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Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="Tenchuu" data-source="post: 5257881" data-attributes="member: 85539"><p>[sblock=Dims]Nevermind. You got re-dazed, so for simplicity sake, I will assume you saved, and then this attack re-dazed.[/sblock][sblock=Ryry]If you still want to use Bracers of Respite from last turn, just say so and roll the dice for the HP.[/sblock][sblock=Chillborn Aura]That Aura is a real pain in the butt. And given the other status effects this group has, I think a bit overpowering. So I have removed that ability from the enemies and given Kane 10 hp back. Consider it my way of making up for using those archer's double-fire encounter ability every round. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />[/sblock]</p><p></p><p><strong><span style="color: PaleGreen">"Is that the best you can do?" </span></strong>the priest laughed, <strong><span style="color: PaleGreen">"This will be easier than I thought. Finish them, my children!"</span></strong></p><p><strong><span style="color: PaleGreen"></span></strong> </p><p>Turning his back to the fight, the Priest walked to the southwest chamber, and started organizing components on the altar. </p><p></p><p>One the Dread Zombies moved forward, swinging its longsword clumsily at Kane with no effect. The other remained stuck to the ground by Hergunna's webbing; it groaned repeatedly. </p><p></p><p>The Corruption corpse hurled another black ball of goo, but it landed harmlessly next to the Drow. </p><p></p><p>The Despaired Corpses trying to press itself upon will again, but this time the Bard deflected the blow. The second Corpse of Despair savagely attacked Kruk again; The dwarf could not block the attack, but took limited damage. </p><p></p><p>The Wraithborn stepped up with another powerful blow, catching most of Kruk's armor, but knocking the dwarf backward and to the ground. (OOC: Unless he saves again.)</p><p></p><p>The two chillborn zombies sluggishly attacked Kane with icy hands, but the barbarian swatted them away with ease. </p><p></p><p>[sblock=Mechanics] </p><p>Priest</p><p>Move: F11</p><p>Standard: Move: H6</p><p>Minor: Gather Components</p><p></p><p>Dread Zombie D15</p><p>Save vs Immobilized: <a href="http://invisiblecastle.com/roller/view/2623113/" target="_blank">1d20=1</a> Fail</p><p> </p><p>Dread Zombie E15</p><p>Move: to F13</p><p>Standard: Longsword vs kane (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2623122/" target="_blank">1d20+12=14</a> Miss</p><p></p><p>Corruption Corpse: H18</p><p>Move: Shift to H19</p><p>Standard: Mote of Corruption vs Charina (reflex) </p><p> Attack: <a href="http://www.enworld.org/forum/1d20+7=19" target="_blank">1d20+7=19</a> -5 for cloud = 14 Miss</p><p></p><p> Corpse of Despair H15</p><p>Standard: Crushing Despair vs Wil (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2623130/" target="_blank">1d20+9=17</a> Miss</p><p></p><p>Corpose of Despair H12</p><p>Ongoing Damage: 5</p><p>Standard: Crushing Despair vs Kruk (AC)</p><p> Attack: <a href="http://invisiblecastle.com/roller/view/2623664/" target="_blank">1d20+9=24</a></p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2623664/" target="_blank">2d6+4=7</a></p><p>Effect: Kruk is dazed (save ends)</p><p>Save vs ongoing: <a href="http://invisiblecastle.com/roller/view/2623695/" target="_blank">1d20=6</a> fail</p><p></p><p>Wraithborn</p><p> Standard: Vengeful Strike vs Kruk (AC)</p><p> Attack: <a href="http://invisiblecastle.com/roller/view/2623687/" target="_blank">1d20+14=30</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2623687/" target="_blank">1d8+1=4</a> +5 Necrotic damage (Null'd by armor) = 4 damage total</p><p> Effect: Kruk Pushed to H14 & knocked Prone, unless he saves again.