
Tavar oracle of the Raven Queen |

move up to P10 avoiding S2's reach.
Tavar moves to keep the bloodied mage in his sights and fires off another lance of faith.
attack vs will, 1d20 + 15 ⇒ (18) + 15 = 33, damage = 1d8 + 10 ⇒ (4) + 10 = 14 radiant
the +2 power bonus goes to Lynore. Also if that kills the mage, crossed fingers, S2 takes 4 cold damage.

Rev DM |

Tavar - you're immobilised. You can only hit S2 from your current position and I've redirected your attack at him. Also need a save from you.
Divine light slices into the wraith. The creature suffers, certainly, but does not appear vulnerable. Some potent necromantic magic is at work here.
Spirit wraiths are flying and have phasing.
Lynore - used AP; +2 next attack against S2
Thom - +2 all defenses to start next turn (used second wind)
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - +2 all defenses to start next turn (used second wind); marked by S4 to end S4's next turn
Spirit Wraith 1
Spirit Wraith 2
Spirit Wraith 3 - in difficult terrain (Barel's zone)
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; dazed to end next turn
Black Mage 1 - BLOODIED; prone; cover
Arishat - used AP
Tavar - used AP

Rev DM |

Lynore hurls a shawl of vengeance over her chosen wraith, ensuring that no creature can harm her without also harming S1.
Spirit wraiths are flying and have phasing.
Thom - +2 all defenses to start next turn (used second wind)
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - +2 all defenses to start next turn (used second wind); marked by S4 to end S4's next turn
Spirit Wraith 1 - one shroud; to end encounter takes 2 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2
Spirit Wraith 3 - in difficult terrain (Barel's zone)
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; dazed to end next turn
Black Mage 1 - BLOODIED; prone; cover
Arishat - used AP
Tavar - used AP
Lynore - used AP; +2 next attack against S2

Thom Verikal |

Thom surses the immobility of Fluffy, while ordering it to attack the Spirit Wraith.
You can give the hell hound the following special command.
Standard action: Close blast 3; targets each creature in blast;
Intelligence 1d20 + 14 ⇒ (17) + 14 = 31 vs. Reflex; vs. S2
1d20 + 14 ⇒ (13) + 14 = 27 vs. Reflex; vs. Tavar
2d6 + 6 ⇒ (4, 4) + 6 = 14 fire damage.
Fluffy Save vs immobilize 1d20 ⇒ 9

Rev DM |

Both S2 and Tavar smoulder slightly as Fluffy barks wildly and exhales fire. The hellhound's feet remain resolutely stuck.
14 damage to Tavar
7 damage to S2
Spirit wraiths are flying and have phasing.
Lanthair - used second wind; marked by S4 to end S4's next turn
Spirit Wraith 1 - one shroud; to end encounter takes 2 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2
Spirit Wraith 3 - in difficult terrain (Barel's zone)
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; dazed to end next turn
Black Mage 1 - BLOODIED; prone; cover
Arishat - used AP
Tavar - used AP
Lynore - used AP; +2 next attack against S2
Thom - used second wind
(Fluffy) - immobilised and marked by S2 (se both)

Lanthair |

Lanthair flits about the wraith, disorienting and moving it to a more advantageous position before he strikes at it with a flurry of fists.
Tormented Spirit movement technique. I teleport myself and S4 (no attack roll). I go to Q24 and S4 goes to P24. I gain CA against it to EOMNT and also have concealment against it as long as that CA lasts, and +1 to AC to EOMNT.
Tormented Spirit 1d20 + 19 ⇒ (4) + 19 = 23 vs Fort. 3d6 + 15 ⇒ (3, 1, 5) + 15 = 24 necrotic damage and on a hit 6 FOB damage on S1 as well. On a hit, S4 is also weakened to EOMNT.
If that attack is a miss, I activate my Cascading Strikes ki focus to reroll the attack 1d20 + 19 ⇒ (5) + 19 = 24

