[sblock=Kruk]The retcon doesn't matter much, but you were still dazed last turn, so only one action that round, which I assume is get up.
I rolled your save vs dazed:
14 Save! [/sblock]
As Kane slayed the Chillborn, the foul creature exploded, spraying the barbarian with sharp, cold chunks of zombie. The jaw bone slammed into his face, doing minor damage, but managing to draw blood.
The priest continued his work, muttering to himself, ignoring the battle.
The dread zombie closest to the exit continued to struggle in the spider webs, unable to break free.
The second dread zombie rose back to life, slowly standing. The creature took a swing at Kane, but missed.
The Wraithborn steps into a mighty blow, slashing across Kane. The barbarian stumbled back and on to the floor, a deep gash in his chest. It stepped forward, moving within striking distance of Kane, Kruk, and Wil.
The Chillborn stumbled up toward Hergunna and slammed it's putrid body against her. At first, the attack stunned her more than anything, but quickly after the attack a chill ran through her and frost began to form on her body. Hergunna's feet felt frozen to the ground.
"On second thought, we should take them alive. Master De Luccia would be pleased to have..." the priest said absently as he worked. But then, glancing up, and seeing the dropped zombies, he reeled.
"No! My creations! What have you done!?"
[sblock=Mechanics]
Chillborn
Interrupt: Death Burst on Kane (fort)
Attack:
1d20+9=22
Damage:
2d6+2=5
Effect: Kane is now bloodied
Priest
Minor: Gather Components
Minor: Gather Components
Minor: Gather Components
Dread Zombie D15
Save vs Immobilized:
1d20=3 Fail
Dread Zombie F15
Revive to 10 HP
Move: Get up
Standard: Longsword vs kane (AC)
Attack:
1d20+12=15 Miss
Damage: 1d8+5=0
Wraithborn
Effect: Gains 5 regen
Standard: Vengeful Strike vs Kane (AC)
Attack:
1d20+14=23
Damage:
1d8+1=8 +5 Necrotic damage = 13 damage total
Effect: Kane Pushed to G14 & knocked Prone
Move: to H13
Chillborn F12
Move: Shift to F11
Standard: Slam vs Hergunna (AC)
Attack:
1d20+11=19
Damage:
1d6+4=7
Effect: Hergunna is immobilized (TENT-Chil) and takes 5 ongoing cold (save ends)
Priest
Free: realizes the battle is turning, and he decides to rejoin the action.
[/sblock][sblock=Status]
Wil Rando: I13
25/40 HS 9/10 AP 1 MW 1/2, SW Used,
Hergunna: E11
44/51 HS 9/9 AP 1,
5 cold ongoing,
Immobilized-tent-chill
Kane: G14
15/59 HS 11/11 AP 1,
bloodied,
Prone
Kruk: I14
57/67 THP
0/9 HS 11/12 AP 0,
Carolina: I17
39/44 HS 7/7 AP 0, SW Used,
Charina: H19
39/39 HS 7/7 AP 0,
Enemies:
Father Niris: H6
150/186 AP 2/2,
---
Dread Zombie: D15
43/66, Auto-Phoenix-10hp*, Immobilized
---
Dread Zombie: F13
10/66, Auto-Phoenix-10hp*, Bloodied,
Wraithborn: G12
113/150, Regen 5,
Chillborn Zombie: F12
43/71,
slowed
---
Corpse of Despair: H15 -13/86, dead
Chillborn Zombie: F14 -3/71, Dead
Corruption Corpse: H19 -8/46, dead
Corruption Corpse: G17 -11/46, Dead
Corpse of Despair: H12 -15/86, dead
[/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
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]