
Rev DM |

Vel sustains herself as best she can and unleashes her stored power point into the Land. A rumble greets her efforts and the central circle shifts slightly, threatening to send everyone within it sprawling. Only the Landbinder remains upright.
The Land has an immediate reaction when a power point is delivered to it. It attacks all creatures in the circle (Ref). On hit, targets are knocked prone.
1d20+17=37 - Land v Kia. Hits.
1d20+17=32 - Land v Whiteclaw. Hits.
1d20+17=24 - Land v Reason. Hits.
1d20+17=25 - Land v Ogrol. Hits.
1d20+17=22 - Land v Landbinder. Miss.
The tencaru Mystic canters towards the fallen Great Pan and strikes hard, trying to push him out of the healing embrace of the land. Venom is not enough, and Ogrol just manages to wrench himself out of the way.
Rootwhip Staff (Ref - reach 2). On hit target is pushed 3 squares and slowed (se)
1d20+15=16. Mystic v Ogrol. Miss.
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
Reason - PP1; used AP; +5 to hit Landbinder to end Kia's next turn; gains 4hp at start of turn if bloodied; prone
LAND
*Arianwyn - PP1
Kia - PP1; gains 4hp at start of turn from land if bloodied; prone
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; prone
Whiteclaw - +5 to hit Landbinder to end Kia's next turn; prone
Ixu -
Hunter 1 - Hexed (-2 to attack Morgzil (se))
Hunter 2
Vel - BLOODIED; used second wind; used AP
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: 3 (two kills and one arcane delivery from Vel)
PCs:
Land: -1 (Rage of the Earth)

Reason |

Reason stands and strikes at the Landbinder, while attempting to rejuvenate Ogrol.
Stand. Healing Word on Ogrol: surge +3d6 + 8 ⇒ (1, 4, 6) + 8 = 19 (includes 1d6 for item & +5)
Lance of Faith vs Lb Ref: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 5 ⇒ (5) + 5 = 10 If hit, Radiant and Arianwyn gets +2 power bonus on next roll to hit Lb.

Rev DM |

Thanks for that Reason. Have a great time and take many envy-inducing pictures please :)
Reason rises to his feet and calls on the clear light of his name to blast the Landbinder with one hand and restore Ogrol with the other.
"Your goddess trusts you, pact-maker." Ogrol's tone is grudging, but respectful.
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 7
*Arianwyn - PP1; +2 to next attack on Landbinder
Kia - PP1; gains 4hp at start of turn from land if bloodied; prone
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; prone
Whiteclaw - +5 to hit Landbinder to end Kia's next turn; prone
Ixu -
Hunter 1 - Hexed (-2 to attack Morgzil (se))
Hunter 2
Vel - BLOODIED; used second wind; used AP
Morgzil
Mystic
Reason - PP1; used AP; +5 to hit Landbinder to end Kia's next turn
LAND
LAND STATE: 5 - no effect
POWER POINTS DELIVERED: 3 (two kills and one arcane delivery from Vel)
PCs: 0
Land: 0

Arianwyn |

Move to S25 (concealment gained). Standard - Mire the Mind on the Landbinder.
1d20 + 14 ⇒ (17) + 14 = 311d10 + 9 ⇒ (2) + 9 = 11
On a hit, I and all my allies within 10 squares of me (so everyone except Morgzil and Vel) are invisible to the target until the end of my next turn. I gain a +3 bonus to Stealth checks until end of the encounter
Minor - Crown of Stars vs Landbinder
1d20 + 14 ⇒ (2) + 14 = 16
Pah.
"I call forth the sight-sapping splendour of the nymphs of Ardesia!", and with that Arianwyn and his nearby comrades are rendered unseen to the Landbinder...

