Illumination: Darkness Tunnel:The ghoul dug a tunnel that leads to a smaller room to the west. The tunnel is 2½ feet in diameter, large enough for a Medium creature to squeeze through. A Medium creature squeezing through this narrow space moves at half speed and grants combat advantage to all foes. Medium creatures have a –5 penalty on attack rolls until they return to open space. Each time a Medium creature squeezes, it provokes opportunity attacks from adjacent foes. Small creatures can move through the tunnel unhampered.
Starting Area: Rows 1 & 2
Initiative & Status
X
Init
Combatant
hp
Status Conditions
24
Azigen
38/38
20
Exile
31/31
16
Z1
9/40
Bloodied, Slowed until end of Big John's next turn, Prone
16
Big John
28/41+5
Resist 5 all until end of Azigen's next turn
7
S
0/36
Unconscious, Weakened until end of Skadu's next turn
X
7
Fairbanks
22/37
Immobilized (save ends), Resist 1/2 damage next attack until end of Azigen's next turn
2
G
??-39/??
Bloodied
2
Skadu
35/35
Cemetary
11
R1
-7/1
Dead
11
R2
-3/1
Dead
11
R3
-7/1
Dead
16
Z2
0/40
Dead
11
R4
-?/1
Dead
0
R5
-2/1
Dead
0
R6
-2/1
Dead
0
R7
-2/1
Dead
0
R8
-2/1
Dead
14
R9
-2/1
Dead
14
R10
-2/1
Dead
14
R11
-2/1
Dead
14
R12
-2/1
Dead
Creature Defenses
Token
Creature
AC
Fortitude
Reflex
Will
G
Ghoul
21
17
19
??
R#
Zombie Rotter
13
13
9
10
S
Clay Scout
16
??
14
??
Z#
Zombie
13
13
9
10
Creature Knowledge
DC
Token
Knowledge
R 15/22
G
Speed 8, Claws, Ghoulis Bite
R 13/21
R#
Slam
A 13/20
S
Fly 3 (clumsy), Limited Invisibility (trait), Bite, Mind Touch
Red halo shows bloodied condition Black halo shows dead condition (minions will sually be removed) Gray halo shows unconscious condition
Auras and zones will be represented by various translucent colors.
Yellow transparent aura is Big John's Defender Aura: Effect: While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Green transparent aura is Fairbanks' Honorable Challenge: Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, enemies take a -2 penalty to attack rolls against any creature other than you.
Gray transparent aura is Azigen's Granite Shield: Effect: You gain an aura 2 that lasts until the end of your next turn. You and your allies gain resist 5 to all damage while in the aura.
Brown transparent zone is Skadu's Shadow Tentacles. Effect: Difficult terrain, lasts until end of Skadu's next turn.
Gray 80% transparent zone is Skadu's Void Blast: Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight. Star Pact (Binder): Any creature other than you that ends its turn in the zone takes psychic damage equal to your Intelligence modifier.
Red transparent zone is Exile's Fountain of Flame: Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.
Dark Red transparent zone is Skadu's Web of Shadows: Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
Heavy black square is edge of Exile's light spell.
Allies within 5 squares of Azigen gain +2 to saving throws vs ongoing damage.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show
Illumination: Bright light from the blue-green pillars. The Pit:This pit is 50 feet deep and spills blood into the central well of the Shadow Rift. Four large chains connected to the floor run down the side, allowing PCs to climb down. Because the chains are slippery with blood, a character can traverse the full 50-foot distance in one move if he makes a successful DC 15 Athletics check. If the check fails, the PC plunges into the blood pool, takes 3d10 damage, and is prone. Descending PCs arrive in the middle of Area 19, in a shallow pool of blood.
Starting Area: A10 through F13
Initiative & Status
X
Init
Combatant
hp
Status Conditions
21
Azigen
31/38
Defense Bonus +2 AC until EoNT
X
12
Skadu
12/35+5
Bloodied, Web of Shadows active until EoE
11
Big John
24/41
Bloodied,
11
Exile
31/31
10
Fairbanks
18/37
Bloodied, Honorable Challenge aura active until EoNT
Red halo shows bloodied condition Black halo shows dead condition (minions will sually be removed) Gray halo shows unconscious condition
Auras and zones will be represented by various translucent colors.
Yellow transparent aura is Big John's Defender Aura: Effect: While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Green transparent aura is Fairbanks' Honorable Challenge: Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, enemies take a -2 penalty to attack rolls against any creature other than you.
