
Rev DM |

Just a reminder, because it's very easy to forget these things in a pbp. Whiteclaw and Kia can buff you all with their portable totem statues, giving you an additional +1 to your Fort and Will saves respectively. Since you're extremely low on resources, you could need all the help you can get.
You've short rested and restored your encounter powers. TRK is clutching his head in agony, Reason is clutching his treasured books. Kia is sitting a long way off clutching a backpack with a throbbing demon skull. What are you all doing next?

Whiteclaw |

Wow, I didn't even remember I had a statue :). I've spent my last 2 surges since we're resting. Oh, no shield for me anymore, since I never picked it back up, and I'm not going into the fire for it!
"We should destroy that thing..." she points to the backpack holding the skull "...and get out of here as soon as we can."

Kia Rubarka |

Before you move from your convenient grouping shown in the last map, Kia, with a sigh, puts down her back pack and comes towards you all with her totem. She can buff you all with her +1 (is it will?) then returns to pick up her pack and follow you (at a distance) through the door.

Gobi Thovir |

Before you move from your convenient grouping shown in the last map, Kia, with a sigh, puts down her back pack and comes towards you all with her totem. She can buff you all with her +1 (is it will?) then returns to pick up her pack and follow you (at a distance) through the door.
"don't worry kia, we'll get rid of that skull soon enough." gobi offers a smile

Rev DM |

There can be no question that you are at journey's end.
Stretching before you is the agonised centre of the Maw itself, the lips writhing as the contagion of the awakened demon skull brings fresh life to the damaged earth.
Reaching out to the centre of the Maw are two platforms. On one, stands a crude winch, clearly used for hauling the Blight infested earth to the surface. The other has a crueler and equally pragmatic purpose. At the very end stands a hobgoblin in priestly robes intoning harsh words over the slumped body of an elf. With each syllable, he cuts long wounds into the victim, allowing blood to drip into the Maw - and with each drop, the shaking of the Maw itself becomes stronger.
The whole grotesque scene is open to the sky and you can see that making your way to either platform will be made harder by the blood smeared floor.
Another problem will be the gnoll pack marauding at the door and waiting for you. Six of the feral beasts are waiting, eyes alight with fanaticism. The hobgoblin never raises his eyes from his activities, seemingly unaware of anything but his bloodletting.
The door to the rooms you have just left are growing warm behind you, but the fire within is not spreading yet.
Note that Kia is off the map, but within 10 squares of you, so you will get her +2 to init. Red stains are blood and difficult terrain (costing 2 movement points to cross).
To destroy the skull, you need to get to where the elf is being killed and drop the thing into the Maw. Please note that I am extremely open at this point to any suggestions and plans you may have to use your powers in unusual ways.

Vel |

While you didn't technically ask for initiative, Vel's eager to go early!
Init (1d20+9=23)

The Rogue Knight |

On My Turn
"Flee! The bloody-handed slayer comes!"
If they don't flee TRK probably denies in the next exchange.

Whiteclaw |

"They won't flee." Whiteclaw says grimly. "Any more than *we* will. We're all fanatics here, but we have to carry the day." And with that, the gnoll springs into action.
Move M15-14, taking OAs from G2 and G3. Then Sweeping Blow vs the three of them, resolved in G1, 2, 3 order. 1d20+11=12, 17, 16. Lol, 3 misses right? Just in case: 1d10+4=8. Mark all 3. Rev, you can roll any OAs needed off my marks, just for a time save. Consider this blanket permission for the future as well.

