*flick* and a quick gesture, and a shadow forms and settles over the Tiefling even as he is outlined in coruscating purple flames.
As the Tiefling is limned in Feall's Darkfire, the Drow takes a quick step toward River and the sisters. Gripping his falchion in one hand he reaches toward them with the other, his long fingers twisting into claws. Shadows gather around his arm and fly toward one of the sisters, grabbing at her throat. But something warns the girl of her danger and she deftly slips the shadow's grasp. The young Assassin shakes his head and again reaches for the girl . . . and this time the shadowy claw closes around her throat! Feall clenches his fist and jerks his arm to his side. The girl, intent on completing her attack against River instead finds herself wrenched to the side of the of the ruthless Assassin!
At the insistence of the Great Light, Lan ignores the stinging wound of the tiefling and continues his assault against his gods' chosen enemy, the Tentacles. Pointing his sword towards the tentacles, he sends divine energy into his challenging words.
"Creature of shadow, face your true enemy!"
The tentacles obey Lanharaths' challenging command and slinks it's way down the stairs towards him. As it nears the Kalashtar, bright light engulfs the creature and burns it with divine radiance.
"We will free you from Khyber's influence." tells River as he shifts. He then summon a burst of living energy that burst over all the pit and more with a powerful conviction.
Keep them alive asks River to both Kalashtar in there minds.
The Flame are still with them, and hinder there weapons so we can vanquish them. As long there god is with them and helping us, we can hope to bring them back into the light, not like the hobgoblins we meet last time.
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Added 1 for the tentacles that are now in range
vs Tentacles (1d20 8=23) hits them too
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*Every enemy have -2 to defences and they are prone if they are hit by any attack. That last until the end of my next turn.
I've created a room for this game under Moonwatch. Please roll dice there until IC is back up. Not the best, but better than nothing. Just a reminder for Valahad and Lan, I don't believe a light source has been created yet, so you should treat all other creatures as having concealment from you (-2 to hit)
Online Dice Roller
Illumination - currently is low-light as the sun's not out. Anyone without low-light (or dark) vision treats others as having concealment. (Other features are below)
Status: bowman 3 - -24hp
Bow 1 - -7 hp (or -11)
tentacles - -30hp
River - grants CA to bow 3 (TENT)
Lanharath - grants CA to tiefling (TENT)
Pok - 32/32
Scar - uninjured
Sheeva - 26/39+5thp
Enemies
Feall - 33/33 +5thp
Lan - 25/43 +5thp
River - 33/39
Valahad - 44/51 +5thp <- you're up
Columns: These stone columns provide cover and can be climbed with a DC 10 Athletics check.
Trees: Gnarled spruce surround the ruins, their trunks providing cover. Their thick foliage grants total concealment and is difficult terrain. A tree can be climbed with a DC 10 Athletics check.
Foundation Pit: This rubble-strewn pit stands 5 feet below the surrounding terrain. Jumping into the pit costs 2 squares of movement.
Stairs: The rubble-choked stairs are difficult terrain.
Rubble Slope: This mass of gravel and scree is difficult terrain. Any character descending the rubble slope must make a DC 18 Acrobatics check or fall prone at the slope’s bottom edge.
lan; river; Pok; Sheeva; val; feall; enemies (1d20 4=11, 1d20 1=11, 1d20 5=19, 1d20 5=23, 1d20 2=4, 1d20 7=11, 1d20 13=16)
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