"We may just have a chance to survive this after all!" Filo mutters to himself as he senses the tide of the battle starting to turn in the heroes favor. He attempts to manuever around the one statue nearest to him and gets whacked at for his troubles. He then unleashed a shout at the enemy nearest to Cairn. The high pitch of his voice resonating the statue's form and cracking it a bit.
[sblock=OOC: ]
Move: Walk K4>J3>I3>H3 (provokes from #2 +2 ac vs OAs)
**OA:
24 vs AC, 10 damage.
Std:
Stirring Shout vs #1 (1d20+7=12, 2d6+6=12) Hit will 12 (still hits yes?) for 12 damage. **It does Hit** Until the end of the encounter, whenever an ally hits Statue#1, that ally regains 6 hit points, that ally can also make a saving throw. Used a daily so that grants me 6 temp hp? **Sounds good**
[/sblock]
Euphie steps back and fires at one of the wounded guardians but the orb goes wide. Stasi and Shanairra weapons glow red after Euphie's attack.
[sblock=Actions]
Move Action: Shift to I8
Standard action: Magic Weapon on Stone Guardian 4
1d20+11=12, 1d12+5=15
Miss but Shanairra and Stasi gain a +1 to hit and a +3 damage TENT.
OCC: A 1? Really... Sigh... [/sblock]
Cairn takes a moment and bright light floods the darkness of the room, revealing much more of it's features. The party has just a moment to notice several more of the strange carved eyes before they all shut as one, filling the room with complete darkness.
Carefully, operating in absolute darkness, he steps toward the one he hit earlier. Swinging his halberd, misty tendrils spring from it and he reels in the one threatening the rest of his companions cracks appearing on it's 'flesh' as tendrils dig their tiny roots in.
[sblock=Actions]
Minor: activate sunrod
**See above. The sunrod allows everything to lit for a moment, and then the lights go out. If you want to redo any thing after this, please let me know.
Move: shift to G6
Standard:
Thorn Strike vs. #6 (1d20+9=28, 1d10+5=12) - #6 is pulled to G7
**Even in the dark this is a hit. You are sure of the location of #6.
Free: mark #1, #4 and #6
**Successful. You are sure of the location of 1 and 4.
[/sblock]
-------------------------------------------------------------
Round 4
Init - Name - Grid Location, Distance from the Lower Room - HP - Status Effects - Acted/Pending
24 - Enemies - Acted
Stone Guardian 1 - @H5 0 ft - 44/56 -
Cursed, Marked, hitting this enemy provides the attacker with 6 hp and a saving throw
Stone Guardian 2 - @?? (last seen @J4) 0 ft - 40/56
Stone Guardian 4 - @F6 0 ft - 11/56 -
Bloodied,
Marked
Stone Guardian 6 - @G7 0 ft - 19/56 -
Marked,
Bloodied
Stone Guardian 8 - @?? (last seen @J6) 0 ft - 16/56 -
Bloodied
21 - Euphie - @I7 0 ft - 27/43 - Acted
21 - Filo - @J5 0 ft - 12/41 +6 thp - Acted
21 - Shanairra - @H7 0 ft - 18/42 -
Bloodied, +1 to hit and a +3 damage TENT
13 - Cairn - @G6 0 ft - 29/56 - Acted
6 - Elec-Squal - @I7 10 ft - 33/35, 6 tp -
3 - Stasi @I7 0 ft - 20/44 -
Bloodied, +1 to hit and a +3 damage TENT
Edward - @I7, 85 ft
Storm Pillar in P4
Stone Guardians: AC 20, F 20, R 16, Will 12
[sblock=Fighting in the Dark]To fight in the dark, you target a square you believe an enemy to be in. Ranged and melee attacks take -5 to the attack roll.
You grant combat advantage to those you can't see.
At the end of the enemies next turn they will make a stealth check. You will be able to make a perception check (minor action) against that to determine their position for the next round.[/sblock]
[sblock=Map with the lights on]
[/sblock]
[sblock=Current Map]
[/sblock]