Rev DM |

Screams echo around the area as the party briefly glimpse verdant figures rising from the tortured land and tearing the Landbinder to pieces. As the blood of the tencaru seeps into the ground, there is palpable approval from the Land.
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 7
Kia - PP1; gains 4hp at start of turn from land if bloodied; prone
Ravager 2 - BLOODIED
Ogrol - BLOODIED; +5 to hit Landbinder to end Kia's next turn; prone
Whiteclaw - +5 to hit Landbinder to end Kia's next turn; prone
Ixu -
Hunter 1 - Hexed (-2 to attack Morgzil (se))
Hunter 2
Vel - BLOODIED; used second wind; used AP
Morgzil
Mystic
Reason - PP1; used AP; +5 to hit Landbinder to end Kia's next turn
LAND
*Arianwyn - PP1; +2 to next attack on Landbinder
LAND STATE: 5 - no effect
POWER POINTS DELIVERED: 5 (three kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: 0
Land: +2 (Landbinder death is extra pleasing)

Rev DM |

Rising to her feet, Kia plunges towards Vel and gets her friend back in the fight.
The last Ravager screams and hurtles towards Reason, swinging its greatsword at the fallen tiefling healer.
Berserk Rush (Fort) - on hit target is pushed two squares and knocked prone
1d20+15=18. R2 v Reason. Miss.
Ogrol rises groggily to his feet and draws his bow once more. His arrow barely leaves the bow and he spits with annoyance.
Three Fingered Strike - 1d6=2 - no recharge
1d20+14=15 - Ogrol v Ravager 2. Miss.
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 7
Whiteclaw - prone
Ixu
Hunter 1 - Hexed (-2 to attack Morgzil (se))
Hunter 2
Vel - BLOODIED; used second wind; used AP
Morgzil
Mystic
Reason - PP1; used AP; +5 to hit Landbinder to end Kia's next turn
LAND
*Arianwyn - PP1; +2 to next attack on Landbinder
Kia - PP1; used AP
Ravager 2 - BLOODIED
Ogrol - BLOODIED
LAND STATE: 5 - no effect
POWER POINTS DELIVERED: 5 (three kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: 0
Land: +2 (Landbinder death is extra pleasing)

Whiteclaw |

I think Whiteclaw should have a PP. She got one round one and hasn't returned it or used it.
Whiteclaw comes to her feet - four of them, the gnoll slipping into the form of a hyena! With a howl, she charges the ravager near Reason.
Ixu flies to the Hunter, clawing at it, and still happy about eating the kitten.
Whiteclaw stands up as her move action, shifts as a minor, then charges to S21 and attacks R2 using Pounce, vs reflex. 1d20 + 8 ⇒ (9) + 8 = 17, on hit: 1d8 + 5 ⇒ (2) + 5 = 7 damage and the R2 grants CA to my next ally that attacks it before EOMNT.
Ixu flies to G21 and bites H1. 1d20 + 13 ⇒ (17) + 13 = 30, on hit: 2d8 + 7 ⇒ (4, 6) + 7 = 17
HP: 97/103 (Ixu: 63/79)
Surges: 12/13 (Ixu: 12/12)
Encounter Powers Used: Ferocious Charge, Tundra Wind, Winters's Claws, Pounce
AP: 1/1
Status: Regen 4, (Ixu: Cold Resist 5)

Rev DM |

Whiteclaw rises and charges, her teeth missing the tencaru as she fails to judge her distance. Ixu, on the other hand has gained confidence from her kill and lunges triumphantly at H1.
The hunters turn their attention to Arianwyn and Vel, taking their cue from the wiser Mystic.
Triple Shots (AC) - one, two or three targets
1d20+16=25 - H1 v Vel. Hits. 1d12+5=16
1d20+16=22 - H1 v Vel. Miss.
1d20+16=26 - H1 v Vel. Hits. 1d12+5=12
28 damage to Vel.
Triple Shots (AC) - one, two or three targets
1d20+16=32 - H2 v Arianwyn. Hits. 1d12+5=7
1d12+16=25 - H2 v Arianwyn. Hits. 1d12+5=8
1d12+16=28 - H2 v Arianwyn. Hits. 1d12+5=16
31 damage to Arianwyn.
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 7
Vel - BLOODIED; used second wind; used AP
Morgzil
Mystic
Reason - PP1; used AP; +5 to hit Landbinder to end Kia's next turn
LAND
*Arianwyn - PP1; +2 to next attack on Landbinder
Kia - PP1; used AP
Ravager 2 - BLOODIED
Ogrol - BLOODIED
Whiteclaw - PP1;
Ixu
Hunter 1 - Hexed (-2 to attack Morgzil (se))
Hunter 2
LAND STATE: 5 - no effect
POWER POINTS DELIVERED: 5 (three kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: 0
Land: +2 (Landbinder death is extra pleasing)

