| Rev DM |
In good and bad news, I'm about to buy a new computer. This means no more frantic fan noise and abrupt crashing - I hope. It also means I may be offline for a while until I get everything reinstalled. Your scheduled mayhem will resume as soon as possible.
Reason is away over the long weekend, but if he doesn't surface before I need to take my machine apart, I'll post something on his behalf.
| Reason |
Reason gestures, and a wall of spinning blades appears, stretching between two of the ravagers. He then hurries to Vel's side and beseeches Ioun to close her wounds.
Blade Barrier from T15-19. difficult terrain. Any creature starting turn in or entering takes 3d6 + 4 ⇒ (3, 2, 5) + 4 = 14 and 5 ongoing (se).
Move to Z15. Cure Serious Wounds on Vel: regains hp as if she spent 2 surges.
Fun time had at CanGames. Ran 4 Pathfinder Society Scenarios, and got to play some minis and board games. Now must start prep for Origins.
| Rev DM |
Good hearing. Pictures?
Blades spring from the ravaged ground and dig deep into the unreasonable abominations confronting the party. Vel is greatly restored by her comrades, old and new.
Go ahead and post Vel, I'll get the monsters sorted asap, but still have to find the documents.
Note that the leafy patches are difficult terrain
The brown squares are suppurating mud. A creature other than a Tencaru entering a square of suppurating mud is dazed to the end of its next turn. Still frantically reinstalling stuff.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Vel (mounted)
Ravager 1
Ravager 2 - cursed by Arianwyn; Party +4 to hit it to start Kia's next turn
Ravager 3 - marked by Whiteclaw; taking 14 damage and 5 ongoing (se) at start of turn
Ravager 4 - taking 14 damage and 5 ongoing (se) at start of turn
Hunter 1
Hunter 2
Hunter 3 - dazed (se)
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot)
Mystic
Arianwyn (mounted)
Kia (mounted)
Arginu (mounted)
Reason (on foot)
| Vel |
Vel shrieks in pain at the rain of blows, then feels herself fully restored by her allies. Back to herself, she rides Viren partly up the rise and unleashes a devastating attack of flame on the ravagers. Even as the wider burst of flame subsides, her body is still glowing, the flames emanating from her tattooed chest.
To cap this, she directs an image of an enormous fiery horse's skull swooping over Arianwyn's head at the enemy mystic, panicking the vile creature into immobility.
Ok, now . . . Move Viren 2 squares north. Standard: Fire Shroud, close burst 3 enemies, fire damage + 5 ongoing fire (se) on hit. Minor: Fire Shield -- melee attacker takes 2d6+7 fire through encounter. AP: 5 temp from tattoo and Face of Death vs. Mystic:
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is helpless (save ends).
Aftereffect: The target is slowed (save ends).
Miss: The target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).
Fire Shroud vs R2, R3, R4 Fort 1d20 + 11 + 4 ⇒ (20) + 11 + 4 = 351d20 + 11 ⇒ (5) + 11 = 161d20 + 11 ⇒ (18) + 11 = 291d8 + 7 ⇒ (4) + 7 = 11
Crit damage vs R2 2d6 + 15 ⇒ (1, 1) + 15 = 17
Face of Death vs M Will 1d20 + 11 ⇒ (11) + 11 = 22 Divine Gift for 23 if it helps.
HP: 56/56
Temp: 5
Surges: 7/8
AP: 0/1
Status: Gleeful
| Rev DM |
Back, functional and ready to slaughter.
Screams and flames fill the air in equal measure as Vel attacks. Fire engulfs the nearest ravagers and the mystic is help temporarily in place by the sheer horror of the looming face of the Sun Stallion swooping over it.
Fire Shroud hits R2 and R4. Face of Doom misses Mystic, so hang on to the Divine Gift.
Reason's blades bite deep into the corrupted flesh of the Tencaru as they shy and scatter, seeking other prey than the incandescant mage.
R1 and R2 charge Reason, while R3 stays focused on Whiteclaw and R4 pounds across the hillock to attack Arginu.
NOTE: "Ag" on the map is Arginu the Warleader, not Arianwyn, your eyebrow quirking warlock.
Reason stands calmly as the blows rain around him and Ioun's child is unharmed.
Greatsword (AC)
1d20+17=21 R1 v Reason. Miss
1d20+17=24 R2 v Reason. Misses due to Darkleaf Armour.
1d20+15=24 R3 v Whiteclaw. Hits. 1d10+6=9
1d20+17=29 R4 v Arginu. Hits. 1d10+6 plus 1d10 for charging = 18
18 damage to Arginu, 9 damage to Whiteclaw
1d20=16 - save v ongoing fire R2
1d20+3=4 - no save v ongoing blade damage R3
1d20=9 - no save v ongoing fire R4
1d20=4 - no save v ongoing blade damage R4
The hunters nock more arrows to their cruel bows and let fly, aiming at the fire mage once more.
Lightning Fast shot (AC) - two shots at same or different targets.
