
Whiteclaw |

Start of turn save: 1d20 ⇒ 11
Whiteclaw pulls herself off the spikes with an annoyed growl. She takes a moment to gather herself, and then starts to climb.
Second Wind as a standard, then movement to climb. Athletics: 1d20 + 11 ⇒ (3) + 11 = 14
HP: 56/116, temp 0 (Ixu: 53/79)
Surges: 12/13 (Ixu: 11/12)
AP: 1/1
Enc. Used: Grasping Winds, Rime Shackles, Second Wind
Daily Used:
Ixu Used: Second Wind
Status: +1 AC, bloodied(Ixu: None)

Rev DM |

Whiteclaw's wounds cause her more trauma than she knew and her progress out of the pit is slow.
Unexpectedly isolated, Reason becomes the target of the marauders as they gleefully try and use the radiant one as a pinball. Despite their manouvering, none of the giants can penetrate either the tiefling's serenity or his armour.
M4 v Reason. On hit, target is pushed 2 squares.
1d20+15=23. Miss.
M2 v Reason. On hit, target is pushed 2 squares.
1d20+15=21. Miss.
M1 v Reason. On hit target is pushed 2 squares.
1d20+15=22. Miss.
Gah.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Ixu - used 2nd wind
Kia
Tutavak (mounted) - vulnerable 5 psychic (teont) and taking 5 ongoing psychic (se); +2 speed/Ref and +3 fire damage to end next turn
Reason - +2 speed/Ref and +3 fire damage to end next turn; taking 10 psychic at start of turn (zone)
Shadow Haunt 3 - cursed by Arianwyn
Arianwyn - used AP; concealment
Whiteclaw - BLOODIED; all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 4 - cursed by Arianwyn
Marauder 1
Marauder 2 - cursed by Arianwyn;

Whiteclaw |

Ixu rolls around and darts in at a giant, snapping at the tall humanoid.
Move to AA13. Bite: 1d20 + 13 ⇒ (5) + 13 = 18, on hit: 2d8 + 7 ⇒ (2, 5) + 7 = 14
HP: 56/116, temp 0 (Ixu: 53/79)
Surges: 12/13 (Ixu: 11/12)
AP: 1/1
Enc. Used: Grasping Winds, Rime Shackles, Second Wind
Daily Used:
Ixu Used: Second Wind
Status: +1 AC, bloodied(Ixu: None)

Rev DM |

With one eye on her mother's predicament, Ixu's bite lacks its usual punch.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Kia
Tutavak (mounted) - vulnerable 5 psychic (teont) and taking 5 ongoing psychic (se); +2 speed/Ref and +3 fire damage to end next turn
Reason - +2 speed/Ref and +3 fire damage to end next turn; taking 10 psychic at start of turn (zone)
Shadow Haunt 3 - cursed by Arianwyn
Arianwyn - used AP; concealment
Whiteclaw - BLOODIED; all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 4 - cursed by Arianwyn
Marauder 1
Marauder 2 - cursed by Arianwyn;
Ixu - used 2nd wind

Kia Rubarka |

Kia fires an arrow at M2, just to show it who's boss, and then advances up the road to be able to help Whiteclaw, should the opportunity arise.
Paint the bullseye vs M2 1d20 + 14 ⇒ (11) + 14 = 251d10 + 3 ⇒ (1) + 3 = 4.
Move to Ff9
Healing: Inspiring words used: 2/3 (yes... 3); Invigorating Shout used(daily) 0/1; Ease Suffering (daily) 0/1; Stand the fallen (daily) 0/1; Force of Fellowship (daily) 0/1
Status:
HP: 85/85
Surges: 8/8
AP: 1
Arrows: 26

Rev DM |

Kia's arrow carries no weight with the marauder.
Really Ff9? I' just curious about your 2 square advance.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Tutavak (mounted) - vulnerable 5 psychic (teont) and taking 5 ongoing psychic (se); +2 speed/Ref and +3 fire damage to end next turn
Reason - +2 speed/Ref and +3 fire damage to end next turn; taking 10 psychic at start of turn (zone)
Shadow Haunt 3 - cursed by Arianwyn
Arianwyn - used AP; concealment
Whiteclaw - BLOODIED; all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 4 - cursed by Arianwyn
Marauder 1
Marauder 2 - cursed by Arianwyn;
Ixu - used 2nd wind
Kia