Rev DM |

Despite his fancy footwork, Lanthair's blows pass straight through the wraith. For the most part unable to regenerate more heads to throw, the wraiths content themselves with keeping the companions well apart.
Exploding Head recharges:
S1 - 1d6=1. No.
S2 - 1d6=5. Yes.
S3 - 1d6=4. No.
S4 - 1d6=1. No.
S1 attacks Lynore
S2 - Exploding Head v Thom and Tavar
S3 attacks Barel
S4 attacks Lanthair
Keening Sword attacks (AC). On hit target is marked by Wraith to end its next turn.
1d20+22=32 - S1 v Lynore. Hits. Takes 5 damage itself from Bound by Shadow
5d8+11=28
28 psychic damage to Lynore
1d20+22=36 - S3 v Barel. Hits.
5d8+11=27
27 psychic damage to Barel
1d20+20=29 - S4 v Lanthair. Miss.
Exploding Head (Fort). Burst 2 within 10. On hit target is immobilised and marked (se both)
1d20+20=38 - S2 v Thom. Hits.
1d20+20=37 - S2 v Tavar. Hits.
3d10+7=16
16 damage to Thom and Tavar and they are immobilised and marked by S2 (se both)
Spirit wraiths are flying and have phasing.
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; dazed to end next turn; marked by S3 to end S3's next turn
Black Mage 1 - BLOODIED; prone; cover
Arishat - used AP
Tavar - used AP; immobilised and marked by S2 (se both)
Lynore - used AP; +2 next attack against S2; marked by S1 to end its next turn
Thom - used second wind; immobilised and marked by S2 (se both)
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - used second wind; marked by S4 to end S4's next turn; has concealment against S4 as long as he also has CA
Spirit Wraith 1 - one shroud; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2
Spirit Wraith 3 - in difficult terrain (Barel's zone)
Spirit Wraith 4 - grants CA to Lanthair to end his next turn

Barel Dlode |

Barel is again dazed, and decides his best course of action is to charge again...this time at the mage.
charge to O5 via I5, and melee basic vs B1.
(15)+20+1(charge)-2(marked by S3)=34 vs AC
Damage= (1)+13+3=17.
Free action: Mark B1, if possible to do while dazed...if not, ignore mark.
Notes:
If I can't get all the way to O5 due to terrain, then stop Barel at N5 and my reach 1 will get to the mage.
Barel: HP=42/130 Bloodied, but that is okay...I have plenty of healing, just cant do it while I am dazed. HS=16/17.

Rev DM |

Can't mark when dazed unless the mark is the one thing you do.
Barel picks up himself and his portable patch of treacherous terrain and hurls himself at the mage. Hiding in the rubble is not enough to stop a determined dwarf and the mage only has time for a quick gurgle before he collapses.
Spirit wraiths are flying and have phasing.
Arishat - used AP
Tavar - used AP; immobilised and marked by S2 (se both)
Lynore - used AP; +2 next attack against S2; marked by S1 to end its next turn
Thom - used second wind; immobilised and marked by S2 (se both)
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - used second wind; marked by S4 to end S4's next turn; has concealment against S4 as long as he also has CA
Spirit Wraith 1 - one shroud; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2
Spirit Wraith 3 - in difficult terrain (Barel's zone)
Spirit Wraith 4 - grants CA to Lanthair to end his next turn
Barel - BLOODIED; used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; dazed to end next turn; marked by S3 to end S3's next turn

Arishat |

Arishat picks her way round her standard until she's behind the wraith threatening Lanthair. As it tries to pay attention to both the adventurers, her quick feint leaves an opening for Lanthair to strike.
Move, N23-O22-P21-Q22
Commander's Strike, Lanthair vs S4, 1d20 + 19 + 2 + 3 ⇒ (10) + 19 + 2 + 3 = 34 vs AC, 1d8 + 6 + 5 + 5 ⇒ (2) + 6 + 5 + 5 = 18 damage.
"Barel, you're supposed to Mark them, not just kill them."

