Bloodsong of the Treeless Lands: Rune Stones Part IV (4e)
Game Master
Rev Rosey
Part 4 of the Rune Stones saga.
Set in the wild land of Kargzant. Players went from level 9 to Paragon in this one. Vel retired and was replaced by Tutavak.
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
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
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 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 = 4Radiant to enemies at start of their turn, and heal Bloodied allies 4 hp.
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 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.
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)
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'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.
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
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
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
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
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
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
Excellent. Crown of Stars vs P1 vs Ref. 1d20 + 11 ⇒ (8) + 11 = 19
2d12 + 9 ⇒ (12, 8) + 9 = 29
1d8 ⇒ 1The 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.
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.
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
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
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
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
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'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
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)
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.
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