Tutavak |

After 5+5 psychic, at 69/87 after start of turn.
Throwing off the last effects of the demi-haunt's chill, Tutavak switches weapons again and spurs Suntide into a gallop, impaling the nearest marauder.
Minor: Quarry M2. Minor: Stow Bow. Standard: Draw spear as part of Punishing Charge vs M2 AC, moving so my NE corner is in DD9. 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 361d10 + 9 + 5 + 2d6 ⇒ (6) + 9 + 5 + (1, 1) = 22
Ha! Total damage for crit (forgot the 3, as well). And the usual crit bonuses. 3d6 + 39 ⇒ (3, 5, 1) + 39 = 48
Save vs psychic 1d20 ⇒ 14
HP: 69/87, Surges: 8/9 (Suntide: 98/99, 1/1)
Used: Punishing Charge, Thundertusk Boar Strike, Biting Volley, Soul Flare
IMPORTANT EDIT: I keep forgetting not to roll quarry damage on fighter attacks -- just 36 damage.

Rev DM |

The marauder swats at Tutavak as he and Sundtide hurtle towards the giant, but cannot withstand the force of the attack.
Hate to rain on your parade, but M2 gets an immediate interrupt as a target moves into a flanking position.
Swat Away (Fort). On hit, target is pushed 3 squares.
1d20+13=22. Miss. Consider yourself un-rained upon.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Reason - +2 speed/Ref and +3 fire damage to end next turn; taking 10 psychic at start of turn (zone)
Shadow Haunt 3 - cursed by Arianwyn
Arianwyn - used AP; concealment
Whiteclaw - BLOODIED; all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 4 - cursed by Arianwyn
Marauder 1
Marauder 2 - cursed by Arianwyn;
Ixu - used 2nd wind
Kia
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn

Rev DM |

Rev DM wrote:It's moot for this turn, but I don't think that would apply as I'm not adjacent, and so not flanking.Hate to rain on your parade, but M2 gets an immediate interrupt as a target moves into a flanking position.
Valid point. Just got excited about the prospect of hitting you :)

Rev DM |

The shadow haunt ignores Reason and howls once more at Whiteclaw. This time, it is not to be denied and the noise rakes through the gnoll's senstive eardrums. Satisfied, it flees into the trees.
Howl of the Damned (Will)
1d20+14=30. 2d8+9=15
15 damage to Whiteclaw
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Arianwyn - used AP; concealment
Whiteclaw - BLOODIED; all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 4 - cursed by Arianwyn
Marauder 1
Marauder 2 - cursed by Arianwyn;
Ixu - used 2nd wind
Kia
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn
Reason
Shadow Haunt 3 - cursed by Arianwyn

Arianwyn |

Move - to Bb7. Concealment gained. Minor - use Crown of Stars attack on M2.
1d20 + 12 ⇒ (3) + 12 = 15 vs Will
On a hit, he takes 4 radiant damage
Eyebite vs M2's Will
1d20 + 12 ⇒ (5) + 12 = 171d6 + 9 ⇒ (3) + 9 = 122d8 ⇒ (7, 6) = 13
Arianwyn trips over a root.

