End of Round 1
Xeela; your bolt flies true but glances off one of the shoulder bones of the skeleton.
Your attack missed although it was close.
Jubei; your Virtous Strikes finds it’s mark and the flash of light tears through the wraith. Which causes the wraith to shriek in agony as it is burned with divine fire. After the glow has faded the wraith is clearly injured but half-as-much as you would otherwise have expected it to be. Yet the nightmarish visions that the wraith had conjured up had vanished.
Drex and Lambent, you are not subject to the wraith’s aura due to Jubei’s attack negating the effect and therefore do not take 5 psychic damage nor do you take a -2 penalty to your defences. At least for now.
And your Divine Challenge takes effect upon the other wraith.
Lambent; your fire blow strikes home though barely a lick of flame scorched the wraith’s ghostly robes. Your next attack follows the first though leaves no more damage than the first upon the wraith. Though it is quite clear now that it has taken a fair beating from both your attack’s and Jubei’s.
Just to be clear the wraith hasn’t been bloodied at this point, but it was almost bloodied.
Phelan; your infusion restores Lambent’s frame enough to prevent the failsafe mechanism within the walkabout from triggering.
Active Perception checks are non-actions. Please be mindful of this in future. Carefully searching for something is a different subject.
Though the bolt from your crossbow just misses the wraith and flies into the darkness beyond it.
Enkii; your attack finds its mark though your blow only scratches the wraith. However you have now flanked the creature.
Because the wraith is now flanked, Jubei and Enkii, the two of your have combat advantage against it. Meaning you have a +2 bonus to your attack rolls against it.
The +2 weapon proficiency applies to attack rolls not the damage rolls of attacks that is what the enhancement bonus from magic items do. So your attack damage is 5 not 7.
Drex; restoring a portion of your life and fuelled by righteous indignation you lash out with divine power. Even though the wraith’s raspy chuckle mocks your attempt to meet out divine justice upon it shrieks as divine fire catches it alight briefly. Then the fire winks out an the wraith makes a terrible almost deafening noise as it screeches aloud. Visions of their death pass through each of the nearby adventurers.
Everyone but Xeela please make a saving throw, if you score 9 or less you take 10 points of psychic damage.
The wraith’s tattered form recovers it’s vitality as it laughs and whispers in voice that carries to each of the adventurers and seems to choke their hearts
“There are no gods, only Death!”
Round 2 Begins
Initiative Order;
1st Xeela
2nd Decrepit Skeletons
3rd Nightmare Wraiths
4th Jubei
5th Gravehounds
6th Lambent
7th Skeletal Archers
8th Phelan
9th Enkii
10th Drex
The battlemap has been updated to reflect changes in position for both players and enemies. F5/Refresh the map for the newest version if you don’t see it on the Game Map page under the appropriate slot in the drop down menu there at the bottom of the page.
The skeletal warriors draw arrows from the quivers upon their backs and fire another volley at the adventurers. Though the arrows find their mark, it is only Jubei’s armour which manages to deflect the arrows.
Decrepit Skeleton I moves from J6 to K6, then fires its short bow at Xeela. Hit, Xeela take 5 physical damage.
Decrepit Skeleton II moves from I7 to J7, and then fires its short bow at Xeela. Hit, Xeela take 5 physical damage.
Decrepit Skeleton III moves from H8 to H9, and then fires its short bow at Enkii. Hit, Enkii take 5 physical damage.
Decrepit Skeleton IV remains at H11, and then fires its short bow at Jubei. Misses.
Decrepit Skeleton V remains at G13, and then fires its short bow at Jubei. Misses.
Decrepit Skeleton VI remains at F16, and then fires its short bow at Jubei. Misses.
The wraiths strike out at adventurers nearby with their terrible claws.
Nightmare Wraith I moves from R13 to R12, Invoking an Opportunity Attack from Enki. Then uses it’s Agonizing Touch against Xeela. Hits, Xeela take 8 physical damage and 5 ongoing psychic damage (save ends).
Edit: Because it ignored Jubei's Divine challenge it takes 8 radiant damage and thus has it's aura negated.
Nightmare Wraith II remains at O16, then uses its Agonizing Touch against Jubei. Misses.
Xeela,take 5 psychic damage and suffer a -2 penalty to your defences and saving throws on the start of your turns.
The hounds renew their attacks yet cannot find purchase upon the adventurers.
Gravehound I remains at M15 and attacks Jubei with Foul Bite. Misses.
Gravehound II moves from O12 to N13 and attacks Drex with Foul Bite. Misses.
The skeletal archers, far at the back, and illuminated only by the dim light from the lanterns make another assault upon the part of adventurers with their great and ancient longbows.
Skeletal Archer I remains at C3 and attacks Enkii with Longbow. Hit, Enkii take 14 physical damage.
Skeletal Archer II remains at B5 and attacks Jubei with Longbow. Hit, Jubei take 8 physical damage.
This message was last edited by the GM at 20:15, Wed 15 Jan 2014.