Gray transparent aura is Azigen's Granite Shield: Effect: You gain an aura 2 that lasts until the end of your next turn. You and your allies gain resist 5 to all damage while in the aura.
Brown transparent zone is Skadu's Shadow Tentacles. Effect: Difficult terrain, lasts until end of Skadu's next turn.
Gray 80% transparent zone is Skadu's Void Blast: Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight. Star Pact (Binder): Any creature other than you that ends its turn in the zone takes psychic damage equal to your Intelligence modifier.
Red transparent zone is Exile's Fountain of Flame: Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.
Dark Red transparent zone is Skadu's Web of Shadows: Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
Green transparent aura is underpriest's Blessing of Orcus:
Allies in the area gain death attack (free melee or ranged attack when reaching 0 hp).
Heavy black square is edge of Exile's light spell.
Allies within 5 squares of Azigen gain +2 to saving throws vs ongoing damage.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show
Illumination: Bright light. Blood: The blood on the floor is slick. A character charging or running through the blood must make a DC 15 Acrobatics check or fall prone in the first square of blood entered. Magic Circle: Active. Orcus Statues: The statues of Orcus are blocking terrain and provide cover. A character can climb onto a statue with a DC 10 Athletics check. Platform: The platform that runs the length of the western wall is 10 feet high. Normal falling rules apply. Pillars: The wide pillars are blocking terrain and provide cover. A creature can move around the corner of a pillar square normally. Pit: This deep, dark pit against the eastern wall drops 30 feet into shallow water. Any creature falling into the pit takes 3d10 damage and is knocked prone. Normal falling rules apply. The Shadow Rift: The Shadow Rift is a black portal leading to diety knows where within the Shadowfell. The portal instantly slays any living creature that moves into it. The squares directly under the arch (where the darkness begins) are safe, but any square beyond that means instant death.
In this skill challenge, one or more adventurers attempt to reverse the partially completed ritual in order to close the Shadow Rift. This challenge takes place while the PCs battle Kalarel and his undead servants. To close the Shadow Rift, the PCs must unravel the ceremony and perform specific procedures to reverse the effects of the uncompleted ritual. Complexity: 3 (requires 8 successes before 3 failures). Primary Skills: Arcana, Heal, Religion. Arcana(DC 17; free action): Once per round on the character’s turn, he or she can recall knowledge of magical effects and rituals and determine the next step in reversing the effects of Kalarel’s ritual. This skill can be used to gain up to four successes in this challenge. A failed check also causes the energy of the ritual to attack the character who attempted the check: +8 vs. Will; 1d6 + 4 necrotic damage. Heal(DC 15; minor action): Once per round on his or her turn, the character can make a special Heal check. If the check succeeds, the character can spend 1 healing surge as a free action to channel positive life energy into Kalarel’s ritual in order to help disrupt it. Doing so counts as one success toward completing the skill challenge. This skill can be used to gain up to two successes in the challenge. Religion(DC 17; free action): Once per round on the character’s turn, he or she can speak prayers or religious incantations to weaken the power of Orcus in place to hold open the Shadow Rift. This skill can be used to gain up to four successes in this challenge. A failed check also causes the energy of the ritual to attack the character who attempted the check: +8 vs. Fortitude; 1d6 + 4 necrotic damage. Secondary Skill: Endurance. Endurance(DC 12; immediate interrupt, when an adjacent ally takes damage from a failed Arcana or Religion check made as part of this skill challenge): If the Endurance check succeeds, the character making the check takes the damage instead of the triggering ally. Successful use of this skill does not count as a success toward completion of the challenge.
Red halo shows bloodied condition Black halo shows dead condition (minions will usually be removed) Gray halo shows unconscious condition
Auras and zones will be represented by various translucent colors.
Yellow transparent aura is Big John's Defender Aura: Effect: While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Green transparent aura is Fairbanks' Honorable Challenge: Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, enemies take a -2 penalty to attack rolls against any creature other than you.
Gray transparent aura is Azigen's Granite Shield: Effect: You gain an aura 2 that lasts until the end of your next turn. You and your allies gain resist 5 to all damage while in the aura.
Brown transparent zone is Skadu's Shadow Tentacles. Effect: Difficult terrain, lasts until end of Skadu's next turn.