</p><p>Save vs Ongoing Damage: <a href="http://invisiblecastle.com/roller/view/2623703/" target="_blank">1d20=2</a> Fail</p><p></p><p>Chillborn F12</p><p>Standard: Slam vs Kane (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2623693/" target="_blank">1d20+11=19</a> Miss</p><p>Save vs Ongoing Damage: <a href="http://invisiblecastle.com/roller/view/2623703/" target="_blank">1d20=2</a> Fail</p><p></p><p>Chillborn F14</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2623693/" target="_blank">1d20+11=16</a> Miss</p><p>Save vs Ongoing Damage: <a href="http://invisiblecastle.com/roller/view/2623703/" target="_blank">1d20=11</a> Passed</p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: I14 <span style="color: Lime">25/40</span> HS 9/10 AP 1 MW 1/2, SW Used,</p><p> Hergunna: I13 <span style="color: Lime">51/51 </span>HS 9/9 AP 1 </p><p> Kane: G13 <span style="color: Lime">44/59</span> HS 11/11 AP 1 </p><p> Kruk: H14 <span style="color: Lime"><span style="color: DarkRed">30/67</span> </span>THP <span style="color: Lime">0/9 </span>HS 12/12 AP 0, <span style="color: DarkRed">bloodied</span>, <span style="color: Plum">dazed</span>, <span style="color: Yellow">-4 DEF TENT-Hergunna</span>, <span style="color: Orange">Prone</span></p><p> Carolina: K17 <span style="color: Lime">39/44 </span>HS 7/7 AP 1, SW Used, </p><p> Charina: K19 <span style="color: Lime">39/39 </span>HS 7/7 AP 0, </p><p></p><p><strong>Enemies:</strong></p><p>Father Niris: H6 <span style="color: Lime">150/186 </span>AP 2/2, </p><p>Dread Zombie: F13 <span style="color: Lime">59/66</span><span style="color: Lime">, <span style="color: PaleGreen">Auto-Phoenix-10hp*, </span></span></p><p>Dread Zombie: D15 <span style="color: Lime">43/66</span><span style="color: Lime">, <span style="color: PaleGreen">Auto-Phoenix-10hp*, </span></span><span style="color: Orange">Immobilized</span>, <span style="color: Yellow">-4 DEF TENT-Hergunna</span></p><p>---</p><p>Corruption Corpse: H19 <span style="color: Lime">20/46</span><span style="color: Lime">, <span style="color: PaleGreen">Regen 5</span></span></p><p>Corpse of Despair: H15 <span style="color: Lime">58/86</span></p><p> ---</p><p>Wraithborn: G12 <span style="color: Lime">123/150, <span style="color: PaleGreen">Regen 5</span></span>, <span style="color: SeaGreen">Marked-Kruk</span>, <span style="color: Red">5 ongoing</span></p><p>Corpse of Despair: H12 <span style="color: DarkRed">1/86</span>, <span style="color: DarkRed">Bloodied</span>, <span style="color: SeaGreen">Marked-Kruk</span>, <span style="color: Red">5 ongoing</span></p><p>Chillborn Zombie: F14 <span style="color: Lime">45/71</span>, </p><p>Chillborn Zombie: F12 <span style="color: Lime">62/71</span>, <span style="color: Red">5 ongoing</span></p><p>---</p><p><span style="color: DimGray"><s>Corruption Corpse</s>: G17 </span><span style="color: DimGray">-11/46</span><span style="color: Lime"><span style="color: DimGray">, </span><span style="color: PaleGreen"><span style="color: DimGray">Dead</span></span></span></p><p><span style="color: Lime"><span style="color: PaleGreen"><span style="color: DimGray"></span></span></span></p><p><span style="color: Lime"><span style="color: PaleGreen"><span style="color: DimGray"></span></span></span> [/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron3-1-5.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> [/sblock][sblock=Enemies]</p><p> <strong>Father Niris (Reskin: Kalarel, Scion of Orcus</strong>)</p><p>Medium natural humanoid, human</p><p>Initiative +5 Senses Perception +9</p><p>HP 186; Bloodied 93</p><p>AC 22; Fortitude 21, Reflex 19, Will 24</p><p>Saving Throws +2</p><p>Speed 5</p><p>Action Points 2</p><p><strong>Rod of Ruin (standard, at-will) Weapon</strong></p><p>+14 vs AC; 2d6+5 damage plus ongoing 5 necrotic damage (save ends).</p><p><strong>Decaying Ray (standard, at-will) Necrotic</strong></p><p>Ranged 10; +12 vs Fortitude; 1d6+5 necrotic damage, and the target is weakened (save ends). Weakened Attacks deal half damage.</p><p><strong>Touch of Ruin (minor, at-will) Necrotic</strong></p><p>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.</p><p><strong>Call of the Grave (minor, recharge ) Necrotic</strong></p><p>Ranged 5 (affects creatures with ongoing necrotic damage only); +12 vs Fortitude; the target is immobilized until the end of Kalarel's next turn.</p><p><strong>Unlife to Life (standard, encounter) Healing</strong></p><p>Close burst 5; undead allies heal 5 hp and can shift 3 as an immediate action.