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6 Eagle Down (Judge : Garyh)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 5023964" data-attributes="member: 834"><p>The party hurtles along the tunnels until they realize they are at last on dry ground. They have have risen above sea level. In relief they find a large cave entrance and finally see the light of day... and stop in their track. There is a welcome comittee waiting for them; a veritable legion of undeads! Zombies of various shapes and forms snarls at the heroes.</p><p></p><p>They are tempted to move back inside but are shocked to discover several enemies blocking their way as they materialize literrally from thin air. Clearly some magic was at work to conceal them as the heroes moved past them.</p><p></p><p>Dominating the crowd, a tall gaunt man with hollow eyes and a shark smile chuckles softly.</p><p></p><p>-''Well, Krestos was right to fetch me. It seems that you have been crashing my asylum and are trying to leave with my two most precious inmates. That, gentlemen, is not going to happen. I think feeding you to my pets is a much more likely outcome...''</p><p></p><p><a href="http://virtualbattlemat.com/game/dm_malenkirk-6/" target="_blank">DM_Malenkirk on Virtual Battlemat</a></p><p></p><p>[sblock=OOC]</p><p>I could roll initiative right now but I want to give you a moment to react IC with bravado (or cry like little girls). You can also react OOC (I.E. ARE YOU OUT OF YOUR ****ING MIND!). At any rate, don't post an actual action just yet.</p><p></p><p>That is a lot of monsters, eh?</p><p></p><p>7 Rabbit: 40 /40 [6/10] </p><p>Kama'Zer: 40/41 [2/9] </p><p>Soldier: 50 /50 [3/13) </p><p>Tsi'Ri: 40/40 [9/10] </p><p>Mrithas: 34/34 [6/9]</p><p>Callen: 32/32 [6/8]</p><p></p><p>I sepntg HS in what seemed to be the wisest fashion. I'll retcon if you wish. I even spent HS to heal as little as 2 hp in some cases for those who had so mant HS there was no chance to run out in this last fight)</p><p></p><p>You reached a milestone and have an AP</p><p></p><p></p><p>All zombies fall apart on a crit (Rinch is not a Zombie, neither are the dark ones).</p><p></p><p><u>Rinch (Same picture as for Damon from the first fight)</u></p><p>HP 136; Bloodied 68 ; see terrible visage</p><p>AC 22; Fortitude 19, Reflex 18, Will 22</p><p>Scepter of Striking (standard, at-will) Weapon</p><p>+11 vs AC; 2d6 + 7 damage, and the target is dazed until the end of Rinch’s next turn.</p><p></p><p><u>Z = Good old Zombie</u></p><p>HP 40; Bloodied 20</p><p>AC 13; Fortitude 13, Reflex 9, Will 10</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Slam (standard, at-will) </p><p>+6 vs AC; 2d6+2 damage.</p><p>Zombie Grab (standard, at-will) </p><p></p><p><u>Gravehound (You know the picture. You love grave hounds!)</u></p><p>HP 54; Bloodied 27</p><p>AC 14; Fortitude 14, Reflex 12, Will 11</p><p>+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.</p><p> Death Jaws (when reduced to 0 hit points) Necrotic</p><p>The gravehound makes a bite attack against a target within its reach.</p><p></p><p><u>Corruption Corpse (The humanoid looking Zombies with punched in face)</u></p><p>Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.</p><p>HP 46; Bloodied 23</p><p>Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)</p><p>AC 17; Fortitude 16, Reflex 14, Will 14</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>+8 vs AC; 1d6+3 damage.</p><p></p><p>Chi<u>llborn Zombie</u> (The one zombie icon with some frost on it, near Rinch. One of the most dangerous foe, by the way, plan how you take him out carefully)</p><p></p><p>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.</p><p>HP 71; Bloodied 35</p><p>AC 22; Fortitude 20, Reflex 16, Will 16</p><p>Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant</p><p>+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).</p><p>Death Burst (when reduced to 0 hit points) Cold</p><p>The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends).</p><p></p><p><u>Dark One Emisarry</u> (Did you not have enough of the last one? Here is a double treat!)</p><p>HP 48; Bloodied 24</p><p>AC 20; Fortitude 16, Reflex 20, Will 17</p><p>Dagger (standard, at-will) Weapon</p><p>+10 vs AC; 1d4+5 damage.</p><p>Killing Dark (when reduced to 0 hit points, ) </p><p>Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark one emissary explodes in a spout of darkness..</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 5023964, member: 834"] The party hurtles along the tunnels until they realize they are at last on dry ground. They have have risen above sea level. In relief they find a large cave entrance and finally see the light of day... and stop in their track. There is a welcome comittee waiting for them; a veritable legion of undeads! Zombies of various shapes and forms snarls at the heroes. They are tempted to move back inside but are shocked to discover several enemies blocking their way as they materialize literrally from thin air. Clearly some magic was at work to conceal them as the heroes moved past them. Dominating the crowd, a tall gaunt man with hollow eyes and a shark smile chuckles softly. -''Well, Krestos was right to fetch me. It seems that you have been crashing my asylum and are trying to leave with my two most precious inmates. That, gentlemen, is not going to happen. I think feeding you to my pets is a much more likely outcome...'' [url=http://virtualbattlemat.com/game/dm_malenkirk-6/]DM_Malenkirk on Virtual Battlemat[/url] [sblock=OOC] I could roll initiative right now but I want to give you a moment to react IC with bravado (or cry like little girls). You can also react OOC (I.E. ARE YOU OUT OF YOUR ****ING MIND!). At any rate, don't post an actual action just yet. That is a lot of monsters, eh? 7 Rabbit: 40 /40 [6/10] Kama'Zer: 40/41 [2/9] Soldier: 50 /50 [3/13) Tsi'Ri: 40/40 [9/10] Mrithas: 34/34 [6/9] Callen: 32/32 [6/8] I sepntg HS in what seemed to be the wisest fashion. I'll retcon if you wish. I even spent HS to heal as little as 2 hp in some cases for those who had so mant HS there was no chance to run out in this last fight) You reached a milestone and have an AP All zombies fall apart on a crit (Rinch is not a Zombie, neither are the dark ones). [U]Rinch (Same picture as for Damon from the first fight)[/U] HP 136; Bloodied 68 ; see terrible visage AC 22; Fortitude 19, Reflex 18, Will 22 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. [U]Z = Good old Zombie[/U] 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) [U]Gravehound (You know the picture. You love grave hounds!)[/U] 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. [U]Corruption Corpse (The humanoid looking Zombies with punched in face)[/U] 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. Chi[U]llborn Zombie[/U] (The one zombie icon with some frost on it, near Rinch. One of the most dangerous foe, by the way, plan how you take him out carefully) 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 +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). [U]Dark One Emisarry[/U] (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.. [/sblock] [/QUOTE]
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