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 7
Vel - BLOODIED; used second wind; used AP
Morgzil
Mystic
Reason - PP1; used AP;
LAND
*Arianwyn - PP1; BLOODIED
Kia - PP1; used AP
Ravager 2 - BLOODIED
Ogrol - BLOODIED
Whiteclaw - PP1;
Ixu
Hunter 1 - Hexed (-2 to attack Morgzil (se))
Hunter 2
LAND STATE: 5 - no effect
POWER POINTS DELIVERED: 5 (three kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: 0
Land: +2 (Landbinder death is extra pleasing)

Vel |

Vel gamely returns to the fight, moving back to the fortifications and enchanting the tencaru.
Move to L11. Adalram to R18. Sleep at V23 vs M1, R2, H2 Will. Minor: fetch last healing potion from pouch. 1d20 + 12 ⇒ (10) + 12 = 221d20 + 12 ⇒ (16) + 12 = 281d20 + 12 ⇒ (8) + 12 = 20
On miss, slow(se). On hit, slow(se), first failed save is unconscious (se).
BLOODIED HP: 21/60 Surges: 5/8. AP and Second Wind used.

Rev DM |

Forgot to roll H1's save against Morgzil's hex. 1d20=5. No.
Somnolent vapours rise from the ground, slowing the tencaru, but only having a serious impact on the bloodied ravager. Morgzil continues to hex his foes and returns to his wife's side.
The Mystic turns on Arianwyn and moves close enough to lash out at the warlock with his staff, trying to drag him into the hooves of the waiting Ravager. The blow narrowly avoids him.
Rootwhip Staff (Ref). On hit target slides 3 squares and is slowed (se)
1d20+15=19. Mystic v Arianwyn. Miss.
1d20=6 - Mystic save v Hex. No.
1d20=15 - Mystic save v Sleep. Yes.
Reason staggers to his feet ignoring the Ravager and calling on Ioun to aid his allies.
Consecrated Ground. Bloodied allies gain regen 4 in the zone, enemies starting their turn there take 1d6+3=5 radiant damage.
As the blood of the fallen sinks into the Land it once more produces healing balm. Another mound appears, but you have no way of telling what menace it contains.
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 8
*Arianwyn - PP1; BLOODIED
Kia - PP1; used AP
Ravager 2 - BLOODIED; slowed (se, first failed save drops unconscious); +4 from land at start of turn
Ogrol - BLOODIED; +4 from land at start of turn
Whiteclaw - PP1;
Ixu
Hunter 1 - Hexed (-2 to attack Morgzil (se))
Hunter 2 - slowed (se)
Vel - BLOODIED; used second wind; used AP
Morgzil - BLOODIED
Mystic - Hexed (-2 to attack Morgzil);
Reason - PP1; used AP;
LAND
LAND STATE: 4 - mildly benign. Circle provides regen 4 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 5 (three kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: 0
Land: 0

Arianwyn |

Move to U23. Otherwind Stride vs R2 and Mystic's Fort.
1d20 + 12 ⇒ (4) + 12 = 161d20 + 12 ⇒ (20) + 12 = 321d8 + 9 ⇒ (4) + 9 = 13
I am assuming miss on R2. CRIT on Mystic -17 + 3d10 ⇒ (1, 10, 8) = 19
TOTAL DAMAGE TO MYSTIC - 36 and immobolised to end of my next turn. Teleport to S19. Minor - Crown of Stars vs R2.
1d20 + 12 ⇒ (12) + 12 = 24
4 radiant damage
Arianwyn strides up to the enemy and then disappears in a chilling wind, reappearing next to Reason and sending another glowing star at the Tencaru.

