| Rev DM |
Amenephus uses the secret ways of his people to teleport clear of the ghast and heals Isari before restoring himself somewhat. His feet free themselves as the prayer passes his lips.
Fey step to teleport
Healing Word on Isari: Surge plus 2d6+5=14
Second Wind
Save v immobilisation: 1d20=20
Bolts fly towards Isari and Dorvin as the marksmen take advantage of their inability to move. Marksmen one and two manage to stun the luckless pair and the third snickers as he loads loads two more bolts into his bow, hoping to take Dorvin down. Complacency is his downfall and the bolt skitters uselessly across the ground.
Paralytic Bolt (Fort). On hit target is immobilised. If already immobilised, target is stunned (se)
1d20+11=25 - M1 v Isari. Hits. 1d8+5=8 poison damage.
1d20+11=30 - M2 v Dorvin. Hits. 1d8+5=12 poison damage.
8 poison damage to Isari.
12 poison damage to Dorvin.
Isari and Dorvin are stunned (se)
No recharge on repeating crossbow (AC)
Crossbow (AC). When granted CA, Marksman does and additional 1d6 damage on a hit.
1d20+15=20 - M3 v Dorvin. Miss.
Ghast as an aura 2. Living creatures starting their turns in the aura take a -2 to attack rolls.
Rusty
Dorvin - immoblised (se); stunned (se)
Quillan - -2 to attacks (Ghast aura)
Reaver 2 - cover (-2 to attacks)
Reaver 3 - cover (-2 to attacks)
Isari - BLOODIED; immobilised (se); stunned (se)
Ghast
Nayce - -2 to attacks (Ghast aura)
Indrecalla Bateater - BLOODIED; 5 ongoing poision (se). On save adjacent enemies take 5 poison damage; dazed to end of turn ; takes 8 damage if moving away from Isari and 5 damage if she attacks him (both if the attack hits) before the end of his next turn.
Amenephus - BLOODIED; +2 to defenses to start next turn (second wind)
Marksman 1
Marksman 2 - BLOODIED; -2AC to end Rusty's next turn
Marksman 3
| Rev DM |
Uh, are you sure you want Amenephus to use a healing word on me now? I wasn't that hurt at the time... Also, I'll take my turn now, assuming no-one gives me a saving throw: 1d20+1;1d20+1
Urf. You're quite right. For some reason I had it in my head you were bloodied. Just caught the editing window and changed it.
| Rev DM |
Ghast as an aura 2. Living creatures starting their turns in the aura take a -2 to attack rolls.
Rusty
Dorvin - immoblised (se); stunned (se)
Quillan - -2 to attacks (Ghast aura)
Reaver 2 - cover (-2 to attacks)
Reaver 3 - cover (-2 to attacks)
Isari - immobilised (se); stunned (se) - POSTED (and makes both saves)
Ghast
Nayce - -2 to attacks (Ghast aura)
Indrecalla Bateater - BLOODIED; 5 ongoing poision (se). On save adjacent enemies take 5 poison damage; dazed to end of turn ; takes 8 damage if moving away from Isari and 5 damage if she attacks him (both if the attack hits) before the end of his next turn.
Amenephus - BLOODIED; +2 to defenses to start next turn (second wind)
Marksman 1
Marksman 2 - BLOODIED; -2AC to end Rusty's next turn
Marksman 3
| Isari of the Frost |
Isari of the Frost wrote:Uh, are you sure you want Amenephus to use a healing word on me now? I wasn't that hurt at the time... Also, I'll take my turn now, assuming no-one gives me a saving throw: 1d20+1;1d20+1Urf. You're quite right. For some reason I had it in my head you were bloodied. Just caught the editing window and changed it.
Since it's still showing as me getting the Healing Word, willing to repost what you actually did, besides not using it on me?
| Rev DM |
Done. Amenephus's actual turn posted below.
Amenephus uses the secret ways of his people to teleport clear of the ghast before restoring himself somewhat. His feet free themselves as the prayer passes his lips.
Fey step to teleport
Second Wind
Save v immobilisation: 1d20=20
Ghast as an aura 2. Living creatures starting their turns in the aura take a -2 to attack rolls.
