The Wraithborn recovered quickly from the attacks and gurgled in a gasping, unintelligible voice. Once again, huge piles of flesh-chains shot out from its body, trapping Kruk, Hergunna and Carolina. While the later two escaped damage, Kruk did not, as the chains burned his skin. Likewise, single chains shot out and hit Charina and Kane. Charina was barely able to stay standing, while the mighty barbarian fell to the ground, succumbing after yet another damaging blow.
The dread zombies moved up to close in on the injured adventurers. While they no longer had a master to guide them, they seemed driven by a blood lust. The attacked Hergunna, who deflected the blow, while the other stabbed Wil in the back, drawing blood on the bard.
[sblock=OOC from DM]Why didn't you guys finish off the wraithborn last round!?
Kane's down, so this should be challenging, though another hit from Carolina should drop it. [/sblock]
[sblock=Mechanics]
Wraithborn
Effect: Gains 5 regen
Recharge Pinning Chains:
1d6=4 Pass
Standard: Pinning Chains (vs Ref)
Attack Kruk:
1d20+12=25 Hit
Attack Kane:
1d20+12=20 Hit
Attack Hergunna:
1d20+12=13 Miss
Attack Carolina:
1d20+12=15 Miss
Attack Charina:
1d20+12=24 Hit
Damage:
3d8+3=17 Necro (Kruk Resists 5)
Effect: Each enemy adjacent to the wrathborn is immobilized until the end of the wrathborn's next turn.
Dread Zombie F10
Standard: Longsword vs Hergunna (AC)
Attack:
1d20+12=15 Miss
Damage: 1d8+5=0
Move: Shift to G10
Dread Zombie I16
Move: Shift to H15
Standard: Longsword vs Wil (AC)
Attack:
1d20+12=21 Hit
Damage:
1d8+5=11
[/sblock][sblock=Status]
Wil Rando: H14
14/40 HS 9/10 AP 1 MW 0/2, SW Used, ,
Bloodied,
+1 AC/Ref-TENT
Hergunna: G11
19/51 HS 9/9 AP 1, SW Used,
Bloodied,
Immobilized TENT-WB
Kane: F11
-9/59 THP
0/5 HS 11/11 AP 1,
Dying,
Prone
Kruk: H13
31/67 THP
0/9 HS 11/12 AP 0, SW Used,
Bloodied,
Immobilized TENT-WB
Carolina: H11
14/44 HS 7/7 AP 0, SW Used,
Bloodied,
Immobilized TENT-WB
Charina: E14
6/39 HS 7/7 AP 0, SW Used,
Bloodied,
Enemies:
Dread Zombie: G10
4/66, Auto-Phoenix-10hp*, Bloodied
Dread Zombie: H15
10/66, Auto-Phoenix-10hp*, Bloodied,
Wraithborn: H12
22/150, Regen 5,
Bloodied,
Marked-Kruk,
---
Father Niris: G11 -2/186 AP 1/2, Dying
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][sblock=Adventure Summary]
Motives
Kruk: Find his friend Greggor
Charina: Use the group to collect more bounties (ears)
Everyone Else: Locating the missing Silver shipment for Lord Byron
Summary of Events
1. Bested Pirates en route to Allaria. Traveled on the ship
Wind's Will captained by
Captain Levenbrech, and mated by
Porse and
Trig.
2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.
3. Journeyed to Geardagas and asked the locals for information with mixed results (
link to the leads gathered).
4. Went to the temple of Netari, where the new priest,
Father Niris, has been tending to the ill (apparently quite poorly). He led the players into the catacombs, where his zombie minions ambushed. The priest, over confident, rambled on about
Hellview (
background reference for players).
5. Dealing a mortal blow to the Priest, he says
Master De Luccia (First time they have heard the name) cannot be stopped, and he stated that Greggor "
will be... among the first... at Hellview."
[/sblock]