Gray 80% transparent zone is Skadu's Void Blast: Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight. Star Pact (Binder): Any creature other than you that ends its turn in the zone takes psychic damage equal to your Intelligence modifier.
Red transparent zone is Exile's Fountain of Flame: Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.
Dark Red transparent zone is Skadu's Web of Shadows: Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
Heavy black square is edge of Exile's light spell.
Allies within 5 squares of Azigen gain +2 to saving throws vs ongoing damage.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show
This building serves as the headquarters for the enforcers employed by the Mages of Saruun to keep order in the Seven-Pillared Hall. Brugg, an ogre, leads the enforcers. The mages take turns standing watch with the enforcers, providing arcane might when called for and making sure that Brugg and his enforcers toe the line.
Two large stone friezes in the shape of stern dwarf faces adorn the facade of this expertly carved series of chambers. The Deepgem Company deals in gems and precious metals, as well as fine arms and armor. The company buys gold, gemstones, and other valuables from Thunderspire's many prospectors. Deepgem caravans depart every week for Silvershield Hold. Ulthand Deepgem, an old dwarf cleric of Moradin and former adventurer, runs the business. He despises the duergar and avoids dealing with them except in extreme circumstances. In addition to Ulthand, five other dwarves live in this outpost. The company also employs a dozen miners, several mule drivers, and other laborers, most of whom live in the Pigeonholes.
A handful of human merchants from Nentir Vale, as well as dwarves from Hammerfast, sometimes visit the Seven-Pillared Hall with their wagons, and that means there's a work for a wainwright here. Bersk Hollon is a big, muscular, foul-mouthed man who builds and repairs wagons. He also runs a small stable, renting out pack mules to the occasional customer who needs them. He charges 5 sp per day per animal. Bersk employes three stable hands, who sleep in a bunk room.
The small shrine dedicated to Erathis, goddess of law and civilization, has been established in the Hall. Inhabitants of the Hall often stop by to drop a few coins in the coffers and say a prayer before setting out into the Labyrinth or beyond. The priest Phaledra tends to the shrine.
These brick buildings house the merchants that are permanent residents of the Seven-Pillared Hall. The merchants have made fortunes as intermediaries between the Mages of Saruun and the inhabitants of the Underdark, and these homes are finer than most of the living quarters in the Hall.
A merchant company headquartered in Fallcrest, House Azaer maintains a trading post in the Seven-Pillared Hall. It deals in surface goods, such as wine, ale, leatherwork, and woodwork, trading with the sbterranean folk who come to the Seven-Pillared hall, including the Deepgem dwarves and the Grimmerzhul duergar. The trading post is a stout building made of stone blocks taken from the ruins of old minotaur walls. It includes living space for five clerks, four guards, and Noristo Azaer, a young member of the house. Noristo is a tiefling merchant with a sly, sardonic demeanor, and he seems to know something about everything that goes on in and around the Hall.
People who take up residence in the Seven-Pillared Hall are welcome to pick out any side chamber not in use. These cramped chambers are known as the Pigeonholes. Most of the occupants are human, halfling, or dwarf laborers who are down on their luck and hoping to make some gold working in the Hall. In addition to the Pigeonholes shown on the map, dozens more are situated higher on the cavern walls and scattered throughout the nearby passegeways.
This large building sits against the side of the Hall and serves as a trading post, taproom, and inn. The halflings of the Halfmoon family run the place, stocking a variety of foodstuffs and other goods obtained from Halfmoon posts in neighboring lands. Unless the adventurers decide to stay in the Pigeonholes, the Halfmoon offers the only accommodations in the Hall. Erra Halfmoon runs the inn whose pleasant manner hides an iron backbone. She has built the inn into a profitable enterprise for her family.
Water cascades from an opening in the southern rock wall. The gap allows rain and glacier water to form a fresh-water pool and river that runs through the Seven-Pillared Hall.
Two stone bridges span the cold water of the river that flows through the Hall. The bridges are sturdy and 10 feet wide, broad enough to allow the passage of large carts. The bridges have high rails to help prevent hishaps.
the river flows into a large hole in the northern wall. The chute's ceiling immediately lowers to water level, and the dark waters disappear from sight. The water, after a 10-minute circuit through airless corridors, spills into one of the cisterns beneath the Seven-Pillared Hall.