Rev DM |

Arianwyn deals a mighty blow to the Mystic and departs in a flurry of leaves, adding another star-bright wound to the ravager as he does so.
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 8
Kia - PP1; used AP
Ravager 2 - BLOODIED; slowed (se, first failed save drops unconscious); +4 from land at start of turn
Ogrol - BLOODIED; +4 from land at start of turn
Whiteclaw - PP1;
Ixu
Hunter 1 - Hexed (-2 to attack Morgzil (se))
Hunter 2 - slowed (se)
Vel - BLOODIED; used second wind; used AP
Morgzil - BLOODIED
Mystic - Hexed (-2 to attack Morgzil); immobilised to end Arianwyn's next turn
Reason - PP1; used AP;
LAND
*Arianwyn - PP1; BLOODIED
LAND STATE: 4 - mildly benign. Circle provides regen 4 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 5 (three kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: 0
Land: 0

Rev DM |

Concentrating hard, Kia aims an arrow at the last ravager and scrambles into the fortifications seeking cover. Her missile sweeps through the air and just manages to catch the tencaru in the flank.
Paint the Bulls-eye (AC). On hit target takes +4 to damage from allies to start Kia's next turn
1d20+13=25 - Kia v R2. Hits. 1d10+3=10 damage
The Land heals the ravager at the same moment as Reason's consecrated ground protests at the corruption of the beast, but some of its wounds close and it swipes brutally at Arianwyn. Lethargy is still gripping it, and the blow misses easily. The ravager shakes off the remnants of Vel's sleep spell in time to see itself surrounded by enemies. It moves away.
Reason swipes at it with his mace and to his complete astonishment, lands a mighty blow. The tencaru looks equally startled as the mild-mannered tiefling delivers a death blow. GO REASON! He hit with his basic melee, rolled max damage and the Kia bonus was just enough :)
Greatsword (AC)
1d20+15=19. R2 v Arianwyn. Miss.
1d20=10 - save v slow.
Whiteclaw, Arianwyn and Reason all got OAs on the ravager
1d20+9=24 - Reason v ravager. 1d8+5=11
One ravager down
No sooner has the ravager fallen, than the Mystic crashes its staff into the land, calling on ancestral spirits for vengeance.
Immediate reaction when ally within 10 drops to 0.
Ancestral chargers. Close burst 5. Enemies only. One attack roll v Fort and Will. If Fort hits, target is knocked prone. If Will hits, target is pushed two squares.
Targets Ogrol, Reason, Arianwyn and Whiteclaw
1d20+14=27 - Mystic v Ogrol. Hits Fort and Will. Prone and pushed 2
1d20+14=20 - Mystic v Reason. Hits Fort. Prone
1d20+14=21 - Mystic v Ariwnayn. Hits Fort. Prone
1d20+14=29 - Mystic v Whiteclaw. Hits Fort and Will. Prone and pushed 2.
3d8+5=21
21 damage to Ogrol, Reason, Arianwyn and Whiteclaw
Bleeding from numerous wounds, Ogrol drinks in the benefit of the land and attempts to take down the Mystic before staggering back into Reason's sacred light.
1d20+14=17 - Ogrol v Mystic. Miss.
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 8
Whiteclaw - PP1; prone
Ixu
Hunter 1 - Hexed (-2 to attack Morgzil (se))
Hunter 2 - slowed (se)
Vel - BLOODIED; used second wind; used AP
Morgzil - BLOODIED
Mystic - Hexed (-2 to attack Morgzil); immobilised to end Arianwyn's next turn
Reason - PP1; BLOODIED (28/64); used AP; prone; gains 9hp at start of turn (conc. ground)
LAND
*Arianwyn - PP1; BLOODIED; gains 9hp at start of turn (conc ground); prone
Kia - PP1; used AP
Ogrol - BLOODIED; +9 from conc ground at start of turn;
LAND STATE: 4 - mildly benign. Circle provides regen 4 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 6 (four kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: +1 (Reason took down the Ravager)
Land: +1

