[sblock="Initiative Results"]Baddies Initiative: 22 highest
(roll)
PCs Initiative: 19 highest
Baddies are up first![/sblock]
The party barely has time to blurt out curses before the shadowy forms are on the move. The eyeless dark ones fan out along the chasm, hurling a volley of daggers that the party easily deflects, while the tendrils of darkness hurtle forward through the air. As one of them draws near to Sir Exsixten and Ferris, the tip of its reaching arm forms into a grotesque parody of a face, with a gaping maw missing many teeth. The stench of the thing is unbelievable, and as Ferris recoils in disgust, the shadow creature takes a deep breath, and spews a cloud of putrid, acrid gas all over the shifter, the sorcerer, and the mechanical knight. The wind carries the noxious fumes safely away from Ferris and Sir Exsixten, but Alnar gets the full force of the blast, and doubles over gagging.
The one Dhakanmirr referred to as Hekthesh, then steps forward to the remains of an old wooden bridge, that apparently used to span the deep chasm. He glares across the chasm at you with cruel yellow eyes, and says in a raspy voice,
"Rejoice! For your destruction heralds The Unmaking. The Submerged Eye opens once more, as your lives snap shut!"
The evil little man pulls out a wickedly sharp triangular boomerang, made of a smoke-grey metal, and sends it whizzing toward Cyr. The deva grasps his arm as it bites into his flesh before arcing back towards its wielder.
[sblock="lighting and terrain (important!)"]The moon sheds dim light on the battlefield. If you have normal vision, everything is lightly obscured (-2 to melee/ranged attacks vs. non-adjacent enemies), unless someone take a minor action to use a lightsource and act as torchbearer.
The shadowy, arm-looking thing is a chasm in the center of the battelfield. A fall into it may be survivable, but it looks like a long way down. The chasm can be jumped using the athletics rules for horizontal jumps on pp. 182-183. The chasm is mostly 1 square wide, except at the western end (columns 5 and 6), where you'd need to jump over 2 squares to clear it. The dark area in the northeast of the map, past column 17 and row K is a sheer drop. It is far less likely that anyone pushed off such a precipice would survive.
The fallen pillars (C3-B4 and L8) and the stump (H13) are effectively low walls granting cover and partial concealment, but also blocking line of sight. The thick foliage of the ironwood trees placed around the map grant superior cover and total concealment vs. non-adjacent creatures, and they block line of sight.[/sblock]
[sblock="Enemy Actions, Tracking, and Stats"]
Round 1
Hekthesh - Move to I9;

Throw Boomerang at Cyr =
hit for 6 damage
(roll)
Dark Servant Eyeless Thrall 1 - Move to K4;

Throw Dagger at Jezebel =
miss (roll)
Dark Servant Eyeless Thrall 2 - Move to I10;

Throw Dagger at Ferris =
miss (roll)
Dark Servant Eyeless Thrall 3 - Move to H12;

Throw Dagger at Alnar (long range) =
miss (roll)
Rotshadow Tendril 1 - Fly to I5 (two squares up)
Rotshadow Tendril 2 - Fly to L6 (two squares up)
Rotshadow Tendril 3 - Fly to I12 (two squares up)
Rotshadow Tendril 4 - Fly to J9 (two squares up)
Rotshadow Tendril 5 - Fly to H14 (two squares up)
Rotshadow Tendril 6 - Fly to K11 (two squares up)
Rotshadow Tendril 7 - Fly to M12 (one square up);
Fetid Breath - Blast 3 originating in M12 up 1, pointing southward to encompass X610 =
miss, Alnar =
hit for 5 damage, and Ferris =
miss; Alnar must save or contract Filth Fever at the end of the encounter
(rolls)
Rotshadow Tendril 8 - Fly to K 15 (two square up)
Tracking
PCs:
Alnar - 26/31 HP; Exposed to Filth Fever
Cyr - 20/26 HP
Ferris -
Jezebel -
Sir Exsixten -
Baddies:
Hektesh -
Eyeless Thrall 1 -
Eyeless Thrall 2 -
Eyeless Thrall 3 -
Rotshadow Tendril 1 -
Rotshadow Tendril 2 -
Rotshadow Tendril 3 -
Rotshadow Tendril 4 -
Rotshadow Tendril 5 -
Rotshadow Tendril 6 -
Rotshadow Tendril 7 -
Rotshadow Tendril 8 -
Stats
Hekthesh - ?
Dark Servant Eyeless Thrall - ?
Rotshadow Tendril - ?[/sblock]