Round 6, partial
Cyr finally hauls himself out of the pit, and makes up for lost time with a dazzling flare of radiant attacks in all directions. Issa and one of the bandits crumple to the ground, and both Myri and Elalaran take damage as well.
Silphyus crackles with energy as his curse on Issa activates, filling him with power, which he directs towards Elalaran with all the skill of his many lifetimes. It blasts the rogue, and steals his vitality, reviving Silphyus considerably.
Kryath, seeing Issa fall, turns and aims his blast north towards Elalaran. It isn't his best effort, but to his surprise the rogue succumbs to the effect, stumbling away....
[sblock=ooc]Corrections: Silphyus resists 5 necrotic, so he took 5 less damage from Cursebite.
Cyr climbs out, finally. R17 is ok. Perception doesn't reveal anything new. Hand of Radiance hits Myri and Issa for 8 each; Issa drops, Myri is bloodied. Silphyus gets +1 for Fate of the Void. Cyr uses an AP for another round of Hand of Radiance; Misses Myri due to concealment (which pins her Reflex down at 16), but hits Elalaran and Bandit 2. The latter drops, the former takes 6 damage.
(Slightly out of order, since I don't think it affects anything) Silphyus hits Elalaran with Vampiric Embrace for 16 damage, and gains 5 temp hp. I'll assume you use Fate of the Void here, since it's lost otherwise. He spends an AP for Second Wind, bringing him to 18 and no longer bloodied.
Issa is dead by the time Kryath acts, so I'll apply his attack to Elalaran. 13 vs. Fort hits, surprisingly, for 9 damage. Now, here's the part where I wish I'd been slightly more on the ball with the interim updates. Kryath hits with dragonfrost, which allows him to push Elalaran 1 square north or northeast. If he does so, it clears the way for Aurak to shift adjacent to Ibram (R8 instead of R7), and use Lay on Hands this round with his unused minor action. Then Ibram gets a round's worth of actions, instead of failing a death save.
It wouldn't be fair of me not to allow you a chance to make these moves, especially since a PC death might be at stake. But since it would involve changing your stated actions, and spending daily resources, I'm going to pause the update here and get confirmation from you before proceeding. So here's where we stand as of right now:
- Cyr has gone.
- Silphyus has gone.
- Kryath has spent a standard action (dragonfrost on Elalaran, which hit) and needs to decide 1) where to push Elalaran to, and what to do with his move and minor actions. I'm guessing you may want to change the move.
- Aurak has made a standard action (miss with enfeebling strike). He has a move and a minor left, after Kryath goes.
- Ibram hasn't yet acted
- Rocco hasn't yet acted
Sorry to pause mid-round like this, but, as I say, there might be a death at stake, so it's best to take our time and get this right.
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[sblock=status and initiative]
- Myri 43 damage, cursed by Silphyus, 5 ongoing cold (se), bloodied
-
Issa dead
- Elalaran 67 damage, bloodied, divine challenged, -2 to attacks TENT (Aurak), cursed by Silphyus
-
Bandit 1 dead
-
Bandit 2 dead
- Bandit 3 unharmed
- Ibram -2/30 HP, 9/11 surges, cursed by Issa, dying, prone, 1 failed death save
- Rocco -1/31 HP, 10/12 surges, dying, prone
- Silphyus 18/28 HP +5 temp, 8/9 surges, +2 def tsnt
- Cyr 16/22 HP 7/7 surges, cursed by Myri, in the pit
- Kryath 26/26 HP, 8/8 surges
- Aurak 6/27 HP, 10/11 surges, bloodied, cursed by Myri
Resources Used:
- Cyr: AP, Memory of a Thousand Lifetimes, Blades of Astral Fire
- Ibram: Majestic Word x2, Thunder's calling, second wind
- Rocco: AP, second wind
- Myri: shadow jaunt, AP
- Issa: shadow jaunt, AP, Cursebite
- Kryath: Ice Javelins, breath weapon, Ray of the Moon
- Aurak: Lay on Hands x1, Divine Strength, Valorous Smite
- Silphyus: AP, second wind, vampiric embrace
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[sblock=Enemy stats]Myri and Issa: Reflex at least 14 but no more than 16. AC <= 19.
Human bandits: AC <= 24, Reflex <= 19
Elalaran: AC <= 18, 21 >= Reflex > 11, Fort <= 13, Will <= 17
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[sblock=map and terrain notes]
Squares that are more than half covered in vegetation are difficult and lightly obscured terrain. Entering such a square costs 2 squares of movement. Creatures in obscured terrain have concealment, and if there are five or more squares of obscured terrain between you and a target, that target has total concealment from you.
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