[sblock=Kama'Zer]
I don't think you can use the end of a condition (such as blindness) as a trigger. The rules clearly state you need to identify an action as your trigger. Doesn't change anything to the outcome so we'll let it stand but don't do that anynmore.
http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332
Also, Stand the fallen heals every ally, it doesn't heal Kama'Zer.
It did heal a lot of HP, though, about 70 hp or so. Pretty darn powerful power in a large group![/sblock]
Rinch once more uses his fell power to cast a cloak of darkness over the eyes of his amassing enemies, striking most of them blind.
The Zombie hulk ignores Montroya's injonction in favor of Soldier's challenge. The outcome isn't to his benefit...
The dark emissary is more successful in exploiting the warrior's blindness and hits him solidly.
The corruption corpse have decided that their mortal enemy is Jarel and focus on him
The hound takes a bite out of Tsiri, tripping her to the ground and infecting her, then shies away from the intense cold.
[sblock=Actions]
Armor of Agathys (2d6+8=14, 2d6+8=15) only first roll counts
Forgot to post this previous turn but it was rolled a while back as you can see
Recharge 1:Curse of blindness (5) 2:Commanding voice (6) (1d6=5, 1d6=3)
Curse of Blindness (Close burst 3)
vs For 1:Soldier, 2:Kama, 3:Callen, 4:Tsi'ri, 5:7 Rabbit, 6:Mrithas, 7:Montroya (1st damage counts for all) (1d20+10=22, 1d6+5=6, 1d20+10=20, 1d6+5=11, 1d20+10=16, 1d6+5=8, 1d20+10=23, 1d6+5=6, 1d20+10=14, 1d6+5=7, 1d20+10=25, 1d6+5=7, 1d20+10=26, 1d6+5=8) Everybody hit except 7 Rabbit. He's special.
1: Curse of blindness (5) 2:Commanding Voice (6) (1d6=1, 1d6=5) nothing recharges
Zombie Hulk:
vs AC; damage, recharge Zombie smash (6) (1d20+12+2=15, 2d8+5=18, 1d6=6)
he is cursed.
Dark emissary
vs AC 20 (1d20+10+2=20, 1d4+5+2d6=12) hit
Use move and minor to jig around an end TPL.
Corruption corpse
vs Ref (1d20+7=14, 2d6+3=5, 1d20+7=25, 2d6+3=14) 1 hit, 1 miss
Zombies
+2 for blindness or flanking, 1:Tsiri 2:Andrec 3:Callen (1d20+6+2=18, 2d6+2=5, 1d20+6+2=25, 2d6+2=4, 1d20+6+2=10, 2d6+2=11) miss Tsiri and callen, hit Andrec for 11
Hound:
vs Tsiri (1d20+7+2=28, 1d6+3=7)
shift TPL
[/sblock]
[sblock=status]Dark Emissary 2: Concealed
Hound 2: 14/54 cursed (tsi'ri)
Corruption Corpse 2: 5/46 cursed (Tsi'Ri) marked
Corruption Corpse 3: 41/46
Rinch: 75 /136
Hulk: 39 / 88 offering of justice, marked (soldier)
Zombie 3: 1/40 cursed (7 Rabbit)
Zombie 8: 8/40 Dazed
Jarel: 25/43 [4/11] weakened
Montroya: 26/37 [6/8] blind (save ends)
Andrec: 26/32 [3/7]
7 Rabbit: 46 /46 [6/10] Armor of Agathys
Kama'Zer: 20 /46 [2/9] blind (save ends)
Soldier: 43 /50 [1/13) Regenerate 6 when bloodied, slowed (save), blind (save ends)
Tsi'Ri: 44 +1 (40) /46 [8/10] armor or agathys, blind (save ends), prone, ongoing 5 (save ends)
Mrithas: 26 / 38 [3/9] Dazed TENT, blind (save ends)
Callen: 31/37 [5/8], blind (save ends)
Rinch (Same picture as for Damon from the first fight)
HP 136; Bloodied 68 ; see terrible visage
AC 22; Fortitude 19, Reflex 18, Will 22
Cold Resistance 5
Scepter of Striking (standard, at-will) Weapon
+11 vs AC; 2d6 + 7 damage, and the target is dazed until the end of Rinch’s next turn.
Z = Good old Zombie
HP 40; Bloodied 20
AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Slam (standard, at-will)
+6 vs AC; 2d6+2 damage.
Zombie Grab (standard, at-will)
Zombie Weakness (dies on a crit)
Gravehound (You know the picture. You love grave hounds!)
HP 54; Bloodied 27
AC 14; Fortitude 14, Reflex 12, Will 11
+7 vs AC; 1d6+3 damage, and the target takes ongoing 5 necrotic damage (save ends) and is knocked prone if it is Medium size or smaller.
Death Jaws (when reduced to 0 hit points) Necrotic
The gravehound makes a bite attack against a target within its reach.
Zombie Weakness
Corruption Corpse (The humanoid looking Zombies with punched in face)
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
+8 vs AC; 1d6+3 damage.
Dark One Emisarry (Did you not have enough of the last one? Here is a double treat!)
HP 48; Bloodied 24
AC 20; Fortitude 16, Reflex 20, Will 17
Dagger (standard, at-will) Weapon
+10 vs AC; 1d4+5 damage.
Killing Dark (when reduced to 0 hit points, )
Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark one emissary explodes in a spout of darkness.
Zombie Hulk
HP 88; Bloodied 44
AC 20; Fortitude 23, Reflex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Slam (standard, at-will)
Reach 2; +12 vs AC; 2d8+5 damage.
[/sblock]