Rev DM |

TRK
I don't think you can. Sacred Circle is a standard action. Intimidate in the way you're using it is also a standard. You can certainly do this, but the following applies. You will need to treat the intimidation as an area attack and roll for each foe separately. They have to be able to SEE and HEAR you, so you can roll against all of them except the hobgoblin and G4.
They're already hostile, so the DC is 25. I'm ruling you've made one successful roll against G3 as the nearest gnoll, but you'll need to roll the rest.
Arianwyn's eldritch blast flies narrowly over the shoulder of G3 and Whiteclaw leaps into the fray, wildly swinging her flail. G2 is too stunned by her action to take advantage.
OA on Whiteclaw (1d20 10=11). Whiteclaw, I think you only take one OA from G2. You're just moving into G3's zone, not passing through it.
As her sweep misses all of them, a voice rings out from the corridor as The Rogue Knight prophesies doom. G3's nerve breaks and he moves away from the door. As it starts to move, Gobi's craghammer slams down instinctively, crushing the creature.
OA on G3 (1d20+7=26, 1d10+2=6)
Vel is up
Kia
Reason
Gnoll 1
Gnoll 2
Gnoll 4
Gnoll 5
Gnoll 6
Gobi
Hobgoblin
Arianwyn
Whiteclaw
TRK

Rev DM |

Double door is the only way in. Whiteclaw moved to M15 and then M14. Ah. I see what confused you. My fault. I forgot she'd be taking an OA from Gnoll 3 for leaving N16 in the first place. OK. Just rolling that now...
OA. G3 v Whiteclaw (1d20 10=14). [ooc]And that also missed. Whiteclaw is untouched.
She can't shift or attack around a hard corner, but she can use her move to do it. Or am I missing something?

Rev DM |

Vel watches for a better opportunity.
Delay until after Reason. Pardon my sloppy record-keeping, but did we get APs after Kyleth?
You got APs before Kyleth. Nothing since.
EDITED. Arianwyn, you're absolutely right and I am an idiot.
PHB, page 283. Diagonal movement. Moving diagonally works the same as other movement except you can't cross the corner of a wall or another obstacle that fills the square you're in and the square you want to move to..
Whiteclaw, I've put you back where you were at N16. Feel free to change your attack if you would like to. G3 is gone regardless, but you can still have a go at G2.

Rev DM |

Lol, another silly WotC rule, but if G3 is gone, that would make his square empty, and I could be at the same place right? If so, that's what I do, same idea, different route. If not, I Tide of Iron on G2: 1d20+10=14. Which misses.
G3 doesn't die until after your turn, so you stay in the doorway. So Tide of Iron on G2 and you're at N16. And with that dealt with, on with the dance. I am comprehensively bogging up everything today. It must be making sheep headresses for 40 children that's making me slow.
Kia is up - and out of sight
Reason
Vel
Gnoll 1
Gnoll 2
Gnoll 4
Gnoll 5
Gnoll 6
Gobi
Hobgoblin
Arianwyn
Whiteclaw
TRK

The Rogue Knight |

Intimidate Rolls 1d20+9=27, 1d20+9=26, 1d20+9=13, 1d20+9=14, 1d20+9=26, 1d20+9=19
"I am Kord incarnate! Flee before me!" TRK raises his bloody axe.
I think that's 3 more....

Rev DM |

Intimidate Rolls 1d20+9=27, 1d20+9=26, 1d20+9=13, 1d20+9=14, 1d20+9=26, 1d20+9=19
"I am Kord incarnate! Flee before me!" TRK raises his bloody axe.
I think that's 3 more....
I only need the first four of these, as you can't be seen and heard by G4 and the hobgoblin.
The Rogue Knight's voice takes on an apocalyptic resonance as he continues to invoke doom. G1 and G2 tremble against their will and retreat away from his looming presence. Whiteclaw take the opportunity to lash out with her flail as G2 moves away from her, but misses, possibly overawed herself by the effect of the paladin's words.
OA on G2 (1d20 10=14, 1d10 4=10). Sorry Whiteclaw, I tryed.
Superb! They're still armed and dangerous, but you've bought yourselves some time and a bit of maneuvering space. You cannot try that again on any gnoll you're already intimidated, but you can have a go at G4 and the hobgob when they can both see and hear you.
Kia is up
Reason
Vel
Gnolls
Gobi
Hobgoblin
Arianwyn
Whiteclaw
TRK

Vel |

Since the map changed, that changed my reasons for delaying. Let's give a scorching burst to, oooh, lucky G1 and G5
Vel gestures contemptuously at the fleeing gnolls, incinerating two of them.
Scorching burst vs Ref G1 G5 (1d20+8=26, 1d20+8=26, 1d6+6=7)