
Kia Rubarka |

Kia moves onto the central circle a bit to stay closer to most of the party. Then delivers a power point to the land.
"We need to start delivering these points to the land before we run out of all resources."
Move to T19. Deliver the point (basic melee attack) 1d20 + 13 ⇒ (15) + 13 = 28. Minor action to stow sword.
Status:
HP 46/74
AP: used
Second Wind: not used
Arrows: 29
Healing Surges 8/8

Rev DM |

Kia crawls to the centre of the circle and drives her blade deep into the earth.
In dire straits, the hunter rises and fires two arrows at Reason.
Lightning Fast Shots (AC). No OAs for using ranged attack
1d20+14=18. H1 v Reason. Miss.
1d20+14=18. H1 v Reason. Miss.
Rubbish ...
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 12
Vel - PP0; used second wind; used AP; regains +9 at start of turn if bloodied (conc ground); prone
Morgzil - prone
Landbinder 2 - BLOODIED; marked by Whiteclaw; -2 to attacks to end Vel's next turn; prone; cursed by Arianwyn
Reason - PP0; used AP; regains +9 at start of turn if bloodied
LAND
Pashira
*Arianwyn - PP0; prone; +9 (conc ground) at start of turn if bloodied
Ogrol - +4 at start of turn if bloodied (Land)
Ravager 3 - prone
Whiteclaw - PP1; regen 4
Ixu
Kia - PP2; used AP; +4 (land) at start of turn if bloodied; prone
Hunter 1 - BLOODIED; prone
LAND STATE: 4 - benign. Circle provides regen 4 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 9 (six kills (inc. Landbinder worth 2) and one arcane delivery each from Vel and Arianwyn)
PCs: 0
Land: +1 (-1 Pashira, +1 H2's death, +1 Kia's delivery)

Vel |

Now, Arianwyn, Kia hasn't been herself lately
Standing, Vel sends her illusions at the hunter once more.
Regain 9hp. Still bloodied. Stand. Illusory Ambush vs H1 Will. 1d20 + 12 ⇒ (12) + 12 = 241d6 + 7 ⇒ (6) + 7 = 13 If that hits, 13 psychic and H1 is -2 to attack TEOMNT. Minor: Orb of Far Seeing encounter to home in on L2. No immediate effect.
HP: 19/60; Surges: 4/8

Morgzil the Seeker |

Morgzil stands and joins the cluster in the consecrated ground, re-hexing the landbinder in preparation for a more potent attack.
Recharge Beast Curse; Capricious Earth 1d6 ⇒ 31d6 ⇒ 6 Capricious Earth recharges
Stand, Move to U21, hex vs L2 will. 1d20 + 14 ⇒ (17) + 14 = 31
HP: 29/103 Bloodied

Rev DM |

Vel's attack corrupts the twisted mind of the hunter and she and Morgzil can take what refuge they can.
The Landbinder rises once more, crazed and desperate, stamping the land. The reverberations scatter the friends like autumn leaves, pushing them out of the safety of Reason's divine light. Only Vel and Whiteclaw can withstand the attack.
Rage of the Earth (Fort). Close burst 10. Enemies only. On hit target is pushed 2 squares
Targets Whiteclaw, Kia, Ogrol, Vel, Morgzil, Arianwyn and Reason
1d20+17=18 - L2 v Whiteclaw. Miss
1d20+17=23 - L2 v Kia. Hits
1d20+17=30 - L2 v Ogrol. Hits
1d20+17=19 - L2 v Vel. Miss
1d20+17=26 - L2 v Morgzil. Hits
1d20+17=20 - L2 v Arianwyn. Hits
1d20+17=32 - L2 v Reason. Hits
14 damage to Kia, Ogrol, Morgzil, Arianwyn and 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 12
Reason - PP0; used AP;
LAND
Pashira
*Arianwyn - PP0; prone;
Ogrol - BLOODIED
Ravager 3 - prone
Whiteclaw - PP1; regen 4
Ixu
Kia - PP2; used AP; prone
Hunter 1 - BLOODIED; -2 attacks to end Vel's next turn
Vel - PP0; BLOODIED; used second wind; used AP; regains +9 at start of turn if bloodied (conc ground); prone
Morgzil - BLOODIED;
Landbinder 2 - BLOODIED; marked by Whiteclaw; cursed by Arianwyn; Hexed (-2 attacks on Morgzil (se))
LAND STATE: 4 - benign. Circle provides regen 4 to bloodied creatures starting within it. Doesn't stack with Reason's consecrated ground.
POWER POINTS DELIVERED: 9 (six kills (inc. Landbinder worth 2) and one arcane delivery each from Vel and Arianwyn)
PCs: 0
Land: -1 (-1 Pashira, +1 H2's death, +1 Kia's delivery, -2 Rage of the Earth)

