For the first time since joining the group, Reason decides to use his mace. Gripping it in both hands, he swings at the gnoll.
Mace (1d20+7=14, 1d8+2=7)vs AC, includes +2 for Combat Adv, +1 for Bloodied. Unlikely to hit.
A dazzling light briefly expands from his holy symbol, then refocussing to remain on the depiction of Ioun's sacred book. As it passes, it leaves allies healed and drains enemies' strength.
Hate to use all of my dailies so soon, but:
Beacon of Hope
Heals Whiteclaw, Vel, and TRK respectively Healing (1d6+8=9, 1d6+8=11, 1d6+8=9) (extra 1d6 from symbol power last round).
Attacks G2,G5,G1 vs Will, respectively Beacon (1d20+5=23, 1d20+5=6, 1d20+5=20) . Hit weakens target until end of its next turn.
Reason's Healing powers add +5 til end of encounter.
The tiefling then draws his mace for the inevitable counter-attack.
I think I'm up. Unless I'm mis-reading things, I took 3 hits for 13, 16, and 13. 42 total. And I have 45 total, so I'd be up with 3 hp. Did I misread along the way? And go gnolls! We rock. Whiteclaw needs a pack :)
Awwww!! You have one! {scratches Whiteclaw behind ears}
Reason chants, his holy symbol glowing, and some of The Rogue Knight's wounds disappear.
Minor Action - use Daily power on Holy Symbol (boosts healing til end of Reason's next turn)
Minor Action - Healing Word - TRK spends surge, gains extra Extra Bonus Healing Bonus (2d6+3=12) hp.
He gestures forcefully towards the wounded gnoll, and a ray of dazzling light shoots towards it.
Standard Action - Lance of Faith - 1d20+6=20 vs Reflex (including +1 for Bloodied foe). If it hits, 1d8+4=11 radiant damage, and Whiteclaw gets +2 to hit G3.
Reason then glares at the other gnoll blocking the door, the power of his goddess visible in his eyes.
Spend Action Point - Cause Fear - 1d20+5=21 vs Will - hit causes G4 to move speed+3 away from Reason, provoking Opportunity Attacks (from TRK?).
I don't believe that the 3 failed death saves have to be consecutive. I originally thought the same thing, and I think that may have been the rule in playtesting, but now it's just 3 failed saves.
You also die if you drop to negative-half-total-hp.
Reason will hopefully save him before that anyway.
Arianwyn looks Reason in the eye. "And perhaps you should join me there, tieflng. After all, we may encounter a fearsome library. We should not want you to be distracted."
Reason grins and raises an eyebrow, "Do you mean that you don't want me to study for The Testing??"
"Hmmm... According to my map, beyond the hidden door lies "The Testing Ground". We should proceed cautiously, with our most alert people in front. Perhaps Arianwyn should hang back a bit?"
"My feeling is that we should avoid the Maw, until we have gone to the Tomb to recover the skull, but I will go along with whatever the group decides, of course."
Prior to resting, Reason spent some time circling the campsite, chanting and gesturing.
Spoiler:
Eye of Alarm ritual. 25gp of Alchemical Reagants spent. When camping in a dangerous area, this will be a regular procedure. His usual instructions will be to ignore all tiny animals and insects, as well as attuned party members.
Assuming that she will let him, Reason uses a Healing Word on her, allowing her to spend a surge and gain an additional (Healing Word Bonus (1d6+3=7) ) hp.
"Now perhaps you could tell me about your organizational system... I would be happy to help you improve it, or restore things to their proper place....."
A hungry look comes to Reason's face, and a stream of questions spill from him.
"Does this map detail the location of this "Maw" or the tomb or both?"
"Do you believe the skull and the Maw are at the same location?"
"Does this path lead to the area on your map?"
"Do you have documents about the fall of Bael Turath, or maps relating to that kingdom?"
"What other ancient knowledge is stored here?"
"What price do you place on obtaining copies of your lore?"
He finally stops for a breath, allowing the crone time to answer, and his companions to interject.
Reason enters the hut, feverishly chanting invocations to Ioun.
Move to H12.
Divine Aid (Standard) on TRK: He gets an immediate save at +3.
Spend Action Point: Beacon of Hope - All allies within 3 squares (all except Whiteclaw) regain 8 hp. 1d20+5+1 (bloodied)=18 vs Crone's Will, hit Weakens her until end of her next turn.
Ioun's Poise on Whiteclaw (minor) - Grants her +5 to Will defence til end of Reason's next turn.
Smiles - Free!
Am I correct that Reason has 2 Action Points? I couldn't find anywhere that I spent one, and we fought the dragon and the orcs, right?Getting ready to explode into a flurry of action.
Reason would like to Channel Divinity to grant Ioun's Poise to Whiteclaw, which increases her Will defence by 5. I doubt that it applies retroactively, but it seems like something appropriate to do.
"One thing that you may wish to keep in mind is that I can perform a ritual which will alert us to enemies approaching. However, I agree that we should perhaps camp away from the main trail."
"Well then, let us follow these wagon tracks, after we have decided the orc's fate. Two of us will have to double up on one of the horses, unless someone cares to walk."
Reason returns to his usual sanguine self, in a sudden, jarring fashion.
"I believe that we have no further use for him, unless one of our 3 warriors wishes to attempt to get something from him. As a newcomer to your group, I am happy to accede to your wishes as to his dispensation."