
| Rev DM | 
 
	
 
                
                
              
            
            Ack...
A single fluid movement brings Nayce to his feet and in a blur of blades and shadow he demolishes S2. If nothing else, he proves that the Forsaken had the right idea trying to keep him dazed.
Rusty and the angel add to the carnage as they jab successfully at the passing Raider.
The Forsaken Reavers try once more to organise themselves, this time focussing on the shadowy, yet lethal, figure of Nayce. Despite their general inteptitude, two bolts strike home.
Crossbow.  On hit, 5 untyped and 5 poison damage
All v Nayce (AC)
1d20+11=26 - F1 v Nayce.  Hits.
1d20+11=17 - F3 v Nayce.  Miss.
1d20+11=22 - F5 v Nayce.  Miss.
1d20+11=26 - F9 v Nayce.  Hits.
1d20+11=25 - F10 v Nayce.  Miss.
10 untyped and 10 poison damage to Nayce.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Amenephus - used AP; 
Guldarin - BLOODIED 
Dogmole - BLOODIED; under Isari's Aegis; slowed to end Guldarin's next turn; grants CA to allies within 5 squares of Dorvin to end his next turn
Isari - +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin) 
Dorvin 
Raider 1 - dazed (se); grants CA to allies within 5 squares of Dorvin to end his next turn; one shroud; slowed to end Guldarin's next turn
Savant 1 
Nayce  
Forsaken Reavers 

| Nayce Mernorr | 
 
	
 
                
                
              
            
            The poison damage came from two separate attacks, each doing 5 poison damage, right? I have resist 5 poison, so I just take the 10 regular damage from the pointy ends of the arrows.
I also forgot... S2 should also take 2d8 poison damage because that was my first weapon attack for the encounter. So not only is he dead, but he's poisoned, too.

| Rev DM | 
 
	
 
                
                
              
            
            Isari - you can get 9 temp hp from Dorvin as his last melee attack hit.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Amenephus - used AP; 
Guldarin - BLOODIED 
Dogmole - BLOODIED; under Isari's Aegis; slowed to end Guldarin's next turn; grants CA to allies within 5 squares of Dorvin to end his next turn
Isari - BLOODIED; +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin) 
Dorvin 
Raider 1 - dazed (se); grants CA to allies within 5 squares of Dorvin to end his next turn; one shroud; slowed to end Guldarin's next turn 
Savant 1 
Nayce 
Forsaken Reavers 

| Rev DM | 
 
	
 
                
                
              
            
            The bombardier shrieks as Amenephus's bolt just hits it. Guldarin, by contrast, feels somewhat inspired.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
 Guldarin - BLOODIED 
Dogmole - BLOODIED; under Isari's Aegis; slowed to end Guldarin's next turn; grants CA to allies within 5 squares of Dorvin to end his next turn
Isari - BLOODIED; +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin) 
Dorvin 
Raider 1 - dazed (se); grants CA to allies within 5 squares of Dorvin to end his next turn; one shroud; slowed to end Guldarin's next turn 
Savant 1 
Nayce 
Forsaken Reavers 
Amenephus - used AP 

| Guldarin | 
 
	
 
                
                
              
            
            "Now you can stay where you are, if you don't mind. Don't need you slipping away." Guldarin concentrates, and for a moment the screech of tormented prisoners fills the air as he summons forth restraints from the hells. The swordmage looks around, and identifies the raider as the easiest target.
15/65 hit points, 9 thp
Move, Guldarin to X10 - for the extra damage from Isari
Standard, Chains of Carceri, area burst 1 starting in Bb13; 
Attack vs Dogmole, 1d20 + 18 ⇒ (4) + 18 = 22 vs Reflex
Attack vs B1, 1d20 + 16 ⇒ (16) + 16 = 32 vs Reflex
Damage, 2d8 + 10 ⇒ (6, 4) + 10 = 20 and target is slowed teomnt
Minor, Sword Angel attacks R1, 1d20 + 16 ⇒ (3) + 16 = 19 vs Fortitude, damage 1d8 + 10 ⇒ (6) + 10 = 16

| Rev DM | 
 
	
 
                
                
              
            