On a stone platform in the eastern part of the Hall stands a 10-foot-wide, 30-foot-tall statue of a minotaur. The bronze form has arms outstretched in a ritualistic pose. On the floor surrounding the statue, a 20-foot-diameter circle is etched with gleaming runes. The residents know that this is the Mages of Saruun teleportation circle that connects to their tower in the northeast corner of the Hall. The mages closely guard the ritual that allows one to use the circle, though they have no prohibition against watching the ritual performed.
An expatriate drow with an eyepatch and a predatory grin, the rogue Gendar trades in old treasures from the Labyrinth. He is smug and greedy, having left behind the Lolth-worshiping ways of his people years ago when his family lost out in one o fht einterminable vendettas of drow society. Gendar recovers some of his wares himself, but he prefers to pay others to risk life and limb in the Labyrinth. Sometimes he commissions adventurers to seek out specific treasures. Gendar is a great source of information about the ruins, but he doesn't offer anything without a price; the more exclusive the information, the higher its cost.
A rotund little man with a wheedling manner, Dreskin makes a living by importing foodstuffs and other suppies from Fallcrest and the surrounding community.
A heap of reused rubble and crudely cut timbers has been haphazardly turned into an alehouse. The place belongs to an ill-tempered half-orc named Rothar, who runs the establishment with a loud voice and a rude expression. His patrons include tough creatures such as orcs, goblins, gnolls, and duergar, who congregate here when they come to trade in the Hall, as well as human and dwarf laborers with little disposable wealth. Brugg comes to the Taproom to relax and trade news with the more unpleasant residences of the hall and the Labyrinth. When not making his rounds, on a mission for the mages, or in residence at the Customhouse, Brugg can usually be found here, drinking, conversing, or testing his strength against anyone foolish enough to accept his challenge.
Enclosed by a rampart, the trading post of the Clan Grimmerzhul duergar appears as a fortress. the duergar trade rare ores, gemstones, liquor, poison, and alchemical reagents from the Underdark for goods from the surface that they can take back to their homeland to sell. The head of the post is Kedhira, a duergar theurge. She is curt and suspicious but unusually civil and honest for a dueargar. Four duergar guards are always present at the post.
This stone bastion has several window slits on its upper floor, looking out over the Hall, but no visible doors. this building serves as the headquarters of the Mages of Saruun. The wizards come and go by means of a teleportation circle at the base of the large bronze minotaur statue.
Brugg, an ogre, leads the enforcers that work for the Mages of Saruun. he can usually be found at the Customhouse, relaxing at Rothar's Taproom, causing trouble at the Halfmoon Inn, or patrolling the Hall.
This kobold is a runt even by the diminutive standards of his kind. Driven out of his tribe's tunnels because of his failed plot against the kobold king, he now begs for coins in the Seven-Pillared Hall and sometimes does menial labor for the Hall's merchants. Owing to his size and cringing manner, Charrak is often ignored.
Harwin, a human merchant that sometimes hires adventurers to guard his caravans. Harwin spends his time at the Halfmoon Inn when he is in the Seven-Pillared Hall.
The Ordinaotr Arcanis wears deep black robes and a golden mask of an impassive, stylized human face. This mysterious figure serves as the magistrate for the Seven-Pillared Hall. As the representative of the Mages of Saruun, the Ordinaotr Arcanis judges guilt or innocence in grievances and acts as an arbitrator in disputes. When the Ordinaotr Arcanis walks the Hall, the inhabitants tremble. It is not unusua for the Ordinator Arcanis to remain unseen for weeks or months at a time, only to appear suddenly to execute the law of the mages or to settle a dispute. In most cases, the judgment of the Ordinator Arcanis is swift, harsh, and usually fatal—the mages have no desire to maintain jails or inflict minor penalties. Most residents of the Hall know that they can summon the Ordinator Arcanis by speaking his name while standing in front of the large minotaur statue.
Surina is a tough, bitter veteran of battles against gnolls and their domonic alies in the northern wastes. As a dragonborn warlock and devout follower of Erathis, she believes that she must do everything she can to push back the encroaching tide of chaos. She has recently come to the Seven-Pillared Hall in hopes of turning it into an armed camp from which se can lead strkes against the monsters of the Underdark. So far, no one has joined her cause, and the Mages of Saruun have ignored her. Surina is a fanatic, eager to do whatever it takes to achieve her goals. She constantly agitates to banish Gendar and the duergar from the Hall. However, her hatred of disorder has blinded her to the slippery slop she has descended. Surina is willing to use almost any means necessary to acheive her goal. The dragonborn warlock splits her time between the Temple of Hidden Light and the out-of-the-way pigeonhole she has claimed when she isn't preaching in the hall or exploring the Labyrinth.