Rusty
Dorvin - immoblised (se); stunned (se)
Quillan - -2 to attacks (Ghast aura)
Reaver 2 - cover (-2 to attacks)
Reaver 3 - cover (-2 to attacks)
Isari - immobilised (se); stunned (se) - POSTED (and makes both saves)
Ghast
Nayce - -2 to attacks (Ghast aura)
Indrecalla Bateater - BLOODIED; 5 ongoing poision (se). On save adjacent enemies take 5 poison damage; dazed to end of turn ; takes 8 damage if moving away from Isari and 5 damage if she attacks him (both if the attack hits) before the end of his next turn.
Amenephus - BLOODIED; +2 to defenses to start next turn (second wind)
Marksman 1
Marksman 2 - BLOODIED; -2AC to end Rusty's next turn
Marksman 3
| Rev DM |
Rusty advances on the hapless marksman, dealing it a severe wound that leaves it barely standing.
Since Dorvin can really only make his saving throw, Quillan feel free to post at will.
Ghast as an aura 2. Living creatures starting their turns in the aura take a -2 to attack rolls.
Dorvin - immoblised (se); stunned (se)
Quillan - -2 to attacks (Ghast aura)
Reaver 2 - cover (-2 to attacks)
Reaver 3 - cover (-2 to attacks)
Isari - immobilised (se); stunned (se) - POSTED (and makes both saves)
Ghast
Nayce - -2 to attacks (Ghast aura)
Indrecalla Bateater - BLOODIED; 5 ongoing poision (se). On save adjacent enemies take 5 poison damage; dazed to end of turn ; takes 8 damage if moving away from Isari and 5 damage if she attacks him (both if the attack hits) before the end of his next turn.
Amenephus - BLOODIED; +2 to defenses to start next turn (second wind)
Marksman 1
Marksman 2 - BLOODIED
Marksman 3
Rusty
| Quillan Quartzcutter |
Quillan glowers at the ghast who refuses to engage him and decides to take matters into his own hands.
After placing his oath on the ghast he calls holy lightning to his axe and swings it at the undead monster. Quillan's spirit companion moves to block the creature's path to Amenephus.
"Don't ignore me creature!" yells the avenger as his axe moves towards the creature's back.
Minor Action: Oath of Enmity on Ghast
Move Action: Quillan shifts to I12; Spirit companion around Ghast to G13.
Standard Action: Sparking Wounds on Ghast w/ OoE
| Rev DM |
Dorvin finds himself unable to break free of the poison holding him, but Quillan is not to be denied. Swinging his axe and sending a shower of sparks crackling through the room, he bloodies the stinking horror.
The reavers take aim at the immobilised warlord.
Crossbow (AC)
1d20+13=33 - R2 v Dorvin. Crit. 5 untyped plus 5 poison
1d20+13=14 - R3 v Dorvin. Flat fail.
10 damage to Dorvin.
Isari shakes himself free of the poison and prepares to do battle once more, while the ghast ignores Quillan and turns on Dorvin, seeking to conscript him.
Imperial Conscription (Fort). On useable against an immobilised, stunned or unconscious target. If the target dies as a result of the attack, it rises as a new ghast centurion in 1d4 hours. Remove Affliction prevents this effect.
1d20+15=30 - ghast v Dorvin. Hits.
3d6+4=15 damage
15 damage to Dorvin
Total damage to Dorvin this turn: 25. 20 untyped, 5 necrotic.
Quillan gets an OA on the departing ghast.
Ghast as an aura 2. Living creatures starting their turns in the aura take a -2 to attack rolls.
Nayce - -2 to attacks (Ghast aura)
Indrecalla Bateater - BLOODIED; 5 ongoing poision (se). On save adjacent enemies take 5 poison damage; dazed to end of turn ; takes 8 damage if moving away from Isari and 5 damage if she attacks him (both if the attack hits) before the end of his next turn.
Amenephus - BLOODIED; +2 to defenses to start next turn (second wind)
Marksman 1
Marksman 2 - BLOODIED
Marksman 3
Rusty
Dorvin - immoblised (se); stunned (se)
Quillan - -2 to attacks (Ghast aura)
Reaver 2 - cover (-2 to attacks)
Reaver 3 - cover (-2 to attacks)
Isari
Ghast - BLOODIED; under Quillan's Oath of Enmity
| Quillan Quartzcutter |
Rev, the spirit companion will get a parting shot as well with an encounter power. If it succeeds Dorvin will gain a little bit of healing before the ghast attacks.