Whiteclaw |

Whiteclaw becomes a gnoll once more as she again pulls herself to her feet. She then moves forward to get the attention of the Mystic.
Wild change back to humanoid gives a free shift, which moves her to Q21. Move to V21, and mark mystic. *sigh* What a horrid turn for her. I really need to lock down the Mystic, but I can't post charge. Once they added warden, which needs an action to mark, Charge needed errata to allow a minor post charge, or Warden's need a feat to allow thier marking post charge. Maybe they'll add it down the road. *rant over* :)
Ixu flies along with the Hunter and bites at it. "Can this one be a kitten, too?" she calls out.
Move along the path: F20-F19-F18-F17-G16-H17. It avoids OAs, and if the Hunter shifts to avoid an OA from using a ranged attack, it has to move away from Vel, Morgzil, and Kia, and not closer to them. Bite: 1d20 + 13 ⇒ (16) + 13 = 29, on hit: 2d8 + 7 ⇒ (3, 6) + 7 = 16
HP: 80/103 (Ixu: 63/79)
Surges: 12/13 (Ixu: 12/12)
Encounter Powers Used: Ferocious Charge, Tundra Wind, Winters's Claws, Pounce
Daily Used: Form of the Stone Sentinel
AP: 1/1
Status: Regen 4, Marked Mystic (Ixu: Cold Resist 5)

Rev DM |

Whiteclaw rises and advances on the Mystic with menace in her eyes, battleaxe swinging.
In contrast, Ixu seems positively playful as she glides alongside the Hunter snapping happily at it.
Note that the Hunters don't take OAs for using their ranged attacks against adjacent targets.
H1 ignores Ixu for the time bring, and concentrates on bringing Vel down. The presence of a gleaming dragon seems to be putting it off for some reason.
Charger Arrow (Fort). On hit, target is knocked prone and pushed three squares.
1d10+16=17. H1 v Vel. Miss.
H2 moves slowly towards the waiting hound and sends two more arrows singing against the fire mage. Neither arrow comes close to hitting her.
Lightning Fast shot (AC)
1d20+16=22 - H2 v Vel. Miss.
1d20+16=21 - H2 v Vel. Miss.
H1 save v hex - 1d20=14. Yes.
H2 save v slow - 1d20=8. No.
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 8
Vel - BLOODIED; used second wind; used AP
Morgzil - BLOODIED
Mystic - Hexed (-2 to attack Morgzil); immobilised to end Arianwyn's next turn
Reason - PP1; used AP;
LAND
*Arianwyn - PP1; BLOODIED
Kia - PP1; used AP
Ravager 2 - BLOODIED; slowed (se, first failed save drops unconscious); +4 from land at start of turn
Ogrol - BLOODIED; +4 from land at start of turn
Whiteclaw - PP1;
Ixu
Hunter 1
Hunter 2 - slowed (se)
LAND STATE: 4 - mildly benign. Circle provides regen 4 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 5 (three kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: 0
Land: 0

Vel |

Chrome doesn't like a lot of form-type things. I mostly only use it for Google-based sites. Oh, and Adalram was in R18.
Returning to form, Vel unleashes a blast of flames on two of the tencaru, with Adalram's aid in targeting the mystic.
Move Adalram to U20. Fire Burst vs M1, H2 Ref. 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 261d20 + 12 ⇒ (16) + 12 = 283d6 + 7 ⇒ (1, 2, 4) + 7 = 14

Morgzil the Seeker |

Recharge Beast Curse, Capricious Earth 1d6 ⇒ 41d6 ⇒ 2 Yes on Beast Curse!
Morgzil smiles with satisfaction. It is as if the rejuvenating land has returned his power, as well. He takes aim at the mystic, but his power seemingly does not clear the center circle.
Beast Curse vs Mystic Fort 1d20 + 14 ⇒ (4) + 14 = 18 Aaaauuuggh
Hex vs H1 Will 1d20 + 14 ⇒ (19) + 14 = 33