Rev DM |

Reason hastily pulls the consecrated ground over himself and Arianwyn as the Land aborbs the blood and sacrifice of the companions.
Now fully formed, Pashira holds his place in the circle and kneels, thrusting one iron-vambraced arm deep into the earth and holding the other aloft.
"Be still. These are my Chosen. They heal your wound."
The ground within the circle convulses again as he pulls power from it, clenching his other hand as primal forces writhe in his grip.
Even in its agony, the Land seems to understand Pashira and the churning beneath your feet quiets somewhat.
Pashira siphons two points from the Land.
There are two layers of effect here. A close burst 10 rolling on a much kinder attack and a close burst 5 rolling at a higher level.
Inner Circle (Ref). Close Burst 5
Targets Whiteclaw, L2, Ogrol, Vel, Reason, Kia and Morgzil
1d20+17=30 - Land v Whiteclaw. Hits.
1d20+17=35 - Land v L2. Hits.
1d20+17=33 - Land v Ogrol. Hits.
1d20+17=18 - Land v Vel. Miss.
1d20+17=36 - Land v Reason. Hits.
1d20+17=20 - Land v Kia. Miss.
1d20+17=21 - Land v Morgzil. Hits
3d6+3=12
12 damage to Whiteclaw, L2, Ogrol and Morgzil
Outer circle (Ref). Close Burst 10
Targets Arianwyn, Hound, Adalram
1d20+12=32. Land v Arianwyn. Crit.
1d20+12=22. Land v Hound. Hits.
1d20+12=18. Land v Adalram. Miss.
1d6+3=7
9 damage to Arianwyn
7 damage to Hound
The sound and shaking die away leaving Arianwyn unconscious and the Landbinder dead.
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 13
*Arianwyn - PP0; BLOODIED; prone; unconscious, but taking 9hp from conc ground at start of turn, so no death save needed
Ogrol - BLOODIED
Ravager 3 - prone
Whiteclaw - PP1; regen 4
Ixu
Kia - PP2; used AP; prone
Hunter 1 - BLOODIED; -2 attacks to end Vel's next turn
Vel - PP0; BLOODIED; used second wind; used AP; regains +9 at start of turn if bloodied (conc ground); prone
Morgzil - BLOODIED;
Reason - PP0; used AP; BLOODIED
LAND
Pashira - PP2
LAND STATE: 5 - Neutral.
POWER POINTS DELIVERED: 13 (seven kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia)
PCs: 0
Land: 0 (-2 Pashira's double siphon, +2 Landbinder's death)

Arianwyn |

Move - stand up. Minor - curse Hunter. Standard - Curse of the Black Frost
1d20 + 12 ⇒ (6) + 12 = 182d8 + 9 ⇒ (7, 7) + 9 = 231d8 ⇒ 3
Arianwyn winces as pain and relief wash over. Standing up, his eyes turn solid back as he summons fey ice.

Rev DM |

Yes, Reason takes 12 damage as well.
Arianwyn eyes speak the chill of winter and the promise of the coming grave.
Misses, but the effects are still there. Landbinder was cursed by the way, so if you want to bingle, you can.
Ogrol staggers towards the safety of the consecrated ground and fires at the Hunter.
Recharge Three Fingered Strike: 1d6=6. Yes. Dazes on a hit.
1d20+14=30. Hits. 2d8+4=9
The arrow strikes the archer in the forehead, dazing it completely.
"The legend is true," he mutters as the missile sinks home.
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 13
Whiteclaw - PP1; regen 4
Ixu
Kia - PP2; used AP; prone
Hunter 1 - BLOODIED; -2 attacks to end Vel's next turn; cursed by Arianwyn; takes 1d8 if it moves (se); dazed (se)
Vel - PP0; BLOODIED; used second wind; used AP; regains +9 at start of turn if bloodied (conc ground); prone
Morgzil - BLOODIED;
Reason - PP0; used AP; BLOODIED
LAND
Pashira - PP2
*Arianwyn - PP0; BLOODIED; taking 9hp at start of turn (conc. ground)
Ogrol - BLOODIED; 9hp at start of turn (conc ground)
Ravager 3 - prone
LAND STATE: 5 - Neutral.
POWER POINTS DELIVERED: 13 (seven kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia)
PCs: 0
Land: 0 (-2 Pashira's double siphon, +2 Landbinder's death)

