| Reason |
Reason scrambles down from his perch, and towards the circle. He gestures and some of his wounds close, as do those of his "friend" Ogrol.
Move to V19. Beacon of Hope: Reason, Ogrol regain 8 hp, Reason's Healing powers gain +5 til end of encounter. Sustain Blade Barrier.
40/69 hp. 0 AP
| Rev DM |
Ioun's light douses Ogrol and the Great Pan nods grudging respect at the tiefling.
Ogrol braces himself. "There will be more and worse to come Chosen. Be sure of it."
The Land ripples as the blood of the fallen tencaru seeps into it and the immediate sense of hostility lessens. As if in confirmation of Ogrol's warning, two more lumps appear in the ground, as the earth prepares to spit forth more deformed children.
The pink squares. You can't see what's inside them at the moment, but you can see where they will appear.
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
The blue things are streams. They cost an extra movement point to cross.
Rocky bits are rocky (duh) and are difficult terrain.
The special pink bit is your target and at present does nothing more, although it does radiate a mixture of arcane and primal power.
Round 4
*Arianwyn - PP1
Kia - PP1
Ravager 2
Ravager 3 - BLOODIED; hexed (-2 to att/dam v Morgzil) (se); taking 5 ongoing (se) from blade barrier
Ogrol
Whiteclaw - PP1; BLOODIED
Ixu
Hunter 1
Hunter 2
Hunter 3 - BLOODIED; cursed by Arianwyn; dazed (se); attacks against H3 are made at +4 and H3's ranged and area attacks are made at -2 to start Kia's next turn
Vel - PP1; BLOODIED; resist 10 all damage to end her next turn
Morgzil
Reason - PP1; used AP
LAND
LAND STATE: 5 - neutral
POWER POINTS DELIVERED: 0
PCs: 0
| Arianwyn |
Minor - Sustain Crown of Stars and thus attack H3's Will.
1d20 + 18 ⇒ (5) + 18 = 23 4 radiant damage on a hit
Eldritch Blast vs H3's Ref.
1d20 + 18 ⇒ (15) + 18 = 331d10 + 9 ⇒ (5) + 9 = 141d8 ⇒ 7
Total 21 damage or 25 if crown of stars hit. Next action depends on whether H3 drops.
| Rev DM |
Arianwyn - both attacks hit H3, but he's not down yet.
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
The blue things are streams. They cost an extra movement point to cross.
Rocky bits are rocky (duh) and are difficult terrain.
The special pink bit is your target and at present does nothing more, although it does radiate a mixture of arcane and primal power.
Round 4
*Arianwyn - PP1 - to complete
Kia - PP1
Ravager 2
Ravager 3 - BLOODIED; hexed (-2 to att/dam v Morgzil) (se); taking 5 ongoing (se) from blade barrier
Ogrol
Whiteclaw - PP1; BLOODIED
Ixu
Hunter 1
Hunter 2
Hunter 3 - BLOODIED; cursed by Arianwyn; dazed (se); attacks against H3 are made at +4 and H3's ranged and area attacks are made at -2 to start Kia's next turn
Vel - PP1; BLOODIED; resist 10 all damage to end her next turn
Morgzil
Reason - PP1; used AP
LAND
LAND STATE: 5 - neutral
POWER POINTS DELIVERED: 0
PCs: 0
| Rev DM |
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
The blue things are streams. They cost an extra movement point to cross.
Rocky bits are rocky (duh) and are difficult terrain.
The special pink bit is your target and at present does nothing more, although it does radiate a mixture of arcane and primal power.
Round 4
Kia - PP1
Ravager 2
Ravager 3 - BLOODIED; hexed (-2 to att/dam v Morgzil) (se); taking 5 ongoing (se) from blade barrier
Ogrol
Whiteclaw - PP1; BLOODIED
Ixu
Hunter 1
Hunter 2
Hunter 3 - BLOODIED; cursed by Arianwyn; dazed (se); attacks against H3 are made at +4 and H3's ranged and area attacks are made at -2 to start Kia's next turn
Vel - PP1; BLOODIED; resist 10 all damage to end her next turn
Morgzil
Reason - PP1; used AP
LAND
*Arianwyn - PP1
LAND STATE: 5 - neutral
POWER POINTS DELIVERED: 0
PCs: 0
| Kia Rubarka |
Kia fires another arrow at H3, hoping to finally bring it down.
