained
[/sblock][sblock=map]
[/sblock][sblock=opponents]
Guards
AC:15 Fort:12 Ref:14 Will:12
Mace +4 vs. AC, 1d8+1
Priest
AC:16 Fort:14 Ref:14 Will:17
Quarterstaff +9 vs. AC, 1d8+1
[sblock=religion DC 15]The priest's vestments are a mockery of those of the priests of Netari. The symbols on his robe indicate his allegiance to dark powers of death and destruction.[/sblock]
Lucius Hake
AC:17 Fort:13 Ref:18 Will:14
Dagger +7 vs. AC, 1d4+3
Gluplik
AC:16 Fort:17 Ref:16 Will:16
Claw +7 vs. AC, 1d6+4
[sblock=nature DC 15]Oddly enough, this is not a creature from outside the bounds of the natural world. The ocean depths contain creatures just as many abominations of the far realm.
OOC: Gluplik is a custom monster.[sblock=DC 20]Beware Gluplik's long grasping arms. He can grab you and tear you apart.[/sblock][/sblock]
Spawn
AC:17 Fort:11 Ref:15 Will:12
Claw +8 vs. AC, 7 damage
[sblock=nature DC 15]These unnatural looking creatures are not all that powerful, but are quite dangerous in the water.
OOC: Gluplik's spawn are custom monsters.[sblock=DC 20]They lurk in the water, and will attempt to pull people in if they are too close to the edge.[/sblock][/sblock][/sblock]