1d20+16=19 - H1 v Vel. Miss
1d20+16=25 - H1 v Vel. Hits. 1d12+3=10
1d20+16=34 - H2 v Vel. Hits. 1d12+3=6
1d20+16=21 - H2 v Vel. Miss
1d20+16=36 - H3 v Vel. Crit. 15 damage
1d20+16=19 - H3 v Vel. Miss
31 total damage to Vel.
1d20=16 - save v daze H3
Wheeling their steeds, the Kargzant archers turn their attention to R2, marked for doom by Kia. Thoroughly un-nerved by this encounter with their worst nightmares, both miss.
Three fingered release. On hit target is dazed.
1d20+17=24. K1 v R2. Miss
1d20+17=18. K2 v R2. Miss.
Note that the leafy patches are difficult terrain
The brown squares are suppurating mud. A creature other than a Tencaru entering a square of suppurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Whiteclaw (on foot)
Mystic - immobilised (se), then slowed (se)
Arianwyn (mounted)
Kia (mounted)
Arginu (mounted)
Reason (on foot)
Vel (mounted) - BLOODIED; Melee attackers take 2d6+7 fire damage to end encounter
Ravager 1
Ravager 2 - cursed by Arianwyn; Party +4 to hit it to start Kia's next turn; 5 ongoing fire damage (se)
Ravager 3 - marked by Whiteclaw; 5 ongoing (se) (blade barrier)
Ravager 4 - 5 ongoing (se) (blade barrier); 5 ongoing fire damage (se)
Hunter 1
Hunter 2
Hunter 3
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
| Whiteclaw |
Whiteclaw glances over to Vel, and then the mage's skin turns to bark. "It will ward you for a few moments." the gnoll calls out.
Minor: Barskin on Vel, +4 to her AC until the EOMNT.
She then moves towards Vel even as she attacks the Ravager.
Shift to U17, keep R3 marked. Winter's Claws on R3. 1d20 + 13 ⇒ (9) + 13 = 22. On hit: 2d10 + 7 ⇒ (4, 6) + 7 = 17 and it's slowed until the EOMNT
HP: 87/96
Surges: 13/13
AP: 1/1
Status: Marked R3
| Rev DM |
Whiteclaw imbues Vel with the spirit of the earth, but fails to make any impact on the ravager.
The mystic snarls and strikes at Arginu, trying to push her horse backwards into the supurating mud. Unable to do so, he calls on whatever gods answer the prayers of the Tencaru and all his allies revive.
Staff (Ref): Reach 2. On hit, target is pushed 3 squares.
1d20+15=17. Mystic v Arginu. Miss
Mystic Resonance. Allies the Mystic can see and the Mystic gain 10 temp hp and can make a save against one effect.
1d20=10 - Mystic v Immobilisation (saved)
1d20=15 - R2 v ongoing fire (saved)
1d20=7 - R3 v ongoing blade barrier damage1d20=4 - R4 v ongoing fire
1d20=10 - Mystic end of turn Save v Slow
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Arianwyn (mounted)
Kia (mounted)
Arginu (mounted)
Reason (on foot)
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter; +4 AC to end Whiteclaw's next turn
Ravager 1
Ravager 2 - cursed by Arianwyn; Party +4 to hit it to start Kia's next turn
Ravager 3 - marked by Whiteclaw; 5 ongoing (se) (blade barrier)
Ravager 4 - 5 ongoing (se) (blade barrier); 5 ongoing fire damage (se)
Hunter 1
Hunter 2
Hunter 3
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot)
Mystic - slowed (se)
| Arianwyn |
Minor - Curse R1. Move - shift to Cc10. Minor - Ironwood Hound - attack R2 with Drive Back (vs Fort
1d20 + 11 ⇒ (18) + 11 = 292d6 + 2 ⇒ (6, 5) + 2 = 13
R2 is pushed to Z17. As part of the attack, the Hound shifts to Z16.
Arianwyn wheels his horse away from the Tencaru threatening him, and with a thought, sends the Hound to harry the other.
| Rev DM |
Pashira's guardian hound leaps to drive back the ravager threatening Reason, ironwood jaws burying themselves deep into the mutated flesh of the Tencaru.
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Kia (mounted)
Arginu (mounted)
Reason (on foot)
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter; +4 AC to end Whiteclaw's next turn
Ravager 1 - cursed by Arianwyn
Ravager 2 - cursed by Arianwyn; Party +4 to hit it to start Kia's next turn
Ravager 3 - marked by Whiteclaw; 5 ongoing (se) (blade barrier)
Ravager 4 - 5 ongoing (se) (blade barrier); 5 ongoing fire damage (se)
Hunter 1
Hunter 2
Hunter 3
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot)
Mystic - slowed (se)
Arianwyn (mounted)
| Kia Rubarka |
Kia calls to the two Kargzant.
"We must take the hunters down!"
Manoeuvring around the difficult patch, Kia takes a shot at H3.
Move (over brown bit but around leafy stuff) to Ee21 (her top left corner) Kia shoots at H3.