Quillan fumes as the ghast continues to evade Moradin's wrath. As a parting gift, both the avenger and his spectral brother lash out with their weapons. Executioner's axe and ethereal warhammer lash out in near perfect unison.
Quillan's OA: Basic Melee on Ghast w/ OoE
Spirit Companion's OA: Spirit's Shield on Ghast; 1d20 + 10 ⇒ (17) + 10 = 27 vs. Reflex for 5 damage, and on a hit, Dorvin regains 5 HP.
| Nayce Mernorr |
Nayce steps into Dorvin's shadow and reappears next to one of the Reavers, attempting to strike it down with his blade.
Shadow step to I4. Shadow Storm on R3. 1d20 + 13 ⇒ (11) + 13 = 24 vs AC. 1d8 + 12 ⇒ (7) + 12 = 19 damage on a hit. Put one shroud on the Ghast.
| Rev DM |
In the twinkling of an eye, the whole battlefield changes.
Although Quillan can do nothing to help Dorvin, his brother can - and does.
Dorvin gains 5hp before the Ghast attacks.
Indrecalla gulps and chokes as the poison courses through her body, but she has no more resources left to her. Screaming a final plea to Addrikah, she falls.
The ongoing poison finished her off. She's at 0hp. Since it was Nayce's attack that did the damage, is she dead or alive, sir?
Nayce leaps across the room and eliminates one of the reavers before the derro can do anything about it. Suddenly the shrine seems clearer of enemies.
Ghast has an aura 2. Living creatures starting their turns in the aura take a -2 to attack rolls.
Amenephus - BLOODIED; +2 to defenses to start next turn (second wind)
Marksman 1
Marksman 2 - BLOODIED
Marksman 3
Rusty
Dorvin - immoblised (se); stunned (se); -2 to attacks (Ghast aura)
Quillan - -2 to attacks (Ghast aura)
Reaver 2
Isari - -2 to attacks (Ghast aura)
Ghast - BLOODIED; under Quillan's Oath of Enmity; one shroud
Nayce
| Nayce Mernorr |
In the twinkling of an eye, the whole battlefield changes.
Although Quillan can do nothing to help Dorvin, his brother can - and does.
Dorvin gains 5hp before the Ghast attacks.
Indrecalla gulps and chokes as the poison courses through her body, but she has no more resources left to her. Screaming a final plea to Addrikah, she falls.
The ongoing poison finished her off. She's at 0hp. Since it was Nayce's attack that did the damage, is she dead or alive, sir?
Nayce leaps across the room and eliminates one of the reavers before the derro can do anything about it. Suddenly the shrine seems clearer of enemies.
We'll keep her unconscious, I think. She might be talkative without her allies.
P.S. It's always fun downing two enemies in one round...
| Amenephus |
Amenephus is back!
Moving back into the fray, Amenephus glides forwards (to H13) and casts a Sacred Flame on the Ghast:
Sacred Flame v Reflex: 1d20+10; 1d6+5 radiant damage.
Rolls: (19)+10=29 v Reflex; (3)+5=8 radiant damage.
In addition, because that hits, one ally I can see (Dorvin) can either gain 7 temp hp, or can make a saving throw.
Amenephus is now on 53hp, and is not bloodied.
| Rev DM |
Amenephus ranges gracefully alongside Quillan's ghostly brother and blasts the ghast with radiant light. The smell grows momentarily worse as it becomes clear the undead reacts badly to divine power.
Vulnerable 5 radiant.
Dorvin - either make a save or take 7 temp hp. Your choice.
Recharges for Repeating Crossbow and Paralytic Bolt.
M1 - yes to Repeating; no Paralytic
M2 - yes to Repeating; yes Paralytic
M3 - yes to Repeating; no Paralytic
Two of the marksmen open fire on the defenseless warlord, while the third tries to slow Nayce down.
Repeating Crossbow (AC)
1d20+15=29 - M1 v Dorvin - Hits. 1d8+5=7, plus 1d6=3 poison, plus 1d6=1 for CA (total 11)
1d20+15=21 - M1 v Dorvin - Miss
1d20+15=22 - M3 v Dorvin - Miss
1d20+15=34 - M3 v Dorvin - Hits. 1d8+5=10, plus 1d6=2 poison, plus 1d6=4 for CA (total 16)
26 damage to Dorvin, 5 of it poison.
Paralytic Bolt (Fort). On hit target is immobilised (se)
1d20+11=27 - M2 v Nayce. Hits.