Rev DM |

Arishat's compeling presence is quite enough to enable Lanthair to land a blow on S4.
Spirit wraiths are flying and have phasing.
Tavar - used AP; immobilised and marked by S2 (se both)
Lynore - used AP; +2 next attack against S2; marked by S1 to end its next turn
Thom - used second wind; immobilised and marked by S2 (se both)
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - used second wind; marked by S4 to end S4's next turn; has concealment against S4 as long as he also has CA
Spirit Wraith 1 - one shroud; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2
Spirit Wraith 3 - in difficult terrain (Barel's zone)
Spirit Wraith 4 - grants CA to Lanthair to end his next turn
Barel - BLOODIED; used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; dazed to end next turn; marked by S3 to end S3's next turn
Arishat - used AP

Rev DM |

Need a save v immobilised and marked from you, Tavar. Who gets the +2 to their next attack against S2?
Tavar irritably irradiates a wraith and brings succour to Barel.
Spirit wraiths are flying and have phasing.
Lynore - used AP; +2 next attack against S2; marked by S1 to end its next turn
Thom - used second wind; immobilised and marked by S2 (se both)
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - used second wind; marked by S4 to end S4's next turn; has concealment against S4 as long as he also has CA
Spirit Wraith 1 - one shroud; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2
Spirit Wraith 3 - in difficult terrain (Barel's zone)
Spirit Wraith 4 - grants CA to Lanthair to end his next turn
Barel - BLOODIED; used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; dazed to end next turn; marked by S3 to end S3's next turn
Arishat - used AP
Tavar - used AP; immobilised and marked by S2 (se both)?

Rev DM |

Lynore concentrates on S1 and bloodies it with a deft blow of her longsword.
Spirit wraiths are flying and have phasing.
Thom - used second wind; immobilised and marked by S2 (se both)
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - used second wind; marked by S4 to end S4's next turn; has concealment against S4 as long as he also has CA
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2
Spirit Wraith 3 - in difficult terrain (Barel's zone)
Spirit Wraith 4 - grants CA to Lanthair to end his next turn
Barel - BLOODIED?; used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; dazed to end next turn; marked by S3 to end S3's next turn
Arishat - used AP
Tavar - used AP; immobilised and marked by S2 (se both)?
Lynore - used AP; +2 next attack against S2; marked by S1 to end its next turn

Thom Verikal |

Thom looks at the wraith tormenting him, and decides to send him a gift...
Fireball:
Standard Action, Area Burst 3 within 20 squares Y8
Attack: Intelligence 1d20 + 18 ⇒ (16) + 18 = 34 vs. Reflex
Hit: 4d6 + 6 + 1d6 ⇒ (5, 5, 6, 4) + 6 + (3) = 29 fire damage.
Miss: Half damage.
Save for Immobilize 1d20 + 3 ⇒ (16) + 3 = 19
Current HP 37/72; BLOODIED
Fluffy, unable to do anything here, barks in frustration at his summoner.
Intrinsic Nature: If you haven't given the hell hound any commands by the end of your turn, it makes its attack against at least one enemy, targeting as many creatures as possible. If it can't target any enemies, it moves its speed toward the nearest enemy. In addition, you take 5 fire damage.
Symbiosis: While the summoned hell hound is present, you deal 1d6 extra fire damage with close and area attacks, and each creature that hits you with melee attacks takes 1d6 fire damage.
Save vs Immobilize 1d20 ⇒ 4