PTB-E vs H3 1d20 + 13 ⇒ (17) + 13 = 301d10 + 3 ⇒ (7) + 3 = 10
If still alive:
All damage rolls on H3 at +4 to start of Kia's next turn
All ranged and area attacks by H3 at -2 to end of Kia's next turn
Kia teleports to 18T and sends Whiteclaw a helpful message of encouragement. allowing her to spend a healing surge + 2d6 + 4 ⇒ (5, 2) + 4 = 11
| Rev DM |
Kia's arrow is enough to take down the dazed and battered hunter and she teleports gracefully towards the centre, the better to encourage her friends.
Arianwyn - cursed enemy dropped. You may bingle.
The ravagers scream defiance at the skies and fight on. Flames continue to lick at R3 as it slams its blade once more into Whiteclaw, and R2 turns again to Ogrol.
Enraged and dying, R3's blow is powerful enough to push the gnoll into the flaming blades. Shifting towards her, it strikes again, a creature barely alive itself. The second blow misses completely, but as it pauses, the flames licking at its polluted skin die away. It turns baleful eyes on Morgzil as the Kargzant's curse falls away.
Brash Retaliation (free when bloodied). On hit, target is pushed two squares
1d20+15=30. R3 v Whiteclaw. Hits. 3d10+6=19
19 damage to Whiteclaw
Whiteclaw takes an additional 10 from the blade barrier and 5 ongoing damage (se).
1d20+15=19. R3 v Whiteclaw. Miss.
Total 29 damage and 5 ongoing to Whiteclaw.
1d20=17 - R3's save v ongoing blade barrier damage.
1d20=13 - R3's save v hex
R2 charges recklessly towards Ogrol, knocking the Great Pan from his feet and pushing him ruthlessly away from the circle.
Berserk Rush. On hit target is knocked prone and pushed 2 squares.
1d20+15=29. R2 v Ogrol. 2d10+6=19 plus 1d10=9 for charging
28 damage to Ogrol
Rising, Ogrol sends an arrow singing towards his opponent and stands his ground.
"The Sun Stallion guides us!" he screams as his arrow sinks deep, bloodying the monster.
Recharge Three Fingered Strike 1d6=3. No.
Basic attack (AC)
1d20+14=29. Ogrol v R2. Hits. 3d6+6=16
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
The blue things are streams. They cost an extra movement point to cross.
Rocky bits are rocky (duh) and are difficult terrain.
The special pink bit is your target and at present does nothing more, although it does radiate a mixture of arcane and primal power.
Round 4
Whiteclaw - PP1; BLOODIED; taking 10 damage from blade barrier at start of turn and 5 ongoing damage (from blade barrier, se)
Ixu
Hunter 1
Hunter 2
Vel - PP1; BLOODIED; resist 10 all damage to end her next turn
Morgzil
Reason - PP1; used AP
LAND
*Arianwyn - PP1
Kia - PP1
Ravager 2 - BLOODIED
Ravager 3 - BLOODIED
Ogrol - BLOODIED
LAND STATE: 5 - neutral
POWER POINTS DELIVERED: 0
PCs: +1 (Kia's killing of H3)
| Whiteclaw |
Start of turn save: 1d20 ⇒ 18
Whiteclaw steps out of the blade barrier on it's far side even as her form shifts. She seems to aborb some of the stone, becoming a mix of rock and flash.
Shift to R19. Form of the Stone Sentinel. I regain HPs as if I spent a surge, and I gain Regen 4 until the end of the encounter. No longer Bloodied.
Vines then shoot from her axe and try to yank the Ravager into the blades.
Thorn Strike, vs AC. 1d20 + 14 ⇒ (5) + 14 = 19. On hit: 1d10 + 7 ⇒ (4) + 7 = 11 cold damage and I pull it 1 square closer to me, right into the blade barrier.