Whiteclaw |

While Ixu keeps biting at her prey, Whiteclaw attemps to return power to the land.
Move to W18, melee basic to give up the power point. 1d20 + 14 ⇒ (1) + 14 = 15. Ixu bites at H1: 1d20 + 13 ⇒ (10) + 13 = 23, on hit: 2d8 + 7 ⇒ (6, 2) + 7 = 15
HP: 61/103, temp 0 (Ixu: 62/79)
Surges: 11/13 (Ixu: 11/12)
Encounter Powers Used: Ferocious Charge, Tundra Wind, Winters's Claws, Pounce
Daily Used: Form of the Stone Sentinel
AP: 1/1
Status: Regen 4 (Ixu: Cold Resist 5)

Rev DM |

Whiteclaw misses her footing on the convulsing ground and her carefully saved power point spins harmlessly into the air. Distracted by the sudden movement, Ixu too misses her next attack.
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 13
Kia - PP2; used AP; prone
Hunter 1 - BLOODIED; -2 attacks to end Vel's next turn; cursed by Arianwyn; takes 1d8 if it moves (se); dazed (se)
Vel - PP0; BLOODIED; used second wind; used AP; regains +9 at start of turn if bloodied (conc ground); prone
Morgzil - BLOODIED;
Reason - PP0; used AP; BLOODIED
LAND
Pashira - PP2
*Arianwyn - PP0; BLOODIED; taking 9hp at start of turn (conc. ground)
Ogrol - BLOODIED; 9hp at start of turn (conc ground)
Ravager 3 - prone
Whiteclaw - PP0; regen 4
Ixu
LAND STATE: 5 - Neutral.
POWER POINTS DELIVERED: 13 (seven kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia)
PCs: 0
Land: 0 (-2 Pashira's double siphon, +2 Landbinder's death)

Kia Rubarka |

Kia is bloodied and can heal one more ally, but she need to hit something with her sword in order to do that. And there isn't anything near enough.
"Stay in the consecrated ground everyone, I can't do much more for you! I think everyone should take a power point and then deliver it next turn if they are able to."
Kia stand up, takes out her bow and fires at H1, hoping to bring it down and sooth the land a bit. (And also to give Vel a break).
Inspiring war cry - 1d20 + 13 ⇒ (11) + 13 = 242d8 + 5 ⇒ (5, 4) + 5 = 14
Kia calls upon Jarovit to aid her and adds one to the attack roll, making it 25.
If it survives, the hunter takes a -2 penalty to all ranged and area attacks to the start of Kia's next turn

Rev DM |

Kia's arrow passes agonisingly close to the hunter and looks certain to miss. At the last possible moment, something flickers in the charged air, altering the arrow's course and sending it deep into the hunter's throat. With a final, horrific scream, the creature falls.
Ixu looks slightly disgruntled.
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 13
Vel - PP0; BLOODIED; used second wind; used AP; regains +9 at start of turn if bloodied (conc ground); prone
Morgzil - BLOODIED;
Reason - PP0; used AP; BLOODIED
LAND
Pashira - PP2
*Arianwyn - PP0; BLOODIED; taking 9hp at start of turn (conc. ground)
Ogrol - BLOODIED; 9hp at start of turn (conc ground)
Ravager 3 - prone
Whiteclaw - PP0; regen 4
Ixu
Kia - PP2; used AP;
LAND STATE: 5 - Neutral.
POWER POINTS DELIVERED: 14 (eight kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia)
Land: +1 (-2 Pashira's double siphon, +2 Landbinder's death, +1 Hunter's death)