Rev DM |

Thom does his darndest to incinerate the nearest wraith, while Lanthair punches a sizeable hole into the creature he's flanking.
Exploding Head recharges:
S1 - 1d6=6. Yes.
S2 - 1d6=3. No.
S3 - 1d6=2. No.
S4 - 1d6=1. No.
Only S1 can summon the power to conjure a fresh skull, and it shifts away from Lynore before targeting Lanthair and Arishat. S4 shifts clear of the blast before driving a retributive fist towards Lanthair. S3 moves swiftly around the perimeter of the battlefield, while S2 decides to get up close and personal with Thom.
S4 moves first. It and S2 are making melee attacks on Lanthair and Thom. On hit, target is marked to the end of the wraith's next turn. S2 will take 1d6=3 fire damage from Thom if it hits.
1d20+22=36 - S2 v Thom. Hits. 5d8+11=34 psychic
34 psychic damage to Thom and he is marked by S2 to end S2's next turn. S2 is bloodied as a result of the 3 fire damage.
1d20+22=32 - S4 v Lanthair. Hits. 5d8+11=27 psychic
27 psychic to Lanthair and he is marked by S4 to end S4's next turn.
Exploding Head (Fort). On hit target is immobilised and marked by S1 (se both)
1d20+18=36 - S1 v Arishat. Hits.
1d20+18=22 - S1 v Lanthair. Miss.
3d10+6=25
25 necro to Arishat and she is immobilised and marked by S1 (se both)
Spirit wraiths are flying and have phasing.
Barel - BLOODIED?; used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; dazed to end next turn; marked by S3 to end S3's next turn; +2 next attack on S2
Arishat - used AP; immobilised and marked by S1 (se both)
Tavar - used AP
Lynore - used AP; +2 next attack against S2
Thom - BLOODIED; used second wind; marked by S2 to end S2's next turn
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - used second wind; marked by S4 to end S4's next turn
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED
Spirit Wraith 3
Spirit Wraith 4

Barel Dlode |

Barel should not be dazed or marked any more, since S3 didn't attack him this round, right?
Barel finds himself all alone, with no one to play with. He decides to try to remedy that situation. He moves and rather than trying a far off shot, he moves again...always in pursuit of the Wraiths.
Move action: to P10.
Move action: to S15.
That is all.
Barel is no longer bloodied...for now.

Rev DM |

Quite right, Barel. Cut and paste error.
Somewhat aggrieved at the lack of playmates, Barel moves to join the party on the other side of the battlefield.
Spirit wraiths are flying and have phasing.
Arishat - used AP; immobilised and marked by S1 (se both)
Tavar - used AP
Lynore - used AP; +2 next attack against S2
Thom - BLOODIED; used second wind; marked by S2 to end S2's next turn
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - used second wind; marked by S4 to end S4's next turn
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED
Spirit Wraith 3
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; +2 next attack on S2

Rev DM |

S4 screams silently as the shifty halfling ducks out of the way, forcing the wraith to try to hit him again - and this time missing.
Reroll - 1d20+22=28. Miss.
Spirit wraiths are flying and have phasing.
Arishat - used AP; immobilised and marked by S1 (se both)
Tavar - used AP
Lynore - used AP; +2 next attack against S2
Thom - BLOODIED; used second wind; marked by S2 to end S2's next turn
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - used second wind; marked by S4 to end S4's next turn
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED
Spirit Wraith 3
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; +2 next attack on S2

Arishat |

"What, this again?" Arishat looks aggrieved. "Ah, well, still within reach." She takes a swing at the nearest skull, since her feet don't seem willing to head for a further one.
Viper's Strike, targeting S4; 1d20 + 20 - 2 ⇒ (9) + 20 - 2 = 27 vs AC, 1d10 + 10 ⇒ (1) + 10 = 11 damage, if the target shifts before the start of my next turn it provokes an Opportunity Attack from Lanthair.
Saving Throw, 1d20 ⇒ 14
Lanthair's last attack should have done 5 more damage - Infernal Pincer damage for flanking with Arishat.
If I'm not around often for the next few days, I apologise in advance, but my father is quite poorly. If I don't respond promptly, please move on with the game.
50/91 hit points

Rev DM |

Very best wishes to you and your family.
Arishat swings at S4, narrowly missing. She can take some satisfaction though as her feet finally come free.
Spirit wraiths are flying and have phasing.
Tavar - used AP
Lynore - used AP; +2 next attack against S2
Thom - BLOODIED; used second wind; marked by S2 to end S2's next turn
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - used second wind; marked by S4 to end S4's next turn
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED
Spirit Wraith 3
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; +2 next attack on S2 Arishat - used AP;