Rev DM |

The marauders laugh heartily, unaware of the legions of chortling foes left in the warlock's wake in the past.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Whiteclaw - BLOODIED; all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 4 - cursed by Arianwyn
Marauder 1
Marauder 2 - cursed by Arianwyn;
Ixu - used 2nd wind
Kia
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn
Reason
Shadow Haunt 3 - cursed by Arianwyn
Arianwyn - used AP; concealment

Rev DM |

The top of Whiteclaw's head emerges from the pit and Ixu squawks happily.
Ignoring the imminent family reunion, the marauders have another go at pushing Reason around. M1 and M2 carry out their fell intent, but the plan fails at the last hurdle when M4 misses abjectly. The giant looks abashed at his brothers and shrugs. Nonetheless, the tiefling is no longer the dapper figure he was at the start of the fight and is certainly precariously close to a pit.
M1 - Spear (AC). On hit target is pushed 2 squares.
1d20+15=27. Hits. 1d12+12=23
23 damage to Reason
M2 - shift and charge. Spear. On hit target is pushed 2 squares.
1d20+15=26. Hits. 1d12+12=19
19 damage to Reason
M4 - Spear. On hit target is pushed 2 squares.
1d20+15=16. Miss.
42 total damage to Reason.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Ixu - used 2nd wind
Kia
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn
Reason - BLOODIED?
Shadow Haunt 3 - cursed by Arianwyn
Arianwyn - used AP; concealment
Whiteclaw - BLOODIED; all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 1
Marauder 2 - cursed by Arianwyn
Marauder 4 - cursed by Arianwyn

Whiteclaw |

I didn't think so either, but there was a wonderful chance to use one here, so I had to ask :)
Ixu darts forward, cold coming from her mouth once more. "Give me your treasure!" she shrieks at the giants after she breaths.
Move to X15. Use recharged breath weapon on M1 and M2. Targets Reflex. Attacks are 1d20 + 13 ⇒ (9) + 13 = 22 and 1d20 + 13 ⇒ (17) + 13 = 30. Damage is 1d6 + 7 ⇒ (2) + 7 = 9 cold damage.
HP: 41/116, temp 0 (Ixu: 53/79)
Surges: 12/13 (Ixu: 11/12)
AP: 1/1
Enc. Used: Grasping Winds, Rime Shackles, Second Wind
Daily Used:
Ixu Used: Second Wind, Breath Weapon
Status: +1 AC, bloodied(Ixu: None)

Rev DM |

Ugh. I am truly useless sometimes. My idiot-proof cut and paste skillz missed out the map.
Arctic air streams from Ixu's mouth, chilling both of them and bloodying M2.
"Hidden!" bellows M1. "Well away from dragon whelps."
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Kia
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn
Reason - BLOODIED
Shadow Haunt 3 - cursed by Arianwyn
Arianwyn - used AP; concealment
Whiteclaw - BLOODIED; all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 1
Marauder 2 - BLOODIED; cursed by Arianwyn
Marauder 4 - cursed by Arianwyn
Ixu - used 2nd wind

Kia Rubarka |

They've nerfed 'Lead the Attack'! (not that I can use it at the moment)
Kia moves forwards to 8Z and, dutifully, attempts to score a hit on the shadow haunt.
Paint the bull's eye vs s3 1d20 + 16 ⇒ (13) + 16 = 291d10 + 3 ⇒ (2) + 3 = 5
- On a hit, S3 is pushed to 12J and is at -2 to all ranged and area attacks to the end of Kia's next turn. Additionally all allies have a +4 bonus to hit it to the start of Kia's next turn
"Let's finish these oafs off soon and be on our way!"

Rev DM |

Have they? What's happened to it?
Despite the cover of the trees, Kia manages to land the first hit on SH3. Impelled by her arrow, it is forced backwards.
Having spiked its guns to some extent, Kia gives way graciously for Tutavak to wreck more destruction.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn
Reason - BLOODIED
Shadow Haunt 3 - cursed by Arianwyn; -2 ranged and area to end Kia's next turn; cover
Arianwyn - used AP; concealment
Whiteclaw - BLOODIED; all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 1
Marauder 2 - BLOODIED; cursed by Arianwyn
Marauder 4 - cursed by Arianwyn
Ixu - used 2nd wind
Kia

Tutavak |

Wreak havoc? Moi? Very well . . .
M2 should still be my quarry.
Tutavak gracefully changes weapons again and launches two arrows at his chosen target while advancing.
Move NE corner to Z10. Minor+free to change weapons. Twin Strike vs M2 AC twice, quarry once 1d20 + 14 ⇒ (10) + 14 = 241d10 + 2 ⇒ (7) + 2 = 91d20 + 14 ⇒ (13) + 14 = 271d10 + 2 ⇒ (3) + 2 = 52d6 ⇒ (4, 3) = 7
Keep forgetting the +1! If 25 hits, then total of 21 damage. Else if 28 hits, total of 12 damage.

