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[Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??)

OOC: Auto beat initiative

Drew nods to himself as he observes the zombies raising and two of them positioning themselves just right. Almost before they found their balance, monk sweeps his leg in full circle, hitting one zombie in the head and sweeping legs from under another. Both fall down and don't rise again.

He then slides next to the closest zombie.

"Some kind of cold protection would be nice, he calls behind him. Such as sticking that frozen one to the wall. I can feel the chill from here."

[sblock=Actions]
Standard: Five storms vs Ref (Zm1; Zm2) (1d20+9=19, 1d20+9=24) - two minions down

Move: L13
[/sblock]
 

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Voda Vosa

First Post
Vermitrax finishes his spell, and the already moving shadows erupt from the floor, trying to seize and rend the zombies around them.

"Stop talking and do something, shame of human race!"
Vermitrax says to Sharpe, as he closes his eyes trying to recall another spell.

[sblock]
Initiative: 10
Grasping shadows vs Zombie Hulk, Zombie, Corruption corpse: 12, 10 and 26 vs reflex for 15 psychic damage and are slowed.
Shadows writhe in the area and continue until the end of Vermitrax's next turn. Any creature that enters the area of the grasping shadows takes 5 psychic damage and is slowed until the end of its next turn [/sblock]
 

Ozymandias79

First Post
OOC: init 14


Zharne summons up an artic wind on two of the walking deads, however the brunt of the attack seems to be focused on second undead, leaving the first one unscathed and the second in ice

Then he assumes his beastform and howls and transforms into a white and regal looking wolf form then he charges the winter zombie

[sblock=Action Details]
Standard Action:chill wind (area burst 1 on E10, misses ZM3 but crits ZM4)
Minor Action: wildshape to beast form
Move Action: Form of the Primeval Wolf
If I have an AP then I use it
AP Action: charge chillborn zombie(move to M10, hit ref 19 for 11 damage and it is slowed until the end Zharnes next turn )
[/sblock]

[sblock=Zharne Redcloud stat Line]Zharne Redcloud- Male Elf Druid 6
Passive Perception: 24, Passive Insight: 17
AC:21, Fort:16, Reflex:19, Will:19, Resist 5 Cold, Speed:8
HP:42/56 Bloodied:28, Surge Value:14(16 in Beastform), Surges left:9/9
Initiative +7, Action Points: 1, Second Wind: not used
Powers: Wild Shape, Grasping Claws, Swarming Locusts, Chill Wind,
Thorn Spray, Predator's Flurry, Elven Accuracy,
Summon Pack Wolf, Rebuking Thorns, Fleet Pursuit, Form of the Primeval Wolf(used), Primeval Wolf Attack,
Enduring Beast Hide,Frostwolf Pelt
[/sblock]

OOC:
[MENTION=79956]dimsdale[/MENTION] , please note that if the chillborn hits Zharne then Zharne will activate the frostpelts power and that will knock the chillborn prone also note the resist 5 cold that Zharne has
 

RedBeardJim

First Post
OOC: Init: 10


Gellan dashes forward with a grim expression. This is desecration. These bodies should be resting, going back to the earth. Such magic....pah! Blades flashing, he cuts down one zombie and severely wounds another.

[sblock=Actions]Move: Use Combat Sprint to move to D-10.
Standard: Attack Z2 with Whirling Rend. Hits AC 17, doing 16 damage to Z2 and 13 to ZM3. ZM3 is dead.
Free: Use Whirling Lunge to shift to C-10 and do 8 more damage to Z2.
Summary: Z3 is killed, Z2 takes 24 damage.[/sblock]
[sblock="Mini stat"]Gellan Bonesaw - Level 6 Halfling Barbarian
Passive Perception: 19, Passive Insight: 14, Initiative: +6 Senses: Normal
AC: 21, Fortitude: 20, Reflex: 18, Will: 15 -- Speed: 6, Size: Small
HP: 41/57, Bloodied 28, Surge Value 14, Surges left 6/9
Action Points: 0, Second Wind: not used
Powers -
Pressing Strike, Whirling Rend
Second Chance, Whirling Lunge, Hunter's Quarry
Combat Sprint, Tumbling Dodge, Whirling Frenzy, Whirling Step

Swift Panther Rage, Thunder Hooves Rage, Rage Strike[/sblock]
 

dimsdale

First Post
[sblock=WIP]
The allies strike first with brutal attacks, dropping four and seriously injuring three more. But the ended horde strikes back.

