
| Rev DM | 
 
	
 
                
                
              
            
            Amended.
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 
Savant 1 - one shroud; slowed to end Nayce's next turn

| Nayce Mernorr | 
 
	
 
                
                
              
            
            The board are eating my posts today...
Move to EE18, provoking an OA from the minion. I get +5 to all defenses against that attack and take half damage for being insubstantial if it manages to hit.
1 shroud on the Savant. Executioner's Noose on the Savant using 2 shrouds. 1d20 + 14 ⇒ (9) + 14 = 23 vs fort. 1d6 + 13 ⇒ (3) + 13 = 16 force damage plus 2d6 + 6 ⇒ (4, 6) + 6 = 16 shroud damage, pull it 2 squares, and it is slowed to EOMNT (again).

| Rev DM | 
 
	
 
                
                
              
            
            The last Forsaken Reaver lashes out furiously and missed Nayce as the assassing slips past and hauls the savant back before it can escape. Shadow wraps around the derro's throat as blood oozes from his nose.
As Nayce shimmers back into view, the Reaver dives for his back and drives a short sword hard between his shoulders.
1d20+13=28.  Hits.  
5 damage if Nayce is still insubstantial, 10 if he isn't.
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; 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 
Savant 1 - BLOODIED; slowed to end Nayce's next turn
Nayce  
Forsaken Reaver  

| Rev DM | 
 
	
 
                
                
              
            
            Thanks for the catch on the temp hp for Isari.
Amenephus points his holy symbol at F10 and incinerates it with divine fire. As the glow dies away, Guldarin feels somewhat better.
It appears to be dawning on the last derro that it is alone and severely outnumbered. The savant spits viciously at Nayce and looks at the bombardier's dropped weapon.
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 
Rusty - used second wind; resist 10 poison to end encounter; used AP
Dorvin - BLOODIED 
Savant 1 - BLOODIED; slowed to end Nayce's next turn
Nayce - BLOODIED
Amenephus - used AP; 

| Guldarin | 
 
	
 
                
                
              
            
            "I should probably stand up at some point, shouldn't I." Guldarin gets heavily to his feet, and looks around for any remaining derro. Lightning reaches out from his rod towards it.
3/65hp, 9thp
Stand
Grasping Shards at the Savant, 1d20 + 16 ⇒ (15) + 16 = 31 vs Ref, 1d6 + 8 ⇒ (1) + 8 = 9 lightning damage and target is slowed teomnt

| Rev DM | 
 
	
 
                
                
              
            
            Lightning arcs prettily around the derro as Guldarin rises, bringing a minor storm with him.
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  
Rusty - used second wind; resist 10 poison to end encounter; used AP
Dorvin - BLOODIED 
Savant 1 - BLOODIED; slowed to end Nayce's next turn
Nayce - BLOODIED
Amenephus - used AP; 
Guldarin - BLOODIED 

| Rev DM | 
 
	
 
                
                
              
            
            In his hurry to bring an end to things, Isari bumps into an old mine cart, ruining his aim. Regardless, he fixes the derro with a glare as potent as the lunatic's own, daring it to turn its attention to anyone else.
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 
Dorvin - BLOODIED 
Savant 1 - BLOODIED; slowed to end Nayce's next turn; marked by Isari
Nayce - BLOODIED
Amenephus - used AP; 
Guldarin - BLOODIED 
Isari - BLOODIED; used second wind

| "Rusty" Rathorus Mournflame | 
 
	
 
                
                
              
            
            Rusty moves up (to Dd19) to deliver a Comeuppance Strike, the strike of choice for an aspiring avenging slayer.
1d20 + 17 ⇒ (19) + 17 = 36 vs. S1 AC; 2d10 + 10 ⇒ (6, 9) + 10 = 25 damage and S1 suffers a –2 attack penalty (eont) unless it is immune to fear/Rattling keyword.
S1 is marked by Rusty.
70/90 HP; 7/11 Surges:
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions:
Dailies: Comeback Strike
Encounters: Come and Get It, Dragon Breath, Hack and Hew, Hesitation Slash, Comeuppance Strike

| Amenephus Dar | 
 
	
 
                
                
              
            
