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 | |