[Adventure]: Turning the Tide (DM: Dimsdale, Judge ??)


log in or register to remove this ad

[sblock=DM Notes: Please Ignore]
[sblock=mechanics]
Heros Turn
Eva:
Ignus:
Merri:
Dretch:
Graven:

Total Damage to Enemy:



Baddies turn:

Z1
Slam attack vs Ignus AC: 1d20+6 for 2d6+2 = Hit for 6
Roll Lookup

Z3
move to current location

Total Damage to Allies:
Ignus: Hit for 6 (reduced to 0 by SofA (graven power)

[/sblock]

[sblock=Stats]
Palyers
Eva
AC:18, Fort:14, Reflex:17, Will:15 -- Speed:7
HP:32/32 THP: 0 Surges left:8/8 AP: 0

Ignus
AC: 17, Fort: 14, Reflex: 15, Will: 12
HP:28/28 7/10 Action Points: 1

Merri:
AC 18 For: 15 Ref: 16 Will: 18
HP: 34/34 Temp 6 Surges/day: 3 AP: 0

Graven:
AC: 18, For: 15 Ref: 15 Will: 14
+2 saves against ongoing damage
HP: 40/40 THP: 10 Surges 7/11 AP: 0

Enemies:
Saxon[/COLORDEAD
ZM2DEADZM3DEADZM4[/COLORDEAD
Z1DEAD
Z240/40
Z323/40
Z4DEAD


[/sblock]

[sblock=Enemies]

Zombie Minion
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.


Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Saxon the Priest
HP 82; Bloodied 41
AC 22; Fortitude 19, Reflex 21, Will 21 AP 1
Saving Throws +5 against charm eff ects
Speed 6; see also fey step
mSpear (standard; at-will) ✦ Weapon

+10 vs. AC; 1d8 + 1 damage, and the target is slowed until the
end of Saxon's next turn.

R Binding Force (standard; at-will)
Ranged 10; +12 vs. Reflex; 1d8 + 3 damage, and the target is
immobilized until the end of Saxon's next turn.

R Necroitic Pulse (standard; at-will) ✦ Necrotic
Ranged 10; +12 vs. Reflex; 1d8 + 2 damage, and the target slides
up to 3 squares.

C Dazzling Blast (standard; recharge ⚄ ⚅ ) ✦ Necrotic
Close blast 3; +9 vs. Will; 2d6 + 3 necrotic damage, and the
target is blinded until the end of Saxon's next turn.

Teleport Step (move; encounter) ✦ Teleportation
Saxon can teleport 5 squares.
Alignment evil Languages Common, demonic
Skills Arcana +16, History +16, Nature +10
Equipment robes
[/sblock]

[sblock=map]
map
[/sblock]
[/sblock]
 

As the remaining zombies are slain by the heroes, their attention turns towards the statue, which burst into pieces, sending chunks of rock everywhere. No harm is done to the party from the blast, but the cause of the blast is quite clear. Not one, but two undead appear from within the statue. They appear to be frozen, but are clearly not as they advance on the party. Their presence is felt immediately before they even attack as the ground and everything around them freezes over as the move. One moves to the north of the alter. The other moves to the south, right by Graven. As the two zombies get closer to the allies, all but Eva feel the effects of the cold. Ignus feels worse than everyone. The southern most zombie takes a swipe at Merry with its rock hard frozen fist, hitting her square in the chest. Merri, besides taking damage from the blow finds that she is not able to move.

GM: Graven gets an OA on CB2


[sblock=mechanics]
Heros Turn
Eva:
Ignus:
Merri: Hits Z3 for 12, grants Ignus 4 temp HP
Dretch: kills Z2 and hits, -4 to Eva, 14 damage to Z3
Graven: kills ZM1

Total Damage to Enemy:
Z3: Dead
Z4: Dead
ZM1: Dead

Baddies turn:

CB1
move to current location
No attack:
At the beginning of next turn Ignus and Dredge take 5 cold damage from CB1 aura

CB2
move to current location
attack: Slam attack: 1d20+11 vs Merri AC: for 1d6+4 = (Hit 19) for 9 and Merri is immobilized (save ends)

At the beginning of next turn Ignus, Merri and Graven take 5 cold damage. Merri takes 5 more because she's immobilized (see power description below)