Rev DM |

Flames shriek from Vel's orb and as they die away, it is clear to all that the Mystic is badly wounded. The hunter too, suffers its first damage.
Morgzil does his best to please Ixu, but has to settle for hexing H1 instead.
Unable to move, the Mystic destroys the tangle of brambles and recreates it nearer to hand, holding Arianwyn, Whiteclaw, Reason and Ogrol in place.
1d20=7 - Mystic save v Hex. No.
Reason rises to his feet and sustains the consecrated ground before sending more radiant light sluicing towards the Mystic.
Lance of Faith (Ref). On hit Arianwyn gets +2 to next attack on Mystic. Invoking Infernal Wrath to do additional 3 damage on hit.
1d20+11=28 - Reason v Mystic. Hits.
1d8+8=14
Suddenly the Mystic is looking to be in a very bad position indeed. As the light hits it, the creature calls and another Landbinder rises to menace the party.
The Land offers further healing to those within the centre of its power.
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 9
*Arianwyn - PP1; BLOODIED; immobilised (can take 3d8 as a free action to save against the effect); +9 at start of turn (conc ground); +2 to next attack on Mystic
Kia - PP1; used AP
Ravager 2 - BLOODIED; slowed (se, first failed save drops unconscious); +4 from land at start of turn
Ogrol - BLOODIED; +9 conc ground at start of turn; immobilised (can take 3d8 as a free action to save against the effect);
Whiteclaw - PP1; immobilised (can take 3d8 as a free action to save against the effect)
Ixu
Hunter 1 - hexed (-2 to hit Morgzil) (se)
Hunter 2 - slowed (se)
Vel - BLOODIED; used second wind; used AP
Morgzil - BLOODIED
Landbinder 2
Mystic - Hexed (-2 to attack Morgzil); immobilised to end Arianwyn's next turn
Reason - PP1; used AP; (37/64); used AP; prone; gains 9hp at start of turn (conc. ground); immobilised (can take 3d8 as a free action to save against the effect)
LAND
LAND STATE: 3 - benign. Circle provides regen 8 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 6 (four kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: 0
Land: 0

Arianwyn |

Shielding Shades. Negate damage. Move - Stand up. Minor - curse Mystic. Standard - Forceful Assault vs Mystic's Ref.
1d20 + 12 ⇒ (15) + 12 = 273d8 + 9 ⇒ (2, 2, 2) + 9 = 151d8 ⇒ 6
If that hits he's dazed. If it misses, half damage and no daze
Arianwyn calls aloud strange syllables to bring forth the Stygian bats of shadow. He then roars at an unearthly volume as arcs of force smash into the mystic.

Rev DM |

The mind-wrenching syllables and the bats of doom are too much for the battered Mystic. It drops once more to the uncaring earth, its blood feeding the ritual of Skyburning.
Arianwyn - cursed enemy dropped. Sir may 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).
Round 9
Kia - PP1; used AP
Ravager 2 - BLOODIED; slowed (se, first failed save drops unconscious); +4 from land at start of turn
Ogrol - BLOODIED; +9 conc ground at start of turn; immobilised (can take 3d8 as a free action to save against the effect);
Whiteclaw - PP1; immobilised (can take 3d8 as a free action to save against the effect)
Ixu
Hunter 1 - hexed (-2 to hit Morgzil) (se)
Hunter 2 - slowed (se)
Vel - BLOODIED; used second wind; used AP
Morgzil - BLOODIED
Landbinder 2
Reason - PP1; used AP; (37/64); used AP; prone; gains 9hp at start of turn (conc. ground); immobilised (can take 3d8 as a free action to save against the effect)
LAND
*Arianwyn - PP1; BLOODIED; immobilised (can take 3d8 as a free action to save against the effect); +9 at start of turn (conc ground)
LAND STATE: 3 - benign. Circle provides regen 8 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 7 (five kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: +1 (Arianwyn's kill)
Land: +1 (Arianwyn's kill)

