[sblock=Wil's Triggers]
N/A
[/sblock][sblock=Outlaw, Zombies, Kane & Kruk, Charina]
Outlaw by Kane still had THP, so he's not dead yet.
Zombie Throng - Kruk deals 10 extra damage from close attack vuln.
Kane & Kruk - After affect of the slowed-dazed is slowed, and since you both saved last round, you're now slowed. Kane, technically, since you used shug it off, you started slowed, so you can roll you save for the end of last turn.
Mal, I don't know who you would think the best target is, the outlaw still standing or Gloom, so I rolled
1d2=2 for gloom.
[/sblock]
The half-dead outlaw made a feign to Kane's left, and then shifted right, thrusting his spear behind the barbarian into Wil. But the outlaw's injured arm gave out during the attack, and Wil easily danced over the blade as it dug into the ground.
The Zombie horde could not agree on a target, stumbling this way and that, finally agreeing on Kane, who brains looked easier to get at. The mob hurled itself at kane, the zombies crawling over and under each other to get at him. The barbarian deflected some of the blows, but the crawled hands were too many.
The archer on the left wall moved closer to the gate to get a better view of the field. He let lose another bolt on Kane, but the shot missed.
The fat woman Alaria Scrunching her face again, ripping Kane out of space and making him reappear 5 feet to the right. Blood ran down his face from the intense pressure of the sudden movement. She ran for cover behind the wall, but could be heard saying,
"Brother Arleas is dead. We should retreat."
"No, I am in command now, and I have my chance to prove myself to the Brotherhood. These fools are weakened. Close the gates!" A second voice ordered. And a moment later the male mage, Strongheart, reappears from behind the wall moving through the gate.
"Your weak minds are mine!" The mage sent a powerful mental attack toward the two, and they lost control of their bodies.
[sblock=Mechanics]
Outlaw M10
Recharge: Pushback Strike:
1d6=5 yup
Move: Shift to W19
Standard: Pushback Strike vs Wil (AC)
Attack:
1d20+15=16
Damage: 1d10+10=0
Effect: N/A
Zombie Throng
Move: to U21 (center); took a round about way to avoid OA.
Standard: Mob of Crushing Blows vs Kane (AC)
Attack:
1d20+12=23 -2 = 21 Hit
Damage:
2d8+5=14
Effect: Resist 5, damage = 9
Archer L12
Recharge: Bullseye Bolt 1d6=1 Nope
Move: to L15
Standard: Crossbow vs Kane (AC)
Attack:
1d20+14=18
Damage: 2d8+3=0
Effect: N/A
Alaria d’Orien
Standard: Disrupting Warp vs Kane (Will)
Attack:
1d20+10=16 Hit
Damage:
2d6+6=13
Effect: Kane teleports to: W21
Effect: Resist 5, damage = 8
Move: to K15
Ajathan Strongheart:
Move: to N18
Standard: Charm Ray vs Wil, Kane (Will)
Attack Wil:
1d20+13=26
Attack Kane:
1d20+13=22
Effect: Wil and Kane are Dominated
[/sblock][sblock=Status]
Wil Rando: X20
61/61 HS 10/10 AP 2 MW 2/2,
+1 AC/Ref-Shift-TENT,
Dominated
Kane: W21
32/77 THP
0/5 HS 11/11 AP 1,
Bloodied,
-5 defenses,
resist 5,
Slowed, Dominated
Kruk: V23
66/80 THP
0/9 HS 10/12 AP 1,
Slowed,
Carolina: AA25
54/54 HS 7/7 AP 2,
Charina: Z22
59/59 HS 7/7 AP 2,
Enemies:
Human Archer: L15
36/62 THP 10/10 Bolts(16/20),
Human Outlaw: W19
6/87 THP 0/10Bolts(20/20), Bloodied
Zombie Throng: T20:V22
108/121 THP 0/10,
Gloom Mount: U24:V25
11/88,
Bloodied
Alaria d’Orien: K15
86/86 THP 10/10,
Ajathan Strongheart: N18 (behind the wall)
180/180 AP 1/1,
Human Archer: ???
62/62 Bolts(20/20),
Human Outlaw: X24 -15/87 THP 0/10 Bolts(20/20), dead
Brother Arleas (Knight): U24:V25 101/170 AP 1/1, Dead
Human Archer: L25 -8/62 Bolts(19/20), dead
[/sblock][sblock=map]
[/sblock][sblock=Terrain Notes]
1. Difficult Terrain:
Snow Drifts: M9:O10 and M26:N28 and O27:O28
Snow-covered Rocks: R15, W21, X21:X22, H14
Treeline
2. The wall and gate are made of wood, 12' tall.
If standing on the wall, there is no cover bonus granted.