Total Damage to Allies:
Merri: hit for 9 and imob (save ends)

[/sblock]

[sblock=Stats]
Palyers
Eva
AC:18, Fort:14, Reflex:17, Will:15 -- Speed:7
HP:28/32 THP: 0 Surges left:8/8 AP: 0

Ignus
AC: 17, Fort: 14, Reflex: 15, Will: 12
HP:28/28 THP 4 7/10 Action Points: 1

Merri:
AC 18 For: 15 Ref: 16 Will: 18
HP: 34/34 Temp 6 Surges/day: 3 AP: 0

Graven:
AC: 18, For: 15 Ref: 15 Will: 14
+2 saves against ongoing damage
HP: 40/40 THP: 10 Surges 7/11 AP: 0

Dredge:
HP 16/16

Enemies:
Saxon[/COLORDEAD
ZM2DEADZM3DEADZM4[/COLORDEAD
Z1DEAD
Z240/40
Z323/40
Z4DEAD
CB171/71
CB271/71



[/sblock]

[sblock=Enemies]

Zombie Minion
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.


Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Chilborn Zombies
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; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fi re, 5 radiant
Speed 4
mSlam (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); see also ice reaper.
C 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 an extra 5 cold damage to an
immobilized creature.

Saxon the Priest
HP 82; Bloodied 41
AC 22; Fortitude 19, Reflex 21, Will 21 AP 1
Saving Throws +5 against charm eff ects
Speed 6; see also fey step
mSpear (standard; at-will) ✦ Weapon

+10 vs. AC; 1d8 + 1 damage, and the target is slowed until the
end of Saxon's next turn.

R Binding Force (standard; at-will)
Ranged 10; +12 vs. Reflex; 1d8 + 3 damage, and the target is
immobilized until the end of Saxon's next turn.

R Necroitic Pulse (standard; at-will) ✦ Necrotic
Ranged 10; +12 vs. Reflex; 1d8 + 2 damage, and the target slides
up to 3 squares.

C Dazzling Blast (standard; recharge ⚄ ⚅ ) ✦ Necrotic
Close blast 3; +9 vs. Will; 2d6 + 3 necrotic damage, and the
target is blinded until the end of Saxon's next turn.

Teleport Step (move; encounter) ✦ Teleportation
Saxon can teleport 5 squares.
Alignment evil Languages Common, demonic
Skills Arcana +16, History +16, Nature +10
Equipment robes
[/sblock]

[sblock=map]
map
[/sblock]

GM: Just think, if you survive this, look at all of XP you're gonna get :)

It's the party's turn
 

Ignus' teeth begin chattering almost immediately. "Aye, no fair! Us children of Tiamat don' be likin' the cold." Ignus seems to fade away as the zombie gets closer only to reappear across the room trying to help his party focus down one enemy. "Les' kill dis one then focus the other. Maybe dat stink demon can hold it off for a bit." Even though the cold seems to slow him down momentarily, he finally manages a piercing flurry of blows that crack the icy sheets covering the zombie's body.
[sblock=Actions]
Start of Turn: Take 10 Cold Damage

Move Action: Shadow step to J11
Minor Action:

Standard Action:Steel Wind vs. Chillborn 2's Reflex (1d20+7=10, 1d8+5=9) Son of whore, my rolls are sucking. Which really blows since I'm already under leveled and supposed to be doing damage. Screw it, action point:

Action Point: Steel Wind vs. Chillborn 2's Reflex (AP) (1d20+7=16, 1d8+5=9)

Free Action: Iron Flurry of Blows on CB2 (7 Damage and cannot shift until SoNT)
[/sblock]
[sblock=Stats]
Ignus – Male Kobold Monk 1
PC:Ignus Ironbrand (Rapida) - L4W Wiki

Initiative: +4, Speed: 6 Passive Perception: 11, Passive Insight: 11

AC: 17, Fort: 14, Reflex: 15, Will: 12

HP: 22/28, Bloodied: 14 , Surge Value: 7, Surges Left: 6/10

Action Points: 0

OA Basic Melee Attack: +5 Melee Basic Attack (Monk Unarmed Strike) 1d8+2 Damage

Powers At-Will Powers:Crane's Wings, Steel Wind, Shifty

Encounter Powers: Stinging Nettles, Shadow Step, Second Wind

Daily Powers: Lashing Rain
[/sblock]
 
Last edited:

While Eva tries to recover from her invisible injury, her summoned demon advances toward the next zombie. The demon's screams become even louder and angrier as it begins to freeze, but this time, its undead opponent is able to dodge its attacks.