</p><p></p><p><strong>Wrathborn</strong></p><p>Medium natural humanoid (undead)</p><p>Initiative +7 Senses Perception +8; darkvision</p><p>HP 150; Bloodied 75</p><p>Regeneration 5</p><p>AC 25; Fortitude 23, Reflex 21, Will 19</p><p>Immune disease, poison, fear; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Saving Throws +2</p><p>Speed 5</p><p>Action Points 1</p><p><strong>Longsword (standard, at-will) Weapon</strong></p><p>+14 vs AC; 2d8+2 damage.</p><p><strong>Vengeful Strike (standard, at-will) Necrotic, Weapon</strong></p><p>Requires longsword; +14 vs AC; 1d8+1 damage plus 5 necrotic damage, and the target is pushed 1 square and knocked prone.</p><p><strong>Pinning Chains (standard, recharge ) Necrotic</strong></p><p>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.</p><p><strong>Survival Instinct</strong></p><p>A wrathborn gains a +2 bonus to all defenses while bloodied.</p><p>Equipment: heavy shield , longsword , plate armor.</p><p></p><p><strong>Corruption Corpse</strong></p><p>Medium natural animate (undead)</p><p>Initiative +3 Senses Perception +3; darkvision</p><p><u>Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.</u></p><p>HP 46; Bloodied 23</p><p>Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)</p><p>AC 17; Fortitude 16, Reflex 14, Will 14</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Speed 4</p><p><strong>Slam (standard, at-will)</strong></p><p>+8 vs AC; 1d6+3 damage.</p><p><strong>Mote of Corruption (standard, at-will) Necrotic</strong></p><p>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).</p><p><strong>Death Burst (when reduced to 0 hit points) Necrotic</strong></p><p>The corruption corpse explodes: close burst 1; +7 vs Fortitude; 2d6+3 necrotic damage.</p><p></p><p><strong>Corpse of Despair</strong></p><p>Medium natural animate (undead)</p><p>Initiative +3 Senses Perception +4; darkvision</p><p>HP 86; Bloodied 43</p><p>AC 18; Fortitude 19, Reflex 15, Will 16</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Speed 4</p><p><strong>Slam (standard, at-will)</strong></p><p>+9 vs AC; 2d8+4 damage.</p><p><strong>Crushing Despair (standard, at-will)</strong></p><p>+9 vs AC; 2d6+4 damage, and the target is dazed (save ends).</p><p><strong>Death of Hope Psychic</strong></p><p>A dazed target hit by the corpse of despair also takes ongoing 5 psychic damage (save ends).</p><p></p><p><strong>Chillborn Zombie</strong></p><p>Medium natural animate (undead)</p><p>Initiative +5 Senses Perception +3; darkvision</p><p>HP 71; Bloodied 35</p><p>AC 22; Fortitude 20, Reflex 16, Will 16</p><p>Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant</p><p>Speed 4</p><p><strong>Slam (standard, at-will) Cold</strong></p><p>+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).</p><p><strong>Death Burst (when reduced to 0 hit points) Cold</strong></p><p>The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends).</p><p><strong>Ice Reaper Cold</strong></p><p>The chillborn zombie deals +5 cold damage to an immobilized creature.</p><p></p><p><strong>Dread Zombie</strong></p><p>Medium natural animate (undead)</p><p>Initiative +3 Senses Perception +3; darkvision</p><p>HP 66; Bloodied 33</p><p>AC 21; Fortitude 19, Reflex 15, Will 16</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Speed 5</p><p><strong>Longsword (standard, at-will) Weapon</strong></p><p>+12 vs AC; 1d8+5 damage.</p><p><strong>Zombie Grab (standard, at-will)</strong></p><p>+10 vs Reflex; the target is grabbed. Attempts to escape the zombie's grab take a -5 penalty.</p><p><strong>Rise Again</strong></p><p>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.</p><p><strong>Zombie Weakness</strong></p><p>A critical hit scored against a dread zombie reduces the zombie to 0 hit points.</p><p>Equipment: heavy shield , longsword , plate armor .</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5257881, member: 85539"] [sblock=Dims]Nevermind. You got re-dazed, so for simplicity sake, I will assume you saved, and then this attack re-dazed.[/sblock][sblock=Ryry]If you still want to use Bracers of Respite from last turn, just say so and roll the dice for the HP.