Ixu's action depends on if the two can go in either order. If it's Whiteclaw then Ixu, she double moves to G29 to be able to hit Hunter 1 next round. If she can go first, she attacks R3 with flanking before Whiteclaw moves: 1d20 + 15 ⇒ (8) + 15 = 23, on hit: 2d8 + 7 ⇒ (8, 6) + 7 = 21 and then moves to H22, drawing an OA from R3. Since they share init, I'm just not sure if who resolves first is locked in,or if it's mutable round to round.
HP: 70/103 (Ixu: 79/79)
Surges: 12/13 (Ixu: 12/12)
Encounter Powers Used: Tundra Wind
AP: 1/1
Status: Regen 4 (Ixu: Cold Resist 5)
| Rev DM |
It's up to you which order Whiteclaw and Ixu go in and similarly for Morgzil and Vel. If it's convenient to ready an action or delay to get the maximum benefit, you can do so.
If you want to delay until after another player, then the placement changes to wherever you put yourself at that point - i.e. if you wanted Ixu to delay until after the Hunters, Ixu's init would then be after the Hunters until you changed it again.
I'll assume you want Ixu to go before Whiteclaw to get the flank this turn and will update shortly.
| Rev DM |
Neither Whiteclaw nor Ixu can bring an end to the ravager's tortured existance. Both attacks miss.
As Ixu flings herself skyward once more, the tencaru swings at her with his sword, wounding the young dragon.
OA from R3 v Ixu.
1d20+15=35. Crit.
16 damage to Ixu
The Hunters move swiftly attack fresh targets, aiming at Morgzil, placed temptingly high on the fortifications and the bloodied figure of Ogrol.
Lightning Fast Shots
1d20+16=30 - H1 v Morgzil. Hits. 1d12+2=12
1d20+16=36 - H1 v Morgzil. Hits. Crit. 14
26 damage to Morgzil.
Charger Arrow. On hit target is pushed 2 squares and knocked prone.
1d20+16=20. H2 v Ogrol. Miss.
Arianwyn - don't forget your bingle.
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
The blue things are streams. They cost an extra movement point to cross.
Rocky bits are rocky (duh) and are difficult terrain.
The special pink bit is your target and at present does nothing more, although it does radiate a mixture of arcane and primal power.
Round 4
Vel - PP1; BLOODIED; resist 10 all damage to end her next turn
Morgzil
Reason - PP1; used AP
LAND
*Arianwyn - PP1
Kia - PP1
Ravager 2 - BLOODIED
Ravager 3 - BLOODIED
Ogrol - BLOODIED
Whiteclaw
Ixu
Hunter 1
Hunter 2
LAND STATE: 5 - neutral
POWER POINTS DELIVERED: 0
PCs: +1 (Kia's killing of H3)
| Morgzil the Seeker |
Recharge Capricious Earth, Beast Curse 1d6 ⇒ 11d6 ⇒ 5 No, yes
Morgzil attempts to renew his hex on the ravagers, catching one. Smiling, he decides it would serve better as a kitten. The seeker then jumps down behind the fortification with Vel.
Hex vs R2, R3 will 1d20 + 14 ⇒ (7) + 14 = 211d20 + 14 ⇒ (15) + 14 = 29 Beast Curse vs R3 Fort 1d20 + 14 ⇒ (18) + 14 = 32 Move to L11.
R3 is hexed (se), and tiny and cannot use powers TEOMNT
Status: 77/103 hp
| Rev DM |
The shriek from the newly arrived kitten is utterly incongruous, but there is no doubting the venom in the feline eyes.
Morgzil rejoins his wife behind the fortifications, while Arianwyn reappears as a new and tempting target.
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
The blue things are streams. They cost an extra movement point to cross.
Rocky bits are rocky (duh) and are difficult terrain.
The special pink bit is your target and at present does nothing more, although it does radiate a mixture of arcane and primal power.
Round 4
Reason - PP1; used AP
LAND
*Arianwyn - PP1
Kia - PP1
Ravager 2 - BLOODIED
Ravager 3 - BLOODIED; hexed (-2 attacks to Morgzil, se); tiny and cannot use powers to end Morgzil's next turn
Ogrol - BLOODIED
Whiteclaw
Ixu
Hunter 1
Hunter 2
Vel - PP1; +2 all defenses to start her next turn - used second wind
Morgzil
LAND STATE: 5 - neutral
POWER POINTS DELIVERED: 0
PCs: +1 (Kia's killing of H3)
| Reason |
Heal the happy couple.