[sblock=Mechanics]
Heros

No action taken yet

Drew: Kills ZM1 and ZM2
Prime: Hits zombie hulk for 25, marks zombie hulk, +2 to hit ZH and +4 damage, +2 bonus to AC tent, AP spent
Vermitrax: 15 damage on CC and CC slowed,
Sharpe: Initiative too low
Pet Dragon:
Gellan: Hits Z2 for 24 and and kills ZM3
Timber Wolf:
Zharne: Crit ZM4 for 10 damage, AP: Hits CB for 11 and is slowed

Total Damage to Enemy:
ZM1 Dead
ZM2 Dead
ZM3 Dead
ZM4 Dead
CC: -15
ZH: -25
CB: -11
Z2: -24


Baddies turn:
Z1 Attacks Drew: 1d20+6 vs Drew AC: miss
Z2 Attacks Gellan: 1d20+6 vs Gellan AC: miss
Z3 Attacks Dragon: 1d20 vs Dragon AC: Hits for 9 damage
Z4 Moves to current location
CH Attacks Zharne: 1d20+11 vs Zharne AC: miss
CC Attacks Drew: 1d20+7 vs Reflex: miss
ZH Attacks Prime: Get up: Zombie smash: 1d20+12 vs Prime AC: miss

wow

Total Damage to Allies:
Dragon: hit for 9

[/sblock]

[sblock=map]


[/sblock]

[sblock=Stats]

Palyers

Prime:
Defenses: AC: 23, Fort: 19, Ref: 16, Will: 16 AP 0
HP: 58/58 THP: Bloodied: 29, Surge value:14, Surges left: 11/13

Gellan:
Defenses: AC: 20, Fort: 19, Ref: 17, Will: 14
HP: 42/51,THP 14: Bloodied 25, Surge Value 12, Surges left 8/9

Sharpe:
AC 18, Fort: 15, Ref: 13, Will: 17
HP 51/51, THP: Bloodied 20 Surge Value 10; Surges left 7/11

Malifixindalaunt: Dragon Mount
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 51/60 THP 14; Bloodied 30

Vermitrax:
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 9/9
Resist 5 Cold 10 Force

Zharne:
AC 20 THP 5; Fort: 15, Ref: 18, Will 18 AP 0
HP 47/51 THP 14 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
Resist 5 Cold

Timber Wolf:
AC 20; Fort: 15, Ref: 18, Will 18
HP 51/51

Drew:
AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
HP 23/34 THP 0 Bloodied 17 Surge Value 8 Surges left 6/8

Enemies:
ZM1 1/1 DEAD
ZM2 1/1 DEAD
ZM3 1/1 DEAD
ZM4 1/1 DEAD
Z1 40/40
Z2 16/40
Z3 40/40
Z4 40/40
CH 46/46
CC 56/71 slowed
ZH 63/88 Prone

[/sblock]

[sblock=Monster Stats]

Zombie Rotter
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.

Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
M Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Corruption Corpse
Grave Stench aura 1; living enemies in the aura take a –5 penalty to
attack rolls.
HP 46; Bloodied 23; see also death burst
Regeneration 5 (if the corruption corpse takes radiant damage,
regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Refl ex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
m Slam (standard; at-will)
+8 vs. AC; 1d6 + 3 damage.
R Mote of Corruption (standard; at-will) ✦ Necrotic
The corruption corpse hurls a black glob of necrotic fi lth. Ranged
10; +7 vs. Refl ex; 2d6 + 3 necrotic damage, and the target is
weakened (save ends).
C Death Burst (when reduced to 0 hit points) ✦ Necrotic
The corruption corpse explodes. Close burst 1; +7 vs. Fortitude;
2d6 + 3 necrotic damage.

Chillborn Zombie
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; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fi re, 5 radiant
Speed 4
mSlam (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); see also ice reaper.
C 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 an extra 5 cold damage to an
immobilized creature.

Zombie Hulk
HP 88; Bloodied 44; see also rise again
AC 20; Fortitude 23, Refl ex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 4
m Slam (standard; at-will)
Reach 2; +12 vs. AC; 2d8 + 5 damage.
M Zombie Smash (standard; recharge ⚅ )
Reach 2; targets Medium size or smaller creature; +12 vs. AC;
4d8 + 5 damage, and the target is knocked prone.
Rise Again (the first time the zombie hulk drops to 0 hit points)
Make a new initiative check for the zombie hulk. On its next turn,
the zombie hulk rises (as a move action) with 44 hit points.