[sblock=Eva actions / stats]Start of turn: The dretch is in the aura, so it takes 5 cold damage. It's at 11/16 hp.

Standard: Phantasmal Assault vs CB1 misses Will 12. (1d20+8=12)

Minor: Order the summoned Dretch to move to L7.

AP-Standard: Dretch attack vs CB1 misses AC 18. (1d20+8=18)


Dretch: 11/16 hp, Eva's defenses, deals 5 poison damage to adjacent creatures if reduced to 0 hp


PC:Eva (Dekana) - L4W Wiki- Female Elf Mage 3
Passive Perception: 18, Passive Insight: 11
AC:18, Fort:16, Reflex:19, Will:17 -- Speed:7
HP:28/32, Bloodied:16, Surge Value:8, Surges left:8/8
Initiative +2
Action Points: 0 (encounter)

Conditions
Symbiosis: While the summoned dretch is present, each creature Eva hits with a basic or at-will attack takes 5 damage if it makes an attack before the end of its next turn, after it makes the attack.

Powers
Disrupt Undead, Ghost Sound, Phantasmal Assault, Restless Dead, Magic Missile
Color Orb, Color Spray, Darkening Flame, Elven Accuracy, Second Wind, Shield, Spook
Summon Dretch

[sblock=spellbook]Encounter (2): Color Spray (3), Cordon of Bones (3), Darkening Flame (1), Ray of Enfeeblement (1)
Daily (1): Spirit Rend (1), Summon Dretch (1)
Utility (1): Shield (2), Summon Shadow Serpent (2)[/sblock]Notes: +2 damage rolls vs bloodied targets[/sblock]
 

Graven swings at the zombie that walks past him, but is unable to connect. He feels the cold sinking into his bones as he readies his sword for another strike. He misses again, and vanishes from sight.[sblock="actions"]Opportunity Attack: 1d20+7=14 miss
Start of Turn: 5 cold damage from aura.
Standard: Vanishing Blade vs CB2 - 1d20+9=16 miss again :(. Half damage on a miss, so 7 damage. Graven teleports to M8 and is invisible TENT. For the remainder of the encounter whenever he hits with a melee attack he can teleport 3 squares as a free action
Minor: Aegis of Shielding on CB2 - he has a -2 to hit if I'm not a target of the attack and if the attack hits I can use an immediate interrupt to reduce the damage dealt by the attack by 9.[/sblock][sblock="Stats"]Graven Male Warforged Hybrid Swordmage/Wizard (Good)
Initiative: +1, Passive perception: 11, Passive Insight: 11, Senses: Normal

Defenses:
AC: 18, Fort: 15, Reflex: 15, Will: 14
+2 saves against ongoing damage

Vitality
HP: 40(+5)/40, Bloodied: 20, Surge Value: 10, Surges Left: 7/11
Action Points: 0/1, Second Wind: unused

Languages:
Allarian

Basic Attacks:
Melee Basic Attack: +7 vs AC - Aegis Blade Longsword: 1d8+3
Ranged Basic Attack: Magic Missile - 6 damage

Powers:
At-Will: Magic Missile, Booming Blade
Cantrips: Mage Hand, Light, Presdigitation, Ghost Sound
Encounter: Aegis of Shielding (Special), [-]Cold Strike[/-], [-]Color Orb[/-], [-]Dimensional Vortex[/-], Warforged Resolve
Daily: [-]Vanishing Blade[/-], Guardian Blades

Weapons:
Aegis Blade Longsword - 1d8+1
Longsword - 1d8

Conditions:

Living Construct - No need to eat, drink, breathe, or sleep
Unsleeping Watcher - 4 hours of inactivity counts as an extended rest
Warforged Resolve - +2 bonus to saves against ongoing damage
Sword Bond - Can call sword to hand from 10 squares away as a minor action
Swordmage Aegis (Hybrid) - Regain use of swordmage aegis if target dies
Rose King's Shield - Once per turn when Graven hits an opponent with Booming Blade while using a longsword, he gains 5 temporary hitpoints. If he ended his turn at least 2 squares away from where he started, he instead gains 10 temporary hitpoints.[/sblock][sblock="Immediate Interrupt"]If an enemy marked by Graven's Aegis of Shielding makes an attack against an ally that does not include Graven as a target and the enemy is within 10 squares of Graven, Graven uses an Immediate Interrupt to reduce the damage dealt by that attack to one creature by 9.[/sblock]
 