1d8+4=10 damage.
10 damage to Nayce and he is immobilised (se)
Ghast has an aura 2. Living creatures starting their turns in the aura take a -2 to attack rolls.
Rusty
Dorvin - BLOODIED? immoblised (se); stunned (se); -2 to attacks (Ghast aura)
Quillan - -2 to attacks (Ghast aura)
Reaver 2
Isari - -2 to attacks (Ghast aura)
Ghast - BLOODIED; under Quillan's Oath of Enmity; one shroud
Nayce - immobilised (se)
Amenephus - (second wind)
Marksman 1
Marksman 2 - BLOODIED
Marksman 3
| Rev DM |
Rusty's greatsword is the last thing the marksman sees before the implacable dragonborn obliterates it.
Dorvin, if you take Amenephus's saving throw and make it, obviously you can act this round - since I'm recklessly assuming you'd rather save versus the stun than the immobilisation.
Ghast has an aura 2. Living creatures starting their turns in the aura take a -2 to attack rolls.
Dorvin - BLOODIED? immoblised (se); stunned (se); -2 to attacks (Ghast aura)
Quillan - -2 to attacks (Ghast aura)
Reaver 2
Isari - -2 to attacks (Ghast aura)
Ghast - BLOODIED; under Quillan's Oath of Enmity; one shroud
Nayce - immobilised (se)
Amenephus - (second wind)
Marksman 1
Marksman 3
Rusty
| Dorvin |
VERY Bloodied. But first, sir, I think... a save.... vs stunned. (with apologies to Sondheim
1d20 ⇒ 11
YES!
Back in the saddle... Minor - Second Wind (+2 to defenses). Minor - Inspiring Weapon - Isari gains +2 power bonus to damage rolls until end of my next turn. Standard - Basic Attack vs Ghoul
1d20 + 11 ⇒ (7) + 11 = 181d10 + 7 ⇒ (5) + 7 = 12
Dorvin shakes off his momentary inaction, and cries aloud, "Smash 'em!" as his axe emits a golden glow.
Save
1d20 ⇒ 5
| Rev DM |
Dorvin's dwarven resilience brings him back into the fight, even though his valiant attack is easily evaded by the stinking ghast.
Ghast has an aura 2. Living creatures starting their turns in the aura take a -2 to attack rolls.
Quillan
Reaver 2
Isari - -2 to attacks (Ghast aura); +2 to damage rolls to end Dorvin's next turn
Ghast - BLOODIED; under Quillan's Oath of Enmity; one shroud
Nayce - immobilised (se)
Amenephus - (second wind)
Marksman 1
Marksman 3
Rusty
Dorvin - BLOODIED; immoblised (se); -2 to attacks (Ghast aura); +2 all defenses to start of next turn (second wind)
| Quillan Quartzcutter |
Quillan moves in to flank with the now cognizant Dorvin and takes another wicked swing at the Ghast. In the background, Quillan's spectral brother waves and then disappears back to the Moradin's halls.
Move Action: Move to H10
Minor Action: Dismiss spirit companion
Standard Action: Leading Strike on Ghast w/ OoE
| Rev DM |
Scrambling over the maltreated pew, Quillan's attack can't penetrate the ghast's armour.
The last reaver moves around the edge of the altar and fires a hopeful crossbow bolt at Dorvin. Addrikah seems to be listening and against all likelihood, the bolt finds it's way past the warlord's defenses.
Crossbow (AC)
1d20+11=28
5 untyped and 5 poison damage to Dorvin.
Ghast has an aura 2. Living creatures starting their turns in the aura take a -2 to attack rolls.
Isari - -2 to attacks (Ghast aura); +2 to damage rolls to end Dorvin's next turn
Ghast - BLOODIED; under Quillan's Oath of Enmity; one shroud
Nayce - immobilised (se)
Amenephus - (second wind)
Marksman 1
Marksman 3
Rusty
Dorvin - BLOODIED; immoblised (se); -2 to attacks (Ghast aura); +2 all defenses to start of next turn (second wind)
Quillan - -2 to attacks (Ghast aura)
Reaver 2
| Isari of the Frost |
Isari refocuses his aegis on the ghast before teleporting back to the marksman and covering the floor in sleet.
