| Rev DM |
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Kia - immobilised (se)
Reason - BLOODIED; gains 4hp at start turn (conc. ground)
Whiteclaw - BLOODIED; immobilised (se); slowed to end MM1's next turn
Arianwyn - BLOODIED; immobilised (se)
Protector Spirit 2
Vel - BLOODIED; resist 10 all damage to end her next turn; gains 4hp at start of turn (conc. ground)
Mourning Mare 1 - marked by Whiteclaw; slowed to end Whiteclaw's next turn
Mourning Mare 2 - BLOODIED
| Kia Rubarka |
Seeing something she can hit properly for once, Kia stows her bow and takes out her sword, then lashes out, with a helping hand the her comrades.
Stand the fallen 1d20 + 12 ⇒ (18) + 12 = 303d8 + 5 ⇒ (4, 6, 1) + 5 = 16 vs AC.
That would be 16 damage to the moon mare M2 and everybody can spend a healing surge and with an additional 1HP
Saving throw vs immobilised (again) 1d20 ⇒ 13 and she can move again.
| Rev DM |
Kia's blade flashes down as she cuts ruthlessly through the agonising screams of the primal force before her.
A very solid hit. Everyone can spend a surge + 1hp.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Reason - BLOODIED?; gains 4hp at start turn (conc. ground)
Whiteclaw - immobilised (se); slowed to end MM1's next turn
Arianwyn - immobilised (se)
Protector Spirit 2
Vel - BLOODIED?; resist 10 all damage to end her next turn; gains 4hp at start of turn (conc. ground)
Mourning Mare 1 - marked by Whiteclaw; slowed to end Whiteclaw's next turn
Mourning Mare 2 - BLOODIED
Kia
| Rev DM |
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Reason - BLOODIED?; gains 4hp at start turn (conc. ground)
Whiteclaw - immobilised (se); slowed to end MM1's next turn
Arianwyn - immobilised (se)
Protector Spirit 2
Vel
Mourning Mare 1 - marked by Whiteclaw; slowed to end Whiteclaw's next turn
Mourning Mare 2 - BLOODIED
Kia
| Reason |
Reason knits his brow in concentration, as he sends Ioun's Consecrated Ground forward towards his foes. He then catches his breath.
Sustain Minor. Move Consecrated Ground so it is centred on L12 (move). Second Wind. After Kia's help, Cons Ground, and 2nd wind, now UnBloodied at 38 hp. +2 to defenses. This round, CG will do 1d6 + 3 ⇒ (1) + 3 = 4 Radiant to enemies at start of their turn, and heal Bloodied allies 4 hp.
| Rev DM |
Reason eases the glowing light of his deity over two more of the guardians, bringing support to Whiteclaw in the process.
Following his and Kia's activities, the party are looking much healthier. The same cannot be said for the defenders of the Moon Mare's globe.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Whiteclaw - immobilised (se); slowed to end MM1's next turn
Arianwyn - immobilised (se)
Protector Spirit 2 - will take 4 radiant at start of turn (conc. ground)
Vel
Mourning Mare 1 - marked by Whiteclaw; slowed to end Whiteclaw's next turn
Mourning Mare 2 - BLOODIED; will take 4 radiant at start of turn (conc. ground)
Kia
Reason - +2 defenses to start his next turn
| Whiteclaw |
Start of turn save: 1d20 ⇒ 14.
Made it, so no longer immobilized.
Whiteclaw takes a step back. "Spirits answer many calls little horses." She swings her axe in and arc, calling winds to buffet some of them.
Shift to L13. Mark the whole badguy team! Tundra Wind, hitting P2 and M1, targets fort. P2: 1d20 + 7 ⇒ (18) + 7 = 25, M1: 1d20 + 7 ⇒ (12) + 7 = 19. On hit: 2d6 + 2 ⇒ (5, 5) + 2 = 12 cold damage, and the target is prone.
After the intial surge of wind, the breezes seem to swirl and grow more powerful and much colder.
AP. Winter's Grip, same two targets, again vs fort. P2:1d20 + 12 ⇒ (14) + 12 = 26, M1: 1d20 + 12 ⇒ (2) + 12 = 14. On hit: 1d10 + 6 ⇒ (10) + 6 = 16 cold damage and target is slowed (se). On miss: half damage and no slow. Effect: K 12-14, J 12-14, I 12-14. Any creature that starts thier turn there, or enters it, takes 5 cold damage.