Sunder armour vs H3 1d20 + 12 ⇒ (20) + 12 = 322d8 + 5 ⇒ (6, 3) + 5 = 14
That's a crit! so damage would be 3d6 + 21 ⇒ (3, 5, 6) + 21 = 35. And any other person attacking H3 will score a crit on a roll of 18-20 to the end of Kia's next turn
| Rev DM |
Kia - you really don't want to go over the brown bit. That's supurating mud which will daze you. You can get to Ee21 going through the difficult terrain and I've placed you there. Let me know if that's a problem.
Kia's arrow strikes true and the Hunter visibly winces as the warlord leads the way for further attacks.
Arginu heeds Kia's advice, and shifts her mount clear of the flanking Tencaru before charging at another Hunter. In her eagerness, she slightly misjudges her attack and hits nothing.
1d20+14=17 ... rolling 3 helps nobody.
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Reason (on foot)
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter; +4 AC to end Whiteclaw's next turn
Ravager 1 - cursed by Arianwyn
Ravager 2 - cursed by Arianwyn; Party +4 to hit it to start Kia's next turn
Ravager 3 - marked by Whiteclaw; 5 ongoing (se) (blade barrier)
Ravager 4 - 5 ongoing (se) (blade barrier); 5 ongoing fire damage (se)
Hunter 1
Hunter 2
Hunter 3 - takes crits on 18-20 to end Kia's next turn
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot)
Mystic - slowed (se)
Arianwyn (mounted)
Kia (mounted)
Arginu (mounted)
| Kia Rubarka |
Kia - you really don't want to go over the brown bit. That's supurating mud which will daze you. You can get to Ee21 going through the difficult terrain and I've placed you there. Let me know if that's a problem.
Tnanks. I don't know why I thought that was the bit that required an extra movement point to get on to, but there you are.
Oh, yes, and R2 is longer +4 to damage
| Vel |
Vel, unaccustomed to such a situation, resorts to her usual tactics. Flinging an orb of force next to Viren, she then spurs the warhorse out of the melee.
Orbmaster's Incendiary Detonation at X15, drawing OA from R3. Zone 3, enemies only, vs R1, R2, R3 Ref, force damage and knock prone. Zone last two turns, dealing 2 fire. Move 8 due west (having already drawn R3's OA)
1d20 + 11 ⇒ (19) + 11 = 301d20 + 11 ⇒ (17) + 11 = 281d20 + 11 ⇒ (11) + 11 = 221d6 + 7 ⇒ (3) + 7 = 10
| Rev DM |
Reason's spell cannot penetrate the Tencaru's twisted mind, but Vel's explosion speaks a language it does understand. Ravagers 1 and 2 drop to the ground before rising once more and seeking vengeance on the nearest foes.
OA on Vel from R3
1d20+15=29. Hits. 1d10+6=8
R3 takes 2d6+7=14 fire damage from Vel's fire shield
Vel takes 8 damage from R3
R1 bares its teeth and charges Kia.
1d20+15=26. R1 v Kia. Hits. 1d10+6=10 plus 1d10=9 for the charge.
19 damage to Kia
R2 chops brutally at the Ironwood Hound.
1d20+15=27. R2 v Ironwood Hound. Hits. 1d10+6=13
13 damage to Ironwood Hound. Think that puts it on 3hp.
R3 ignores the flames and rounds once more on Whiteclaw, even as R4 charges towards the gnoll.
1d20+17=30. R3 v Whiteclaw. Hits. 1d10+6=11
1d20+17=23. R4 v Whiteclaw. Hits. 1d10+6=14 plus 1d10=4 for charging
29 damage to Whiteclaw.
1d20=13. R3 saves v ongoing blade barrier damage
1d20=12. R4 saves v ongoing blade barrier damage
1d20=18. R4 saves v ongoing fire damage
Trading arrow for arrow, the Hunters change targets and focus on Kia.
Lighting Fast Shots
1d20+16=18. H1 v Kia. Miss
1d20+16=34. H1 v Kia. Hits. 1d12+2=7
1d20+16=24. H2 v Kia. Hits. 1d12+2=9
1d20+16=27. H2 v Kia. Hits. 1d12+2=9
1d20+16=18. H3 v Kia. Miss
1d20+16=28. H3 v Kia. Hits. 1d12+2=7
32 damage to Kia
Taking their cue from the beleagured warlord, the Kargzant Archers turn their attention to the Hunter she marked for them. This time their aim is sure and the Hunter screams as the arrows sicken and daze it.
Three-Fingered Release. On hit, target is dazed.
1d20+13=26. K1 v H3. Hits. 2d8+3=18
1d20+13=30. K2 v H3. Hits. 2d8+3=10
H3 is bloodied.
