Elec-Squall places a thunderstorm above the former location of a statue, and then lights up his wand, trying to magically brighten the room, but can't even seen the wand in his hand.
[sblock=OOC]
Standard Storm Pillar at F6 (altitude 2), Range 10, Elec-Squall Conjures a pillar of Lightning in an unoccupied square within 10. The pillar occupies 1 square and lasts TE of Elec-Squall's NT. Each enemy that moves into a square adjacent to the pillar on it's turn takes 1d6+10 Lightning damage.
Minor Cast Light on wand and point it toward the darkness. **No effect**
[/sblock]
With the lights out the statues again begin to rearrange themselves, and some are more quiet than others. Cairn and Filo get knocked back. Euphie feels a sowrd narrowly miss her.
[sblock=ooc]Everyone is aware that guardian 1 shifts noisily to G5.
13 from Pillar.
Guardian 1 attacks Cairn.
23 vs AC, 8 damage and push Cairn to H6.
Guardian 2 attacks Filo,
]27 vs AC, 8 damage. Push to H4.
Guardian 6 attacks Euphie.
16 vs AC, Miss
Triggers Warden's Grasp. Cairn, you may Slide 1 square. slowed and cannot shift TENT
[/sblock]
[sblock=Perception 13]Guardian 2, moves to I2[/sblock]
[sblock=Perception 16]
Guardian 4 stays attempts to shift to G6, gets attacked by the Storm Pillar and crumbles.[/sblock]
[sblock=Perception 16 and/or Cairn]Guardian 6, shifts to H8. [/sblock]
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Round 5
Init - Name - Grid Location, Distance from the Lower Room - HP - Status Effects - Acted/Pending
24 - Enemies - Acted
Stone Guardian 1 - @G5 0 ft - 31/56 -
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 6 - @?? (last seen @G7) 0 ft - 19/56 -
Marked,
Bloodied, slowed and cannot shift TENT
21 - Euphie - @I8 0 ft - 27/43 -
21 - Filo - @J5 0 ft - 10/41 -
Bloodied
21 - Shanairra - @H8 0 ft - 18/42 -
Bloodied -
13 - Cairn - @H6 0 ft - 21/56 -
Bloodied
6 - Elec-Squal - @I7 10 ft - 33/35, 6 tp -
3 - Stasi @I7 0 ft - 20/44 -
Bloodied -
Edward - @I7, 85 ft
Storm Pillar in F6, 5 ft
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=Current Map]
[/sblock]