            2 surges used 83/84, 5/7 remaining, I will go towards the rear. I like Isari in the very back (has a ranged mark mechanic), with Rusty in the front, so we are well protected all around. Something like this Rusty, Nayce, Dorvin, Guldarin, Me, Isari
"Rest a moment friends and let us patch our wounds before heading off."

| Isari of the Frost | 
 
	
 
                
                
              
            
            2 surges used 83/84, 5/7 remaining, I will go towards the rear. I like Isari in the very back (has a ranged mark mechanic), with Rusty in the front, so we are well protected all around. Something like this Rusty, Nayce, Dorvin, Guldarin, Me, Isari
Sounds fine to me. Spending two surges, 85/91HP.

| Rev DM | 
 
	
 
                
                
              
            
            Closer inspection reveals that the masks have a small canister attached to them. Activated, it provides some protection against gaseous poison.
These ill-fitting, barefly functional masks provide their wearers with a +2 saving throw against ongoing poison damage for an encounter. Activating the canister provides the wearer with resist 15 against poisonous gas for one turn. Thereafter, the effect is expended. Note that the resist 15 is only effective against the poisonous gas circulating the poisoned passages.

| Rev DM | 
 
	
 
                
                
              
            
            Amenephus's instincts do not betray him. Cached beneath the broken equipment are more gasmasks - seven in total, two canisters of the Forsaken's Weeping bombard mixture, a silvery amulet and a scroll wrapped around a small bloodstained silver effigy of Volund.
Scroll is Passwall.
Category: Exploration
Time: 10 minutes
Duration: 1 minute
You create a passage through any solid material. You choose the orientation of the passage relative to the surface you touch. The passage is 1 square wide and tall. The passage can be a number of squares deep equal to your Arcana check result divided by 5. This ritual does not conceal the passage from anyone or bar anyone from entering. A creature inside the passage when it closes takes 5d10 damage and is ejected to the nearest end of the passage. This ritual does not affect the structural integrity of a cavern or a wall; the passage is a twist in space, not an actual shifting of material.
Amulet is a +3 Safewing Amulet
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Property: When falling, you reduce the distance fallen (for the purpose of calculating damage) by a number of feet equal to 10 × the amulet’s enhancement bonus. You always land on your feet after a fall.

| Guldarin | 
 
	
 
                
                
              
            
            "Hey look what we have here."
"Well now. Well now. That's interesting. If we could use this in the right place, I don't doubt we could avoid contact with some of these degenerates. Very useful, indeed." Guldarin stuffs the scroll into one of his pockets, before looking up at Amenephus. "Ah. Sorry. I should have asked, do you want to keep hold of it or should I?" While waiting for an answer, he grabs one of the derro masks and pokes at it. "Shoddy workmanship, but it does its job."

| Nayce Mernorr | 
 
	
 
                
                
              
            
            Rev DM wrote:Not me, I have one already.Who has the Safewing Amulet?
Debating... I like the properties of the periapt of cascading health better, but it's only +2... That extra plus might be worthwhile. I suppose if no one else wants to use it, I will, but anyone else should speak up because I'm on the fence as it is.

| Guldarin | 
 
	
 
                
                
              
            
            Go ahead if you want. Though it doesn't actually help teleport further:
 Cloak of Translocation +2, Level 9 Uncommon
 It will certainly do more for Nayce than for Guldarin.
Price: 4,200 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Property: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn.
Power (Daily): Minor Action. You regain the use of an encounter teleportation power that you have already used during this encounter.

| Rev DM | 
 
	
 
                
                
              
            
            The companions thoughtfully collect the more useful items and make their way back towards the passages. Rusty and Nayce take the front rank, with Amenephus and Isari bringing up the rear behind the two dwarves.
Perception/Thievery or Dungeoneering checks please to cover the first 5 squares of the corridor.
Could you make sure that any new bits or kit are noted in your profiles. Thanks.

| Rev DM | 
 
	
 
                
                
              
            
            If Nayce takes your cloak, then you'd better have the amulet.
Guldarin and Dorvin look at each other and point out another tell-tale bulge in the wall.
Now you are aware of the trap, you may bypass it with a DC22 Acrobatics or Dungeoneering check. As before, a Thievery DC24 also works. You can aid another (up to two) with a DC15 in one of the relevant skills. One successful check per pc please.
 
	
 
     
     
    