The nothern Dread Zombie, finally freed, rushes down to Kruk. It's attack was obvious, however, and the dwarf easily blocked it.
"This is not the end! Regroup my children!" The priest shouted. The zombies moved with deft speed, repositioning, and it looked as if some of their damaged flesh reformed.
While somewhat distracted, the Priest slammed his Rod across kane's face. It was a heavy blow, and the site of the impact began to fleck bits of skin away.
"A curse upon you!" He called, holding up his freehand in a warding gesture and then touching Kane's armor with it.
The Wraithborn, compelled to attack Kruk, continued to do so, and this time landed a sharp below. The Dread Zombie flanking attempted a similar attack, but it's sword struck the stone mid-swing and missed horribly. It turned, and moved towards the archers.
[sblock=Mechanics]
Dread Zombie OA on Carolina
Attack:
1d20+12=22 Miss
Damage: 1d8+5=N/A
Wraithborn OA on Carolina
Attack:
1d20+14=15
Damage: 2d8+2=N/A
Priest OA on Kane
Attack:
1d20+14=31
Damage:
2d6+5=13
Dread Zombie D15
Move: D15 to E14 to F13 to G14
Standard: Longsword vs Kruk (AC)
Attack:
1d20+12=16 Miss
Damage: 1d8+5=N/A
Priest
AP: Unlife to Life
Effect: All undead allies in blose burst 5 gain 5 hp and shift up to 3
Effect Dread Zombie G14: Shift to F13 to E12 to E11
Effect Dread Zombie G15: Shift to H14
Effect Wraithborn: Shift to H12
Move: Shift to G11
Standard: Rod of Ruin vs Kane (AC)
Attack:
1d20+14=21 +2 for CA = 23 Hit
Damage:
2d6+5=10 +5 ongoing necrotic damage (save ends)
Minor: Touch of Ruin vs Kane (Fort)
Attack:
1d20+12=30
Effect: Kane gains only half from healing TENT-priest
Wraithborn
Effect: Gains 5 regen
Standard: longsword vs Kruk (AC)
Attack:
1d20+14=30
Damage:
2d8+2=10
Save vs dazed:
http://invisiblecastle.com/roller/view/2644174/1d20=9 Fail
Dread Zombie F15
Standard: Longsword vs Kruk (AC)
Attack:
1d20+12=13 +2(CA)=15 Miss
Damage: 1d8+5=N/A
Move: to I16
[/sblock][sblock=Status]
Wil Rando: J15
25/40 HS 9/10 AP 1 MW 0/2, SW Used,
+1 AC/Ref-TENT
Hergunna: J9
30/51 HS 9/9 AP 1,
Kane: F11
18/59 THP
0/5 HS 11/11 AP 1,
Bloodied,
5 Nerco Ongoing,
half from healing TENT-priest
Kruk: H13
47/67 THP
0/9 HS 11/12 AP 0,
Carolina: G9
39/44 HS 7/7 AP 0, SW Used,
Charina: H17
39/39 HS 7/7 AP 0,
Enemies:
Father Niris: G11
21/186 AP 1/2,
Bloodied
Dread Zombie: E11
48/66, Auto-Phoenix-10hp*,
Dread Zombie: I16
15/66, Auto-Phoenix-10hp*, Bloodied,
Wraithborn: H12
47/150, Regen 5,
Bloodied,
Marked-Kruk,
Dazed
---
Chillborn Zombie: F12 -2/71, dead
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(27); Fortitude 23(25), Reflex 21(23), Will 19(21)
*wrathborn gains a +2 bonus to all defenses while bloodied.
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]