            Sulphurous fumes mingle horribly with the poisonous gas in the chamber as Guldarin all but fells both the Dogmole and the bombardier. His angel swings, but misses the raider.
Moving slowly, the Dogmole attempts to return to the tunnel it emerged from.
Dorvin and Rusty both get OAs on it, but I've placed it where it will be if it gets that far. Double moving.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
 Isari - BLOODIED; +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; slowed to the end of Guldarin's next turn
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin) 
Dorvin 
Raider 1 - dazed (se); grants CA to allies within 5 squares of Dorvin to end his next turn; one shroud; slowed to end Guldarin's next turn 
Savant 1 
Nayce 
Forsaken Reavers 
Amenephus - used AP 
Guldarin - BLOODIED 
Dogmole - BLOODIED; under Isari's Aegis; slowed to end Guldarin's next turn; grants CA to allies within 5 squares of Dorvin to end his next turn

| Rev DM | 
 
	
 
                
                
              
            
            The Dogmole somehow manages to avoid Dorvin's attack, but can't withstand Rusty's. It collapses with a thump.
Red square is now difficult terrain since it's full of dead Dogmole.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
 Isari - BLOODIED; +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; slowed to the end of Guldarin's next turn
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin) 
Dorvin 
Raider 1 - dazed (se); grants CA to allies within 5 squares of Dorvin to end his next turn; one shroud; slowed to end Guldarin's next turn 
Savant 1 
Nayce 
Forsaken Reavers 
Amenephus - used AP 
Guldarin - BLOODIED 

| Rev DM | 
 
	
 
                
                
              
            
            Isari's blow narrowly misses R1 and B1 unleashes its most devastating attack on the group clustered in the passageway before moving slowly away.
Murderous Bombard (Will).  On hit target takes 5 ongoing poison damage and is dominated to end B1's next turn
Targets Rusty, Dorvin, Nayce and Isari (area wall 8 within 8, circling around R1.
1d20+11=24 - B1 v Rusty.  Hits
1d20+13=26 - B1 v Dorvin.  Hits.
1d20+13=17 - B1 v Nayce.  Miss.
1d20+13=21 - B1 v Isari.  Miss.
2d6+5=9
9 damage plus 5 ongoing poison (se) to Rusty (not applicable, he reists 10) and Dorvin and they are both dominated to end B1's next turn.
The eyes of both Rusty and Dorvin take on a fervid gleam and the pair hack at each other.
Rusty - Cleave v Dorvin with CA.  If you hit, the extra 8 damage goes to the Blade Angel
[b]Dorvin - melee basic against Rusty with CA
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin); dominated to end B1's next turn 
Dorvin - 5 ongoing poison (se); dominated to end B1's next turn 
Raider 1 - dazed (se); grants CA to allies within 5 squares of Dorvin to end his next turn; one shroud; slowed to end Guldarin's next turn 
Savant 1 
Nayce 
Forsaken Reavers 
Amenephus - used AP 
Guldarin - BLOODIED 
Isari - BLOODIED; used second wind; 
Bombardier 1 - BLOODIED; slowed to the end of Guldarin's next turn

| "Rusty" Rathorus Mournflame | 
 
	
 
                
                
              
            
            [b]Rusty - Cleave v Dorvin with CA. If you hit, the extra 8 damage goes to the Blade Angel
Rusty launches a wild strike at Dorvin, saying: "Merry Christmas!"
1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21 vs. AC; 1d10 + 10 ⇒ (6) + 10 = 16 damage.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points.
I hope Dorvin isn't so angry that he doesn't grant me those temp HP.

| Rev DM | 
 
	
 
                
                
              
            
            Dorvin returns the compliment by missing Rusty.
Still unable to do much, R1 attempts to end Isari's life, while S1 targets Guldarin. Neither attack does anything, but the Savant's conjured vision comes periliously close to harming the invoker.
Guisarme (AC)
1d20+13=26 - R1 v Isari.  Miss.
R1 save v Daze: 1d20=1.
Vision of the Unspeakable Truth (Will)  On hit target is dazed to end S1's next turn
1d20+15=24 - S1 v Guldarin.  Miss.  
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Nayce 
Forsaken Reavers 
Amenephus - used AP 
Guldarin - BLOODIED 
Isari - BLOODIED; used second wind; 
Bombardier 1 - BLOODIED; slowed to the end of Guldarin's next turn 
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin); dominated to end B1's next turn 
Dorvin - 5 ongoing poison (se); dominated to end B1's next turn [/b]
Raider 1 - dazed (se); one shroud; slowed to end Guldarin's next turn 
Savant 1 

| Nayce Mernorr | 
 
	
 