[/sblock][sblock=Chillborn Aura]That Aura is a real pain in the butt. And given the other status effects this group has, I think a bit overpowering. So I have removed that ability from the enemies and given Kane 10 hp back. Consider it my way of making up for using those archer's double-fire encounter ability every round. :P[/sblock] [B][COLOR=PaleGreen]"Is that the best you can do?" [/COLOR][/B]the priest laughed, [B][COLOR=PaleGreen]"This will be easier than I thought. Finish them, my children!" [/COLOR][/B] Turning his back to the fight, the Priest walked to the southwest chamber, and started organizing components on the altar. One the Dread Zombies moved forward, swinging its longsword clumsily at Kane with no effect. The other remained stuck to the ground by Hergunna's webbing; it groaned repeatedly. The Corruption corpse hurled another black ball of goo, but it landed harmlessly next to the Drow. The Despaired Corpses trying to press itself upon will again, but this time the Bard deflected the blow. The second Corpse of Despair savagely attacked Kruk again; The dwarf could not block the attack, but took limited damage. The Wraithborn stepped up with another powerful blow, catching most of Kruk's armor, but knocking the dwarf backward and to the ground. (OOC: Unless he saves again.) The two chillborn zombies sluggishly attacked Kane with icy hands, but the barbarian swatted them away with ease. [sblock=Mechanics] Priest Move: F11 Standard: Move: H6 Minor: Gather Components Dread Zombie D15 Save vs Immobilized: [URL="http://invisiblecastle.com/roller/view/2623113/"]1d20=1[/URL] Fail Dread Zombie E15 Move: to F13 Standard: Longsword vs kane (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2623122/"]1d20+12=14[/URL] Miss Corruption Corpse: H18 Move: Shift to H19 Standard: Mote of Corruption vs Charina (reflex) Attack: [URL="http://www.enworld.org/forum/1d20+7=19"]1d20+7=19[/URL] -5 for cloud = 14 Miss Corpse of Despair H15 Standard: Crushing Despair vs Wil (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2623130/"]1d20+9=17[/URL] Miss Corpose of Despair H12 Ongoing Damage: 5 Standard: Crushing Despair vs Kruk (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2623664/"]1d20+9=24[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2623664/"]2d6+4=7[/URL] Effect: Kruk is dazed (save ends) Save vs ongoing: [URL="http://invisiblecastle.com/roller/view/2623695/"]1d20=6[/URL] fail Wraithborn Standard: Vengeful Strike vs Kruk (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2623687/"]1d20+14=30[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2623687/"]1d8+1=4[/URL] +5 Necrotic damage (Null'd by armor) = 4 damage total Effect: Kruk Pushed to H14 & knocked Prone, unless he saves again. Save vs Ongoing Damage: [URL="http://invisiblecastle.com/roller/view/2623703/"]1d20=2[/URL] Fail Chillborn F12 Standard: Slam vs Kane (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2623693/"]1d20+11=19[/URL] Miss Save vs Ongoing Damage: [URL="http://invisiblecastle.com/roller/view/2623703/"]1d20=2[/URL] Fail Chillborn F14 Attack: [URL="http://invisiblecastle.com/roller/view/2623693/"]1d20+11=16[/URL] Miss Save vs Ongoing Damage: [URL="http://invisiblecastle.com/roller/view/2623703/"]1d20=11[/URL] Passed [/sblock][sblock=Status] Wil Rando: I14 [COLOR=Lime]25/40[/COLOR] HS 9/10 AP 1 MW 1/2, SW Used, Hergunna: I13 [COLOR=Lime]51/51 [/COLOR]HS 9/9 AP 1 Kane: G13 [COLOR=Lime]44/59[/COLOR] HS 11/11 AP 1 Kruk: H14 [COLOR=Lime][COLOR=DarkRed]30/67[/COLOR] [/COLOR]THP [COLOR=Lime]0/9 [/COLOR]HS 12/12 AP 0, [COLOR=DarkRed]bloodied[/COLOR], [COLOR=Plum]dazed[/COLOR], [COLOR=Yellow]-4 DEF TENT-Hergunna[/COLOR], [COLOR=Orange]Prone[/COLOR] Carolina: K17 [COLOR=Lime]39/44 [/COLOR]HS 7/7 AP 1, SW Used, Charina: K19 [COLOR=Lime]39/39 [/COLOR]HS 7/7 AP 0, [B]Enemies:[/B] Father Niris: H6 [COLOR=Lime]150/186 [/COLOR]AP 2/2, Dread Zombie: F13 [COLOR=Lime]59/66[/COLOR][COLOR=Lime], [COLOR=PaleGreen]Auto-Phoenix-10hp*, [/COLOR][/COLOR] Dread Zombie: D15 [COLOR=Lime]43/66[/COLOR][COLOR=Lime], [COLOR=PaleGreen]Auto-Phoenix-10hp*, [/COLOR][/COLOR][COLOR=Orange]Immobilized[/COLOR], [COLOR=Yellow]-4 DEF TENT-Hergunna[/COLOR] --- Corruption Corpse: H19 [COLOR=Lime]20/46[/COLOR][COLOR=Lime], [COLOR=PaleGreen]Regen 