Damage total this turn:
Vel - 8
Whiteclaw - 29
Kia - 51
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Whiteclaw (on foot)
Mystic - slowed (se)
Arianwyn (mounted)
Kia (mounted) - BLOODIED
Arginu (mounted)
Reason (on foot)
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter; +4 AC to end Whiteclaw's next turn
Ravager 1 - cursed by Arianwyn
Ravager 2 - cursed by Arianwyn; takes 2 fire at start of turn from Vel's zone
Ravager 3 - marked by Whiteclaw; takes 2 fire at start of turn from Vel's zone
Ravager 4 - takes 2 fire at start of turn from Vel's zone
Hunter 1
Hunter 2
Hunter 3 - BLOODIED; takes crits on 18-20 to end Kia's next turn; dazed (se)
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
| Whiteclaw |
Whiteclaw's form shifts as she draws power from the earth and a moment later a blast of cold shoots from her axe.
Mark R3 and R4. Minor: Form of the Stone Sentinel. I heal as if I had spent a surge and gain Regen 4. Winters Grip, targeting Fort, vs R3 and R4. R3: 1d20 + 13 ⇒ (7) + 13 = 20 and R4: 1d20 + 13 ⇒ (9) + 13 = 22 On hit: 1d10 + 7 ⇒ (2) + 7 = 9 cold damage and slowed (se). On Miss: half damage.
In addition U-V-W 15 through 17 are a zone of cold. Any creature starting in it, or moving through it takes 5 cold damage.
HP: 83/96
Surges: 13/13
AP: 1/1
Status: Marked R3,R4, Regen 4.
| Rev DM |
Arianwyn - you missed nothing, I just failed to realise the hound had 69hp of its very own. Thought it had to syphon them from you as before.
Neither of Whiteclaw's attacks hit, but she slows the flanking ravagers and adds ice to Vel's flame.
Chanting horribly, the Mystic moves forward and adds the melange of effects, calling on the earth to hold the companions rooted to the spot. With a guttral invocation, he casts aside the slowing effect.
Biting earth (area 2 within 10. Enemies only. Targets ending their turn in the zone are immobilised (se). Sustain minor. Can move it 3 squares as a move action. As a free action, a target may take 3d8 damage to save against the immobilisation effect.
1d20=19 - save v slowed.
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Arianwyn (mounted)
Kia (mounted) - BLOODIED
Arginu (mounted)
Reason (on foot) - immobilised or take 3d8 damage to end effect
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter; +4 AC to end Whiteclaw's next turn
Ravager 1 - cursed by Arianwyn
Ravager 2 - cursed by Arianwyn; takes 2 fire at start of turn from Vel's zone
Ravager 3 - marked by Whiteclaw; takes 2 fire at start of turn from Vel's zone; slowed (se)
Ravager 4 - takes 2 fire at start of turn from Vel's zone; marked by Whiteclaw; slowed (se)
Hunter 1
Hunter 2
Hunter 3 - BLOODIED; takes crits on 18-20 to end Kia's next turn; dazed (se)
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot) - regen 4; immobilised (se) or take 3d8 damage to end effect
Mystic
| Rev DM |
Amended. Thanks for catching those.
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Arianwyn (mounted)
Kia (mounted) - BLOODIED
Arginu (mounted)
Reason (on foot) - immobilised or take 3d8 damage to end effect
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter
Ravager 1 - cursed by Arianwyn
Ravager 2 - cursed by Arianwyn; takes 2 fire at start of turn from Vel's zone
Ravager 3 - marked by Whiteclaw; takes 2 fire at start of turn from Vel's zone; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Ravager 4 - takes 2 fire at start of turn from Vel's zone; marked by Whiteclaw; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Hunter 1
Hunter 2
Hunter 3 - BLOODIED; takes crits on 18-20 to end Kia's next turn; dazed (se)
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot) - regen 4; immobilised (se) or take 3d8 damage to end effect
Mystic
| Arianwyn |
Minor - Attack R2 with Ironwood Hound
1d20 + 13 ⇒ (14) + 13 = 272d6 + 2 ⇒ (4, 1) + 2 = 7
On a hit R2 is Marked.
Standard - Witchfire vs R2's Ref
1d20 + 11 ⇒ (20) + 11 = 312d6 + 9 ⇒ (4, 3) + 9 = 161d8 ⇒ 1
WOOOO-HOOOO!
CRIT DAMAGE = 21 fire damage + 8 normal damage +
3d10 ⇒ (9, 1, 4) = 14
TOTAL DAMAGE IS 21 fire damage and 22 normal damage for 43 damage!
And the Hound did 7...
R2 takes -5 to attacks until end of my next turn.
Minor - Curse R3.
Arianwyn sets the hound snapping at the heels of the Tencaru, distracting it enough to unleash a horrifying gout of flame at it, enveloping it in white fire.
"DIE! Misbegotten curs!"
| Rev DM |
As Arianwyn call on the might of the Feywild to bloody the Ravager, the mutated horror screams and lashes out at the Hound, driving it away from itself.
Immediate reaction when first bloodied. On hit target is pushed two squares.
