Round 6, continued
Kryath's spell sends the rogue stumbling away, giving Aurak an opening to dart to Ibram's side and revive him with divine power channelled through his hands. Meanwhile, Kryath goes to Rocco's side, fishing out a potion.
Ibram, clawed back from the brink of death, rises on unsteady feet. He utters a mighty word that echoes from the clouds with a crash of thunder. Through his art, it sets up painful vibrations in Elalaran's bones, but does no immediate harm. Ibram pulls himself together quickly and utters a few dark words, at which red and black tendrils flicker around him and his victim. The rogue screams in pain, and collapses, eyes rolling back in his head.
Rocco lies still, breathing raggedly.
The other warlock in the trees is still shivering violently from a previous spell, but moves to a better vantage and, with a word, sends a dark pall rushing over the battlefield. Aurak and Cyr are wracked with agony, though the deva's immortal frame resists just enough of the decay to keep him standing. The dragonborn is not so lucky, and crashes to the ground in a clatter of metal plates, senseless.
The last bandit, seeing an opportunity, fires his crossbow at Cyr's back, but the bolt cuts through the invoker's sleeve, leaving a red line, but not actually breaking the skin. With a curse, the bandit retreats into the trees again.
[sblock=ooc]Kryath pushes Elalaran to Q8, moves next to Rocco, and pulls out a potion.
Aurak shifts to R8 and uses Lay on Hands on Ibram, healing him to 7.
Ibram stands up. Echoing roar misses, but Elalaran still takes ongoing 5 thunder and can't benefit from concealment (se). He spends an AP to hit Elalaran with dire radiance, which drops him. Slightly wasteful; the ongoing thunder damage would have killed him on his turn. But you couldn't have known that, I don't think. I'm not sure what you mean to do with your weapons; sheathing a weapon isn't a free action, it's a minor action. But nothing you've done this turn requires you to have your crossbow out. You can either have sheathed the fullblade but not drawn the crossbow, or have dropped the fullblade on the ground and drawn the crossbow. Up to you.
Silphyus gets +1 to a d20 roll on his next turn from Fate of the Void.
Rocco fails his death save. That's one.
Myri takes 5 ongoing cold. She moves south one. She uses Cursebite, which targets Cyr, Aurak, and Rocco. Rocco has concealment and cover (from Kryath); the other attacks are unmodified.
4 vs. Fort misses Rocco, 20 vs. Fort hits Aurak, 18 vs. Fort hits Cyr. Damage is 17 necrotic, of which Cyr resists 5. But Cyr also takes
2 from Myri's curse. Aurak drops to -11 and dying; Cyr is at 2 and is bloodied. Cyr uses Preserver's Rebuke, and gets +3 to his next attack roll against Myri before ENT. Myri gets another point to her darkspiral aura, which is at 2 now. Myri
makes her save vs. ongoing cold.
Bandit 3 shoots Cyr,
15 vs. AC misses by 1. Aww.... He moves back into cover.
[/sblock]
[sblock=status and initiative]
- Myri 48 damage, cursed by Silphyus, bloodied, darskpiral aura 2.
-
Issa dead
-
Elalaran dead
-
Bandit 1 dead
-
Bandit 2 dead
- Bandit 3 unharmed
- Ibram 7/30 HP, 9/11 surges, 1 failed death save, cursed by Issa
- Rocco -1/31 HP, 10/12 surges, cursed by Myri, dying, prone, 1 failed death save
- Silphyus 18/28 HP +5 temp, 8/9 surges, +2 def tsnt, cursed by Issa, +1 to a d20 roll on next turn
- Cyr 2/22 HP 7/7 surges, cursed by Myri, +3 to next attack vs Myri (tent)
- Kryath 26/26 HP, 8/8 surges, cursed by Issa
- Aurak -11/27 HP, 9/11 surges, dying, prone, cursed by Myri
Resources Used:
- Cyr: AP, Memory of a Thousand Lifetimes, Blades of Astral Fire, Channel Divinity
- Ibram: AP, Echoing Roar, Majestic Word x2, Thunder's calling, second wind, Dire Radiance
- Rocco: AP, second wind
- Myri: shadow jaunt, AP, Cursebite
- Issa: shadow jaunt, AP, Cursebite
- Kryath: Ice Javelins, breath weapon, Ray of the Moon
- Aurak: Lay on Hands x2, Divine Strength, Valorous Smite
- Silphyus: AP, second wind, vampiric embrace
[/sblock]
[sblock=Enemy stats]Myri and Issa: Reflex at least 14 but no more than 16. AC <= 19.
Human bandits: AC <= 24, Reflex <= 19
[/sblock]
[sblock=map and terrain notes]
Squares that are more than half covered in vegetation are difficult and lightly obscured terrain. Entering such a square costs 2 squares of movement. Creatures in obscured terrain have concealment, and if there are five or more squares of obscured terrain between you and a target, that target has total concealment from you.
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