[sblock=Please Read]
I forgot Ryry didn't post. I didn't want to delay my post any longer, so I did this: I treated his Init roll as a fail, moved him toward the south east room you are trying to clear, and then the extra zombies on the west side I didn't double move, so that should even out if he missed a turn.
If Ryry is not back in time to post, I dub R1 as designate to post his next turn.
And, for some theme music/video:
Please enjoy
[/sblock]
"A hunter, you say? Hmmm... an undead hunter will be such a boon to my master's plans, yes. Now, an undead dwarf... well, we've plenty of those, but another wouldn't hurt," the priest mocked, before reeling back from Wil's attack.
"You'll pay for that!"
An arc of black lightning spit from his hand, striking Wil and sending burning pain across his face. The priest then motioned for his minions to advance.
"Protect me!"
The two armed dread zombies, who looked like deceased town's guards, Advanced upon Wil, positioning themselves between the archer and the priest, though one was slow to move. The quicker Dreads stabbed with its longsword, and connected on the attack.
In the southeast passage, the Zombie growned a bit at the attacks, but otherwise seemed unphased. Grabing the arrow, it pulled the bolt loose from it's body and dropped it carelessly to the floor. Charina saw the wound close up a bit before it moved. It slings a black glob at the Drow, but it strikes the wall instead.
The second Corruption corpse stood up on the top of a casket, and flung a glob at Kane.
The Corpse of Despair in the south of the passage charged forward, around Kane, slamming itself into Charina. But, the Drow managed to rebuff the attack, bracing herself at just the last moment. However, while free of injury, the force of the impact sent putrid bile from the zombie on to Charina's face.
The rest of the zombie's advanced slowly.
[sblock=Mechanics]
Priest
Standard: Decaying Ray vs Wil (Fort)
Attack:
1d20+12=22
Damage:
1d6+5=9
Effect: Wil is Weakened (Save ends)
Move: Shift to C20
Dread Zombie A18
Move: to C18
Dread Zombie A16
Move: to D18
Standard: Longsword vs Wil (AC)
Attack:
1d20+12=30
Damage:
1d8+5=8
Corruption Corpse: H17
Regen 5 HP
Move: Shift to G17
Standard: Mote of Corruption vs Charina (Reflex)
Attack:
1d20+7=17 Miss
Corruption Corpse: H17
Move: to H18
Standard: Mote of Corruption vs Kane (Reflex)
Attack:
1d20+7=17 Miss
Corpse of Despair K15
Move: to H15 (avoiding Kane OA)
Standard: Crushing Despair (AC)
Attack:
1d20+9=19 Miss
Corpose of Despair G5
Move: to H8
Chillborn H0
Move: to H4
Chillborn L2
Move: to I6
Wraithborn
Move: to F9
[/sblock][sblock=Status]
Wil Rando: E17
23/40 HS 10/10 AP 1 MW 2/2,
Weakened
Hergunna: G13
51/51 HS 9/9 AP 1
Kane: I16
59/59 HS 10/10 AP 1
Kruk: H10
67/67 HS 12/12 AP 1
Carolina: H11
44/44 HS 7/7 AP 1
Charina: G15
39/39 HS 7/7 AP 1
Enemies:
Father Niris: C20
177/186 AP 2/2
Dread Zombie: D18
66/66, Auto-Phoenix-10hp*
Dread Zombie: E18
55/66, Auto-Phoenix-10hp*, slowed-TENT
---
Corruption Corpse: G17
17/46, Regen 5, Bloodied
Corruption Corpse: H18
46/46, Regen 5
Corpse of Despair: H15
86/86
---
Wraithborn: F9
150/150, Regen 5
---
Corpse of Despair: H8
86/86
Chillborn Zombie: I6
71/71
Chillborn Zombie: H4
71/71
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Father Niris (Reskin: Kalarel, Scion of Orcus)
Medium natural humanoid, human
Initiative +5 Senses Perception +9
HP 186; Bloodied 93
AC 22; Fortitude 21, Reflex 19, Will 24
Saving Throws +2
Speed 5
Action Points 2
Rod of Ruin (standard, at-will) Weapon
+14 vs AC; 2d6+5 damage plus ongoing 5 necrotic damage (save ends).