                
                
              
            
            Nayce attempts to take out the raider with his sword.
2 shrouds on R1 (killer's insight). Shadow Storm on R1 using 3 shrouds. 1d20 + 19 ⇒ (7) + 19 = 26 vs AC. 1d8 + 18 ⇒ (6) + 18 = 24 damage plus 3d6 + 9 ⇒ (5, 2, 5) + 9 = 21 shroud damage. (45 damage on a hit, 13 shroud damage if the attack misses.)

| Rev DM | 
 
	
 
                
                
              
            
            Nayce's blade gouges a cruel wound in the derro, readily bloodying the insane creature. The Forsaken Reavers open fire on Guldarin. For once they justify their existence as the invoker falls in a pool of his own blood.
Reavers all attack Guldarin.  On hit, 5 untyped and 5 poison damage
1d20+11=26 - F1 v Guldarin.  Hits.  
1d20+11=26 - F3 v Guldarin.  Hits.
1d20+11=31 - F5 v Guldarin.  Crit.  Makes no difference.
1d20+11=31 - F9 v Guldarin.  Crit.  Makes no difference.
1d20+11=17 - F10 v Guldarin.  Miss.
20 untyped and 20 poison for 40 damage total to Guldarin.
Guldarin - I have a feeling Swordy Sid vanishes if you fall unconscious, but can you confirm?
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Amenephus - used AP 
Guldarin - BLOODIED; prone and dying (needs to make death save)
Isari - BLOODIED; used second wind; 
Bombardier 1 - BLOODIED; slowed to the end of Guldarin's next turn 
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin); dominated to end B1's next turn 
Dorvin - 5 ongoing poison (se); dominated to end B1's next turn [/b]
Raider 1 - BLOODIED; dazed (se); one shroud; slowed to end Guldarin's next turn 
Savant 1 
Nayce 
Forsaken Reavers 

| Guldarin | 
 
	
 
                
                
              
            
            Guldarin - I have a feeling Swordy Sid vanishes if you fall unconscious, but can you confirm?
I believe that's not so. Summoned creatures normally remain to the end of the encounter or until the summoner uses a minor action to dismiss them, but only take actions when the sommoner commands them. So he's still around, but won't do anything unless Guldarin gets back up. That's what I understand from the description of summoned creatures om Arcane Power and the Rules Compendium.
Also, OUCH! -16 hit points.

| Amenephus Dar | 
 
	
 
                
                
              
            
            Move to Z11
Healer's Mercy, Close burst 5, each bloodied ally in burst Isari and Guldarin are the only ones I know of that are bloodied of our group, can spend a healing surge + 9, I am weakened until the end of my next turn, and I regain the use of Reverent Mettle
Healing energy sweeps out from Amenephus, but it visually weakens him.

| Rev DM | 
 
	
 
                
                
              
            
            Amenephus strides up to the fallen Dogmole and forceibly drags Guldarin out of the arms of the Raven Queen. Isari too feels stronger as the eladrin barters some of his life force to aid his friends.
Guldarin - dead right about the Blade Angel. I always get confused by summoned creatures, which is stupid, since I play a home game druid whose favourite tactic is to call Hoppity the giant toad early in a combat and let him just bomble about with his reach 3 tongue of doom.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
 Guldarin - BLOODIED; prone 
Isari - BLOODIED?; used second wind; 
Bombardier 1 - BLOODIED; slowed to the end of Guldarin's next turn 
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin); dominated to end B1's next turn 
Dorvin - 5 ongoing poison (se); dominated to end B1's next turn [/b]
Raider 1 - BLOODIED; dazed (se); one shroud; slowed to end Guldarin's next turn 
Savant 1 
Nayce 
Forsaken Reavers 
Amenephus - used AP; weakened to end next turn

| Guldarin | 
 
	
 
                
                
              
            
