Oh look, people! Christina says happily.
Come on everyone! Let's go knock the bad guys out! she shouts rushing into the building.
Cairn moves further into the warehouse, going around Pooh and blocking part of the passage.
A quick flick of his wrist and his goggles are in place, Nyar then takes a defensive position.
Baern moves slowly forward, looking for targets for his axes.
Narvala, by experience and training, was an artillery officer and priestess. She wasn't fond of trying to fight in rooms full of random junk with nothing resembling a clear line of fire. Still, she tried to position herself as well as she could for what seemed to be coming; after breaking down the door, she didn't think this place's residents were going to be willing to talk.
Um, it is kinda dark in here, can somebody get a light please? Christina asks.
Seeing as nothing catastrophic happened, Nyar steps forward.
"Lay down your arms and no one will be injured. We just have a few questions we want answered."
He looks over to the young girl,
"You're right dear, quite too dark."
A wave of his wand a ball of light appears and illuminates the area above the crates and hooligans.
With another wave, a column of lightning forms between the thugs and Cairn.
Um, thanks, but, um, I don't think they are going to listen to reason. Christina says, rushing after Pooh and trying to hit one of the humans with her staff, but hitting a crate instead.
Cairn moves closer tight on the heels of the bears positioning himself in the middle of the humans and lashes out toward humans, his stony form extending improbably long to reach the human further into the warehouse. Halberd catches the man and pulls him back toward the elemental.
Cairn pulls his halberd close to the body with the axe-head extending over bad tempered bear, protecting it somewhat by parrying attacks from above.
"Surrender or die." the-gravel-rolls-over-the-stone sound of his voice emotionless.
As Cairn pulls the men to him, they get yanked off the crates. Both of them respond quickly by punching Cairn in the face.
"Ahh, blow it out yer hole. one of the men shouts as they scatter. Two of the men make it up to the catwalks. They then pull out slings. One fires a bullet at Rabberta and the other fires at Christina. Both miss by a lot. The other two humans barely move away from Cairn and manage to climb back up somewhat.
As the team watches the men scatter and move up the crates and onto the catwalks, a bunch of hulking shapes come out from the edges of the warehouse towards the group. Zombies! One of them is fairly close to Nyar, Narvala, and Baern, and although it moves slow, it seems to have no difficulty clambering over the lower crates. It drops right in front of the three of them and they can see ice in its hair.
Suddenly, a hideous sight occurs. Some type of undead gnoll comes shuffling out of the office and moves towards the group up on the catwalk.
A moment later, a portcullis falls in the doorway that the team just came through and the team can hear the resounding crash of another one far across the warehouse.
[sblock=OOC]
Note: Remember. If you have an effect like giving temporary hit points to an ally, please specify the exact ally. If you have an ability, please list it because I won't remember anything PCs have. Ditto for powers. For example, explain what Storm Pillar does and how far does Light light up squares. Thanks.
Christina misses.
Cairn hits Human 3 and Human 4. Human 1 is 3 squares up, so he was not adjacent to Cairn and is not marked.
H3 falls off crate, H4 falls off crate
Immediate Reaction vs. Reflex: Human 3 hits Cairn for 5, Human 4 hits Cairn for 4.
13 hits for 5, 10 hits for 4
Human 1 misses Rabberta.
1 misses
Human 2 misses Christina.
2 misses
41/41 Nyar
75/84 Cairn, +2 defenses Pooh, +2 AC and no CA TENT Cairn
45/45 Christina, +2 defenses Pooh
22/22 Pooh, +2 AC and no CA TENT Cairn
12/12 Rabberta, not affected by Pooh's aura
Human 1 (on catwalk up 4)
Human 2 (on catwalk up 4)
12 Human 3, marked by Cairn (on green crates up 3)
12 Human 4, marked by Cairn (on yellow crates up 1)
Zombie 1
Zombie 2
Zombie 3
Zombie 4
Undead Gnoll (on catwalk up 4)
50/50 Narvala
62/62 Baern
It's the PC's turn.
Ceiling: The ceiling is 35 feet overhead.
Catwalks: These metallic walkways, standing 20 feet above the floor, aid in the movement and placement of crates. A sequence of chains and pulleys runs across the underside of the catwalks. This enables a character to climb, hand-over-hand, along the underside of these catwalks with a DC 20 Acrobatics or Athletics check, at normal climbing speed. Except where the ladders stand, the catwalk has a railing all the way around. Anyone wishing to deliberately climb or leap over the railing must spend an extra square of movement to do so, and any push, pull, or slide effect that would drag a creature over that railing must also spend an extra square to do so.
Crates: Each individual crate is roughly 5 feet (1 square) high, but they are often stacked two or three crates (that is, 10 or 15 feet, or 2 or 3 squares) in height, as marked on the map. Stepping up on a single crate requires an extra square of movement, while moving down a single crate does not cost any additional movement. Climbing two or three crates requires a DC 18 Athletics check. So, climbing from a height of zero to one crate to two crates to three crates is two squares for the first, two for the second and two for the third without a check. But climbing straight up two crates is an Athletics check.
Ladders: The ladders are all 20 feet (4 squares) in height, but count as 8 squares of movement. A DC 12 Acrobatics or Athletics check allows a character to climb them at the normal 4 squares of movement if the player declares as part of the comment on Invisible Castle that s/he is doing a fast climb.
Stairs: The stairs to the south count as difficult terrain.
The yellow crates are one square high.
The red crates are two squares high.
The green crates are three squares high.
The only light coming in is from the shuttered windows on the outer perimeter of the catwalk (i.e. the edge of the map all of the way around) and the door you guys just opened. So, the lighting on the outer edge of the map (one square's worth) is normal and the light from the door 20 feet into the room is normal. The rest of the room is dim light.
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