[sblock=dimsdale]
Mwa-ha-ha!
[/sblock]
Sheeva delays and uses a free action on Pok's turn to say:
"You have been gone a long time. Why do you roam this area? Why do you not go home?"
If any of the enemies attack, Sheeva will no longer delay and go before the rest of the enemies. Sheeva will not start a fight with the people we are looking to rescue.
*Lanharath, keep your friends close,* Pok pulls his wand mid-thought, and creates a beautiful silver flame, flickering gloriously like glittering platinum, in the pit.
*Keep your enemies closer...* The Sivis illusionist gave a mental tug, and attempted to pull his friends/enemies into the pit. Then he silently attempts to move into more cover.
The pattern begins drawing the tiefling and the eastern bowwoman, but as they approach the edge of the pit, the tiefling regains his senses and stops, but the woman tumbles into the pit, falling prone.
The man with the greatsword calls out
"What deviltry is this? You dare attack a servant of the Flame! Prepare to be purifed. I should have known one who travels with that would be trouble" pointing at River.
[sblock=Valahad]
As the blade strikes you you notice that it isn't as damaging as it should for such a large weapon, in fact the wound is rather small and precise.
[/sblock]
[sblock=ooc]
save vs forced move (1d20=13, 1d20=9)
Scar draws weapon and charges Valahad - hits for 7 damage
Illumination - currently is low-light as the sun's not out. Anyone without low-light (or dark) vision treats others as having concealment. (Other features are below)
Status: bowman 3 - prone, slowed TENT (Pok)
tiefling - slowed TENT (Pok)
Pok - 32/32
Scar - uninjured
Sheeva - 39/39 <- you're up
Enemies
Feall - 33/33
River - 39/39
Lan - 43/43
Valahad - 44/51
Columns: These stone columns provide cover and can be climbed with a DC 10 Athletics check.
Trees: Gnarled spruce surround the ruins, their trunks providing cover. Their thick foliage grants total concealment and is difficult terrain. A tree can be climbed with a DC 10 Athletics check.
Foundation Pit: This rubble-strewn pit stands 5 feet below the surrounding terrain. Jumping into the pit costs 2 squares of movement.
Stairs: The rubble-choked stairs are difficult terrain.
Rubble Slope: This mass of gravel and scree is difficult terrain. Any character descending the rubble slope must make a DC 18 Acrobatics check or fall prone at the slope’s bottom edge.
lan; river; Pok; Sheeva; val; feall; enemies (1d20 4=11, 1d20 1=11, 1d20 5=19, 1d20 5=23, 1d20 2=4, 1d20 7=11, 1d20 13=16)
[/sblock]