Seeing the situation is dire for Garrick, Knoepf huffs forward to get closer to him. Once in position he mumbles a prayer. As he does so, streams of silver flow into Garrick. As a result, Garrick feels the strength and vigor return to his body.
Go now friend Garrick. Bring havoc to our foes!
Blast it, where are our foes?
Acre steps toward the end of the room and whips his head around, looking for archers and flingers of lightning.
Confused and battered, Garrick decides to do something about the darkness first.
"
Gods curse it! Doesn't anyone have a sunrod?," Vex snarled as she made her way forward.
When the sunrod gets turned on, most of the group (except Garrick in the pit) can see that the Archers are Eladrins and that there is a Gensai up on the raised dias. Next to the Gensai, there is a massive shut double door (8 foot tall, 5 foot wide, currently hidden by the word Gen on the map), an apparent exit from the room. The cavernous room is also about 50 feet tall in the long central plane from east to west, but it is arch-like and curves down to about 30 feet on the north and south walls.
Now that he is out in the open, the Gensai shouts
"Leave this place or be destroyed!"
Malehan move to the wall and climb it and stands next to the Genasi. "And if it was you who get destroyed?" asks the elf.
"I am not some hedge wizard that you can threaten." the Gensai replies. Lightning flies out of his sword and Malehan feels lucky that it misses him.
The first archer rushes his first shot and misses Vex by a lot. But, he gets his emotions under control and puts a flaming arrow into Vex's shoulder before moving away.
The second archer drops an explosion on top of Vex, knocking her to the ground and slamming her hard.
[sblock=OOC]
Note: The power Healing Word has been modified in last month's updates. Pacifist Healer no longer adds healing to it. So, Knoepf healed Garrick for 13, not 20.
Gensai misses Malehan with the Lightning from his Sword and then shifts away.
Gensai does not recover Lightning power, Gensai misses Malehan.
Archer 1 misses on his first shot and hits for 11 (-1 = 10) with the second.
4+mods misses, 19+mods hits for 11
Archer 2 hits Vex for 13 (-1=12) and knocks Vex prone.
16+mods hits for 13
42/56 Garrick, +2 to defenses USNT Garrick
3/61 Vex, prone,
Bloodied
25/62 Malehan,
Bloodied
Gensai
Eladrin 1, 46, Oath of Enmity, Cursed,
Bloodied
Eladrin 2, 16
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]