            Guldarin opens his eyes again. "Well, that was unpleasant. Do something about those archers, old friend." After one last swing at the reaver, with a flurry of wings, the sword angel takes off and lands amidst the archers. Guldarin decides that prone is fine, and blasts away at a couple of the reavers.
24/60 hit points.
Minor, Sword Angel attacks R1, attack 1d20 + 16 ⇒ (1) + 16 = 17, damage 1d8 + 8 ⇒ (2) + 8 = 10, +2 damage if Isari is still bloodied.
Move, Sword Angel to Hh15
Standard, Divine Bolts at F5 and F9
Targeting F5, attack 1d20 + 16 ⇒ (17) + 16 = 33 vs Reflex
Targeting F9, attack 1d20 + 16 ⇒ (4) + 16 = 20 vs Reflex
On hit, 1d6 + 8 ⇒ (2) + 8 = 10 lightning damage, +2 if Isari is bloodied.

| Rev DM | 
 
	
 
                
                
              
            
            Guldarin's angel fails to make any headway with R1, but the invoker makes sure that two of the Forsaken Reavers will do no more damage.
Wipes out F5 and F9, Swordy missed.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Isari - BLOODIED?; used second wind; 
Bombardier 1 - BLOODIED; slowed to the end of Guldarin's next turn 
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin); dominated to end B1's next turn 
Dorvin - 5 ongoing poison (se); dominated to end B1's next turn [/b]
Raider 1 - BLOODIED; dazed (se); one shroud; slowed to end Guldarin's next turn 
Savant 1 
Nayce 
Forsaken Reavers 
Amenephus - used AP; weakened to end next turn
Guldarin - BLOODIED; prone 

| Isari of the Frost | 
 
	
 
                
                
              
            
            Still bloodied. Mark R1 with my Aegis, then Booming Blade(Thunder damage, 1d6 + 3 ⇒ (5) + 3 = 8 Thunder damage if he starts his turn next to me and moves away, 5 Thunder damage if he attacks me(from White Lotus Riposte)): 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 311d10 + 9 ⇒ (3) + 9 = 12

| Rev DM | 
 
	
 
                
                
              
            
            Isari's blow nearly brings R1 to the floor, but the demented passion that boils through the raider somehow keeps it alive.
The bombardier inserts a fresh canister and lets fly with his immobilising bombard before taking refuge behind a mine cart.
Sloughide Bombard (Ref).  On hit target is immobilised to end B1's next turn
Targets Nayce, Dorvin, Amenephus and Guldarin
1d20+13=18 - B1 v Nayce.  Miss.
1d20+13=29 - B1 v Dorvin.  Hits.
1d20+13=26 - B1 v Amenephus.  Hits.
1d20+11=21 - B1 v Guldarin.  Miss.
3d6+5=16
16 acid damage to Dorvin and Amenephus.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin)
Dorvin - 5 ongoing poison (se); immobilised to end B1's next turn
Raider 1 - BLOODIED; dazed (se); one shroud
Savant 1 
Nayce 
Forsaken Reavers 
Amenephus - used AP; weakened to end next turn; immobilised to end B1's next turn
Guldarin - BLOODIED; prone 
Isari - BLOODIED; used second wind 
Bombardier 1 - BLOODIED; cover 

| "Rusty" Rathorus Mournflame | 
 
	
 
                
                
              
            
            Move Action to stand.
Delighted that his hated foe has finally emerged from behind the mine cart, Rusty makes a timely strike against R1.
Comeback Strike 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39 vs. AC; 20 + 10 = 30 damage plus 2d6 ⇒ (4, 6) = 10 fire damage and Rusty spends a healing surge.
70/90 HP; 7/11 Surges:
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions: dazed
Dailies: Comeback Strike
Encounters: Come and Get It, Dragon Breath, Hack and Hew, Hesitation Slash

| Rev DM | 
 
	
 
                
                
              
            
            Rusty rises and says it with weaponry, turning the guisarme-wielding raider into mincemeat. His activities clearly make him feel much happier.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Dorvin - BLOODIED; 5 ongoing poison (se); immobilised to end B1's next turn 
Savant 1 
Nayce 
Forsaken Reavers 
Amenephus - used AP; weakened to end next turn; immobilised to end B1's next turn
Guldarin - BLOODIED; prone 
Isari - BLOODIED; used second wind 
Bombardier 1 - BLOODIED; cover 
Rusty - used second wind; resist 10 poison to end encounter; used AP;  +1AC (thanks to Dorvin)

| Rev DM | 
 
	
 