Put Aegis of Shielding on G, use Armenthor's Step to teleport to E3(+2 attack cancels out -2 from ghast's aura if it still applies), and use Sleet Strike(If hit, target falls prone when they shift until EOMNT) 1d20 + 16 ⇒ (15) + 16 = 312d10 + 8 ⇒ (7, 9) + 8 = 24
| Rev DM |
Isari rips through space and smites the marksman, sending ice sluicing beneath the derro's feet.
The Ghast concentrates on Dorvin, striking hard with its greatsword before shifting clear of the enraged dwarven pair..
Greatsword (AC)
1d20+13=32. Ghast v Dorvin. Hits.
2d6+5=15 damage.
8hp damage to Dorvin due to Isari's Aegis.
Ghast has an aura 2. Living Living creatures starting their turns in the aura take a -2 to attack rolls.
Nayce - immobilised (se)
Amenephus - (second wind)
Marksman 1
Marksman 3 - fall prone if it shifts before end Isari's next turn
Rusty
Dorvin - BLOODIED; immoblised (se); -2 to attacks (Ghast aura); +2 all defenses to start of next turn (second wind)
Quillan - -2 to attacks (Ghast aura)
Reaver 2
Isari - +2 to damage rolls to end Dorvin's next turn
Ghast - BLOODIED; under Isari's Aegis; under Quillan's Oath of Enmity; one shroud
| Nayce Mernorr |
Nayce eyes the Ghast and sends shadows to rend at the essence of the undead abomination.
One more shroud on the ghast. Minor Action - Slayer's Endurance: The first time an enemy takes damage from your assassin’s shroud before the end of your next turn, you gain 5 temporary hit points for each shroud on that enemy.
Echoing Thread on the Ghast, using 2 shrouds. 1d20 + 13 ⇒ (1) + 13 = 14 vs Will. 1d10 + 11 ⇒ (5) + 11 = 16 damage on a hit. 2d6 ⇒ (3, 6) = 9 shroud damage on a hit. If that hit, at the end of its next turn, the target takes 10 psychic damage if any creatures are within 2 squares of it.
Also, during my next turn, I can teleport 5 squares as a minor action. I must end the teleportation closer to the ghast.
Save vs immobilized 1d20 ⇒ 1 and I gain 10 temp HP from Slayer's Endurance.
Edit: Critical miss. He still takes 3 damage from the shrouds, and because he took shroud damage, I still get 10 temp hp. Ignore all the rest.
| Rev DM |
Nayce's attack misses, but the ghast flinches from the residual effect of the threatening shrouds.
Ghast has an aura 2. Living Living creatures starting their turns in the aura take a -2 to attack rolls.
Amenephus - (second wind)
Marksman 1
Marksman 3 - fall prone if it shifts before end Isari's next turn
Rusty
Dorvin - BLOODIED; immoblised (se); -2 to attacks (Ghast aura); +2 all defenses to start of next turn (second wind)
Quillan - -2 to attacks (Ghast aura)
Reaver 2
Isari - +2 to damage rolls to end Dorvin's next turn
Ghast - BLOODIED; under Isari's Aegis; under Quillan's Oath of Enmity
Nayce - immobilised (se) - can teleport 5 squares closer to the ghast next turn
| Amenephus |
As a minor action, Amenephus casts a healing word on Dorvin:
Healing Word on Dorvin: Surge plus (2d6+5=11)
He then sends another Sacred Flame towards the Ghast:
Sacred Flame on Ghast (v Reflex): (1d20+10=30, 1d6+5=11)
Note: as that's a crit (which happens to have rolled max damage anyway), Amenephus does 2d6 extra damage: Additional Crit Damage: (2d6=10)
That's a total of 21 radiant damage
In addition, because I've hit, one ally I can see (Dorvin again, probably) can either gain 7 temp hp, or can make a saving throw.
"You really are very naughty indeed!"
| Rev DM |
The ghast looks outraged at Amenephus's description of its behaviour, but can do nothing to stop the blast of divine fire incinerating it.
The marksmen sneer and open fire on the cleric again.
Recharge for Repeating Crossbow.
M1 - yes
M3 - no
Recharge for Paralytic Bolt - no
Three bolts fly towards him, two of them sinking deep into his flesh.
Isari gets on OA on M3.
