The party kills one of the zombies. It explodes sending ice shards everywhere. Merri manages to dodge them, but Ignus and Graven aren't so lucky. After killing the zombie, Graven teleports to the location of the other zombie. The zombie turns and slams his fist into the construct. Graven finds he can't move. Eva was not hit, but the cold is taking its toll on her. She feels too week to move. If the zombie isn't killed soon the wizard will fall.
[sblock=mechanics]
Heros Turn
Eva: -10 from aura and extra damage, second wind, 6/8 surges, and she has +2 all defenses USNT Eva, fails save, -5 extra cold
Ignus: -5 aura, takes 7 damage from explosion, slowed (save ends), drink potion for 10, -1 healing surge, save vs both conditions
Merri: -3 damage from aura, miss
Graven: takes 10 damage, kills CB2, takes 7 damage form explosion, slowed (save ends), gain 10 thp, AofS CB1, save vs both effects, active Guardian Blade
Total Damage to Enemy:
CB2:
DEAD
CB1:
-4
Baddies turn:
CB1
movement: none
attack: Slam attack: 1d20+11 vs Graven AC: for 1d6+4 =
(Hit 20) for 7
Note 1: At the beginning of next turn all allies except Ignus take 5 cold damage from aura
Note 2: Eva and Graven both are immobilized until
the end of the chillborn zombie’s next turn and takes ongoing 5
cold damage (save ends): if you fail at the end of your turn to save vs immobilized you take an additional 5 cold damage (see Ice Reaper Power)
Total Damage to Allies:
Eva: -15
Graven: -17
Ignus: -12
Merri: -3
[/sblock]
[sblock=Stats]
Palyers
Eva:
Bloodied, immob (save ends)
AC:18, Fort:14, Reflex:17, Will:15 -- Speed:7
HP:
9/32 THP: 0 Surges left:6/8 AP: 0
Ignus Bloodied
AC: 17, Fort: 14, Reflex: 15, Will: 12
HP:
15/28 THP 0
5/10 Action Points: 1
Merri:
AC 18 For: 15 Ref: 16 Will: 18
HP:
24/34 Temp 1 Surges/day: 3 AP: 0
Graven:
Bloodied and Immob (save ends)
AC: 18, For: 15 Ref: 15 Will: 14
+2 saves against ongoing damage
HP:
10/40 THP: 3 Surges
7/11 AP: 0
Enemies:
Saxon DEAD
ZM2 DEAD
ZM3 DEAD
ZM4 DEAD
Z1 DEAD
Z2 DEAD
Z3 DEAD
Z4 DEAD
CB2 DEAD
CB1 67/71
[/sblock]
[sblock=Enemies]
Zombie Minion
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.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.
Chilborn Zombies
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.
Saxon the Priest
HP 82; Bloodied 41
AC 22; Fortitude 19, Reflex 21, Will 21 AP 1
Saving Throws +5 against charm eff ects
Speed 6; see also fey step
mSpear (standard; at-will) ✦ Weapon
+10 vs. AC; 1d8 + 1 damage, and the target is slowed until the
end of Saxon's next turn.
R Binding Force (standard; at-will)
Ranged 10; +12 vs. Reflex; 1d8 + 3 damage, and the target is
immobilized until the end of Saxon's next turn.
R Necroitic Pulse (standard; at-will) ✦ Necrotic
Ranged 10; +12 vs. Reflex; 1d8 + 2 damage, and the target slides
up to 3 squares.
C Dazzling Blast (standard; recharge ⚄ ⚅ ) ✦ Necrotic
Close blast 3; +9 vs. Will; 2d6 + 3 necrotic damage, and the
target is blinded until the end of Saxon's next turn.
Teleport Step (move; encounter) ✦ Teleportation
Saxon can teleport 5 squares.
Alignment evil Languages Common, demonic
Skills Arcana +16, History +16, Nature +10
Equipment robes
[/sblock]
[sblock=map]
map
[/sblock]
GM: | It's the party's turn | |