Rev DM |

Vel and Morgzil move to the safety of the consecrated ground and gather their resources.
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 13
Reason - PP0; used AP; BLOODIED
LAND
Pashira - PP2
*Arianwyn - PP0; BLOODIED; taking 9hp at start of turn (conc. ground)
Ogrol - BLOODIED; 9hp at start of turn (conc. ground)
Ravager 3
Whiteclaw - PP0; regen 4
Ixu
Kia - PP1; used AP;
Vel - PP0; BLOODIED; used second wind; used AP; regains 9h[ at start of turn if bloodied (conc. ground)
Morgzil - BLOODIED; regains 9hp at start of turn if blooodied (conc. ground)
LAND STATE: 5 - Neutral.
POWER POINTS DELIVERED: 14 (eight kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia)
Land: +1 (-2 Pashira's double siphon, +2 Landbinder's death, +1 Hunter's death)

Rev DM |

Grimly aware that only his divine power is holding the party together, Reason seeks understanding and finds it. The tumultuous land longs for release, but thrashes against the pain of its binding. Power surges through the tiefling.
The Land remains neutral as the power drawn ruthlessly from it by Reason and Pashira is offset by the blood spilled from the Hunter and the Landbinder.
Pashira kneels and lays his great arms against the earth.
"Be still. The end comes soon."
Power pours from him and back into the Land. Although Pashira's presence burns it, the thunderous response is less violent than before. Even so, Vel can only watch in horror and thank her stars that Reason is there as Morgzil slides briefly into unconsciousness.
9 thunder damage to R3
Thunder damage (1d6+3=7)
7 thunder damage to Kia, Adalram, Arianwyn, Vel, Morgzil, Reason and the Hound.
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 14
*Arianwyn - PP0; BLOODIED; taking 9hp at start of turn (conc. ground)
Ogrol - BLOODIED; 9hp at start of turn (conc. ground)
Ravager 3
Whiteclaw - PP0; regen 4
Ixu
Kia - PP1; used AP;
Vel - PP0; BLOODIED; used second wind; used AP; regains 9h[ at start of turn if bloodied (conc. ground)
Morgzil - BLOODIED; regains 9hp at start of turn if blooodied (conc. ground); prone and unconscious but will get start of turn healing, so no death save.
Reason - PP1; used AP; BLOODIED; regains 9hp at start of turn if bloodied
LAND
Pashira - PP0
LAND STATE: 5 - Neutral.
POWER POINTS DELIVERED: 16/20 (eight kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia, 2 more from Pashira)
Land: 0

Arianwyn |

Hmmm. OK. If we all drain power points and deliver them, then we're home and dry. Curse R3. Minor - Move Hound to S25. Standard - Drain power point with Arcana check.
1d20 + 18 ⇒ (18) + 18 = 36
Almost exhausted, Arianwyn mentally commands the wooden dog to guard him whilst he tries to ascertain the ley lines of power in the surrounding terrain.

Rev DM |

Huddling in Reason's divine light, the companions gather themselves for one last effort. His eyes bright with feyfire and utterly at one with his power, Arianwyn siphons power away from the tormented land.
Ogrol nocks an arrow once again, and fires at the ravager, but at this most crucial of moments, misses.
Ogrol v ravager 3 (1d20+14=20)
The ravager charges recklessly at the warlock, sending him flying. Arianwyn lands in a limp, bloody and unconscious heap, but by the mercy of whichever gods are watching the conflict, still within the circle of light.
Berserk Rush (Fort). On hit, target is pushed 2 squares and knocked prone.
R3 v Arianwyn (1d20+15=33) - Hits
Damage including charge (2d10+6+1d10=25)
25 damage to Arianwyn
[oc]The Hound gets an OA as it passes.[/ooc]
To end encounter Reason's healing powers gain +5
Round 14
Whiteclaw - PP0; regen 4
Ixu
Kia - PP1; used AP;
Vel - PP0; BLOODIED; used second wind; used AP; regains 9h[ at start of turn if bloodied (conc. ground)
Morgzil - BLOODIED; regains 9hp at start of turn if blooodied (conc. ground); prone and unconscious but will get start of turn healing, so no death save.
Reason - PP1; used AP; BLOODIED; regains 9hp at start of turn if bloodied
LAND
Pashira - PP0
*Arianwyn - PP1; BLOODIED; taking 9hp at start of turn (conc. ground); prone (probably unconscious as well, but need not make a death save as long as he's still in the conc. ground at start of his next turn)
Ogrol - BLOODIED; 9hp at start of turn (conc. ground)
Ravager 3 - cursed by Arianwyn
LAND STATE: 5 - Neutral.
POWER POINTS DELIVERED: 16/20 (eight kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia, 2 more from Pashira)
Land: -1 (Arianwyn's siphon)