Terrlen, a middle-aged man with a weathered face and a quiet disposition, is an explorer who leads caravans along the Vale Road. He also makes occasional forays into the Labyrinth and is a skilled guide. Terrlen is renowned for his competence (Dungeoneering +10), and though some of his expeditions have failed, the people of the Hall are quick to recommend his services.
Vadriar is a slender, short human with a shaved head. He wears simple brown robes and carries a heavy backpack stuffed with books and scrolls. If the PCs neec information on the Labyrinth's history, everyone directs them to Vadriar. He is usually found at the Halfmoon Inn, but frequently travels the Labyrinth alone in search of new lore.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show
XP: 150 each Features of the Area Illumination: Bright light (lanterns). Cots: Entering a cot's square costs 1 extra square of movement. Old Tuns: These large casks stand almost 10 feet tall and fill their squares. A character cannot stand in these squares but can climb with a DC 15 Athletics check onto a tun. There's about three feet of space between the top of the tuns and the ceiling of the chamber. Tables: A table is tall enough that a Small creature can move under it and gain cover by doing so. Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature. Starting Area: Anywhere in the hallway outside the room.
Red halo shows bloodied condition Black halo shows dead condition (minions will sually be removed) Gray halo shows unconscious condition
Auras and zones will be represented by various translucent colors.
Yellow transparent aura is Big John's Defender Aura: Effect: While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Green transparent aura is Fairbanks' Honorable Challenge: Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, enemies take a -2 penalty to attack rolls against any creature other than you.
Brown transparent zone is Skadu's Shadow Tentacles. Effect: Difficult terrain, lasts until end of Skadu's next turn.
Gray 80% transparent zone is Skadu's Void Blast: Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight. Star Pact (Binder): Any creature other than you that ends its turn in the zone takes psychic damage equal to your Intelligence modifier.
Red transparent zone is Exile's Fountain of Flame: Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.
Dark Red transparent zone is Skadu's Web of Shadows: Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
Heavy black square is edge of Exile's light spell.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show
XP: 100 each Features of the Area Illumination: Bright light. Balcony: The balcony is 15 feet above the floor. Climbing the wall to reach the balcony requires a DC 20 Athletics check. Ceiling: 25 feet high. Double doors: Locked. Rubble: Treat these squares as difficult terrain. Starting Squares: C17 to D15.
Auras and zones will be represented by various translucent colors.
Yellow transparent aura is Big John's Defender Aura: Effect: While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Green transparent aura is Fairbanks' Honorable Challenge: Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, enemies take a -2 penalty to attack rolls against any creature other than you.
Brown transparent zone is Skadu's Shadow Tentacles. Effect: Difficult terrain, lasts until end of Skadu's next turn.
Gray 80% transparent zone is Skadu's Void Blast: Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight. Star Pact (Binder): Any creature other than you that ends its turn in the zone takes psychic damage equal to your Intelligence modifier.
Red transparent zone is Exile's Fountain of Flame: Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.
Dark Red transparent zone is Skadu's Web of Shadows: Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
Heavy black square is edge of Exile's light spell.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show
Auras and zones will be represented by various translucent colors.
Yellow transparent aura is Big John's Defender Aura: Effect: While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Green transparent aura is Fairbanks' Honorable Challenge: Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, enemies take a -2 penalty to attack rolls against any creature other than you.
Brown transparent zone is Skadu's Shadow Tentacles. Effect: Difficult terrain, lasts until end of Skadu's next turn.
Gray 80% transparent zone is Skadu's Void Blast: Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight. Star Pact (Binder): Any creature other than you that ends its turn in the zone takes psychic damage equal to your Intelligence modifier.
Red transparent zone is Exile's Fountain of Flame: Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.
Dark Red transparent zone is Skadu's Web of Shadows: Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
Heavy black square is edge of Exile's light spell.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show
Features of the Area Chains: Manacles secured to a large chain fill the middle of of the floor. These are difficult terrain. Balcony: The balcony is 10 feet above the floor. Statue: This idol represents a revered exarch of Torog.