Tavar oracle of the Raven Queen |

Slide to V11 use healing touch on Thom and the throw a lance of faith at Spirit Wraith 2.
Thom spends a HS and gains 3d6 + 7 ⇒ (3, 1, 6) + 7 = 17 extra HP and +4 to all defenses end of Tavars next turn.
Tavar heals 1HP.
attack on wraith, 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36, damage = 1d8 + 10 ⇒ (6) + 10 = 16 radiant.
Barel gets the +2

Rev DM |

Tavar does a brisk restoration job on Thom and sets up S2 for future obliteration.
Spirit wraiths are flying and have phasing.
Lynore - used AP; +2 next attack against S2
Thom - used second wind; marked by S2 to end S2's next turn
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - used second wind; marked by S4 to end S4's next turn
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED
Spirit Wraith 3
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; +2 next attack on S2 Arishat - used AP;
Tavar - used AP

Rev DM |

Lynore tries to bring her enemy closer, but her shadowy noose slips stright through the wraith. She backs calmly towards Arishat's battle standard.
Executioner's Noose (Fort)
1d20+19=23. Miss.
Spirit wraiths are flying and have phasing.
Thom - used second wind; marked by S2 to end S2's next turn
(Fluffy) - immobilised and marked by S2 (se both)
Lanthair - used second wind; marked by S4 to end S4's next turn
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED
Spirit Wraith 3
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; +2 next attack on S2 Arishat - used AP;
Tavar - used AP
Lynore - used AP; +2 next attack against S2

Thom Verikal |

Thom glares at the wraith, "Had enough?"
Thunderwave: At Will; KEYWORDS Arcane, Implement, Thunder
You create a whip-crack of sonic power that lashes up from the ground.
Standard Action, Close Blast 3
Attack: Intelligence 1d20 + 18 ⇒ (20) + 18 = 38 vs. Fortitude
Hit: 1d6 + 2d6 + 6 ⇒ (4) + (6, 6) + 6 = 22 thunder + 1d6 + 3d10 ⇒ (1) + (4, 6, 3) = 14 fire damage, and you push the target 1 square. To X17
Total Damage 22 thunder, and 14 fire
Learned Boost: You masterfully channel arcane energy into one of your simplest powers, imbuing it with surprising power.
Standard Action, Range Varies
Effect: Use one of your arcane at-will attack powers on the target. If you hit, you deal +2[W] damage, or +2 dice of damage if it is a non-weapon attack
Take 5 fire damage HP 44/76
Fluffy save 1d20 ⇒ 17

Rev DM |

That's a crit Thom - you may have done even more damage.
Thunder roars around beleaguered S2 as Thom gets a lot of his own back. Fluffy adds to the symphony with a flurry of joyful barks as the hellhound is finally free to move again.
Spirit wraiths are flying and have phasing.
Lanthair - used second wind; marked by S4 to end S4's next turn
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED
Spirit Wraith 3
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; +2 next attack on S2 Arishat - used AP;
Tavar - used AP
Lynore - used AP; +2 next attack against S2
Thom - used second wind; marked by S2 to end S2's next turn
(Fluffy)

Rev DM |

Thom - looks as though you did 2 more thunder damage unless I'm reading your post wrong. Every little helps.
Lanthair pummels S4 back into a more convenient position as the wraiths gather themselves for their next assault on the party.
Exploding Head recharges:
S1 - 1d6=5 - yes.
S2 - 1d6=3 - no.
S3 - 1d6=1 - no.
S4 - 1d6=1 - no.
Only S1 takes decisive action. The other wraiths appear to be waiting for something as they take refuge among the rubble or (in the case of S3), move closer to the central pond.
Exploding Head (Fort). Burst 2 within 10. On hit target is immobilised and marked by S1 (se both). Miss, half damage and marked (se).
Targets Lynore, Arishat and Lanthair.
1d20+20=26 v Lynore. Hits and takes a chunk out of S1 as well.
1d20+20=31 v Arishat. Hits.
1d20+20=40 v Lanthair. Crit.
3d10+7=25 force and necro
25 force and necro damage to Lynore and Arishat, immobilised and marked by S1 (se both)
37 force and necro damage to Lanthair, immobilised and marked by S1 (se both)
Spirit wraiths are flying and have phasing.
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies; +2 next attack on S2
Arishat - used AP; immobilised and marked by S1 (se both)
Tavar - used AP
Lynore - used AP; +2 next attack against S2; immobilised and marked by S1 (se both)
Thom - used second wind
(Fluffy)
Lanthair - used second wind; immobilised and marked by S1 (se both)
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED
Spirit Wraith 3
Spirit Wraith 4