Rev DM |

Tutavak and Suntide dance brightly up the Shadow Road, a wide patch of colour in the bleached landscape. The second of his arrows brings additional colour as it strikes his waiting quarry.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Reason - BLOODIED
Shadow Haunt 3 - cursed by Arianwyn; -2 ranged and area to end Kia's next turn; cover
Arianwyn - used AP; concealment
Whiteclaw - BLOODIED; all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 1
Marauder 2 - BLOODIED; cursed by Arianwyn; Tutavak's Quarry
Marauder 4 - cursed by Arianwyn
Ixu - used 2nd wind
Kia
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn

Reason |

Reason moves to the edge of the pit, where he is surrounded by giants, but can aid Whiteclaw. The heavens strobe as he calls on Ioun's power several times in rapid succession.
Move to T16. Beacon of Hope vs M1, M2, M4 Will: 1d20 + 11 ⇒ (10) + 11 = 211d20 + 12 ⇒ (4) + 12 = 161d20 + 11 ⇒ (16) + 11 = 27
Hit: target Weakened til end of its next turn. Effect: Reason and Whiteclaw regain 8 hp, and Reason's Healing powers are +5 til end of encounter.
Action Point. M4 takes 10 ongoing Radiant (se).
Mass Cure Light. Reason and Whiteclaw each regain surge + 8.
58/74 hp. No longer Bloodied. No surges used. AP used.

Rev DM |

Tiny among the giants, Reason nonetheless raises a mighty light. Ioun's blessing heals battered pair and sears into M4, weakening it for a time and delivering a visible glow of retribution.
From the woods, the shadow haunt howls again, seeking to diminish the gnoll before she can attack again.
Howl of the Damned (Will) v Whiteclaw
1d20+14=28 (taking account of Kia's -2). Hits. 2d8+9=20
20 damage to Whiteclaw.
To end encounter, Reason's healing powers restore and additional 5hp.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Arianwyn - used AP; concealment
Whiteclaw - all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 1
Marauder 2 - BLOODIED; cursed by Arianwyn; Tutavak's Quarry
Marauder 4 - cursed by Arianwyn; weakened to end its next turn; taking 8 ongoing radiant (se)
Ixu - used 2nd wind
Kia
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn
Reason - used AP
Shadow Haunt 3 - cursed by Arianwyn; -2 ranged and area to end Kia's next turn; cover

Rev DM |

Eldritch power bursts from the warlock's fingertips and engulfs the fey giant. His large size has disproportionately slowed his reflexes.
EDIT to accommodate Arianwyn's edit above.
As the crown of stars around Arianwyn's brow flares, the giant drops to the ground.
dead or unconscious?
To end encounter, Reason's healing powers restore and additional 5hp.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Whiteclaw - all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 1 - cursed by Arianwyn
Marauder 4 - cursed by Arianwyn; weakened to end its next turn; taking 8 ongoing radiant (se)
Ixu - used 2nd wind
Kia
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn
Reason - used AP
Shadow Haunt 3 - cursed by Arianwyn; -2 ranged and area to end Kia's next turn; cover
Arianwyn - used AP

Whiteclaw |

Nodding a thanks to Reason, Whiteclaw heads into the woods to hunt down the Shadow Haunt.
Double move to M8, mark S3.
HP: 60/116, temp 0 (Ixu: 53/79)
Surges: 12/13 (Ixu: 11/12)
AP: 1/1
Enc. Used: Grasping Winds, Rime Shackles, Second Wind
Daily Used:
Ixu Used: Second Wind, Breath Weapon
Status: +1 AC(Ixu: None)