If prone atop the wall, the target has superior cover (-5) vs opponents on the ground.
3. The cliffs on the east and west side of the map are too steep to climb, so basically impassible, creating a bottleneck in the road.
[/sblock][sblock=Enemies]
Human Archer
Medium natural humanoid, human
Initiative +6 Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
Club (standard, at-will) Weapon
+12 vs AC; 1d6+2 damage.
Crossbow (standard, at-will) Weapon
Ranged 15/30; +14 vs AC; 2d8+3 damage.
Bullseye Bolt (standard, recharge 5,6 )
Ranged 15/30; +14 vs AC; 3d8+3 damage and the target is dazed (save ends).
Alignment Unaligned Languages Common
Equipment: club , crossbow , crossbow bolts (20) .
Human Outlaw
Medium natural humanoid, human
Initiative +8 Senses Perception +4
HP 87; Bloodied 43
AC 24; Fortitude 21, Reflex 20, Will 19
Speed 5
Halberd (standard, at-will) Weapon
Reach 2; +15 vs AC; 1d10+7 damage, and the target is marked until the end of the outlaw's next turn.
Pushback Strike (standard, recharge 5,6 ) Weapon
Requires halberd; reach 2; +15 vs AC; 1d10+10 damage, and the target is pushed 1 square and knocked prone.
Crossbow (standard, at-will) Weapon
Ranged 15/30; +11 vs AC; 1d8+4 damage.
Alignment Unaligned Languages Common
Equipment: chainmail , crossbow , crossbow bolts (20) , halberd .
Alaria d’Orien
Medium natural humanoid, human
Initiative +6 Senses Perception +12
HP 86; Bloodied 43
AC 22; Fortitude 19, Reflex 20, Will 21
Speed 6 See also teleportation savant
Dagger (standard, at-will) Weapon
+13 vs AC; 1d4+4 damage.
Disrupting Warp (standard, at-will) Force, Teleportation
Ranged 10; +12 vs Will; 2d6+6 force damage, and Alaria teleports the target 1 square.
Painful Jaunt (standard, recharge 5,6 ) Teleportation
Ranged 10; +12 vs Will; 3d8+6 damage, and Alaria causes the target and one ally within range to swap positions.
Temporal Disruption (standard, encounter)
Area burst 1 within 10; +10 vs Will; the target is dazed and slowed (save ends both). Aftereffect: The target is slowed (save ends).
Dimension Leap (Standard, recharge 4, 5,6) Teleportation
Alaria teleports 5 squares and gains a +2 bonus to all defenses until the start of its next turn.
Teleportation Savant (Minor, Encounter)
Alaria gains a teleportation speed equal to her current speed until the end of her next turn.
Skills Arcana +14, Endurance +10, Insight +12
Equipment: dagger
Brother Arleas (Reskin: Lord Durven Graef)
Medium shadow humanoid
Initiative +6 Senses Perception +6; darkvision
Guarding Presence aura 1; each ally within the aura gains a +2 bonus to AC and Will.
HP 170; Bloodied 85
Regeneration 5
AC 22; Fortitude 20, Reflex 18, Will 19
Vulnerable radiant (if Durven takes radiant damage, his regeneration does not function on his next turn).
Saving Throws +2
Speed 5
Action Points 1
Graefling (standard, at-will) Weapon
+13 vs AC; 1d10+6 damage (crit 2d8 necrotic damage + 16 damage). Against bloodied targets, Durven can reroll any 1 on Graefling’s damage rolls.
Lance (standard; usable only while mounted, at-will) Weapon
Reach 2; +13 vs Reflex or Armor Class (whichever is lower); 2d6+5 damage, and if Durven scores a critical with this attack, or makes this attack against a creature granting him combat advantage, the target is also knocked prone.
Grieving Strike (standard; requires graefling, at-will) Necrotic, Weapon
+13 vs AC; 1d10+6 damage (crit 2d8 necrotic damage + 16 damage), and each enemy adjacent to Durven takes 5 damage and grants combat advantage to him until the end of Durven’s next turn. Against bloodied targets, Durven can reroll any 1 on Graefling’s damage rolls.
Peerless Horseman (immediate reaction, when durven's mount is hit by a melee attack, at-will)
Targets the enemy that triggered this attack; +13 vs Reflex; 1d6+5 damage, and the mount gains resist 10 for the triggering attack.
Inspiring Cry (minor, encounter)
Close burst 10; each ally in the burst gains 10 temporary hit points and a +1 power bonus to attack rolls until the end of Durven’s next turn..