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 9
Kia - PP1; used AP
Ravager 2 - BLOODIED; slowed (se, first failed save drops unconscious); +8 from land at start of turn
Ogrol - BLOODIED; +9 conc ground at start of turn; immobilised (can take 3d8 as a free action to save against the effect);
Whiteclaw - PP1; immobilised (can take 3d8 as a free action to save against the effect)
Ixu
Hunter 1 - hexed (-2 to hit Morgzil) (se)
Hunter 2 - slowed (se)
Vel - BLOODIED; used second wind; used AP
Morgzil - BLOODIED
Landbinder 2
Reason - PP1; used AP; (37/64); used AP; prone; gains 9hp at start of turn (conc. ground); immobilised (can take 3d8 as a free action to save against the effect)
LAND
*Arianwyn - PP1; BLOODIED; immobilised (can take 3d8 as a free action to save against the effect); +8 at start of turn (land)
LAND STATE: 3 - benign. Circle provides regen 8 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 7 (five kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: +1 (Arianwyn's kill)
Land: +1 (Arianwyn's kill)

Kia Rubarka |

Needing to get back into the middle again, Kia moves out of the cover of the fortification to O12. "Hold on there everyone! We can win this!"
"I think the hunters are more dangerous at the moment. So let's rid ourselves of one of them if we can".
Paint the Bulls-eye vs H2. 1d20 + 13 ⇒ (11) + 13 = 241d10 + 3 ⇒ (1) + 3 = 4
On hit, all damage rolls against H2 gain a +4 bonus to the start of Kia's next turn. Also, H2 is now -2 to ranged and area attacks to end of Kia's next turn
Kia looks pointedly towards the Landbinder and carefully stows her bow.
Status:
HP 60/74 (Reason healed the first 14 HP damage)
AP: used
Second Wind: not used
Arrows: 29
Healing Surges 8/8

Rev DM |

Note that I will update when I can, but I'm going to be in Oxford teaching my cousin how to play D&D for a couple of days.
Climbing gracefully over the fortifications, Kia fixes the Hunter with a firm eye, but her arrow, alas, misses narrowly.
Ogrol drinks in the healing of Reason's circle and tries again. Taking his cue from Kia, he targets H2, sinking an arrow into the nightmare before him.
Three fingered shot (daze on hit) recharge: 1d6=3. No.
1d20+14=31 - Ogrol v H2. Hits.
3d6+6=18 damage to H2
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 9
Whiteclaw - PP1; immobilised (can take 3d8 as a free action to save against the effect)
Ixu
Hunter 1 - hexed (-2 to hit Morgzil) (se)
Hunter 2 - slowed (se)
Vel - BLOODIED; used second wind; used AP
Morgzil - BLOODIED
Landbinder 2
Reason - PP1; used AP; (37/64); used AP; prone; gains 9hp at start of turn (conc. ground); immobilised (can take 3d8 as a free action to save against the effect)
LAND
*Arianwyn - PP1; BLOODIED; immobilised (can take 3d8 as a free action to save against the effect); +8 at start of turn (land)
Kia - PP1; used AP
Ogrol - BLOODIED; +9 conc ground at start of turn; immobilised (can take 3d8 as a free action to save against the effect)
LAND STATE: 3 - benign. Circle provides regen 8 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 7 (five kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: +1 (Arianwyn's kill)
Land: 0 (+1 Arianwyn's kill, -1 Landbinder's arrival)

Whiteclaw |

Font of Life (start of turn save): 1d20 ⇒ 10
The warden breaks free of the brambles and moves towards the Hunter aggressively, swinging her axe when she reaches it.
Move to W25, mark H2, Strength of Stone. 1d20 + 14 ⇒ (3) + 14 = 17, on hit: 1d10 + 7 ⇒ (2) + 7 = 9 cold damage and I gain 4 temp hp.
Ixu keeps harrassing the other hunter, the small dragon seeming to enjoy the game.
Shift to G18, bite H2. 1d20 + 13 ⇒ (7) + 13 = 20, on hit: 2d8 + 7 ⇒ (6, 4) + 7 = 17
HP: 84/103 (Ixu: 63/79)
Surges: 12/13 (Ixu: 12/12)
Encounter Powers Used: Ferocious Charge, Tundra Wind, Winters's Claws, Pounce
Daily Used: Form of the Stone Sentinel
AP: 1/1
Status: Regen 4, Marked Mystic (Ixu: Cold Resist 5)

