[sblock=OOC to Dagran and Garrick]Err... the way I read this, Dagran is moving down the same ladder that Garrick is trying to climb back up...
Garrick used deft strike to V10 so he had to move 2 square back to the ladder and had 4 squares left of movement. Since climbing cost double, he is presumably 2 square up at the moment (midway).
BTW; Garrick can't use stealth right now. You need to break line of sight (which you will achieve as soon as you can move in the corridor away from the panel)
Meanwhile Dagran needs to spend a move to get in position in the ladder (as mentioned in the first post describing the map) and he is already 2 square away from the ladder so he needs to move there in the first place.
Move : to U7
Move : position himself to climb down and enter U8
I'd allow a move action to include a 1 square shift (Like you can do when you spend a move to make an escape check, for instance) but not 2, meaning that you must be adjacent to the U8 square when you spend the move action to ready yourself, like Leyra did.
And either Dagran or Garrick would then have to succeed an acrobatic check to move over the other on their way up or down.
Considering all this, Dagran is about to waste an entire round in movement and then possibly provoke a failed check that might cause either one of the agents to fall down to the pit...
The sane thing to do is move near the ladder but then perform some sort of attack while Garrick is moving up and then go down on the next round, with just one move of delay (since you needed to move next to the ladder anyway).
I will keep Dagran's first intent, which was to use the machine (though he wanted to move to some other panel). Moving the machine cost double, so with a move, Dagran can get it into the opening at U7 and with a standard action he can operate it.
Next round, Garrick can finish climbing (cost of 4 square) and push the machine out of his way as he enters U7 (2 more square). He can even make an attack since his standard action will still be available. Then Dagran, on the same round, can start climbing down if he still wishes it; since he will be adjacent, he will get in position in just one move (or a free action if he has the guts to risk a stunt acrobatic check) and get down with just one move of delay and won't have wasted his previous round.
Hope you don't mind too much the rewrite of actions, but this was like air control watching two planes about to crash into each other for lack of proper informations. Since I'm air control in the metaphor, it is mostly my fault, so I apologize.
[/sblock]
Nathan is surprised to see the door open on the first kick. Some genius in charge of security had installed brand new steel locks on doors that had started to rot due to the humidity. The lock is stil intact but the bolt ripped through the wood as if it was butter.
Eager to go down but seeing that Garrick is in the process of climbing, Dagran tries to cover his buddy with the machine. Swinging it in position, he pulls the trigger and hopes for the best.
[sblock=OOC]Leyra and Garrick are safe from the machine. Since it is 4 square higher than the ground, the first four squares away from the wall are not in the angle of fire.[/sblock]
targets (2d4=5)
3 cultist, DM2, FS (cover) (1d20+10=17, 1d8+2=6, 1d20+10=16, 1d8+2=7, 1d20+10=22, 1d8+2=3, 1d20+10=21, 1d8+2=10, 1d20+10=12, 1d8+2=6)
Three cultist dead, I'm gonna grant Combat advantage against the ritual leaders (monks plus skulls) since they aren't just providing energy but are concentrating on shaping the ritual. That means Dm2 is also hit, and poisoned.
With only three cultist left, the ritual collapses. The Balor screams in inhuman fury and disappear in a whirls of hellfire. The Skull Lord shouts in agony. As the leader of the effort, he is taking a vicious backlash.
Backlash (2d10=15) + daze (save ends)
Reeling from the pain, he still has the presence of mind to fight back. One pair of eyes flare and suddenly a destroyed cultist reanimates, springs to his feet and charged Leyra.
charge (1d20+8=28) 5 damage
His associates near the ritual circle fare a bit better but the three remaining acolytes are consumed by the fire.
DM2, FS, vs Fort 16, VS Fort 18 (1d20+10=16, 1d10=9, 1d20+10=15, 1d10=5) DM2 is dazed
The poisoned monk staggers away from the circle.
The flame skull onthe other hand is fully alert and flies right over it and gets cover from the pillar while maintaining a line of sight on Leyra and fries her badly.
Flame ray (1d20+12=23, 2d6+6=13)
Meanwhile, the cultists mage in the corridor rush to cover, ready to start blasting in the corridor against the agents before long.
The other Dark moon monk in the chamber keeps moving toward Leyra, taking cover beside the pillar next to the cleric.
Skull Lord Vs Daze, DM2 vs Daze, DM2 vs poison (1d20=11 (+2), 1d20=11, 1d20=17)
The clear malevolance of the skull lord returns in his eyes and he is prepared to turn his full fury against the meddlers who ruined his ritual. The poisoned monk also overcome his ailments.
4shared.com - photo sharing - download image Ritual6.jpg
Machine : 62/70
Halfling DC2 : 36/48
Dm2 : 46 / 68
Skull Lord : 25/40
Leyra : 17/49, [2]
Nathan : 42 /66 [4] slowed (save ends), AP spent
Barrion : 41 + 5 /56 [3] AP spent
Garrick : 40 +5 / 52 [2] second chance spent. AP spent
Mirage : 49/49 [6]
Dagran : 38 / 66 [2]