Whiteclaw |

Ixu darts around the creature, blocking it's access to the group.
Double move: First to P29 - second P29 to T27, U26, T25. No OAs. She's basically doing two things - putting a body between it and the group and putting 2 allies adjacent for Whiteclaw's Pack Attack bonus.
Whiteclaw moves to engage the Ravager, calling on the power of Stone to aid her.
Move to S22, mark R3, Form of the Stone Sentinel attack. 1d20 + 16 ⇒ (19) + 16 = 35. On hit: 2d10 + 9 ⇒ (9, 5) + 9 = 23. On miss: Half. Effect: I spend a surge.
HP: 91/103, temp 0 (Ixu: 62/79)
Surges: 10/13 (Ixu: 11/12)
Encounter Powers Used: Ferocious Charge, Tundra Wind, Winters's Claws, Pounce, Form of the Stone Sentinel Attack.
Daily Used: Form of the Stone Sentinel
AP: 1/1
Status: Regen 4 (Ixu: Cold Resist 5)

Rev DM |

As Arianwyn falls, Ixu and Whiteclaw hurtle into the fray. The young dragon's eyes blaze and she moves to guard her mother's pack and Whiteclaw herself swings her ice-rimmed axe. As the blow lands, the ravager screams. The high, horrible sound fades and the friends see that the creature is bloodied.
Insinctively, it lashes out at the gnoll, but its hooves hit only empty air.
To end encounter Reason's healing powers gain +5
Round 14
Kia - PP1; used AP;
Vel - PP0; BLOODIED; used second wind; used AP; regains 9h[ at start of turn if bloodied (conc. ground)
Morgzil - BLOODIED; regains 9hp at start of turn if blooodied (conc. ground); prone and unconscious but will get start of turn healing, so no death save.
Reason - PP1; used AP; BLOODIED; regains 9hp at start of turn if bloodied
LAND
Pashira - PP0
*Arianwyn - PP1; BLOODIED; taking 9hp at start of turn (conc. ground); prone (probably unconscious as well, but need not make a death save as long as he's still in the conc. ground at start of his next turn)
Ogrol - BLOODIED; 9hp at start of turn (conc. ground)
Ravager 3 - BLOODIED; cursed by Arianwyn
Whiteclaw - PP0; regen 4
Ixu
LAND STATE: 5 - Neutral.
POWER POINTS DELIVERED: 16/20 (eight kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia, 2 more from Pashira)
Land: -1 (Arianwyn's siphon)

Kia Rubarka |

Kia tries to get a little bit more healing ability. Moving up to R3 she attacks it fiercely.
Move to T24, Force of Fellowship vs R3 1d20 + 13 ⇒ (14) + 13 = 274d8 + 5 ⇒ (6, 3, 3, 7) + 5 = 24.
Regardless of whether this hits or not, Kia regains the use of one more inspiring word - not sure who needs it most though... I'm thinking Reason since he's the only one who can keep us alive at the moment.
Kis still has a minor action left to heal if it needs to be done now.
Kia is bloodied. Status:
HP 25/74
Surges left 8/8
Second wind not used
AP used