1d20+10=26
3d10+6=27
27 damage to Hound
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Kia (mounted) - BLOODIED
Arginu (mounted)
Reason (on foot) - immobilised or take 3d8 damage to end effect
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter
Ravager 1 - cursed by Arianwyn
Ravager 2 - BLOODIED; cursed by Arianwyn; takes 2 fire at start of turn from Vel's zone; -5 to attacks to end Arianwyn's next turn; marked by Hound
Ravager 3 - marked by Whiteclaw; takes 2 fire at start of turn from Vel's zone; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Ravager 4 - takes 2 fire at start of turn from Vel's zone; marked by Whiteclaw; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Hunter 1
Hunter 2
Hunter 3 - BLOODIED; takes crits on 18-20 to end Kia's next turn; dazed (se)
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot) - regen 4; immobilised (se) or take 3d8 damage to end effect
Mystic
Arianwyn (mounted)
| Kia Rubarka |
Kia shifts one square away from the ravager and fires another arrow at H3
Paint the bullseye vs H3 1d20 + 12 ⇒ (19) + 12 = 311d10 + 3 ⇒ (3) + 3 = 6
Oooh... that counts as a crit. So damage is 3d6 + 13 ⇒ (5, 3, 5) + 13 = 26
All attacks against H3 gain +4 to the damage rolls to start of Kia's next turn
Also, and I need to remember this from now on: Whenever Kia hits with her bow, that creature take a -2 penalty to all ranged and area attacks to the end or her next turn. So H3 has the -2 penalty as well.
Oh, and Kia also pushes H3 one square further away from her, just because she can.
Action point and take second wind giving her +2 to all defences to end of her next turn
Arrows: 19
HP: 45/69 - no longer bloodied.
| Rev DM |
Kia sends another terrifyingly accurate arrow towards H3 and Arginu follows up with a move and a charge, driving deep towards the horribly wounded Hunter. Screaming defiance of the Kargzant's ancestral foes, she swings and strikes true, as the hunter collapses at her feet.
Arginu moves and charges. Does extra 2d6 when charging.
1d20+13; 1d10+6=8 plus 2d6=11. 17 total. Which takes H3 to 0
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Reason (on foot) - immobilised or take 3d8 damage to end effect
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter
Ravager 1 - cursed by Arianwyn
Ravager 2 - BLOODIED; cursed by Arianwyn; takes 2 fire at start of turn from Vel's zone; -5 to attacks to end Arianwyn's next turn; marked by Hound
Ravager 3 - marked by Whiteclaw; takes 2 fire at start of turn from Vel's zone; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Ravager 4 - takes 2 fire at start of turn from Vel's zone; marked by Whiteclaw; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Hunter 1
Hunter 2
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot) - regen 4; immobilised (se) or take 3d8 damage to end effect
Mystic
Arianwyn (mounted)
Kia (mounted)
Arginu (mounted)
| Rev DM |
The ravager screams horribly as Reason sends a bolt of cleansing light sluicing over its mutated form. The tiefling makes no attempt to free himself from the clinging earth, but holds the divine power of his goddess steady for his allies.
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter
Ravager 1 - cursed by Arianwyn
Ravager 2 - BLOODIED; cursed by Arianwyn; takes 2 fire at start of turn from Vel's zone; -5 to attacks to end Arianwyn's next turn; marked by Hound
Ravager 3 - marked by Whiteclaw; takes 2 fire at start of turn from Vel's zone; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Ravager 4 - takes 2 fire at start of turn from Vel's zone; marked by Whiteclaw; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Hunter 1
Hunter 2
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot) - regen 4; immobilised (se) or take 3d8 damage to end effect
Mystic
Arianwyn (mounted)
Hound - CA v R2 to end Reason's next turn
Kia (mounted)
Arginu (mounted)
Reason (on foot) - immobilised or take 3d8 damage to end effect
| Vel |
Vel takes a moment to consider the tactical situation, then smiles unpleasantly as the whispers an enchantment. Meanwhile, the red lines on her leather armor flare in response to her injuries, as she wheels away from the melee.
Minor: Activate Bloodcut -- resist 10 all TEOMNT. Move: 3 West. Standard: Sleep at X18, vs R2, R3, R4 Will 1d20 + 11 ⇒ (13) + 11 = 241d20 + 11 ⇒ (5) + 11 = 161d20 + 11 ⇒ (3) + 11 = 14
Probably hit R2, definitely missed others. All slowed (se). If hit R2, first failed save means unconscious (se).
HP: 22/56
Temp: 0
Surges: 7/8
AP: 0/1
Status: Resist 10 all
| Rev DM |
As soporific tendrils wind their way over the battlefield, the ravagers concentrate their attacks.
Hits R2, misses the others.
R1 and R2 concentrate their attacks on the pestilential hound, while R3 and R4 ignore the flames and cold affecting them and smash into Whiteclaw.
The activity is too much for R2 as Vel's spell overwhelms the creature.
The remaining hunters concentrate their attention on Kia.
1d20+15=27 - R1 v Hound. Hits. 1d10+6=10 plus 1d10=10 for charge = 20
1d20+10=26 - R2 v Hound. Hits. 1d10+6=12.
Hound takes 32 damage.
1d20+17=32 - R3 v Whiteclaw. Hits. 1d10+6=15
1d20+17=26 - R4 v Whiteclaw. Hits. 1d10+6=12
27 damage to Whiteclaw.