HP: 53/89
Surges: 9/13
AP: 0/1.
Status: All hostiles marked.
| Rev DM |
Whiteclaw proves the impartiality of the primal forces as she call on her own spirits to protect and defend her party. The Protector is unable to withstand any of the attacks, but the mourning mare fares better.
Hit PS2 with both attacks, missed MM1 with both attacks, although she takes the miss effects.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Arianwyn - immobilised (se) - and still has a free bingle to use left over from PS1's demise
Protector Spirit 2 - marked by Whiteclaw; will take 4 radiant at start of turn (conc. ground); prone; slowed (se); taking 5 cold damage at start of turn (Wint Grip)
Vel
Mourning Mare 1 - marked by Whiteclaw; taking 5 cold at start of turn (Wint Grip)
Mourning Mare 2 - BLOODIED; marked by Whiteclaw; will take 4 radiant at start of turn (conc. ground)
Kia
Reason - +2 defenses to start his next turn
Whiteclaw - slowed to end MM1's next turn; -2 to Will to start of next turn (Mourning Mare aura)
| Rev DM |
Arianwyn - you still have a free teleport from when PS1 dropped.
Radiant light and frost combine to bloody the spirit shaman and he retreats, turning briefly insubstantial.
Bloodied. Move to stand, move to shift, minor to turn insubstantial until he attacks or drops unconscious.
1d20=8. Save v slow. Or not.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Vel
Mourning Mare 1 - marked by Whiteclaw; taking 5 cold at start of turn (Wint Grip)
Mourning Mare 2 - BLOODIED; marked by Whiteclaw; will take 4 radiant at start of turn (conc. ground); cursed by Arianwyn
Kia
Reason - +2 defenses to start his next turn
Whiteclaw - slowed to end MM1's next turn; -2 to Will to start of next turn (Mourning Mare aura)
Arianwyn - immobilised (se) - and still has a free bingle to use left over from PS1's demise
Protector Spirit 2 - marked by Whiteclaw; slowed (se); insubstantial until he attacks or drops unconscious
| Vel |
Vel's orb flares red as she makes a flinging motion, and there is an explosion of force and flame among the enemies.
Incendiary Detonation at K12, burst 3, enemies only. Vs. M1, M2, P2 Ref, force damage and knock prone on hit. If hits exactly one, an extra 1d6. Zone of 2 fire vs enemies through Vel's next two turns.
1d20 + 11 ⇒ (6) + 11 = 171d20 + 11 ⇒ (4) + 11 = 151d20 + 11 ⇒ (10) + 11 = 211d6 + 7 ⇒ (1) + 7 = 81d6 ⇒ 1
Lame.
| Rev DM |
Vel's normal accuracy completely deserts her. The springing flames will still do some damage, but the attacks themselves prove fruitless.
The Mourning mares remove themselves from the immediate fray.
Shift and move in both cases.
Zone of fire sustains til end Vel's turn after next.
There's a whole host of zones up at the moment folks, all of the overlapping. I've done my best ...
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Kia
Reason - +2 defenses to start turn
Whiteclaw
Arianwyn - immobilised (se) - and still has a free bingle to use left over from PS1's demise
Protector Spirit 2 - marked by Whiteclaw; slowed (se); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn.
Vel
Mourning Mare 1 - marked by Whiteclaw
Mourning Mare 2 - BLOODIED; marked by Whiteclaw; cursed by Arianwyn
| Rev DM |
Zone of fire sustains til end Vel's turn after next.
There's a whole host of zones up at the moment folks, all of the overlapping. I've done my best ...
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Kia
Reason - +2 defenses to start turn
Whiteclaw
Arianwyn - immobilised (se) - and still has a free bingle to use left over from PS1's demise
Protector Spirit 2 - marked by Whiteclaw; slowed (se); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn.
Vel
Mourning Mare 1 - marked by Whiteclaw
Mourning Mare 2 - BLOODIED; marked by Whiteclaw; cursed by Arianwyn
| Kia Rubarka |
Kia decides to resort to firing arrows again.
Stow sword - take out bow - load free - Paint the bulls eye against M2 vs AC
1d20 + 10 ⇒ (4) + 10 = 141d10 + 1 ⇒ (9) + 1 = 10
In the unikely event that that hits, people get +4 bonus to damage rolls on M2 to the start of Kia's next turn.
| Rev DM |
Kia's arrow betrays her, landing far short of her intended target.