Rev DM |

Kia squeezes into the consecrated ground and straddles the small stream as she smites the ravager.
Completely unable to withstand her assault the tencaru falls, leaving Ixu once more without any prey to play with. The young dragon looks at Kia and remarks "That's the second time you've taken my toy away."
To end encounter Reason's healing powers gain +5
Round 14
Vel - PP0; BLOODIED; used second wind; used AP; regains 9h[ at start of turn if bloodied (conc. ground)
Morgzil - BLOODIED; regains 9hp at start of turn if blooodied (conc. ground); prone and unconscious but will get start of turn healing, so no death save.
Reason - PP1; used AP; BLOODIED; regains 9hp at start of turn if bloodied
LAND
Pashira - PP0
*Arianwyn - PP1; BLOODIED; taking 9hp at start of turn (conc. ground); prone (probably unconscious as well, but need not make a death save as long as he's still in the conc. ground at start of his next turn)
Ogrol - BLOODIED; 9hp at start of turn (conc. ground)
Whiteclaw - PP0; regen 4
Ixu
Kia - PP1; BLOODIED; used AP;
LAND STATE: 5 - Neutral.
POWER POINTS DELIVERED: 16/20 (eight kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia, 2 more from Pashira)
Land: 0 (-1 Arianwyn's siphon, +1 R3's death)

Vel |

(Unless people violently object)
Violently endorse.
Vel, seeing no targets and only her dying husband, shrieks her rage. Drawing on her limited knowledge of Kargzant spirituality, she extracts power form the land.
Religion 1d20 + 15 ⇒ (6) + 15 = 21
HP: 28/60 Surge: 4/8

Rev DM |

Vel's understanding of her new homeland's beliefs is just enough to let her siphon power from the land. Morgzil revives enough to stand, but he's clearly in a poor way.
To end encounter Reason's healing powers gain +5
Round 14
Reason - PP1; used AP; BLOODIED; regains 9hp at start of turn if bloodied
LAND
Pashira - PP0
*Arianwyn - PP1; BLOODIED; taking 9hp at start of turn (conc. ground); prone (probably unconscious as well, but need not make a death save as long as he's still in the conc. ground at start of his next turn)
Ogrol - BLOODIED; 9hp at start of turn (conc. ground)
Whiteclaw - PP0; regen 4
Ixu
Kia - PP1; BLOODIED; used AP; regains 9hp at start of turn if bloodied (conc. ground)
Vel - PP1; BLOODIED; used second wind; used AP; regains 9hp at start of turn if bloodied (conc. ground)
Morgzil - BLOODIED; regains 9hp at start of turn if blooodied (conc. ground)
LAND STATE: 5 - Neutral.
POWER POINTS DELIVERED: 17/20 (nine kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia, 2 more from Pashira)
Land: -1 (-1 Arianwyn's siphon, -1 Vel's siphon, +1 R3's death)

Rev DM |

Reason pulls Arianwyn back from the jaws of death and maintains the vital safe haven.
Pashira remains kneeling and clutches at the Land, dragging more power from it.
This time the resulting quake is more violent and another Hunter rises malevolently. The companions huddle in the safety of Reason's light as the end draws closer.
Damage:
2d6+3=8
8 thunder damage to Whiteclaw, Hound, Vel, Arianwyn, Reason, Ogrol, Morgzil and probably Ixu and Adalram as well
To end encounter Reason's healing powers gain +5
Round 15
*Arianwyn - PP1; BLOODIED?; taking 9hp at start of turn (conc. ground); prone
Ogrol - BLOODIED; 9hp at start of turn (conc. ground)
Whiteclaw - PP0; regen 4
Ixu
Kia - PP1; BLOODIED; used AP; regains 9hp at start of turn if bloodied (conc. ground)
Hunter 4
Vel - PP1; BLOODIED; used second wind; used AP; regains 9hp at start of turn if bloodied (conc. ground)
Morgzil - BLOODIED; regains 9hp at start of turn if blooodied (conc. ground)
Reason - PP1; used AP; BLOODIED; regains 9hp at start of turn if bloodied
LAND
Pashira - PP2
LAND STATE: 6 - mildy hostile.
POWER POINTS DELIVERED: 17/20 (nine kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia, 2 more from Pashira)
Land: -1 (Pashira's double siphon)

Whiteclaw |

HP: 83/103, temp 0 (Ixu: 56/79)
Surges: 10/13 (Ixu: 11/12)
Encounter Powers Used: Ferocious Charge, Tundra Wind, Winters's Claws, Pounce, Form of the Stone Sentinel Attack.
Daily Used: Form of the Stone Sentinel
AP: 1/1
Status: Regen 4 (Ixu: Cold Resist 5)
Yes, Ixu was hit.