                
                
              
            
            Dorvin waits for mobility to return and gives himself a stern talking to.
The Savant's head pops out around the edge of the mine cart and sends another burst of hideous delusion towards Guldarin before making for the far corridor.
Vision of the Unspeakable Truth (Will).  On hit target is dazed to end S1's next turn
1d20+13=26 - S1 v Guldarin (inc -2 penalty for prone).  Hits.  2d8+5=19
19 damage to Guldarin and he is dazed to end S1's next turn.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Nayce 
Forsaken Reavers 
Amenephus - used AP; weakened to end next turn; immobilised to end B1's next turn
Guldarin - BLOODIED; prone; dazed to end S1's next turn
Isari - BLOODIED; used second wind 
Bombardier 1 - BLOODIED; cover 
Rusty - used second wind; resist 10 poison to end encounter; used AP;  +1AC (thanks to Dorvin)
Dorvin - BLOODIED; 5 ongoing poison (se); immobilised to end B1's next turn 
Savant 1

| Nayce Mernorr | 
 
	
 
                
                
              
            
            Nayce dashes after the savant and tries to haul it back with his noose.
Move to DD15. Executioner's noose on Savant. 1d20 + 14 ⇒ (16) + 14 = 30 vs fort. 1d6 + 13 ⇒ (1) + 13 = 14 damage on a hit, pull it to EE18 and it is slowed to EOMNT.
1 shroud on savant. Activate Shade Form - I am insubstantial (but have vulnerable 5 radiant).

| Rev DM | 
 
	
 
                
                
              
            
            Wrapped in shadow, Nayce leaps after the savant and sends a noose of darkness looping around its neck. Gagging, the creature is pulled towards the now insubstantial assassin.
Nayce - how long does the Shade Form last? Ends if you attack or something different?
EDIT: forgot the reavers...
Not ones to let a good thing go, the remaining reavers focus fire on Guldarin before moving to surround Nayce.
Bolt (AC).  On hit 5 untyped and 5 poison
1d20+9=20.  F1 v Guldarin.  Miss.
1d20+9=27.  F3 v Guldarin.  Hits.
1d20+9=13.  F10 v Guldarin.  Miss.
10 damage to Guldarin.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Amenephus - used AP; weakened to end next turn; immobilised to end B1's next turn 
Guldarin - BLOODIED; prone; dazed to end S1's next turn
Isari - BLOODIED; used second wind 
Bombardier 1 - BLOODIED; cover 
Rusty - used second wind; resist 10 poison to end encounter; used AP;  +1AC (thanks to Dorvin)
Dorvin - BLOODIED; 5 ongoing poison (se); immobilised to end B1's next turn 
Savant 1 - one shroud; slowed to end Nayce's next turn
Nayce - insubstantial and vulnerable 5 radiant 
Forsaken Reavers 

| Rev DM | 
 
	
 
                
                
              
            
            Divine flame obliterates F3 and Guldarin feels his faith and strength restored.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
 Guldarin - BLOODIED; prone; dazed to end S1's next turn
Isari - BLOODIED; used second wind 
Bombardier 1 - BLOODIED; cover 
Rusty - used second wind; resist 10 poison to end encounter; used AP;  +1AC (thanks to Dorvin)
Dorvin - BLOODIED; 5 ongoing poison (se); immobilised to end B1's next turn 
Savant 1 - one shroud; slowed to end Nayce's next turn
Nayce - insubstantial and vulnerable 5 radiant 
Forsaken Reavers 
Amenephus - used AP; immobilised to end B1's next turn

| Guldarin | 
 
	
 
                
                
              
            
            "I wish they'd stop doing that." Guldarin sounds quite testy. "I'm sure if I could get hold of some of their religious books I could find a tenet to prove they aren't supposed to shoot at me." He draws a deep breath, and tries to recover.
Minor: Second Wind, recover 16 hit points, now on 20/65

| Rev DM | 
 
	
 
                
                
              
            