Rev DM |

Got that Reason, and amended.
Whiteclaw plunges into trees after the shadow haunt, leaving Reason vulnerable.
As he feared, the giants do their best to push Reason into the pit so recently vacated by Whiteclaw. M4 succeeds and M1 moves further up the road.
M4 Spear v AC and on hit, target is pushed 2 squares.
1d20+15=30. 1d12+12=22
Reason takes 22 damage and is pushed to the edge of the pit. He makes a save to avoid falling. 1d20=8. Narrow miss. He falls, taking 4d10=16 damage and 5 ongoing for impalement.
Total 38hp damage to Reason.
To end encounter, Reason's healing powers restore and additional 5hp.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Ixu - used 2nd wind
Kia
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn
Reason - BLOODIED?; used AP; in pit and needs to climb out.
Shadow Haunt 3 - cursed by Arianwyn; -2 ranged and area to end Kia's next turn; cover; marked by Whiteclaw
Arianwyn - used AP
Whiteclaw - all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 1 - cursed by Arianwyn
Marauder 4 - cursed by Arianwyn; weakened to end its next turn; taking 11 ongoing radiant (se)

Rev DM |

Ixu confirms that she regards Whiteclaw's surrogate family as her own as well and drops a rope neatly for Reason to climb up.
Reason only needs to make a DC15 Athletics check moving half speed to extract himself.
To end encounter, Reason's healing powers restore and additional 5hp.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Kia
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn
Reason - BLOODIED?; used AP; in pit and needs to climb out.
Shadow Haunt 3 - cursed by Arianwyn; -2 ranged and area to end Kia's next turn; cover; marked by Whiteclaw
Arianwyn - used AP
Whiteclaw - all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 1 - cursed by Arianwyn
Marauder 4 - cursed by Arianwyn; weakened to end its next turn; taking 11 ongoing radiant (se)
Ixu - used 2nd wind

Kia Rubarka |

Kia moves up to the edge of the pit and grants Reason some healing with some inspiring words.
"Come on Reason. You should know better than to stand near the edge of a pit!"
Move to T13 - last inspiring word (for the moment) and Reason can spend a healing surge plus 3d6 + 8 ⇒ (3, 4, 3) + 8 = 18 HP
Having administered to the wounded, she fires off an arrow at M4.
Paint the bullseye vs M4 1d20 + 14 ⇒ (13) + 14 = 271d10 + 3 ⇒ (9) + 3 = 12
If that hits, M4 is -2 to all ranged and area attacks to end of Kia's next turn and everybody gains a +4 bonus to hit M4 to the start of Kia's next turn
Status:
Status:
HP: 85/85
Surges: 8/8
AP: 1
Arrows: 26
Healing:
Inspiring words used: 3/3 (yes... 3)
Invigorating Shout used (daily) 0/1
Ease Suffering (daily) 0/1
Stand the fallen (daily) 0/1
Force of Fellowship (daily) 0/1

Rev DM |

Kia bucks up her tiefling friend, but her arrow just misses its mark on the marauder.
To end encounter, Reason's healing powers restore and additional 5hp.
Shadow Haunts: Shadow Fingers Aura 2. Living creatures that start their turn in the aura take 1 necrotic damage for each square of movement (including forced movement) until the start of their next turn. Shadow creatures are immune.
Pits: Creatures in the pits take 4d10 falling damage and are immoblised and taking 5 ongoing (se). Climbing out is a DC20 Athletics. Movement is half speed.
Tutavak (mounted) - +2 speed/Ref and +3 fire damage to end next turn
Reason - BLOODIED?; used AP; in pit and needs to climb out.
Shadow Haunt 3 - cursed by Arianwyn; -2 ranged and area to end Kia's next turn; cover; marked by Whiteclaw
Arianwyn - used AP
Whiteclaw - all squares within 2 difficult terrain for enemies, +1AC and resist cold 10;
Marauder 1 - cursed by Arianwyn
Marauder 4 - cursed by Arianwyn; weakened to end its next turn; taking 11 ongoing radiant (se)
Ixu - used 2nd wind
Kia