Zone of fire sustains til end Vel's turn after next.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Reason - +2 defenses to start turn
Whiteclaw
Arianwyn - immobilised (se) - and still has a free bingle to use left over from PS1's demise
Protector Spirit 2 - marked by Whiteclaw; slowed (se); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn.
Vel
Mourning Mare 1 - marked by Whiteclaw
Mourning Mare 2 - BLOODIED; marked by Whiteclaw; cursed by Arianwyn
Kia
| Rev DM |
Divine light continues to burn away the protector spirit's ancient bondage.
Zone of fire sustains til end Vel's turn after next.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Whiteclaw
Arianwyn - immobilised (se) - and still has a free bingle to use left over from PS1's demise
Protector Spirit 2 - marked by Whiteclaw; slowed (se); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn; takes 9 radiant at the start of his turn (conc. ground)
Vel
Mourning Mare 1 - marked by Whiteclaw
Mourning Mare 2 - BLOODIED; marked by Whiteclaw; cursed by Arianwyn
Kia
Reason
| Whiteclaw |
The cold air near Whiteclaw fades, and the gnoll charges at one of the mares.
Not sustaining my zone. Ferocious Charge at M1, targets AC. 1d20 + 13 ⇒ (11) + 13 = 24. On hit: 1d10 + 10 ⇒ (8) + 10 = 18. Mark M1. M2 and P2 no longer marked.
HP: 53/89
Surges: 9/13
AP: 0/1
Status: M1 marked.
| Rev DM |
Whiteclaw's charge bloodies the Mourning Mare and her chill zone fades at her command.
Zone of fire sustains til end Vel's turn after next.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Arianwyn - immobilised (se)
Protector Spirit 2 - slowed (se); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn; takes 9 radiant at the start of his turn (conc. ground)
Vel
Mourning Mare 1 - BLOODIED; marked by Whiteclaw
Mourning Mare 2 - BLOODIED; cursed by Arianwyn
Kia
Reason
Whiteclaw
| Rev DM |
Arianwyn - Nature is the skill of choice here. I'll also accept Religion under the circumstances.
Zone of fire sustains til end Vel's turn after next.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Arianwyn - immobilised (se)
Protector Spirit 2 - slowed (se); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn; takes 9 radiant at the start of his turn (conc. ground); cursed by Arianwyn
Vel
Mourning Mare 1 - BLOODIED; marked by Whiteclaw
Mourning Mare 2 - BLOODIED; cursed by Arianwyn
Kia
Reason
Whiteclaw
| Arianwyn |
Excellent. Crown of Stars vs P1 vs Ref.
1d20 + 11 ⇒ (8) + 11 = 192d12 + 9 ⇒ (12, 8) + 9 = 291d8 ⇒ 1 The first is radiant damage. If the target is Bloodied, it is Blinded until end of my next turn.
Arianwyn narrows his eyes in an expression of stern malevolence, as a glowing crown comes into being on his brows. Points of starlight radiate from it towards the protector spirit.
Dark One's Own Luck - reroll attack roll
1d20 + 11 ⇒ (4) + 11 = 15
In any case, I can sustain it for next turn and make a little piddly radiant attack.
Save
1d20 ⇒ 14
| Rev DM |
PS1 is long gone, so I'm assuming you are attacking PS2 which is still (marginally) in existence.
Radiant light flares on Arianwyn's brow and points at the protector spirit, blinding it willy-nilly.
Attack missed, but it is bloodied so is blinded.
Beset as it is, the ghostly shaman can do nothing to fend off the continuing damage from Reason's zone of divine light, while Vel's flames add to the damage he takes. Moving feebly, he wrenches himself clear of the mingled auras and retreats, Arianwyn's glowing touch still on him.
Double move.
1d20=3
Zone of fire sustains til end Vel's turn after next.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Vel
Mourning Mare 1 - BLOODIED; marked by Whiteclaw
Mourning Mare 2 - BLOODIED; cursed by Arianwyn
Kia
Reason
Whiteclaw
Arianwyn
Protector Spirit 2 - BLOODIED; blind to end Arianwyn's next turn; slowed (se); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn; takes 9 radiant at the start of his turn (conc. ground); cursed by Arianwyn
| Rev DM |
For some reason I thought it was an effect, but clearly not. Pity. It's in quite enough trouble however.