Rev DM |

Whiteclaw and Ixu bound after their respective prey, but neither of them can make a mark on the hunters.
Loftily ignoring any peril from the gnoll, H2 simply launches two arrows at her, while H1 shifts and canters clear of the dragon.
Hunters don't provoke OAs from using their ranged attacks next to an enemy.
Lightning Fast Shots (AC)
1d20+16=19 - H2 v Whiteclaw. Miss.
1d20+16=34 - H2 v Whiteclaw. Hits. 1d12+2=8
8 damage to Whiteclaw.
H1 - Save v Hex: 1d20=6. No.
H2 - Save v Slow: 1d20=15. Yes.
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 9
Vel - BLOODIED; used second wind; used AP
Morgzil - BLOODIED
Landbinder 2
Reason - PP1; used AP; (37/64); used AP; prone; gains 9hp at start of turn (conc. ground); immobilised (can take 3d8 as a free action to save against the effect)
LAND
*Arianwyn - PP1; BLOODIED; immobilised (can take 3d8 as a free action to save against the effect); +8 at start of turn (land)
Kia - PP1; used AP
Ogrol - BLOODIED; +9 conc ground at start of turn; immobilised (can take 3d8 as a free action to save against the effect)
Whiteclaw - PP1; regen 4
Ixu
Hunter 1 - hexed (-2 to hit Morgzil) (se)
Hunter 2 - marked by Whiteclaw
LAND STATE: 3 - benign. Circle provides regen 8 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 7 (five kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: +1 (Arianwyn's kill)
Land: 0 (+1 Arianwyn's kill, -1 Landbinder's arrival)

Morgzil the Seeker |

Recharge Beast Curse; Capricious Earth 1d6 ⇒ 41d6 ⇒ 4 Yes on Beast Curse.
Hex vs L2 Will 1d20 + 14 ⇒ (12) + 14 = 26
If that hits, Beast Curse vs L2 Fort 1d20 + 14 ⇒ (17) + 14 = 31
Morgzil smiles in satisfaction as the Landbinder becomes a chipmunk. He then joins Vel in a dash for the center ground.
Move to M16. Landbinder is a chipmunk to end of Morgzil's next turn and can not use powers.

Rev DM |

Morgzil demonstrates the Kargzant sense of humour as the Landbinder shrinks, squeals and runs to hide in the fortifications.
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 9
Reason - PP1; used AP; (37/64); used AP; prone; gains 9hp at start of turn (conc. ground)
LAND
*Arianwyn - PP1; BLOODIED; +8 at start of turn (land)
Kia - PP1; used AP
Ogrol - BLOODIED; +9 conc ground at start of turn
Whiteclaw - PP1; regen 4
Ixu
Hunter 1 - hexed (-2 to hit Morgzil) (se)
Hunter 2 - marked by Whiteclaw
Vel - BLOODIED; used second wind; used AP; gains 8hp from Land at start of turn
Morgzil - BLOODIED
Landbinder 2 - infuriated chipmunk. Tiny and unable to use powers to end Morgzil's next turn
LAND STATE: 3 - benign. Circle provides regen 8 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 7 (five kills (inc. Landbinder worth 2) and one arcane delivery from Vel)
PCs: +1 (Arianwyn's kill)
Land: 0 (+1 Arianwyn's kill, -1 Landbinder's arrival)

Reason |

Reason gestures, and the consecrated zone surrounds Vel and Arianwyn, then launches a bolt of light towards a hunter.
Sustain Minor. Move: CG centred on Q18.
Lance of Faith vs H2 Ref: 1d20 + 11 ⇒ (8) + 11 = 191d8 + 5 ⇒ (4) + 5 = 9
Just realized, out of range... will skip attack this round