Deadly Charge (while mounted)
When making a charge attack, Durven deals 2d6 extra damage.
Mounted Combat
While Durven rides a creature, he gains access to any special mount abilities it confers to its rider, plus the creature can also make Athletics, Acrobatics, Endurance, or Stealth checks using Durven’s base skill check bonus rather than its own if Durven’s is higher.
Immortal Curse
Durven cannot die from natural causes and cannot be slain by mortal hands. If reduced to 0 hit points, he rises in his personal chambers with full hit points after 24 hours. Durven can be destroyed only if reduced to 0 hit points by a creature with the immortal origin.
Skills Diplomacy +12, History +9, Insight +11, Intimidate +12, Nature +11
Equipment: lance, graefling +2 , heavy shield , plate armor .
Gloom (Mount)
Large shadow beast (mount)
Initiative +6 Senses Perception +6; darkvision
HP 88; Bloodied 44
AC 20; Fortitude 20, Reflex 18, Will 18
Speed 7 (9 while charging)
Kick (standard, at-will)
+9 vs AC; 1d8+6 damage.
Gloaming Gallop (standard, at-will)
Gloom can move its speed and enter enemies’ spaces, and Gloom must end its move in an unoccupied space. When it enters an enemy’s space, Gloom makes an attack; +7 vs Fortitude; 1d8+6 damage, and the target is blinded until the start of Gloom’s next turn.
Shadowy Steed (while mounted by a friendly rider of 6th level or higher; at-will) Mount
Gloom grants its rider concealment.
Skills Endurance +12
Equipment: heavy barding
Ajathan Strongheart
Medium natural humanoid, human
Initiative +7 Senses Perception +5; low-light vision
HP 180; Bloodied 90
AC 23; Fortitude 20, Reflex 21, Will 22
Saving Throws +2
Speed 6
Action Points 1
Dagger (standard, at-will) Weapon
+14 vs AC; 1d4+5 damage, and the target is slowed until the end of Ajathan’s next turn.
Charm Ray (standard, recharge 5,6) Charm
Ranged 10; +13 vs Will; two targets; the target is dominated (save ends).
Dual Bolt (standard, at-will)
Ajathan makes a phantom bolt attack against one creature and a teleporting bolt attack against another creature.
Phantom Bolt (standard, at-will) Illusion, Psychic
Ranged 10; +13 vs Reflex; 1d8+7 psychic damage, and Ajathan slides the target 1 square.
Teleporting Bolt (standard, at-will) Teleportation
Ranged 10; +13 vs Reflex; 1d8+7 damage, and the target is teleported up to 3 squares. The target cannot be teleported into an unsafe space.
Skills Arcana +14, Bluff +12, History +14, Streetwise +10
Equipment: robes, dagger
Zombie Throng
Huge natural animate (swarm, undead)
Level 9 BruteXP 400
Initiative +2 Senses Perception +8; darkvision
Swarm Attack aura 1; the zombie throng makes a mob of crushing blows attack as a free action against any enemy that starts its turn within the aura. While the zombie throng is bloodied, it makes a zombie grab attack instead.
HP 121; Bloodied 60
AC 21; Fortitude 24, Reflex 18, Will 20
Immune disease, poison, fear; Resist 10 necrotic; takes half damage from melee and ranged attacks;Vulnerable 5 radiant, 10 against close and area attacks, 20 against critical hits
Speed 4
Mob of Crushing Blows (standard, at-will)
+12 vs AC; 2d8+5 damage.
Zombie Grab (standard, at-will)
+10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.
Zombie Mess Grab (standard, recharge 6)
Close burst 1; targets enemies; +10 vs Fortitude; the target is grabbed. Attempts to escape the zombie throng's grab take a -5 penalty.
[/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." The priest laid dying on the floor with his fallen minions.
6. As they approach Hellview, they encounter the ghost of
Sir Alistair Glasston, who begged them to enter the cave and retrieve his lost battleaxe.
7. They entered Hellview, and came across a portal, as well as some guards/workers. It seems they were using zombies to dig a new path near the portal...
8. They step through the portal into a bizarre world. A demon statue looms ahead, with a tall gate behind. The bodies of fallen adventurers, as well as a dead demon, lay about the floor. Wil Triggered the Demon statue trap, alerting the nearby demon's.
9. After a long battle, they slew all of the demons who had come through the hell gate, and they found
Sir Alistair Glasston's lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging.
10. Hergunna departed the group to alert the local militia, while the others pressed ahead North, trying to find the source of the demon-aligned miners, as well as the lost silver.
11. They came upon a wall blocking the road to the mine.
Brother Arleas leads a band of outlaws and zombies to defend the mine entrance.
[/sblock]