Reason allows the Blade Barrier to drop, clearing the path for Whiteclaw to go kitten hunting. He then arcs a bolt of light towards the other Ravager.
Break the Spirit vs R2 Will: 1d20 + 12 ⇒ (5) + 12 = 172d8 + 5 ⇒ (8, 5) + 5 = 18
if hit, Radiant and R2 is -3 to attacks TEOMNT
Healing Word on Ogrol: Surge + 2d6 + 8 ⇒ (4, 4) + 8 = 16
Move to R16
| Rev DM |
Reason moves to a more central position and serenely bestows Ioun's blessing on his friends, while thoughtfully removing the flaming blade barrier. His attempts to break the spirit of either ravager are doomed to failure however.
With the further blood sacrfice, the land seems to pulsate with a feeling of well-being and the central circle offers benefits to the wounded within it.
It is as well, because the creatures hidden by the earth now shake themselves free and join the fray. A tencaru mystic scours the landscape for enemies and a horned staff-wielding horror that you have not seen before emerges as well.
Ogrol hisses. "A landbinder. The most perverted of all the earth creatures."
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
The blue things are streams. They cost an extra movement point to cross.
Rocky bits are rocky (duh) and are difficult terrain.
The special pink bit is your target and at present does nothing more, although it does radiate a mixture of arcane and primal power.
Round 4
*Arianwyn - PP1
Kia - PP1
Ravager 2 - BLOODIED
Ravager 3 - BLOODIED; hexed (-2 attacks to Morgzil, se); tiny and cannot use powers to end Morgzil's next turn
Landbinder
Ogrol - BLOODIED
Whiteclaw
Ixu
Hunter 1
Hunter 2
Vel - PP1; +2 all defenses to start her next turn - used second wind
Morgzil
Mystic
Reason - PP1; used AP
LAND
LAND STATE: 4 - Mildly benign. Central pink area restores 4hp when a bloodied creature enters or starts their turn in the area.
POWER POINTS DELIVERED: 0
PCs: 0
| Arianwyn |
Minor - take out hound. Standard - activate in W25. Free - burn surge to give it temp hp. Minor - sustain Crown of Stars. Attack R2.
1d20 + 11 ⇒ (13) + 11 = 24
4 damage on a hit
Arianwyn siphons some of his own life force into the wooden dog.
| Rev DM |
R2 writhes slightly as one of the stars around Arianwyn's head lances into it. Alongside the warlock, a sleek hunting dog appears, nostrils quivering at the scent of prey.
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
The blue things are streams. They cost an extra movement point to cross.
Rocky bits are rocky (duh) and are difficult terrain.
The special pink bit is your target and at present does nothing more, although it does radiate a mixture of arcane and primal power.
Round 5
Kia - PP1
Ravager 2 - BLOODIED
Ravager 3 - BLOODIED; hexed (-2 attacks to Morgzil, se); tiny and cannot use powers to end Morgzil's next turn
Landbinder
Ogrol - BLOODIED
Whiteclaw
Ixu
Hunter 1
Hunter 2
Vel - PP1; +2 all defenses to start her next turn - used second wind
Morgzil
Mystic
Reason - PP1; used AP
LAND
*Arianwyn - PP1
LAND STATE: 4 - Mildly benign. Central pink area restores 4hp when a bloodied creature enters or starts their turn in the area.
POWER POINTS DELIVERED: 0
PCs: 0
| Kia Rubarka |
Kia fires off an arrow at R2, hoping to bring it down a notch. Then stows her bow and takes out her sword.
PTB-E (still) vs. R2 1d20 + 13 ⇒ (7) + 13 = 20
If that hits:
All damage rolls on H3 at +4 to start of Kia's next turn
All ranged and area attacks by H3 at -2 to end of Kia's next turn
"Ogron, stay closer to us so we can help you better! What are we to expect from the Landbinder?"
| Rev DM |
In her concern at the new arrivals, Kia's arrow flies over the shoulder of the ravager.
Ogrol shudders. "Kargzant hates them. They are an affront to the Land. They use it for themselves and give nothing but pain in return."
