[sblock=IG] Duhhh, you only took one action because of the effects of Dazed. Sorry, I'm an idiot. So, free action for you last turn. Too bad it missed though.
So, to avoid any confusion caused by my confusion, Carolina is still dazed...[/sblock][sblock=R1]Give Ryry some exp for me. That was an awesome post![/sblock]
As the first zombie head rolled, as a result of Hergunna's leathal attack, the rotten corpse exploded, peppering Kane with bone shrapnel and putrid muck.
The evil priest laughed wickedly,
"Ha Ha Ha! You will all be my sla-umhphg!" His words were cut off as the webbing entangled him. He cursed wildly, though his words mostly muffled, as he worked his way free of the webbing. Another of his bone soldiers did so as well, but the third victim remained trapped under the tacky netting.
The Corruption Corpse, the one creature which could see Charina, backed away from Kane, stepping off the coffin. Turning it's gaze to the Drow, it spat a chunk of dark bile which burned her skin and sapped her strength.
The corpse of despair next to Wil threw itself upon the bard, bashing it's decaying head against Wil's own. The creature lost a few teeth in the process, but the blow dazed Wil nonetheless; the attack also opened a fresh wound on his forehead, which poured blood.
The second despaired corpse tried the same attack, but on Kruk. The blow landed, but did very little damage, aside from disorienting the stout dwarf.
The wraithborn stepped forward and cleaved Kruk with incredible power, knocking the dwarf to his feet and nearly dislodging the shield from his hand.
The two chillborn zombies tried to slip through the wraithborn and the despair corpse, but the two groups of undead apparently did not like one another. After some territorial grunts were exchanged, the chillborn circled around, all but sealing the adventurers into the one chamber of the tomb.
"What are you doing!?" the priest barked,
"Do not fight amongst yourselves! Kill the intruders!!!"
[sblock=Mechanics]
Corruption Corpse: G17
Intterupt: Death Burst vs Kane (FORT)
Attack:
1d20+7=23
Damage:
2d6+3=10 Necro Damage
Priest
Save vs Immobilized:
1d20=14 Save
Dread Zombie D15
Save vs Immobilized:
1d20=6 Fail
Dread Zombie E15
Save vs Immobilized:
1d20=16 Save
Corruption Corpse: H18
Move: Shift to H19
Standard: Mote of Corruption vs Charina (reflex)
Attack:
1d20+7=21
Damage:
2d6+3=9 Necro Damage
Effect: Weakened (Save Ends)
Corpse of Despair H15
Standard: Crushing Despair vs Wil (AC)
Attack:
1d20+9=23
Damage:
2d6+4=12
Effect: Wil is dazed (save ends)
Corpose of Despair H12
Move: to H12
Standard: Crushing Despair vs Kruk (AC)
Attack:
1d20+9=23 +2 for CA = 25
Damage:
2d6+4=10
Effect: Kruk is dazed (save ends)
Wraithborn
Move: to G12
Standard: Vengeful Strike vs Kruk (AC)
Attack:
http://invisiblecastle.com/roller/view/2612163/1d20+14=34 CRIT
Damage: 1d8+1=9 (MAX) +5 Necrotic damage (Null'd by armor) = 9 damage total
Effect: Kruk Pushed to H14 & knocked Prone
Chillborn H8
Move: to F12
Chillborn H10
Move: to F14
[/sblock][sblock=Status]
Wil Rando: I14
15/40 HS 9/10 AP 1 MW 1/2,
Bloodied,
dazed
Hergunna: I13
51/51 HS 9/9 AP 1
Kane: H17
44/59 HS 10/10 AP 1
Kruk: H14
57/67 THP
0/9 HS 12/12 AP 0,
dazed,
prone
Carolina: K17
28/44 HS 7/7 AP 1,
dazed
Charina: K19
30/39 HS 7/7 AP 0,
weakened
Enemies:
Father Niris: E16
150/186 AP 2/2,
Dread Zombie: E15
59/66, Auto-Phoenix-10hp*,
Dread Zombie: D15
48/66, Auto-Phoenix-10hp*, Immobilized
---
Corruption Corpse: H19
46/46, Regen 5
Corpse of Despair: H15
63/86
---
Wraithborn: G12
132/150, Regen 5,
Marked-Kruk
Corpse of Despair: H12
75/86,
Marked-Kruk, Has CA on Kruk
Chillborn Zombie: F14
71/71
Chillborn Zombie: F12
71/71
---
Corruption Corpse: G17 -11/46, 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
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
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]