5[/COLOR][/COLOR] Corpse of Despair: H15 [COLOR=Lime]58/86[/COLOR] --- Wraithborn: G12 [COLOR=Lime]123/150, [COLOR=PaleGreen]Regen 5[/COLOR][/COLOR], [COLOR=SeaGreen]Marked-Kruk[/COLOR], [COLOR=Red]5 ongoing[/COLOR] Corpse of Despair: H12 [COLOR=DarkRed]1/86[/COLOR], [COLOR=DarkRed]Bloodied[/COLOR], [COLOR=SeaGreen]Marked-Kruk[/COLOR], [COLOR=Red]5 ongoing[/COLOR] Chillborn Zombie: F14 [COLOR=Lime]45/71[/COLOR], Chillborn Zombie: F12 [COLOR=Lime]62/71[/COLOR], [COLOR=Red]5 ongoing[/COLOR] --- [COLOR=DimGray][s]Corruption Corpse[/s]: G17 [/COLOR][COLOR=DimGray]-11/46[/COLOR][COLOR=Lime][COLOR=DimGray], [/COLOR][COLOR=PaleGreen][COLOR=DimGray]Dead [/COLOR][/COLOR][/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron3-1-5.png[/IMG] [/sblock][sblock=Enemies] [B]Father Niris (Reskin: Kalarel, Scion of Orcus[/B]) 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 [B]Rod of Ruin (standard, at-will) Weapon[/B] +14 vs AC; 2d6+5 damage plus ongoing 5 necrotic damage (save ends). [B]Decaying Ray (standard, at-will) Necrotic[/B] Ranged 10; +12 vs Fortitude; 1d6+5 necrotic damage, and the target is weakened (save ends). Weakened Attacks deal half damage. [B]Touch of Ruin (minor, at-will) Necrotic[/B] 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. [B]Call of the Grave (minor, recharge ) Necrotic[/B] Ranged 5 (affects creatures with ongoing necrotic damage only); +12 vs Fortitude; the target is immobilized until the end of Kalarel's next turn. [B]Unlife to Life (standard, encounter) Healing[/B] Close burst 5; undead allies heal 5 hp and can shift 3 as an immediate action. [B]Wrathborn[/B] 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 [B]Longsword (standard, at-will) Weapon[/B] +14 vs AC; 2d8+2 damage. [B]Vengeful Strike (standard, at-will) Necrotic, Weapon[/B] Requires longsword; +14 vs AC; 1d8+1 damage plus 5 necrotic damage, and the target is pushed 1 square and knocked prone. [B]Pinning Chains (standard, recharge ) Necrotic[/B] 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. [B]Survival Instinct[/B] A wrathborn gains a +2 bonus to all defenses while bloodied. Equipment: heavy shield , longsword , plate armor. [B]Corruption Corpse[/B] Medium natural animate (undead) Initiative +3 Senses Perception +3; darkvision [U]Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.[/U] 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 [B]Slam (standard, at-will)[/B] +8 vs AC; 1d6+3 damage. [B]Mote of Corruption (standard, at-will) Necrotic[/B] 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). [B]Death Burst (when reduced to 0 hit points) Necrotic[/B] The corruption corpse explodes: close burst 1; +7 vs Fortitude; 2d6+3 necrotic damage. [B]Corpse of Despair[/B] 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 [B]Slam (standard, at-will)[/B] +9 vs AC; 2d8+4 damage. [B]Crushing Despair (standard, at-will)[/B] +9 vs AC; 2d6+4 damage, and the target is dazed (save ends). [B]Death of Hope Psychic[/B] A dazed target hit by the corpse of despair also takes ongoing 5 psychic damage (save ends). [B]Chillborn Zombie[/B] 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 [B]Slam (standard, at-will) Cold[/B] +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). [B]Death Burst (when reduced to 0 hit points) Cold[/B] The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends). [B]Ice Reaper Cold[/B] The chillborn zombie deals +5 cold damage to an immobilized creature. [B]Dread Zombie[/B] 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 [B]Longsword (standard, at-will) Weapon[/B] +12 vs AC; 1d8+5 damage. [B]Zombie Grab (standard, at-will)[/B] +10 vs Reflex; the target is grabbed. Attempts to escape the zombie's grab take a -5 penalty. [B]Rise Again[/B] 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. [B]Zombie Weakness[/B] A critical hit scored against a dread zombie reduces the zombie to 0 hit points. Equipment: heavy shield , longsword , plate armor . [/sblock] [/QUOTE]
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Living 4th Edition
Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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