Whenever the Landbinder uses its burst attack, the Land's hostility increases by 1 step. These things are true abominations. Killing a landbinder reduces the hostility by 2 steps.
Even the other tencaru seem to shiver in the presence of the Landbinder. R2 charges Orgol, but it's a half-hearted effort.
1d20+15=18 - R2 v Ogrol. Miss.
R3 scuttles to the safety of the fortification, circling around to avoid the vengeful claws and teeth of Ixu.
Double moving
As the Landbinder moves steadily to the centre of the sacred circle, you see that it is barely a creature at all and more a manifestation of polluted earth. Hoofbeats thud into the ground and the land seems to revolt from its touch. Pulling to a halt, the Landbinder digs both front hooves deep into the protesting soil and the land rebels, twisting and shaking under the assault.
Rage of the Earth (Fort). Close Burst 10 (rechargeable). Enemies only. On hit, target is pushed two squares ignoring difficult terrain, taking 7 damage for each square pushed. Attacking everyone but Ixu.
1d20+17=30 - Landbinder v Morgzil. Hits.
1d20+17=29 - Landbinder v Vel. Hits
1d20+17=23 - Landbinder v Reason. Hits.
1d20+17=20 - Landbinder v Whiteclaw. Miss.
1d20+17=28 - Landbinder v Kia. Hits.
1d20+17=37 - Landbinder v Hound. Hits.
1d20+17=24 - Landbinder v Arianwyn. Hits.
1d20+17=34 - Landbinder v Ogrol. Hits.
Everyone except Whiteclaw is pushed two squares and takes 14 damage.
Ogrol shakes blood from his hands and sends a deadly arrow towards R2, before staggering closer to Kia.
Three Fingered Strike - 1d6=5. Recharge
1d20+14=32 v R2 - 2d8+4=18 and R2 is dazed.
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
The blue things are streams. They cost an extra movement point to cross.
Rocky bits are rocky (duh) and are difficult terrain.
The special pink bit is your target and at present does nothing more, although it does radiate a mixture of arcane and primal power.
Round 5
Whiteclaw
Ixu
Hunter 1
Hunter 2
Vel - PP1; +2 all defenses to start her next turn - used second wind
Morgzil
Mystic
Reason - PP1; used AP
LAND
*Arianwyn - PP1
Kia - PP1
Ravager 2 - BLOODIED; dazed (se)
Ravager 3 - BLOODIED; hexed (-2 attacks to Morgzil, se); tiny and cannot use powers to end Morgzil's next turn
Landbinder
Ogrol - BLOODIED
LAND STATE: 4 - Mildly benign. Central pink area restores 4hp when a bloodied creature enters or starts their turn in the area.
POWER POINTS DELIVERED: 0
PCs: 0
Land: -1 (Rage of the Earth)
| Rev DM |
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
Round 5
Whiteclaw
Ixu
Hunter 1
Hunter 2
Vel - PP1; +2 all defenses to start her next turn - used second wind
Morgzil
Mystic
Reason - PP1; BLOODIED; used AP
LAND
*Arianwyn - PP1
Kia - PP1
Ravager 2 - BLOODIED; dazed (se)
Ravager 3 - BLOODIED; hexed (-2 attacks to Morgzil, se); tiny and cannot use powers to end Morgzil's next turn
Landbinder
Ogrol - BLOODIED
LAND STATE: 4 - Mildly benign. Central pink area restores 4hp when a bloodied creature enters or starts their turn in the area.
POWER POINTS DELIVERED: 0
PCs: 0
Land: -1 (Rage of the Earth)
| Whiteclaw |
Whiteclaw snarls at the Landbinder and closes in on it, making it her prey.
Winter's Claws, vs AC. 1d20 + 14 ⇒ (4) + 14 = 18. On hit:2d10 + 7 ⇒ (6, 6) + 7 = 19 cold damage and target is slowed until EOMNT. Mark it.
Ixu swoops in at the ravager. "Walls don't help you from the air."