            Remembering the revolting nature of the fetal savant and the clear insanity of the Forsaken generally, it is perhaps just as well that Guldarin has no ready access to their books - if such exist.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Isari - BLOODIED; used second wind 
Bombardier 1 - BLOODIED; cover 
Rusty - used second wind; resist 10 poison to end encounter; used AP;  +1AC (thanks to Dorvin)
Dorvin - BLOODIED; 5 ongoing poison (se); immobilised to end B1's next turn 
Savant 1 - one shroud; slowed to end Nayce's next turn
Nayce - insubstantial and vulnerable 5 radiant 
Forsaken Reavers 
Amenephus - used AP; immobilised to end B1's next turn
Guldarin - BLOODIED; +2 all defenses to start next turn (used second wind); prone; dazed to end S1's next turn 

| Rev DM | 
 
	
 
                
                
              
            
            Isari's attack misses the inept Forsaken Reaver and the bombardier siezes its chance to bring more doom on the bloodied members of the party.
Weeping Bombard (Fort).  On hit target is slowed to end B1's next turn.  If already slowed, weakened to end B1's next turn.
Targets Rusty, Dorvin, Amenephus and Guldarin
1d20+13=19 - B1 v Rusty.  Miss.
1d20+13=18 - B1 v Dorvin.  Miss.
1d20+13=31 - B1 v Amenehpus.  Hits.
1d20+13=33 - B1 v Guldarin.  Crit.  17 damage to Guldarin
2d6+5=8
17 damage to Guldarin
8 damage to Amenephus
Both slowed to end B1's next turn.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Rusty - used second wind; resist 10 poison to end encounter; used AP;  +1AC (thanks to Dorvin)
Dorvin - BLOODIED; 5 ongoing poison (se)
Savant 1 - one shroud; slowed to end Nayce's next turn
Nayce - insubstantial and vulnerable 5 radiant 
Forsaken Reavers 
Amenephus - used AP; slowed to end B1's next turn
Guldarin - BLOODIED; prone; dazed to end S1's next turn; slowed to end B1's next turn
Isari - BLOODIED; used second wind 
Bombardier 1 - BLOODIED; cover 

| "Rusty" Rathorus Mournflame | 
 
	
 
                
                
              
            
            Smelling blood, the fighter dodges around the heap of dogmole and barrels towards the remaining Bombardier. Move to Bb13 and Standard Action to charge @B1.
Melee Basic Attack 1d20 + 17 + 1 ⇒ (11) + 17 + 1 = 29 vs. AC; 1d10 + 10 ⇒ (5) + 10 = 15 damage. B1 is marked by Rusty (EONT).
AC 27; Fort 26, Ref 26, Will 24; resist 10 poison 
70/90 HP; 7/11 Surges

| Rev DM | 
 
	
 
                
                
              
            
            Like the wrath of heaven, Rusty descends on B1 and wipes out the bombardier.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Dorvin - BLOODIED; 5 ongoing poison (se) 
Savant 1 - one shroud; slowed to end Nayce's next turn
Nayce - insubstantial and vulnerable 5 radiant 
Forsaken Reavers 
Amenephus - used AP; slowed to end B1's next turn
Guldarin - BLOODIED; prone; dazed to end S1's next turn; slowed to end B1's next turn
Isari - BLOODIED; used second wind 
Rusty - used second wind; resist 10 poison to end encounter; used AP  

| Rev DM | 
 
	
 
                
                
              
            
            Dorvin - need a save v ongoing poison please.
Ignoring the poison still coursing through him, Dorvin smashes one of the Forsaken into oblivion.
Now only one reaver and the a savant remain. A look of cunning crosses the savant's face as he dons a makeshift mask and heads down the corridor.
Notes about Dorvin: 
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.
2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points . 
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.
Nayce - insubstantial and vulnerable 5 radiant  
Forsaken Reavers 
Amenephus - used AP; slowed to end B1's next turn
Guldarin - BLOODIED; prone; dazed to end S1's next turn; slowed to end B1's next turn
Isari - BLOODIED; used second wind 
Rusty - used second wind; resist 10 poison to end encounter; used AP
Dorvin - BLOODIED; 5 ongoing poison (se)? 
Savant 1 - one shroud; slowed to end Nayce's next turn
 
	
 
     
     
    