[Adventure] Murder Most Foul! Part 2 (Judge: EvolutionKB)


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"I'll try to take them by the back..." tells Malehan. He then starts to run, hop down off the ledge, he continues to run and hop down into the pit. He then continue and he follow the southern wall. As Malehan see the Eladrin have their arrow ready to shoot, he drops down to teh floor.


Acre does not break stride as he continues to run, panting, after the archers.


The sooner we rid ourselves of these pesky arhers, the better! Knoepf grumbles as he starts to run after his comrades in to provide aide if needed.


Vex continued her pursuit of the archers.


Garrick starts moving towards the archers as well.


The first Eladrin appears to be panicking. Both of his flaming arrows miss Vex by quite a bit.


The second Eladrin, on the other hand, drops an arrow between Vex and Acre, smashing them with its eldritch force and knocking them to the stone floor.

[sblock=OOC]

Note: Garrick could only get as far as M28 with a double move.

Eladrin 2 does not recover force burst power.

Eladrin 2 misses Vex twice.

3+mods misses Vex, 4+mods misses Vex.

Eladrin 1 hits Vex for 13-1=12 and hits Acre for 13-3=10.

13+mods hits Vex, 16+mods hits Acre, 13 damage.

47/56 Garrick, 2 temp hit points
20/61 Vex, Bloodied, prone
34/62 Malehan, prone
Eladrin 2, 16
Eladrin 1, 46, Cursed, Bloodied
30/56 Acre, prone
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]
 

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Malehan quickly stands up and continue to run forward. As he reach the stair, he takes cover behind them, hoping the arrows of the Eladrin.

[SBLOCK=OOC]Minor: Stand up
Double Move: Run to P6
Free: Drop Prone[/SBLOCK]
 


"This is getting ridiculous," Vex grumbled, adding a few of the more robust curses she had learned in mercenary training. She struggled back to her feet- or most of the way there, anyway. She leaned up against the wall for just a moment, adjusting her armor and catching her breath.

[sblock= OOC]
>Move= stand up from prone
>Standard= Physician's care (Heal 6 skill power) on self; spend a surge and gain 15 HP
>Minor= none
[/sblock]
 





Malehan quickly stands up and continue to run forward. As he reach the stair, he takes cover behind them, hoping the arrows of the Eladrin.


Knoepf runs foward.


"This is getting ridiculous," Vex grumbled, adding a few of the more robust curses she had learned in mercenary training. She struggled back to her feet- or most of the way there, anyway. She leaned up against the wall for just a moment, adjusting her armor and catching her breath.


Acre stands quickly and continues to close on the archers.


Garrick continues his pursue of the archers.


The second Eladrin watches the battlefield, looking for an opening. The first Eladrin shoots Malehan in the leg and the shoulder, and then teleports across the pit.

[sblock=OOC]

Eladrin 2 recovers force burst power.

Eladrin 2 readies an action.

Eladrin 1 recovers force burst power.

Eladrin 1 hits Malehan for 7 and 9.

12+mods hits for 7, 12+mods hits for 9.

47/56 Garrick, 2 temp hit points
35/61 Vex
16/62 Malehan, prone, Bloodied
Eladrin 2, 16
Eladrin 1, 46, Cursed, Bloodied
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]
 

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