OOC: [MENTION=79956]dimsdale[/MENTION] It isn't clear to me how much damage Merri should take at start of turn. The ice reaper effect in monster stats says 'deals 5 more damage to immobilized creature'. That makes it sounds like on an attack roll (so I didn't know if it counted against aura and ongoing damage). Also the slam attack looks to read 'immobilized TENT and 5 ongoing damage (save ends).' I hope that is right so just let me know if I get the damage wrong.


"Honestly, I don't know how anyone stands to be around all these dead things!"


Merri shivers from the cold emanating from the zombie.

"You may be dead, dead thing, but you've still got essence from when you were alive."

Merri reaches out near the zombies chest and pulls again, like she did against Saxon. Although she doesn't touch the zombie, ribs crack and break and substances ooze down its front. Merri seems stronger for the attack.

[sblock=actions]
Before turn: Take 9 damage (-6THP and 31/34 HP).

Start: 5 ongoing cold damage (26/34 HP)

Start: Aura Damage: 5 cold damage (21/34 HP)

Standard: Taste of Life vs. CB2 (CA for flank): 1d20+5+2, 1d8+8 → ([15, 5, 2], [7, 8]) Roll. 22 vs Fort is a hit for 15 damage. Merri gains 6 THP

Free: Merri gains DR 3 vs. CB2 (Iron Body Ki Focus)

Save: yes!
[/sblock]

[sblock=Merri's mini-stats]Merri- Female Human Hybrid Ardent/Vampire 3

Status: 6 THP, DR 3 vs. CB2

Initiative: +4, Passive perception: 17, Passive Insight: 12

AC 18 For: 15 Ref: 16 Will: 18

HP: 21/34 THP: 6 Bloodied: 17 Surge value: 8 Surges/day: 3/2

Speed: 6 squares, Languages: Common, Elven
Action Point: 1
Power Points: 2

Powers:
Energizing Strike, Ire Strike, Taste of Life
Surefooted Stride, Ardent Surge, Second Wind, Sympathetic Agony, Blood Drinker
Lingering Fury, Brooch of Shielding, Onyx Dog

Notable Effects:
Resist Force 10. Vulnerable Radiant 5
Allies within 5 squares get +2 to Diplomacy, Intimidate and +1 to OA damage rolls.
Gains regeneration 4 if bloodied.
Merri has DR3 vs. enemies she hits w/ ki focus. [/sblock]
 

GM: update coming tomorrow night


[sblock=dm notes: please ignore]
[sblock=mechanics]
Heros Turn
Eva: miss, ap spent
Ignus: take 10 cold damage, 7 damage on cb2, ap spent
Merri: -5 from Aura, -5 ongoing cold, 3 before turn. hits cb2 for 15 and merri gains 6 thp, save vs ongoing cold
Dretch: dredge miss
Graven: take 5 damage, cb2 takes 7 damage, merri invisible, AoS on CB2: If CB2 doesn't attack Graven then target damage is reduced by 9

Total Damage to Enemy:
CB2: -29

Baddies turn:

CB1
move to current location
No attack:
At the beginning of next turn Ignus and Dredge take 5 cold damage from CB1 aura

CB2
move to current location
attack: Slam attack: 1d20+11 vs Merri AC: for 1d6+4 = (Hit 19) for 9 and Merri is immobilized (save ends)

At the beginning of next turn Ignus, Merri and Graven take 5 cold damage. Merri takes 5 more because she's immobilized (see power description below)


Total Damage to Allies:
Merri: hit for 9 and imob (save ends)

[/sblock]

[sblock=Stats]
Palyers
Eva
AC:18, Fort:14, Reflex:17, Will:15 -- Speed:7
HP:28/32 THP: 0 Surges left:8/8 AP: 0

Ignus
AC: 17, Fort: 14, Reflex: 15, Will: 12
HP:28/28 THP 4 7/10 Action Points: 1

