[sblock=Surges]
I just noticed 1 surge only gets Dextyr up to 21 hp - I assume he's spending a second to get up to 28. Let me know if that's wrong.
That means Blade has 6 surges left, Dextyr also has 6, Mikara has 3, Tristan has 6, and Tonk has 3. Also everybody now has 1 AP, except Dextyr still has 2.
[/sblock]
The shadowy figure yells back at Tonk, his voice thin on the wind:
"You have been sentenced to death, and the dead will collect! HA HA HA HA HA!"
[sblock=Enemies]
Necromancer
HP: 54;
Bloodied: 27
AC: 18;
Fort: 15,
Reflex: 16,
Will: 17
Melee Basic Attack: Staff of Death +9 vs AC; 1d6 necrotic damage and target is immobilized (save ends)
Specter (S)
HP: 30;
Bloodied: 15
AC: 16;
Fort: 16,
Reflex: 16,
Will: 17
Immune: disease, poison;
Resist: 10 necrotic;
Insubstantial;
Vulnerable: 5 radiant
Aura: Spectral Chill (Cold): All enemies take -2 to all defenses while within 1 square of the Specter
Melee Basic Attack: Spectral Touch +7 vs Reflex; 1d6+2 necrotic damage
Wraith (W)
HP: 31;
Bloodied: 15
AC: 15;
Fort: 12,
Reflex: 15,
Will: 13
Immune: disease, poison;
Resist: 10 necrotic;
Insubstantial;
Vulnerable: 5 radiant
Melee Basic Attack: Shadow Touch +8 vs Reflex; 1d6+4 necrotic damage and target is weakened (save ends)
Mad Wraith (M)
HP: 38;
Bloodied: 19
AC: 16;
Fort: 13,
Reflex: 16,
Will: 15
Immune: disease, poison;
Resist: 10 necrotic;
Insubstantial;
Vulnerable: 5 radiant
Aura: Mad Whispers (Psychic): All enemies who start their turn within 3 squares of the Mad Wraith take 4 psychic damage and are dazed until the start of their next turn (if the Mad Wraith takes radiant damage, the aura is negated until the end of its next turn)
Melee Basic Attack: Touch of Madness +6 vs Will; 1d6+4 psychic damage and target takes -2 to Will (save ends)
Wisp Wraith
HP: 1; a missed attack never damages a minion
AC: 13;
Fort: 11,
Reflex: 15,
Will: 12
Immune: disease, poison;
Resist: 10 necrotic;
Insubstantial;
Vulnerable: 5 radiant
Melee Basic Attack: Shadow Caress +4 vs Reflex; 4 necrotic damage, and target is slowed until the end of the wisp wraith's next turn
[/sblock]
[sblock=Status]
The approaching Specter rolled
Stealth (+5 for Invisibility) (1d20+9+5=29) and
Perception (1d20+6=8), so Mikara didn't spot it phasing through the rock until it was right next to her, but it also has no idea she's there. The wraiths rolled
Stealth (1d20+11=17, 1d20+12=15, 1d20+8=12, 1d20+8=19, 1d20+8=9, 1d20+8=11), none of which beats Blade and Tristan's passive Perception, so you're all aware of them. (Blade and Tristan can point them out to the others - makes things simpler.)
The enemies go on the Necromancer's init:
Initiative (1d20+4=14). So everybody gets to act before them except Blade.
Mikara (
24/24 hp, prone)
Tonk (
24/24 hp)
Blade (
29/29 hp)
Dextyr (
28/28 hp)
Tristan (
26/28 hp)
[/sblock]
[sblock=Map]
The triangle next to Tonk and Blade is the half-filled pit; it's difficult terrain. (The four triangles on the left of the map are also difficult terrain.)
The box next to Tristan is the hidden pit with a stake in the bottom.
The yellow line is the string of jangly ropes you put up. Off to the right is the fake campfire, with the hobgoblin's body and another jangly rope.
Your campfire sheds bright light up to the trees, but inside the trees the light is dim.
[/sblock]