Starting area: X2, Y2, Z2, A2, B2
Initiative & Status
X
Init
Combatant
hp
Status Conditions
20
A3
3/39
Bloodied, Slowed until end of BJ's next turn
20
Big John
32/48
18
Skadu
12/40
Bloodied, Invisible until EoNT
X
12
Exile
35/35
Fountain of Flame active until EoE
11
Fairbanks
0/43
Unconscious, Granting CA & Attack & Damage Bonus +2 until Special
Auras and zones will be represented by various translucent colors.
Yellow transparent aura is Big John's Defender Aura: Effect: While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Green transparent aura is Fairbanks' Honorable Challenge: Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, enemies take a -2 penalty to attack rolls against any creature other than you.
Brown transparent zone is Skadu's Shadow Tentacles. Effect: Difficult terrain, lasts until end of Skadu's next turn.
Gray 80% transparent zone is Skadu's Void Blast: Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight. Star Pact (Binder): Any creature other than you that ends its turn in the zone takes psychic damage equal to your Intelligence modifier.
Red transparent zone is Exile's Fountain of Flame: Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.
Dark Red transparent zone is Skadu's Web of Shadows: Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
Heavy black square is edge of Exile's light spell.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show
Auras and zones will be represented by various translucent colors.
Yellow transparent aura is Big John's Defender Aura: Effect: While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Green transparent aura is Fairbanks' Honorable Challenge: Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, enemies take a -2 penalty to attack rolls against any creature other than you.
Brown transparent zone is Skadu's Shadow Tentacles. Effect: Difficult terrain, lasts until end of Skadu's next turn.
Gray 80% transparent zone is Skadu's Void Blast: Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight. Star Pact (Binder): Any creature other than you that ends its turn in the zone takes psychic damage equal to your Intelligence modifier.
Red transparent zone is Exile's Fountain of Flame: Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.
Dark Red transparent zone is Skadu's Web of Shadows: Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
Heavy black square is edge of Exile's light spell.
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XP: 180 each Features of the Area Illumination: Bright light (lanterns) during day, dim light otherwise. Beds: A bed can provide cover for someone adjacent to it. Hopping onto a bed costs 1 extra square of movement. A character can use a standard action to tip over a bed, which can tehn grant superior cover to a prone creature. Ceilings: 10 feet high. Counter: The counter can provide cover for someone adjacent to it. Hopping onto the counter costs 1 extra square of movement. Barrels and Crates: These squares are difficult terrain and a creature in one of these squares has cover. Hearth: These provide warmth to the rooms. Any creature beginning its turn in a square occupied by fire takes 1d8 fire damage. Tables: Hopping onto a table costs 1 extra square of movement. A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature. Woodpiles: These squares are difficult terrain. Windows: Tese are 1 foot wide and 3 feet tall, and they have iron sutters on the inside. It takes a move action to open or close a shutter. A creature attacking from behind a closed shutter has superior cover. The two windows in the display area are shuttered only at night. The third window is shuttered at all times.
Start area: Anywhere outside the trading post to the north or west or the corridor beyond the southern-most door (treat the corridor as extending straight off the map).
Initiative & Status
X
Init
Combatant
hp
Status Conditions
22
Skadu
45/45
Shadow Tentacles active until EoNT
22
Big John
30/54
22
Zyna
35/47
X
18
Exile
10/39
Bloodied, Blinded until End of T's next turn
16
G1
-1/58
Bloodied, Unconscious
15
T
??-62/??
Bloodied, Slowed until end of Skadu's next turn, Slowed until end of BJ's next turn
Auras and zones will be represented by various translucent colors.
Yellow transparent aura is Big John's Defender Aura: Effect: While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Green transparent aura is Fairbanks' Honorable Challenge: Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, enemies take a -2 penalty to attack rolls against any creature other than you.
Brown transparent zone is Skadu's Shadow Tentacles. Effect: Difficult terrain, lasts until end of Skadu's next turn.
Gray 80% transparent zone is Skadu's Void Blast: Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured and blocks line of sight. Star Pact (Binder): Any creature other than you that ends its turn in the zone takes psychic damage equal to your Intelligence modifier.
Red transparent zone is Exile's Fountain of Flame: Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage.
Dark Red transparent zone is Skadu's Web of Shadows: Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that willingly enters the zone is immobilized until the end of its next turn.
Heavy black square is edge of Exile's light spell.
You have the free will to agree or disagree. You have the ability to act freely on the above choice regardless of the consequences. Keep on the Shadowfell PbP Group 1Show