1d20=9. R2 fails first save and drops unconscious
1d20=15. R3 saves v slow
1d20=15. R4 saves v slow
Lightning Fast Shots
1d20+16=28 - H1 v Kia. Hits. 1d12+2=10
1d20+16=32 - H1 v Kia. Hits. 1d12+2=7
1d20+16=25 - H2 v Kia. Hits. 1d12+2=8
1d20+16=17 - H2 v Kia. Miss.
25 damage to Kia.
Showing no compunction about trying to down a fallen foe, the Kargzant archers turn to finish the prone ravager. Only one arrow hits, but it's very clear the downed ravager can take only a little more.
1d20+13=18. K1 v prone R2. Miss
1d20+13=30. K2 v prone R2. Hits. 3d6+6=15
The Mystic screams a long ululating cry to the heavens which echoes and reverberates around the tundra.
Arginu freezes. "Hurry. There will be more."
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Whiteclaw (on foot) - regen 4; immobilised (se) or take 3d8 damage to end effect
Mystic
Arianwyn (mounted)
Hound - CA v R2 to end Reason's next turn
Kia (mounted) - BLOODIED
Arginu (mounted)
Reason (on foot) - immobilised or take 3d8 damage to end effect
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter; resist 10 all to end encounter
Ravager 1 - cursed by Arianwyn
Ravager 2 - BLOODIED; cursed by Arianwyn; takes 2 fire at start of turn from Vel's zone; -5 to attacks to end Arianwyn's next turn; marked by Hound; unconscious (se) then slowed (se); prone
Ravager 3 - marked by Whiteclaw; takes 2 fire at start of turn from Vel's zone; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Ravager 4 - takes 2 fire at start of turn from Vel's zone; marked by Whiteclaw; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Hunter 1
Hunter 2
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
| Whiteclaw |
Whiteclaw keeps battling the two creatures inside the zone of cold.
Maintain zone with a minor, remark both. Tundra Wind, vs fort, on both of them. R3: 1d20 + 7 ⇒ (9) + 7 = 16 and R4: 1d20 + 7 ⇒ (9) + 7 = 16. On hit 2d6 + 3 ⇒ (3, 4) + 3 = 10 and knocks the target prone.
HP: 60/96
Surges: 13/13
AP: 1/1
Status: Marked R3,R4, Regen 4, immobilized.
| Rev DM |
Whiteclaw snarls and snaps to no avail, athough her chilling tundra wind continues to threaten.
The mystic raises his staff to hold the grabbing earth in place and moves swiftly. Striking at her with his staff, he forces her into the snaggling grass.
Rootwhip Staff (Ref). Reach 2. On hit target slides 3 squares and is slowed (se)
1d20+15=33 - Mystic v Kia. Hits.
1d8+6=14
14 damage to Kia and she is slowed (se)
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Arianwyn (mounted)
Hound - CA v R2 to end Reason's next turn
Kia (mounted) - BLOODIED
Arginu (mounted)
Reason (on foot) - immobilised or take 3d8 damage to end effect
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter; resist 10 all to end encounter
Ravager 1 - cursed by Arianwyn
Ravager 2 - BLOODIED; cursed by Arianwyn; takes 2 fire at start of turn from Vel's zone; -5 to attacks to end Arianwyn's next turn; marked by Hound; unconscious (se) then slowed (se); prone
Ravager 3 - marked by Whiteclaw; takes 2 fire at start of turn from Vel's zone; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Ravager 4 - takes 2 fire at start of turn from Vel's zone; marked by Whiteclaw; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Hunter 1
Hunter 2
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot) - regen 4; immobilised (se)or take 3d8 damage to end effect
Mystic
| Arianwyn |
Move - so the top right square of my horsie is in Jj14 (concealment gained?). Minor - Ironwood Hound - attack R2 vs AC
1d20 + 13 ⇒ (9) + 13 = 222d6 + 2 ⇒ (2, 3) + 2 = 7
If that hits R2 is Marked.
Standard - Attack R2 with Eldritch Blast vs Ref. Prone cancels out CA.
1d20 + 11 ⇒ (2) + 11 = 131d10 + 9 ⇒ (6) + 9 = 15
Action Point! Curse of the Black Frost vs the Mystic's Ref.
1d20 + 11 ⇒ (20) + 11 = 312d8 + 9 ⇒ (1, 4) + 9 = 14
CRIT!! Crit damage:
3d10 ⇒ (8, 8, 10) = 26
25 cold damage and 26 normal damage - TOTAL - 51 DAMAGE
Arianwyn wheels around to get a better view of things, and with feral joy notes the presence of the Mystic. Firing off an almost perfunctory blast at the prone Ravager, he then turns his full attention to the enemy spellcaster.
"Know in thy bones that the fey have found thee!" Arianwyn cries as black crystals of ice encroach on the Mystic.
| Rev DM |
The Hound can do nothing to harm the prone ravager, but its master channels the chill of the Feywild to devastating effect on the Mystic, severely damaging the horror. Twisting in the grip of the ravening frost, it bares long fangs at the warlock, calling on its allies to bring down the foe.