[/sblock]

[sblock=Adventure Summary]
Quest
Find Lord Weinfurter dead or alive
Locate and retrieve an orb
Summary
Fought off an ambush by a shambling mound and a black dragon.
Kidnapped a sniper. Learned some info about a gang of goblins with a V scare
Sniper says help help party if they help him get home
Party attack goblin stronghold, killing ogre and many guards
Party invades V clan
Party slay leader and discovers a communication device and communicates with someone named Vlastoes
Party discovers the location of the scar clan and that the V clan had just sent out a raid on the scar clan
Party arrives at the location of the hideout and discovers the two rival clans battling to the death
The V clan crushes the attack, but makes it easy for the party to crush them.
The party enters the hideout and disables traps and a guardian statue
The party meets Vlastoes for the first time

[/sblock]
[/sblock]
 
Last edited:

dimsdale

First Post
The allies strike first with brutal attacks, dropping four and seriously injuring three more. The undead horde strikes back, but only one foe manages to hit the dragon. A blob of black filth flies over the head of the monk, missing him by inches. All


[sblock=Mechanics]
Heros

No action taken yet

Drew: Kills ZM1 and ZM2
Prime: Hits zombie hulk for 25, marks zombie hulk, +2 to hit ZH and +4 damage, +2 bonus to AC tent, AP spent
Vermitrax: 15 damage on CC and CC slowed,
Sharpe: Initiative too low
Pet Dragon:
Gellan: Hits Z2 for 24 and and kills ZM3
Timber Wolf:
Zharne: Crit ZM4 for 10 damage, AP: Hits CB for 11 and is slowed

Total Damage to Enemy:
ZM1 Dead
ZM2 Dead
ZM3 Dead
ZM4 Dead
CC: -15
ZH: -25
CB: -11
Z2: -24


Baddies turn:
Z1 Attacks Drew: 1d20+6 vs Drew AC: miss
Z2 Attacks Gellan: 1d20+6 vs Gellan AC: miss
Z3 Attacks Dragon: 1d20 vs Dragon AC: Hits for 9 damage
Z4 Moves to current location
CH Attacks Zharne: 1d20+11 vs Zharne AC: miss
CC Attacks Drew: 1d20+7 vs Reflex: miss
ZH Attacks Prime: Get up: Zombie smash: 1d20+12 vs Prime AC: miss

recharge: nope

wow

Total Damage to Allies:
Dragon: hit for 9

[/sblock]

[sblock=map]

map

[/sblock]

[sblock=Stats]

Palyers

Prime:
Defenses: AC: 23, Fort: 19, Ref: 16, Will: 16 AP 0
HP: 58/58 THP: Bloodied: 29, Surge value:14, Surges left: 11/13

Gellan:
Defenses: AC: 20, Fort: 19, Ref: 17, Will: 14
HP: 42/51,THP 14: Bloodied 25, Surge Value 12, Surges left 8/9

Sharpe:
AC 18, Fort: 15, Ref: 13, Will: 17
HP 51/51, THP: Bloodied 20 Surge Value 10; Surges left 7/11

Malifixindalaunt: Dragon Mount
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 51/60 THP 14; Bloodied 30

Vermitrax:
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 9/9
Resist 5 Cold 10 Force

Zharne:
AC 20 THP 5; Fort: 15, Ref: 18, Will 18 AP 0
HP 47/51 THP 14 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
Resist 5 Cold

Timber Wolf:
AC 20; Fort: 15, Ref: 18, Will 18
HP 51/51

Drew:
AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
HP 23/34 THP 0 Bloodied 17 Surge Value 8 Surges left 6/8

Enemies:
ZM1 1/1 DEAD
ZM2 1/1 DEAD
ZM3 1/1 DEAD
ZM4 1/1 DEAD
Z1 40/40
Z2 16/40
Z3 40/40
Z4 40/40
CH 46/46
CC 56/71 slowed
ZH 63/88 Prone

[/sblock]

[sblock=Monster Stats]

Zombie Rotter
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.

Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
M Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Corruption Corpse
Grave Stench aura 1; living enemies in the aura take a –5 penalty to
attack rolls.
HP 46; Bloodied 23; see also death burst
Regeneration 5 (if the corruption corpse takes radiant damage,
regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Refl ex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
m Slam (standard; at-will)
+8 vs. AC; 1d6 + 3 damage.
R Mote of Corruption (standard; at-will) ✦ Necrotic
The corruption corpse hurls a black glob of necrotic fi lth. Ranged
10; +7 vs. Refl ex; 2d6 + 3 necrotic damage, and the target is
weakened (save ends).
C Death Burst (when reduced to 0 hit points) ✦ Necrotic
The corruption corpse explodes. Close burst 1; +7 vs. Fortitude;
2d6 + 3 necrotic damage.

Chillborn Zombie
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; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fi re, 5 radiant
Speed 4
mSlam (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); see also ice reaper.
C 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 an extra 5 cold damage to an
immobilized creature.

Zombie Hulk
HP 88; Bloodied 44; see also rise again
AC 20; Fortitude 23, Refl ex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 4
m Slam (standard; at-will)
Reach 2; +12 vs. AC; 2d8 + 5 damage.
M Zombie Smash (standard; recharge ⚅ )
Reach 2; targets Medium size or smaller creature; +12 vs. AC;
4d8 + 5 damage, and the target is knocked prone.
Rise Again (the first time the zombie hulk drops to 0 hit points)
Make a new initiative check for the zombie hulk. On its next turn,
the zombie hulk rises (as a move action) with 44 hit points.

[/sblock]

[sblock=Adventure Summary]
Quest
Find Lord Weinfurter dead or alive
Locate and retrieve an orb
Summary
Fought off an ambush by a shambling mound and a black dragon.
Kidnapped a sniper. Learned some info about a gang of goblins with a V scare
Sniper says help help party if they help him get home
Party attack goblin stronghold, killing ogre and many guards
Party invades V clan
Party slay leader and discovers a communication device and communicates with someone named Vlastoes
Party discovers the location of the scar clan and that the V clan had just sent out a raid on the scar clan
Party arrives at the location of the hideout and discovers the two rival clans battling to the death
The V clan crushes the attack, but makes it easy for the party to crush them.
The party enters the hideout and disables traps and a guardian statue
The party meets Vlastoes for the first time

[/sblock]
 
Last edited:

Luinnar

First Post
OOC: I'm assuming we had our weapons in hand. :)

Zombies? Did you hear that dragon? Zombies! Sharpe says happily, jumping onto the dragon, drawing his sword and stabbing it into a zombie.
[sblock=actions]
Free: Grant Drew 5 THP last turn from Virtue of Valor.
Move:Hop onto dragon.
Standard:Guiding Strike 27 vs AC 12 damage and -2 to AC EONT.
[/sblock]
[sblock=Moment of Escape]
Moment of Escape. (Encounter Move Ranged 10 ✦ Arcane)
Target:
One ally
Effect: Sharpe slides the target 4 squares.[/sblock]
[sblock=Sharpe]
Sharpe Wellington- Male Half-Elf Bard 5
Init: +2, Passive Perception: 14, Passive Insight: 12
AC 19 Fortitude 16 Reflex 14 Will 18, Spd: 5
HP 51/51
Bloodied 25 Surge Value 12; Surges Per-Day 7/11
AP: 1, Milestones:0

Basic Attacks:
Basic Attack +5 vs AC, Longsword, 1d8 damage
Ranged Basic Attack N/A

Powers:
Staggering Note, Guiding Strike
Majestic Word X2, Shout of Triumph, Knack for Success, Words of Friendship, Thunder's Calling, Second Wind, Shield of Devotion, Moment of Escape, Noxious Breath (Dragon)
Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence), Song of Discord

Misc: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Conditions:
Nil

Note:

Virtue of Valor: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Priority:
[/sblock]
[sblock=Malifixindalaunt The White Dragon]
Malifixindalaunt (Veserab) Level 6 Lurker
Large shadow beast (mount)
HP 60/60; Bloodied 30 Surge 1/1
AC 20; Fortitude 20; Reflex 17; Will 17
Speed 4, fly 8 (clumsy)
Immune noxious breath
Initiative +11
Perception +11
Blindsight 20

Traits:
Combat Advantage
Malifixindalaunt deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.

Standard Actions
:bmelee: Bite • At-Will
Attack: +11 vs. AC
Hit: 2d6 + 5 damage.

:bmelee: Wing Claw • At-Will
Attack: +11 vs. AC
Hit: 1d6 + 5 damage.

