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Malehan stands up and quickly move and slash the Eladrin standing next to the stairs.
Eladrin 2 is ready for Malehan's move. It blasts him with arcane force, knocking him to the ground.
"That is it," Vex grumbled under her breath as she jogged forward. "I am absolutely buying a javelin when we get out of here." Then she sank into a repetitive string of curses, in a low steady voice that sounded like a marching cadence...
Acre continues to pound after the archers. This is not what I signed up for, he thinks.
Knoepf, gasping for breath, keeps running towards the ever-moving battle with the intent of aiding his comrades.
Garreth continues moving towards the foes and blasts the first Eladrin when he gets close enough. The Eladrin falls.
The final Eladrin fires off 2 flaming arrows at Malehan, hitting him in the chest with the first shot, but just missing with the second one. Malehan falls unconscious to the ground. The Eladrin then runs around the corner, into the darkness.
[sblock=OOC]
Garrick hits Eladrin 1 for 12 points of damage, dropping him.
28 to hit, 12 damage.
Eladrin 2 does not recover force blast.
3
Eladrin 2 hits Malehan for 12 and misses Malehan.
12-2+mods hits for 12, 6+5-2 (unconscious)+mods misses.
Note: I need a death saving throw from Malehan at the beginning of the PC's turn.
Note: Vex is moving through total darkness beyond all of the light sources. I'll need a saving throw from Vex if she continues to do so this next round.
Note: Eladrin 2 was last seen at square L1 by Garrick, but is now out of sight behind the wall. I don't have time to create a map for the hallway this evening (I'll do it for the next map), but the -1 column (i.e. H-1 through N-1) is the edge of the light for the low light PCs. Garrick can see fine (once he moves to the NW and can see past the wall), but the Eladrin is in total darkness again for everyone else. At the start of their turns, none of the PCs can see the Eladrin.
47/56 Garrick, 2 temp hit points
35/61 Vex
-9/62 Malehan, prone, Bloodied, unconscious, dying
Eladrin 2, 16, Oathed by Malehan
30/56 Acre
30/50 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]