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Kia (mounted) - BLOODIED
Arginu (mounted)
Reason (on foot) - immobilised or take 3d8 damage to end effect
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter; resist 10 all to end encounter
Ravager 1 - cursed by Arianwyn
Ravager 2 - BLOODIED; cursed by Arianwyn; takes 2 fire at start of turn from Vel's zone; -5 to attacks to end Arianwyn's next turn; marked by Hound; unconscious (se) then slowed (se); prone
Ravager 3 - marked by Whiteclaw; takes 2 fire at start of turn from Vel's zone; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Ravager 4 - takes 2 fire at start of turn from Vel's zone; marked by Whiteclaw; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Hunter 1
Hunter 2
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot) - regen 4; immobilised (se)or take 3d8 damage to end effect
Mystic - takes 1d8 if moving for any reason (se) and 2d8 each turn effect is sustained
Arianwyn (mounted)
Hound - CA v R2 to end Reason's next turn
| Kia Rubarka |
Kia is on 23 HP
Pointedly pointing her bow at the mystic, she fires off another shot.
Paint the bullseye vs Mystic. 1d20 + 12 ⇒ (17) + 12 = 291d10 + 3 ⇒ (2) + 3 = 5
She's rolling well! it can't last... I suppose the damage is rubbish
Kia hits the mystic (I'm guessing) and pushes it one square further away from her. "Help me take the mystic down!" she cries.
All attacks against the mystic get +4 to damage rolls and it is -2 to all ranged and area attacks.
"Now come on!" She gives herself come encouragement and heals a bit.
Last inspiring word (well she is being picked on) gives her a healing surge plus 2d6 + 4 ⇒ (6, 6) + 4 = 16 HP.
Finally seeing that she may have to use her sword soon, the stows her bow.
HP: 56/69 Not bloodied
Surges: 5/8
Arrows: 18
| Rev DM |
Kia stays resolutely on her feet and urges herself on. The results, while not particularly imposing at first sight, prove more impactful than might be expected as jaws of black frost clutch around the Mystic as he is forced backwards.
Takes 5 from Kia and 1d8+4=8 from Black Frost
Sensing an opening, Arginu turns her steed and charges once more. Unable to withstand her, the Mystic is clearly wounded now.
Bloodied
Move and charge.
1d20+13=32 - Arginu v Mystic. Hits.
1d10+6=12
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Reason (on foot) - immobilised or take 3d8 damage to end effect
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter; resist 10 all to end next turn
Ravager 1 - cursed by Arianwyn
Ravager 2 - BLOODIED; cursed by Arianwyn; takes 2 fire at start of turn from Vel's zone; -5 to attacks to end Arianwyn's next turn; marked by Hound; unconscious (se) then slowed (se); prone
Ravager 3 - marked by Whiteclaw; takes 2 fire at start of turn from Vel's zone; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Ravager 4 - takes 2 fire at start of turn from Vel's zone; marked by Whiteclaw; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Hunter 1
Hunter 2
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot) - regen 4; immobilised (se)or take 3d8 damage to end effect
Mystic - BLOODIED; takes 1d8 if moving for any reason (se) and 2d8 each turn effect is sustained; takes +4 to damage rolls to end Kia's next turn; -2 to area and ranged attacks to end Kia's next turn
Arianwyn (mounted)
Hound - CA v R2 to end Reason's next turn
Kia (mounted) - BLOODIED; slowed
Arginu (mounted)
| Reason |
Reason helps whomever. (but secretly knows that they are helping him) He also helps Whiteclaw and the hound.
Break the Spirit vs Mystic's Will: 1d20 + 11 ⇒ (9) + 11 = 202d8 + 5 ⇒ (5, 8) + 5 = 18
Healing Words on Whiteclaw, Hound: surge + 2d6 + 3 ⇒ (3, 6) + 3 = 122d6 + 3 ⇒ (1, 1) + 3 = 5
But the dice don't help him :(
| Rev DM |
Although the Mystic shrugs aside Reason's attack, nothing can stop his humble serenity from channeling Ioun's healing grace into his allies. Newly revived, Whiteclaw finds herself back at the top of her form once more and the hound snarls menacingly at the prone ravager.
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter; resist 10 all to end next turn
Ravager 1 - cursed by Arianwyn
Ravager 2 - BLOODIED; cursed by Arianwyn; takes 2 fire at start of turn from Vel's zone; -5 to attacks to end Arianwyn's next turn; marked by Hound; unconscious (se) then slowed (se); prone
Ravager 3 - marked by Whiteclaw; takes 2 fire at start of turn from Vel's zone; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Ravager 4 - takes 2 fire at start of turn from Vel's zone; marked by Whiteclaw; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Hunter 1
Hunter 2
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)
Whiteclaw (on foot) - regen 4; immobilised (se)or take 3d8 damage to end effect
Mystic - BLOODIED; takes 1d8 if moving for any reason (se) and 2d8 each turn effect is sustained; takes +4 to damage rolls to end Kia's next turn; -2 to area and ranged attacks to end Kia's next turn
Arianwyn (mounted)
Hound - CA v R2 to end Reason's next turn
Kia (mounted) - BLOODIED; slowed
Arginu (mounted)
Reason (on foot) - immobilised or take 3d8 damage to end effect
| Rev DM |
With Jarovit's aid, Vel manages to send a blast of force into the Mystic. As the missiles leave her orb, the last flickers of her flaming zone die away.