Zone of fire sustains til end Vel's turn after next.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Vel
Mourning Mare 1 - BLOODIED; marked by Whiteclaw
Mourning Mare 2 - BLOODIED; cursed by Arianwyn
Kia
Reason
Whiteclaw
Arianwyn
Protector Spirit 2 - BLOODIED; slowed (se); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn; takes 9 radiant at the start of his turn (conc. ground); cursed by Arianwyn
| Rev DM |
Vel's missiles hit solidly, and it is clear that even in its insubstantial state the protector spirit can't survive much longer.
Recharge Wail of Anguish MM1 - no.
Recharge Wail of Anguish MM2 - yes.
MM1 reaches towards Whiteclaw, trying to slow her down.
Touch of Pity (AC). On hit target is slowed to end MM1's next turn.
1d20+14=28 - MM1 v Whiteclaw. Hits.
2d6+5=11
11hp psychic damage and Whiteclaw is slowed to end MM1's next turn
The second mare approaches and screams again, a horse's cry of unbearable pain. The sounds rings around the chamber, calling to losses too deep to be borne in silence, tugging at the darkest tragedies of the heart and mind, rooting the hearers to the spot.
Wail of Anguish (Will). Close burst 3. On hit target is immobilised (se)
1d20+13=30 - MM2 v Reason. Hits
1d20+13=26 - MM2 v Kia. Hits
1d20+13=28 - MM2 v Arianwyn. Hits
1d20+13=27 - MM2 v Vel. Hits
3d8+5=19
19 psychic damage to Reason, Kia, Arianwyn and Vel and they are all immobilised (se)
Zone of fire sustains til end Vel's turn after next.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Kia - immobilised
Reason - -2 to Will to end next turn (MM2 aura); immobilised
Whiteclaw - slowed to end MM1's next turn and takes -2 to Will to end next turn (MM1 aura)
Arianwyn - immobilised
Protector Spirit 2 - BLOODIED; slowed (se); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn; cursed by Arianwyn
Vel - immobilised
Mourning Mare 1 - BLOODIED; marked by Whiteclaw
Mourning Mare 2 - BLOODIED; cursed by Arianwyn
| Rev DM |
Zone of fire sustains til end Vel's turn after next.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Kia - immobilised
Reason - -2 to Will to end next turn (MM2 aura); immobilised
Whiteclaw - BLOODIED; slowed to end MM1's next turn and takes -2 to Will to end next turn (MM1 aura)
Arianwyn - BLOODIED; immobilised
Protector Spirit 2 - BLOODIED; slowed (se); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn; cursed by Arianwyn
Vel - immobilised
Mourning Mare 1 - BLOODIED; marked by Whiteclaw
Mourning Mare 2 - BLOODIED; cursed by Arianwyn
| Kia Rubarka |
Kia is bloodied (22/64 HP)
Thankful that has she spent some time mastering her longbow, Kia once more switches weapons and fires of another arrow at M2.
Painting the bulls eye once more. 1d20 + 10 ⇒ (1) + 10 = 111d10 + 1 ⇒ (3) + 1 = 4
Being rooted to the spot is definitely not helping her battle skills.
Saving throw 1d20 ⇒ 17
| Rev DM |
Another arrow pings uselessly across the floor, but Kia gets her feet free.
Zone of fire sustains til end Vel's turn after next.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Reason - -2 to Will to end next turn (MM2 aura); immobilised
Whiteclaw - BLOODIED; slowed to end MM1's next turn and takes -2 to Will to end next turn (MM1 aura)
Arianwyn - BLOODIED; immobilised
Protector Spirit 2 - BLOODIED; slowed (se); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn; cursed by Arianwyn
Vel - immobilised
Mourning Mare 1 - BLOODIED; marked by Whiteclaw
Mourning Mare 2 - BLOODIED; cursed by Arianwyn
Kia - BLOODIED
| Reason |
Reason sends the Consecrated Ground in pursuit of the spirit (centred on G11), then calls on Ioun to help the party and hinder the adjacent mare.
damage to P2 on its turn: 1d6 + 3 ⇒ (3) + 3 = 6
Beacon of Hope, Burst 3: Reason, Kia, Arianwyn & Vel regain 8 hp; vs M2 Will: 1d20 + 11 ⇒ (11) + 11 = 22 if hit, M2 weakened. Reason's Healing powers +5 til end of encounter.
save:1d20 ⇒ 1
Reaon currently at 27 of 59 hp (Bloodied)
| Rev DM |
Reason's goddess continues to help her servant, allowing him to visibly weaken the nearest Mourning Mare and bringing extra potency to his healing powers. Concentrating on restoring his friends, he fails to free himself from the mental turmoil keeping him in place.