Merri:
AC 18 For: 15 Ref: 16 Will: 18
HP: 34/34 Temp 6 Surges/day: 3 AP: 0

Graven:
AC: 18, For: 15 Ref: 15 Will: 14
+2 saves against ongoing damage
HP: 40/40 THP: 10 Surges 7/11 AP: 0

Dredge:
HP 16/16

Enemies:
Saxon[/COLORDEAD
ZM2DEADZM3DEADZM4[/COLORDEAD
Z1DEAD
Z240/40
Z323/40
Z4DEAD
CB171/71
CB271/71



[/sblock]

[sblock=Enemies]

Zombie Minion
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.


Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Chilborn Zombies
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; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fi re, 5 radiant
Speed 4
mSlam (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); see also ice reaper.
C 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 an extra 5 cold damage to an
immobilized creature.

Saxon the Priest
HP 82; Bloodied 41
AC 22; Fortitude 19, Reflex 21, Will 21 AP 1
Saving Throws +5 against charm eff ects
Speed 6; see also fey step
mSpear (standard; at-will) ✦ Weapon

+10 vs. AC; 1d8 + 1 damage, and the target is slowed until the
end of Saxon's next turn.

R Binding Force (standard; at-will)
Ranged 10; +12 vs. Reflex; 1d8 + 3 damage, and the target is
immobilized until the end of Saxon's next turn.

R Necroitic Pulse (standard; at-will) ✦ Necrotic
Ranged 10; +12 vs. Reflex; 1d8 + 2 damage, and the target slides
up to 3 squares.

C Dazzling Blast (standard; recharge ⚄ ⚅ ) ✦ Necrotic
Close blast 3; +9 vs. Will; 2d6 + 3 necrotic damage, and the
target is blinded until the end of Saxon's next turn.

Teleport Step (move; encounter) ✦ Teleportation
Saxon can teleport 5 squares.
Alignment evil Languages Common, demonic
Skills Arcana +16, History +16, Nature +10
Equipment robes
[/sblock]

[sblock=map]
map
[/sblock]



[/sblock]
 
Last edited:

The allies divide and conquer with three of the four hitting the southern chillborn zombie, racking up major damage. The foe still stands however, and with the other nearby, the room is now bitter cold with everyone feeling the effects except Eva. The southern zombie strikes at Ignus, but misses. The northern zombie pummels the dredge. The dredge shows signs that its end is near as it wont make it another round of battle.

[sblock=mechanics]
Heros Turn
Eva: miss, ap spent
Ignus: take 10 cold damage, 7 damage on cb2, ap spent
Merri: -5 from Aura, -5 ongoing cold, 3 before turn. hits cb2 for 15 and merri gains 6 thp, save vs ongoing cold
Dretch: dredge miss
Graven: take 5 damage, cb2 takes 7 damage, merri invisible, AoS on CB2: If CB2 doesn't attack Graven then target damage is reduced by 9

Total Damage to Enemy:
CB2: -29

Baddies turn:

CB1
move to current location
attack: Slam attack: 1d20+11 vs dredge AC: for 1d6+4 = (hit 26) for 7 and immob (save ends)


CB2
movement: none
attack: Slam attack: 1d20+11 vs Graven AC: for 1d6+4 = miss...lucky :)

At the beginning of next turn Graven takes 10; Merri, Ignus and dredge takes 5; dredge also takes 5 cold:
Due to 19 points damage dredge disappears


Total Damage to Allies:
Merri: hit for 9 and imob (save ends)

[/sblock]

[sblock=Stats]
Palyers
Eva
AC:18, Fort:14, Reflex:17, Will:15 -- Speed:7
HP:28/32 THP: 0 Surges left:8/8 AP: 0

Ignus
AC: 17, Fort: 14, Reflex: 15, Will: 12
HP:6/28 THP 0 7/10 Action Points: 1

Merri:
AC 18 For: 15 Ref: 16 Will: 18
HP: 21/34 Temp 6 Surges/day: 3 AP: 0

Graven:
AC: 18, For: 15 Ref: 15 Will: 14
+2 saves against ongoing damage
HP: 35/40 THP: 10 Surges 7/11 AP: 0

Dredge:
HP 2/16: dies at start of next turn

Enemies:
Saxon[/COLORDEAD
ZM2DEADZM3DEADZM4[/COLORDEAD
Z1DEAD
Z2DEAD
Z3DEAD
Z4DEAD
CB142/71
CB271/71



[/sblock]

[sblock=Enemies]

Zombie Minion
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.


Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Chilborn Zombies
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; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fi re, 5 radiant
Speed 4
mSlam (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); see also ice reaper.
C 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 an extra 5 cold damage to an
immobilized creature.

Saxon the Priest
HP 82; Bloodied 41
AC 22; Fortitude 19, Reflex 21, Will 21 AP 1
Saving Throws +5 against charm eff ects
Speed 6; see also fey step
mSpear (standard; at-will) ✦ Weapon

+10 vs. AC; 1d8 + 1 damage, and the target is slowed until the
end of Saxon's next turn.

R Binding Force (standard; at-will)
Ranged 10; +12 vs. Reflex; 1d8 + 3 damage, and the target is
immobilized until the end of Saxon's next turn.

R Necroitic Pulse (standard; at-will) ✦ Necrotic
Ranged 10; +12 vs. Reflex; 1d8 + 2 damage, and the target slides
up to 3 squares.

C Dazzling Blast (standard; recharge ⚄ ⚅ ) ✦ Necrotic
Close blast 3; +9 vs. Will; 2d6 + 3 necrotic damage, and the
target is blinded until the end of Saxon's next turn.

Teleport Step (move; encounter) ✦ Teleportation
Saxon can teleport 5 squares.
Alignment evil Languages Common, demonic
Skills Arcana +16, History +16, Nature +10
Equipment robes
[/sblock]

[sblock=map]
map
[/sblock]

GM: it's the party's turn
 

Graven steps back into melee with the southern zombie, but his swing comes nowhere close. He closes his eye for a moment and concentrates, and a ring of whirling ghostly blades springs into existence around him.[sblock="actions"]Move: to L10
Standard: Booming Blade vs CB2 - miss
Minor: Guardian Blade - Until the end of the encounter or until Graven becomes unconcious, each enemy adjacent to him that makes an attack roll takes 4 force damage. No enemy can take this damage more than once per turn.[/sblock][sblock="Stats"]Graven Male Warforged Hybrid Swordmage/Wizard (Good)
Initiative: +1, Passive perception: 11, Passive Insight: 11, Senses: Normal

Defenses:
AC: 18, Fort: 15, Reflex: 15, Will: 14
+2 saves against ongoing damage

Vitality
HP: 35/40, Bloodied: 20, Surge Value: 10, Surges Left: 7/11
Action Points: 0/1, Second Wind: unused

Languages:
Allarian

Basic Attacks:
Melee Basic Attack: +7 vs AC - Aegis Blade Longsword: 1d8+3
Ranged Basic Attack: Magic Missile - 6 damage

Powers:
At-Will: Magic Missile, Booming Blade
Cantrips: Mage Hand, Light, Presdigitation, Ghost Sound
Encounter: Aegis of Shielding (Special), [-]Cold Strike[/-], [-]Color Orb[/-], [-]Dimensional Vortex[/-], Warforged Resolve
Daily: [-]Vanishing Blade[/-], [-]Guardian Blades[/-]

Weapons:
Aegis Blade Longsword - 1d8+1
Longsword - 1d8

Conditions:

Living Construct - No need to eat, drink, breathe, or sleep
Unsleeping Watcher - 4 hours of inactivity counts as an extended rest
Warforged Resolve - +2 bonus to saves against ongoing damage
Sword Bond - Can call sword to hand from 10 squares away as a minor action
Swordmage Aegis (Hybrid) - Regain use of swordmage aegis if target dies
Rose King's Shield - Once per turn when Graven hits an opponent with Booming Blade while using a longsword, he gains 5 temporary hitpoints. If he ended his turn at least 2 squares away from where he started, he instead gains 10 temporary hitpoints.[/sblock][sblock="Immediate Interrupt"]If an enemy marked by Graven's Aegis of Shielding makes an attack against an ally that does not include Graven as a target and the enemy is within 10 squares of Graven, Graven uses an Immediate Interrupt to reduce the damage dealt by that attack to one creature by 9.[/sblock]
OOC: Forgot I'd already used my AP. Totally just wasted a crit :(
 

Remove ads

Top