Decaying Ray (standard, at-will) Necrotic
Ranged 10; +12 vs Fortitude; 1d6+5 necrotic damage, and the target is weakened (save ends). Weakened Attacks deal half damage.
Touch of Ruin (minor, at-will) Necrotic
Kalarel must have combat advantage against the target.; +12 vs Fortitude; target gains only half the value of healing done to it until the end of Kalarel's next turn.
Call of the Grave (minor, recharge ) Necrotic
Ranged 5 (affects creatures with ongoing necrotic damage only); +12 vs Fortitude; the target is immobilized until the end of Kalarel's next turn.
Unlife to Life (standard, encounter) Healing
Close burst 5; undead allies heal 5 hp and can shift 3 as an immediate action.
Wrathborn
Medium natural humanoid (undead)
Initiative +7 Senses Perception +8; darkvision
HP 150; Bloodied 75
Regeneration 5
AC 25; Fortitude 23, Reflex 21, Will 19
Immune disease, poison, fear; Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 5
Action Points 1
Longsword (standard, at-will) Weapon
+14 vs AC; 2d8+2 damage.
Vengeful Strike (standard, at-will) Necrotic, Weapon
Requires longsword; +14 vs AC; 1d8+1 damage plus 5 necrotic damage, and the target is pushed 1 square and knocked prone.
Pinning Chains (standard, recharge ) Necrotic
Close burst 5; targets enemies; +12 vs Reflex; 3d8+3 necrotic damage. Hit or Miss: Each enemy adjacent to the wrathborn is immobilized until the end of the wrathborn's next turn.
Survival Instinct
A wrathborn gains a +2 bonus to all defenses while bloodied.
Equipment: heavy shield , longsword , plate armor.
Corruption Corpse
Medium natural animate (undead)
Initiative +3 Senses Perception +3; darkvision
Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.
HP 46; Bloodied 23
Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Reflex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
Slam (standard, at-will)
+8 vs AC; 1d6+3 damage.
Mote of Corruption (standard, at-will) Necrotic
The corruption corpse hurls a black glob of necrotic filth: ranged 10; +7 vs Reflex; 2d6+3 necrotic damage, and the target is weakened (save ends).
Death Burst (when reduced to 0 hit points) Necrotic
The corruption corpse explodes: close burst 1; +7 vs Fortitude; 2d6+3 necrotic damage.
Corpse of Despair
Medium natural animate (undead)
Initiative +3 Senses Perception +4; darkvision
HP 86; Bloodied 43
AC 18; Fortitude 19, Reflex 15, Will 16
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
Slam (standard, at-will)
+9 vs AC; 2d8+4 damage.
Crushing Despair (standard, at-will)
+9 vs AC; 2d6+4 damage, and the target is dazed (save ends).
Death of Hope Psychic
A dazed target hit by the corpse of despair also takes ongoing 5 psychic damage (save ends).
Chillborn Zombie
Medium natural animate (undead)
Initiative +5 Senses Perception +3; darkvision
Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage.
HP 71; Bloodied 35
AC 22; Fortitude 20, Reflex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant
Speed 4
Slam (standard, at-will) Cold
+11 vs AC; 1d6+4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends).
Death Burst (when reduced to 0 hit points) Cold
The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends).
Ice Reaper Cold
The chillborn zombie deals +5 cold damage to an immobilized creature.
Dread Zombie
Medium natural animate (undead)
Initiative +3 Senses Perception +3; darkvision
HP 66; Bloodied 33
AC 21; Fortitude 19, Reflex 15, Will 16
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 5
Longsword (standard, at-will) Weapon
+12 vs AC; 1d8+5 damage.
Zombie Grab (standard, at-will)
+10 vs Reflex; the target is grabbed. Attempts to escape the zombie's grab take a -5 penalty.
Rise Again
If a dread zombie is reduced to 0 hit points by an attack that does not deal fire or radiant damage, the creature is not destroyed. The dread zombie falls prone and appears to be destroyed, but instead, the creature returns with 10 hit points at the beginning of its next turn.
Zombie Weakness
A critical hit scored against a dread zombie reduces the zombie to 0 hit points.
Equipment: heavy shield , longsword , plate armor .
[/sblock]