Move to J23. Claw at R3. 1d20 + 13 ⇒ (16) + 13 = 29, damage: 2d8 + 7 ⇒ (7, 7) + 7 = 21
HP: 74/103 (Ixu: 63/79)
Surges: 12/13 (Ixu: 12/12)
Encounter Powers Used: Tundra Wind, Winters's Claws
AP: 1/1
Status: Regen 4, Marked Landbinder (Ixu: Cold Resist 5)
| Rev DM |
Whiteclaw's attack does nothing beyond marking the Landbinder as due her personal attention, but Ixu pounces and rises triumphantly with bloodied fur in her claws. Of the kitten, there is no sign at all.
The Hunters snuff the blood in the air and target Ogrol and Reason.
Lightning Fast Shots (AC)
1d20+16=26 - H1 v Reason. Hits. 1d12+2=7
1d20+16=22 - H1 v Reason. Miss.
1d20+16=32 - H2 v Ogrol. Hits. 1d12+2=9
1d20+16=18 - H2 v Ogrol. Miss.
7 damage to Reason.
9 damage to Ogrol
Ogrol takes the arrow bravely, but is clearly in a very poor way.
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
Round 5
Vel - PP1; +2 all defenses to start her next turn - used second wind
Morgzil
Mystic
Reason - PP1; BLOODIED; used AP
LAND
*Arianwyn - PP1
Kia - PP1
Ravager 2 - BLOODIED; dazed (se)
Landbinder - marked by Whiteclaw
Ogrol - BLOODIED
Whiteclaw
Ixu
Hunter 1
Hunter 2
LAND STATE: 4 - Mildly benign. Central pink area restores 4hp when a bloodied creature enters or starts their turn in the area.
POWER POINTS DELIVERED: 0
PCs: 0
Land: 0 (-1 from Rage of the Earth; +1 from Ixu downing R3)
| Morgzil the Seeker |
Recharge Capricious Earth, Beast Curse 1d6 ⇒ 11d6 ⇒ 5 No, yes
Morgzil resumes his position at the wall and hexes the great monstrosity, but to no further effect at the moment.
Move to L12, hex vs Will. 1d20 + 14 ⇒ (15) + 14 = 29 Beast Curse vs L1 Fort 1d20 + 14 ⇒ (6) + 14 = 20
HP: 61/103
| Vel |
Vel, staggering slightly, takes position beside her husband, even as Adalram moves against the Landbinder. She shows it a thing it has likely never seen, the face of its own death.
Move to L11. Adalram to T16. Face of Death vs L1's Will 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Even though the illusion has less than its full effect, the landbinder still must struggle against its own fear.
Miss: Immobilized (se). Aftereffect: Slowed (se).
HP: 17/60
| Rev DM |
While neither Morgzil nor Vel can do as much damage as they'd like, they succeed well enough to bring a scream of outrage from the Landbinder.
The mystic canters into view and restores all its allies, offering the Landbinder and the dazed ravager the chance to free themselves from the effects binding them.
Then it returns tit for tat and conjures a patch of thorns to hold Ixu firmly in place.
Minor: Mystic Resonance. Allies regain 10hp and can make a save against one effect.
1d20=12 - Landbinder v immobilisation. Saves. Now only slowed (se)
1d20=15 - Ravager 2 v daze. Saves.
Biting Earth. Burst 2 within 10. Creates a zone of biting earth that immobilises (se) enemies who enter or end their turn within it. An enemy make take 3d8 to make a saving throw as a free action. Sustain minor and move 3 squares.
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
Round 5
Reason - PP1; BLOODIED; used AP; gains 4hp at start of turn (benign land effect)
LAND
*Arianwyn - PP1
Kia - PP1
Ravager 2 - BLOODIED
Landbinder - marked by Whiteclaw; hexed (-2 attacks v Morgzil); slowed (se)
Ogrol - BLOODIED
Whiteclaw
Ixu - immobilised (se), but make take 3d8 to make a save as a free action
Hunter 1
Hunter 2
Vel - PP1; BLOODIED; used second wind
Morgzil
Mystic
LAND STATE: 4 - Mildly benign. Central pink area restores 4hp when a bloodied creature enters or starts their turn in the area.
POWER POINTS DELIVERED: 0
PCs: 0
Land: 0 (-1 from Rage of the Earth; +1 from Ixu downing R3)
| Reason |
Reason appreciates the balm of the land, but calls on Ioun to much greater effect.