Crossbow (AC)
1d20+13=17 - M1 v Amenephus. Miss
1d20+13=25 - M1 v Amenehpus. Hits. 1d8+4=8, plus 1d6=3 poison
1d20+13=30 - M3 v Amenephus. Hits. 1d8+4=12, plus 1d6=5 poison
28 damage to Amenephus (8 of it poison)
Rusty
Dorvin - BLOODIED; immoblised (se); +2 all defenses to start of next turn (second wind)
Quillan
Reaver 2
Isari - +2 to damage rolls to end Dorvin's next turn
Nayce - immobilised (se) - can teleport 5 squares closer to the ghast next turn
Amenephus - (second wind)
Marksman 1
Marksman 3 - fall prone if it shifts before end Isari's next turn
| Rathorus "Rusty" Mournflame |
"There will be no more firing at the good cleric!" commands the red-scaled dragonborn. He runs and swings at the marksman beside Isari.
Move : 3 squares west
Standard :Griffon's Wrath against M2
Attack: 1d20 + 16 ⇒ (6) + 16 = 22 vs. AC
Hit: 2d10 + 10 ⇒ (5, 5) + 10 = 20
If I hit the target takes a –2 penalty to AC until the end of my next turn.
| Rev DM |
Isari still gets on OA on M3 because it used a range attack on Amenephus next to you.
Rusty's admonitory blow bloodies the Marksman.
Dorvin - BLOODIED; immoblised (se); (used second wind)
Quillan
Reaver 2
Isari - +2 to damage rolls to end Dorvin's next turn
Nayce - immobilised (se) - can teleport 5 squares closer to the ghast next turn
Amenephus - (used second wind)
Marksman 1
Marksman 3 - BLOODIED; fall prone if it shifts before end Isari's next turn; -2AC to end Rusty's next turn
Rusty
| Rev DM |
Isari's blade leaves the marksman far closer to death.
Dorvin - BLOODIED; immoblised (se); (used second wind)
Quillan
Reaver 2
Isari - +2 to damage rolls to end Dorvin's next turn
Nayce - immobilised (se) - can teleport 5 squares closer to the ghast next turn
Amenephus - (used second wind)
Marksman 1
Marksman 3 - BLOODIED; fall prone if it shifts before end Isari's next turn; -2AC to end Rusty's next turn
Rusty
| Rev DM |
Dorvin irritably pulls himself together and helps Amenephus get a grip. To his continued outrage, he can't make his feet work properly.
Quillan
Reaver 2
Isari - +2 to damage rolls to end Dorvin's next turn
Nayce - immobilised (se) - can teleport 5 squares closer to the ghast next turn
Amenephus - (used second wind)
Marksman 1
Marksman 3 - BLOODIED; fall prone if it shifts before end Isari's next turn; -2AC to end Rusty's next turn
Rusty
Dorvin - BLOODIED; immoblised (se); (used second wind)
| Quillan Quartzcutter |
Made a detailed post and the forum monster ate it. Here are my actions at least.
Move to K8
Oath on M1
Bond of Retribution on M1
BRUTAL DAMAGE REROLL: 1d12 + 11 ⇒ (9) + 11 = 20 damage
| Rev DM |
Scrambling over the pews, Quillan goes nose to nose with the derro and strikes hard, defying the rest of his enemies to attack.
Note that the pews are difficult terrain and cost two movement points to cross.
The reaver fires a hopeful crossbow bolt at the temporarily immobilised Nayce, but its aim is poor. It heads cautiously towards the door.
Crossbow (AC)
1d20+11=18. R2 v Nayce. Misses.
Isari - +2 to damage rolls to end Dorvin's next turn
Nayce - immobilised (se) - can teleport 5 squares closer to the ghast next turn
Amenephus - (used second wind)
Marksman 1 - under Quillan's Oath of Enmity; takes 4 radiant every time something other than it hits Quillan
Marksman 3 - BLOODIED; fall prone if it shifts before end Isari's next turn; -2AC to end Rusty's next turn
Rusty
Dorvin - BLOODIED; immoblised (se); (used second wind)
Quillan
Reaver 2
| Nayce Mernorr |
Nayce sends his shadowy noose after the Reaver.
Executioner's Noose on R2. 1d20 + 13 ⇒ (20) + 13 = 33 vs Fortitude. 1d6 + 11 ⇒ (6) + 11 = 17 force damage on a hit. (I would also pull him adjacent to me, but seeing as he's a minion, that bit won't matter.)
Save vs immobilized 1d20 ⇒ 15
Edit: Waste of a crit on a stupid minion...