Yes, that just hits.
8hp to Vel, Kia, Reason and Arianwyn
Zone of fire sustains til end Vel's turn after next.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Whiteclaw - BLOODIED; slowed to end MM1's next turn and takes -2 to Will to end next turn (MM1 aura)
Arianwyn - BLOODIED; immobilised
Protector Spirit 2 - BLOODIED; slowed (se); takes 6 radiant at start of turn (conc. ground); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn; cursed by Arianwyn
Vel - immobilised
Mourning Mare 1 - BLOODIED; marked by Whiteclaw
Mourning Mare 2 - BLOODIED; cursed by Arianwyn; weakened to end Reason's next turn
Kia - BLOODIED
Reason - BLOODIED; -2 to Will to end next turn (MM2 aura); immobilised
| Whiteclaw |
Whiteclaw stays where she is, slashing out with her axe, which seems to conjure a lash of thorns.
Thorn Strike, targets AC. 1d20 + 12 ⇒ (12) + 12 = 24. On hit: 1d10 + 8 ⇒ (8) + 8 = 16 and I pull M1 to D13. On hit only, I then mark M1.
HP: 42/89
Surges: 9/13
AP: 0/1
Status: M1 marked. Bloodied.
| Rev DM |
Whiteclaw's axe slams inexorably into the Mourning Mare, pulling it towards her.
Beleaguered as they are, the companions are aware that none of their opponents can survive much longer.
Zone of fire sustains til end Vel's turn after next.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Arianwyn - BLOODIED; immobilised
Protector Spirit 2 - BLOODIED; slowed (se); takes 6 radiant at start of turn (conc. ground); insubstantial until he attacks or drops unconscious; takes 2 fire damage at start of turn; cursed by Arianwyn
Vel - immobilised
Mourning Mare 1 - BLOODIED; marked by Whiteclaw
Mourning Mare 2 - BLOODIED; cursed by Arianwyn; weakened to end Reason's next turn
Kia - BLOODIED
Reason - BLOODIED; -2 to Will to end next turn (MM2 aura); immobilised
Whiteclaw - BLOODIED; slowed to end MM1's next turn and takes -2 to Will to end next turn (MM1 aura)
| Arianwyn |
Standard - Eldritch Blast vs M2 REf.
1d20 + 11 ⇒ (17) + 11 = 281d10 + 9 ⇒ (1) + 9 = 101d8 ⇒ 4
Arianwyn growls, "By the manifold gates of Tartarus I condemn thee, equine shade."
He nods with satisfaction.
As Rosey has informed me that drops it... teleport to M3. Minor - Sustain Crown of Stars - attack P2 vs Will.
1d20 + 11 ⇒ (12) + 11 = 23
Action Point. Eldritch Blast vs P2 Ref.
1d20 + 11 ⇒ (13) + 11 = 241d10 + 9 ⇒ (4) + 9 = 13
Arianwyn becomes a one man beacon of eldritch energy. His etes glow with power as he mutters, "And thy orisons shall be fruitless, dead one."
Teleport to J15. CONCEALMENT GAINED.
SAVE
1d20 ⇒ 17
| Rev DM |
An eladrin tornado of fey fury, Arianwyn tears through the remaining foes, dropping both the nearest Mourning Mare and the Protector Spirit in a whirlwind of attacks and freeing himself from the hindering immobilisation into the bargain.
Zone of fire sustains til end Vel's next turn.
Note: Mourning Mares have an aura 2. Enemies starting their turn within the aura take a -2 penalty to Will to the start of its next turn.
Vel - immobilised (se)
Mourning Mare 1 - BLOODIED; marked by Whiteclaw
Kia - BLOODIED
Reason - BLOODIED; -2 to Will to end next turn (MM2 aura); immobilised
Whiteclaw - BLOODIED; slowed to end MM1's next turn and takes -2 to Will to end next turn (MM1 aura)
Arianwyn - BLOODIED; concealed; used AP