Move to T20. Minor - activate Symbol of Life power (extra 1d6 on heal TEOMNT). Mass Cure Light Wounds - Reason, Whiteclaw, Kia, and Ogrol regain hp as if they had spent a surge +1d6 + 3 ⇒ (1) + 3 = 4
Dice roller is not my friend this fight. HP: 44/62
| Rev DM |
Reason, it's a bit better than that. Your +5 to healing runs to the end of the encounter, so they get an additional 9.
Reason's light caresses his companions, urging back to health. Although still bloodied, Ogrol looks considerably better and nods his thanks.
The Land rumbles, but remains quiescent, the trauma of the Landbinder offset by the blood of the ravager.
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
Round 6
*Arianwyn - PP1
Kia - PP1
Ravager 2 - BLOODIED
Landbinder - marked by Whiteclaw; hexed (-2 attacks v Morgzil); slowed (se)
Ogrol - BLOODIED
Whiteclaw
Ixu - immobilised (se), but make take 3d8 to make a save as a free action
Hunter 1
Hunter 2
Vel - PP1; BLOODIED; used second wind
Morgzil
Mystic
Reason - PP1; used AP; gains 4hp at start of turn (benign land effect)
LAND
LAND STATE: 4 - Mildly benign. Central pink area restores 4hp when a bloodied creature enters or starts their turn in the area.
POWER POINTS DELIVERED: 0
PCs:
Land:
| Arianwyn |
Minor- draw rod. Minor - Crown of stars vs R2 Will
1d20 + 12 ⇒ (10) + 12 = 22
Witchfire vs R2's Ref
1d20 + 12 ⇒ (4) + 12 = 162d6 + 9 ⇒ (4, 1) + 9 = 14
f$#!.
The group's warlock cannot bring his mighty powers to bear at this moment...
| Rev DM |
Much to his eloquently expressed disgust, Arianwyn cannot get a grip on the aberrant horrors confronting him.
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
Round 6
Kia - PP1
Ravager 2 - BLOODIED
Landbinder - marked by Whiteclaw; hexed (-2 attacks v Morgzil); slowed (se)
Ogrol - BLOODIED
Whiteclaw
Ixu - immobilised (se), but make take 3d8 to make a save as a free action
Hunter 1
Hunter 2
Vel - PP1; BLOODIED; used second wind
Morgzil
Mystic
Reason - PP1; used AP; gains 4hp at start of turn (benign land effect)
LAND
*Arianwyn - PP1
LAND STATE: 4 - Mildly benign. Central pink area restores 4hp when a bloodied creature enters or starts their turn in the area.
POWER POINTS DELIVERED: 0
PCs:
Land:
| Kia Rubarka |
Kia takes out her sword and moves around Whiteclaw to take a shot at the landbinder.
Move to S17/ Lead the Attack vs Landbinder. 1d20 + 13 ⇒ (18) + 13 = 313d8 + 5 ⇒ (7, 8, 7) + 5 = 27
On a hit, Kia, Whiteclaw, Reason and Ogrol gain a +5 power bonus to hit against The landbinder.
HP: 79/79
Surges 8/8
Arrows:31
AP:1
Second wind: not used
| Rev DM |
Kia strikes deep, leading by example as she urges her friends on to finish the aberrant thing before her. The Landbinder screams in protest and digs its hooves deeper into the protesting earth. Reason alone is able to withstand the impact.
Recharge Rage of the Earth. 1d6=5. Yes.
Rage of the Earth (Fort). Close Burst 10 (rechargeable). Enemies only. On hit, target is pushed two squares ignoring difficult terrain, taking 7 damage for each square pushed. All except Ixu.
1d20+17=36 - Landbinder v Vel. Hits.
1d20+15=29 - Landbinder v Morgzil. Hits.
1d20+17=18 - Landbinder v Reason. Miss.
1d20+17=28 - Landbinder v Whiteclaw. Hits.
1d20+17=22 - Landbinder v Kia. Hits.
1d20+17=22 - Landbinder v Hound. Hits.
1d20+17=26 - Landbinder v Arianwyn. Hits.
1d20+17=23 - Landbinder v Ogrol. Hits.
