OOC:
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I totally apologize for the delay on this. I missed that Acre posted, so I was waiting for him. My bad.
Also, if people could put their stat blocks in, with power in the green, red, gray color sequence, that would help.
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Acre continues to run flat out as he hears the sound of arrows thudding into flesh.
That didn't sound too good, he thinks.
He dashes into the open, hoping to draw fire away from his allies. He observes Malehan studded with arrows, and instinctively touches Malehan's mind with his own, drawing some of the pain away.
Despite her injuries, Vex continued to move forward- though with a bit of caution now. She stepped up behind one of the braziers and took a moment to catch her breath.
Malehan climb back, not wasting time and continue to charge forward... and charge the first archer he has in sight.
Knoef runs closer to the combat, frustrated that he cannot reach those in his party who are in dire need of healing.
We need to stick closer together. I can't help you when you are so far away!
Lightning again shoots out in a large blast, this time searing Garrick, but missing Acre.
[sblock=Elven Language]
"Plan A"[/sblock] Archer 1 yells out in Elven. The two Archers then move away to the southwest and disappear into the darkness.
[sblock=OOC]
Note: I moved Acre to A35 instead of B36, otherwise, he would not have had line of effect for Ardent Surge on Malehan.
Garrick stands up, curses Archer 1 whom he can see a silhouette of at J38, and then hits him for 8.
Hellish Rebuke on Archer 1, 23 to hit, 8 damage
Recharge Lightning Power, 5 recharges
Lightning foe hits Garrick for 17. Malehan notices that the Lightning comes from the back of the raised dais above him.
Lightning Blast on Garrick and Acre, 12+mods hits Garrick, 5+mods misses Acre, 17 damage
Garrick misses save, slides into pit for 8 damage.
Archer 1 and Archer 2 move to the southwest, provoking Opportunity Attacks from Malehan (-2 concealment Archer 1, -5 total concealment Archer 2). Everyone but Garrick sees their silhouettes move towards the southwest (different PCs lose sight of them at different times, it depends on light of sight to the lit up area in the southeast) and they disappear into the darkness.
1/56 Garrick,
Bloodied, prone
25/61 Vex,
Bloodied, +2 to defenses USNT Vex
25/62 Malehan,
Bloodied
Lightning Foe
Archer 1, 24, Oath of Enmity, Cursed
Archer 2
56/56 Acre, 4 temp hit points
50/50 Knoepf
It's the PC's turn.The ravine structures have wide ramps leading 10 feet down to them, but the ramps appear to have some form of dark liquid oozing on them. There are eight lit braziers which shed light in a 10 foot radius each (i.e. close burst 2 areas marked on map with yellow rectangles). Anywhere outside these areas are dark, but those with low light vision can see 20 feet from them (close burst 4 areas for those with low light vision). The braziers are giving off some smoke, but it isn't enough to hamper vision.
The sloped surface of the pit seems easy to climb DC 10 (2 squares of movement per one up and over), but the climber takes 2d6 acidic damage. The straight surface sides are extremely smooth and appears to be slippery to climb DC 20, making it difficult to get out.
There are four 10 foot tall statues in the corners.
There is a raised dais, about 5 feet off the ground at the far end.[/sblock]