Needed the Gift.
The ravagers flanking Whiteclaw continue to try pounding the gnoll into submission, even as the icy wind she has conjured bloodies them both.
Brash retaliation (free when first bloodied). On hit target is pushed two squares - which won't apply in this case as Whiteclaw is immobilised.
1d20+17=32 - R3 v Whiteclaw. Hits
3d10+6=25
1d20+17=29 - R4 v Whiteclaw. Hits
3d10+6=17
Whiteclaw takes 32 damage
Raising their heads, they sense blood and strike once more at the valiant warden.
Normal attacks
1d20+17=25 - R3 v Whiteclaw. Hits.
1d10+6=7
1d20+17=36 - R4 v Whiteclaw. Hits.
1d10+6=16
23 damage to Whiteclaw.
Total from ravagers this round = 55
The prone ravager returns to consciousness.
1d20=18 - saves, but is still slowed
Turning its eyes on Arianwyn, R1 bares fangs and charges. Wary though the warlock is, the blistering attack is too much for him and he is pushed ignominiously from his steed and backwards into the clinging mud.
Move and Beserk Rush (Fort). On hit, pushed two squares and knocked prone, which in this case will mean being unhorsed.
1d20+15=22. R1 v Arianwyn. Hits.
2d10+6=17, plus 1d10=6 for charging
Arianwyn takes 23 damage and is pushed into the supurating mud (dazed to end his next turn)
At the far edges of the battlefield, the hunters howl and turn their attention towards both the warlock and the warden.
Lightning Fast shot
1d20+16=31 - H1 v Whiteclaw. Hits. 1d12+2=9
1d20+16=24 - H1 v Whiteclaw. Hits. 1d12+2=8
17 damage to Whiteclaw
1d20+14=30 - H2 v Arianwyn. Hits. 1d12+2=10
1d20+14=24 - H2 v Arianwyn. Hits. 1d12+2=5
15 damage to Arianwyn
Keeping their eyes on Arginu and Kia, the Kargzant archers hold their ground and do their best to make sure the prone Tencaru will not rise again. The first arrow is enough, and the second archer tries to hurt the mystic.
Mounted Shot (AC)
1d20+11=28 - K1 v prone R2. Hits. 3d6+6=17
R2 is down.
Before he can act, the mystic screams a curse to the heaven's and the ground bursts open, releasing the tormented spirits of long dead tencaru to charge Kia. The horror of the abominations is too much even for Kia and to her disgust she finds herself alongside Arianwyn in the creeping, soiled earth.
Immediate reaction when ally within 10 squares drops to 0 or less.
One attack v Will and Fort. If it hits Will, target is pushed two squares. If it hits Fort, target is knocked prone. Both if both. In this case, if either hits, Kia is unhorsed.
1d20+14=28 - Mystic v Kia's Will and Fort.
3d8+5 = 19 psychic damage
19 damage to Kia, knocked prone and off her horse.
Grimly, the second Kargzant nocks an arrow and sends it unerringly towards the Mystic.
Mounted Shot (AC)
1d20+13=27 - K2 v Mystic. Hits. 3d6+6=13
Damage totals this turn:
62 to Whiteclaw
38 to Arianwyn
19 to Kia
Note that the leafy patches are difficult terrain
The brown squares are supurating mud. A creature other than a Tencaru entering a square of supurating mud is dazed to the end of its next turn.
Light green areas are one square up. You can traverse them normally, but it requires an extra square of movement to climb up or down them.
Whiteclaw (on foot) - regen 4; immobilised (se)or take 3d8 damage to end effect
Mystic - BLOODIED; takes 1d8 if moving for any reason (se) and 2d8 each turn effect is sustained; takes +4 to damage rolls to end Kia's next turn; -2 to area and ranged attacks to end Kia's next turn
Arianwyn (on foot) - BLOODIED; prone, dazed to end next turn (supurating mud)
Hound
Kia (on foot) - slowed; dazed to end next turn; prone
Arginu (mounted)
Reason (on foot) - immobilised or take 3d8 damage to end effect
Vel (mounted) - Melee attackers take 2d6+7 fire damage to end encounter
Ravager 1 - cursed by Arianwyn
Ravager 3 - BLOODIED marked by Whiteclaw; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Ravager 4 - BLOODIED marked by Whiteclaw; slowed (se); takes 5 cold at start of turn (Whiteclaw's zone)
Hunter 1
Hunter 2
Kargzant Archer 1 (mounted)
Kargzant Archer 2 (mounted)