All except Reason take 14 damage and are pushed two squares
1d20=7 - Landbinder save v slow. Fails
Shrugging aside the attack, Orgrol wipes blood from his mouth and aims his next arrow between the Landbinder's eyes. The Sun Stallion guides his arrow and the creature writhes as its fragile grip on sanity recedes.
Landbinder is bloodied
Three Fingered attack recharge. 1d6=5. Yes. On hit, target is dazed (se)
1d20+14=32. Orgrol v Landbinder. Hits. 2d8+4=16 and Landbinder is dazed
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
Round 6
Whiteclaw - +5 to hit Landbinder to end Kia's next turn
Ixu - immobilised (se), but make take 3d8 to make a save as a free action
Hunter 1
Hunter 2
Vel - PP1; BLOODIED; used second wind
Morgzil
Mystic
Reason - PP1; used AP; +5 to hit Landbinder to end Kia's next turn; gains 4hp at start of turn if bloodied
LAND
*Arianwyn - PP1
Kia - PP1; gains 4hp at start of turn from land if bloodied.
Ravager 2 - BLOODIED
Landbinder - BLOODIED marked by Whiteclaw; hexed (-2 attacks v Morgzil); slowed (se); dazed (se)
Ogrol - BLOODIED; +5 to hit Landbinder to end Kia's next turn; +4 from benign land at start of turn
LAND STATE: 4 - Mildly benign. Central pink area restores 4hp when a bloodied creature enters or starts their turn in the area.
POWER POINTS DELIVERED: 0
PCs:
Land: -1 (Rage of the Earth)
| Whiteclaw |
Ixu cries out in annoyance and tries to break free.
Save: 1d20 ⇒ 14
Whiteclaw doesn't mind being pushed away at all, and the gnoll leaps forward at her foe.
Ferocious Charge: 1d20 + 19 ⇒ (19) + 19 = 38, on hit: 1d10 + 11 ⇒ (10) + 11 = 21 cold damage.
HP: 93/103 (Ixu: 63/79)
Surges: 12/13 (Ixu: 12/12)
Encounter Powers Used: Ferocious Charge, Tundra Wind, Winters's Claws
AP: 1/1
Status: Regen 4, (Ixu: Cold Resist 5)
| Rev DM |
Whiteclaw leaps and swings, adding to the destruction of the Landbinder, while Ixu flaps wildly and breaks free of the brambles holding her.
The hunters circle slightly, the presence of the Mystic helping to focus them, and give their attention to Reason.
Lightning fast shot (AC)
1d20+16=25 - H1 v Reason. Hits. 1d12+2=7
1d20+16=35 - H1 v Reason. Hits. 1d12+2=6
1d20+16=20 - H2 v Reason. Miss.
1d20+16=33 - H2 v Reason. Hits. 1d12+2=5
18 damage to Reason
To end encounter Reason's healing powers gain +5
The fortifications are just that. Fortifications. They provide cover and are accessible via the back at ground level. Climbing on to or over them requires 2 movement points - i.e. if you go from L27 to L25 over the wall, it costs you 4 movement points (2 to get up and 2 to get down).
Round 6
Vel - PP1; BLOODIED; used second wind
Morgzil
Mystic
Reason - PP1; used AP; +5 to hit Landbinder to end Kia's next turn; gains 4hp at start of turn if bloodied
LAND
*Arianwyn - PP1
Kia - PP1; gains 4hp at start of turn from land if bloodied.
Ravager 2 - BLOODIED
Landbinder - BLOODIED marked by Whiteclaw; hexed (-2 attacks v Morgzil); slowed (se); dazed (se)
Ogrol - BLOODIED; +5 to hit Landbinder to end Kia's next turn; +4 from benign land at start of turn
Whiteclaw - +5 to hit Landbinder to end Kia's next turn
Ixu -
Hunter 1
Hunter 2
| Vel |
Trying the only thing she can think of to escape the landbinder's rage power, Vel backs out of the fortification and drinks a healing potion.
Then, struck by inspiration, she discharges her power point at the ground, triggering the flames of her tattoo.
Minor/minor: Fetch and quaff. Move: G10. AP: Magic Missile vs earth. 1d20 + 12 ⇒ (15) + 12 = 27 HP: 13/60 + 5 temp Surges: 6/8. AP and Second Wind used.