:close: Noxious Breath (poison, zone) • Encounter
Attack: Close blast 4; +9 vs. Fortitude
Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the
Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.

:melee:Diving Wing Rake • Standard, At-Will
Effect:
Malifixindalaunt makes a charge attack, making two wing claw attacks. After attacking, Malifixindalaunt moves up to 1 square and moves in an unoccupied square.

Skills Stealth +12
Str 20 (+8) Dex 18 (+7) Wis 17 (+6)
Con 17 (+6) Int 2 (–1) Cha 4 (+0)
Alignment Evil Languages —

[/sblock]
 
Last edited:

Someone

Adventurer
Prime swings his hammer again. He strikes the misshapen blob of flesh again, with a hard blow that rips off it's lower jaw and sends it against the wall. Surprisingly, it doesn't look like it has any effect on the monster.

[sblock=actions]
Standard: Tide of Iron on the zombie hulk, fails to hit by one (even counting power bonuses from Villian's menace). Hulk is Marked again.
Move: Shift to current position. Shifting triggers boots' bonuses.
[/sblock]


[sblock=A guide to Prime's immediate actions]
With all the immediate action Prime is gathering, he’s becoming a complex character to have in pbp. In order to reduce the amount of retconning, feel free to use one of these actions at the first chance it could be reasonably useful, in the following order of priority:

  • Combat Challenge (fighter feature, at will), a MBA he can make against a Marked enemy who shifts or makes an attack that doesn’t include Prime. Notice that he can push enemies up to 3 squares with this attack: since combat challenge is an interrupt, this has the potential to completely negate an attack if it pushes the enemy beyond melee range. Otherwise use the push to disrupt the enemy strategy as much as possible.
  • Guardian’s counter (Encounter power), If an ally within 2 is being hit but the attack wouldn’t hit Prime or the damage to the ally would be severe
  • Shield Edge Block (Encounter power), when he’s hit by a melee or close attack and a -4 penalty to hit would make the attack fail.
  • Unbreakable (Encounter power), if hit by an attack that deals 10 or more damage (he’d negate 9 with the power -which isn’t described as damage reduction-, then 1 from armor property)
If you roll any attack granted by any of these actions, don't forget Prime's Warforged Tactics feat: +1 to hit enemies adjacent to at least one ally.

[/sblock]
[sblock=mini-stats] Prime Warforged Fighter 6

Status:
Initiative: +4, Passive perception: 22, Passive Insight: 17
Defenses: AC: 25/24, Fort: 20/20, Ref: 18/17, Will: 17/17
HP:64/64 THP: 0 Bloodied: 32, Surge value:16, Surges/day: 10/13 Speed: 5 squares
Languages: Common
AP: 0
Powers:
Tide of Iron, Resolute Shield, Pass Forward
Hack and Hew, Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, Boots of the fencing master, Second Wind
Villain’s Menace, Rain of Steel, Knockback Warhammer[/sblock]
 
Last edited:

OOC: When was Drew hit?

Drew uses his speed to bypass the zombie in front of him, rolling on the floor, entering the cold aura of the frozen corpse. Gritting his teeth, he comes up from his roll grabbing the legs of the zombie he passed and throwing it over his shoulder. He missed the chillborn in his roll, but his leg flashes out as he returns to balance from his throw, pushing the cold away.

[sblock=Actions]
Move: Eternal Mountain Move: shift 2 squares to M11
Standard: Eternal Mountain vs Fort(Chillborn; Z1); damage (1d20+9=10, 1d20+9=22, 2d8+6=22) - Z1 takes 22 damage and falls prone, CH takes 6 damage from flurry of blows and is slid to O10

[/sblock]
 

Ozymandias79

First Post
Zharne moves to flank with Drew then becomes a tornado of claws and teeth that savagely dismembers the ordinary zombie then hits frozen kin and somehow misses the monk in it pathway

[sblock=Action Details]
Move Action:move to M13
Standard Action:predator's Flurry(hits Z1 for 18 damage,that's kills the zombie, then shifts N10 and hits CZ for 14 damage and CZ is knocked prone and dazed until Zharne the end of next turn, it is knocked prone due the grasp of the world serpent feat)
Free Action:primeval Wolf Attack(vs CZ, hits fort 18 for 19 damage, spends Elven Accuracy to make it hit fort 30 instead)
Minor Action:N/A

Z1 takes 18 & CZ takes 33 damage and is dazed TENT and knocked prone
[/sblock]
 

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