Arianwyn |

Move - stand up. Minor - curse H4. Standard - deliver power point via eldritch blast.
Arianwyn is shocked back into wakefulness by the healing light of Ioun, and is then pummelled with sonic energy. He rises unsteadily, gasping for breath.
1d20 + 12 ⇒ (8) + 12 = 20
Just bloodied exactly. On 35 of 70.

Rev DM |

Buffeted by the primal forces churning through the land, Arianwyn rises and just manages to control his powers enough to bring the Skyburning ever closer.
Recharge Three Fingered Strike (5,6) (1d6=4) - no recharge.
Bloodied and exhausted, Ogrol draws his bow once more, seeking to hold off the hunter. With all his remaining strength he looses and arrow and sees it strike a vital spot.
"These are the Chosen and they are not to be denied!" he screams into the rising storm.
Ogrol v H3 (1d20+14=34) - CRIT! Have to love narrative imperative :)
H3 takes 24 damage
To end encounter Reason's healing powers gain +5
Round 15
Whiteclaw - PP0; regen 4
Ixu
Kia - PP1; BLOODIED; used AP; regains 9hp at start of turn if bloodied (conc. ground)
Hunter 3
Vel - PP1; BLOODIED; used second wind; used AP; regains 9hp at start of turn if bloodied (conc. ground)
Morgzil - BLOODIED; regains 9hp at start of turn if blooodied (conc. ground)
Reason - PP1; used AP; BLOODIED; regains 9hp at start of turn if bloodied
LAND
Pashira - PP2
*Arianwyn - PP1; BLOODIED?; taking 9hp at start of turn (conc. ground);
Ogrol - BLOODIED; 9hp at start of turn (conc. ground)
LAND STATE: 6 - mildy hostile.
POWER POINTS DELIVERED: 18/20 (nine kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia, 2 more from Pashira)
Land: -1 (Pashira's double siphon)

Whiteclaw |

"Oh, you believe in us now?" Whiteclaw says, with a little bit of sarcasm, and she and Ixu are moving to the hunter.
Ixu, double move to V13. Whiteclaw, double move to R9, Minor Guardians Attack, daily utility that allows me to regain my guardian form power.
HP: 87/103, temp 0 (Ixu: 56/79)
Surges: 10/13 (Ixu: 11/12)
Encounter Powers Used: Ferocious Charge, Tundra Wind, Winters's Claws, Pounce
Daily Used: Form of the Stone Sentinel, Guardian's Attack
AP: 1/1
Status: Regen 4 (Ixu: Cold Resist 5)

Rev DM |

"I believe in you, Chosen. If we live, I shall sing your deeds and rejoice that Ogrol the Fat was in your company this day."
The Great Pan's face splits ear to ear with a joyous smile. "And if we die, we shall hunt forever on the Plains of the Dead, rising each day to hunt again."
To end encounter Reason's healing powers gain +5
Round 15
Kia - PP1; BLOODIED; used AP; regains 9hp at start of turn if bloodied (conc. ground)
Hunter 3
Vel - PP1; BLOODIED; used second wind; used AP; regains 9hp at start of turn if bloodied (conc. ground)
Morgzil - BLOODIED; regains 9hp at start of turn if blooodied (conc. ground)
Reason - PP1; used AP; BLOODIED; regains 9hp at start of turn if bloodied
LAND
Pashira - PP2
*Arianwyn - PP0; BLOODIED?; taking 9hp at start of turn (conc. ground);
Ogrol - BLOODIED; 9hp at start of turn (conc. ground)
Whiteclaw - PP0; regen 4
Ixu
LAND STATE: 6 - mildy hostile.
POWER POINTS DELIVERED: 18/20 (nine kills (inc. two Landbinders worth 2 each) and one arcane delivery each from Vel, Arianwyn and Kia, 2 more from Pashira)
Land: -1 (Pashira's double siphon)

Arianwyn |

"I believe in you, Chosen. If we live, I shall sing your deeds and rejoice that Ogrol the Fat was in your company this day."
The Great Pan's face splits ear to ear with a joyous smile. "And if we die, we shall hunt forever on the Plains of the Dead, rising each day to hunt again."
"How wonderful." Arianwyn mutters. Louder, he calls, "If you have power to deliver, do so now!"