Barel Dlode |

Barel doesn't like the idea of these guys waiting on something to happen. In a valiant effort to remove at least one from the playing field, he moves, then charges at S2 with his hammer swinging wildly.
Move action: W20.
Standard Action: Charge S2 (via Y22) ending at W24.
VS AC = (3)+20+2 = 25
Damage (as if): (8)+13+3=24.
Barel grumbles at his incompetence, and also at his growing unease at the wraiths behavior, and belatedly remembers to call out to the wraith, "I'll get you...if it takes me until dinnertime, I'll get you."
Free Action: Mark S2
Can the characters see that zone of yellow ickiness around the blue circle on the map...has anything been mentioned about it, or did I just miss it?

Rev DM |

Barel rejoins the party and thumps his weapon on the ground beside S2 in the nature of a warning shot.
The yellow marks the influence of Arishat's battle standard. You gain extra hp if you heal within the zone.
Spirit wraiths are flying and have phasing.
Arishat - used AP; immobilised and marked by S1 (se both)
Tavar - used AP
Lynore - used AP; +2 next attack against S2; immobilised and marked by S1 (se both)
Thom - used second wind
(Fluffy)
Lanthair - used second wind; immobilised and marked by S1 (se both)
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED; marked by Barel
Spirit Wraith 3
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies

Arishat |

"This way. Take them down." Arishat tries to inspire her allies to shake off the effect of the missiles by hitting one of the enemies. She tries to move herself.
Stirring Force, 1d20 + 20 - 2 ⇒ (7) + 20 - 2 = 25 vs AC S4, 2d10 + 10 ⇒ (4, 9) + 10 = 23 damage, effect: any ally within 2 can make a saving throw with a +7 bonus
Saving Throw 1d20 ⇒ 19

Rev DM |

Arishat calls out words of encouragement and takes heart as her feet come free once more.
Lanthair can make an immediate save at +7 v immobilise and marking.
Spirit wraiths are flying and have phasing.
Tavar - used AP
Lynore - used AP; +2 next attack against S2; immobilised and marked by S1 (se both)
Thom - used second wind
(Fluffy)
Lanthair - used second wind; immobilised and marked by S1 (se both)
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED; marked by Barel
Spirit Wraith 3
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies
Arishat - used AP

Rev DM |

Arishat's reassuring presence is enough to help Lanthair free himself. The halfling is battered, but at least he can move again.
Spirit wraiths are flying and have phasing.
Tavar - used AP
Lynore - used AP; +2 next attack against S2; immobilised and marked by S1 (se both)
Thom - used second wind
(Fluffy)
Lanthair - BLOODIED; used second wind
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED; marked by Barel
Spirit Wraith 3
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies
Arishat - used AP

Rev DM |

Tavar rounds the rubble and narrowly misses S3. As he approaches the pond, he notices a slowly beating heart floating in murk near the surface. The thing pulsates with necrotic energy, but the undead disguise of the companions seems to be fooling it for now.
Spirit wraiths are flying and have phasing.
Lynore - used AP; +2 next attack against S2; immobilised and marked by S1 (se both)
Thom - used second wind
(Fluffy)
Lanthair - BLOODIED; used second wind
Spirit Wraith 1 - BLOODIED; two shrouds; to end encounter takes 5 damage whenever an enemy deals damage to Lynore (including itself)
Spirit Wraith 2 - BLOODIED; marked by Barel
Spirit Wraith 3
Spirit Wraith 4
Barel - used AP; +2AC and resist 5 cold to end enc.; zone 2 centered on Barel is difficult terrain for enemies
Arishat - used AP
Tavar - used AP