[D&D 4E PbP] Council of Thieves Act 1: The Bastards of Erebus (IC)

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  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    Typhor follows the others into the side chamber. On seeing that the room is free of goblins, Typhor lets out a grateful sigh and slumps to a sitting position against a wall. "Nice work, people. And Alain... thanks for covering my ass there." Having said his piece, Typhor closes his eyes and spends a few minutes composing himself.

    Short Rest
    Healing Surge: spend 2 surges to regain 2 * (7 + 3) = 20 HP.

    Status: 28/30 HP, 6/9 surges remaining, 1 Action point.

    FunkyWaltDogg on
  • ironzergironzerg Registered User regular
    edited November 2010
    While the rest of the group searches the nearby corridor, William takes a minute to lean up against a wall and catch his breath. When everyone returns and is ready to continue the trek, William takes up the sunrod and the lead again, stepping quietly, trying to stay even more vigilant against dark threats looming in the glooming sewers.
    Healing Surge! 8+3 = 11. 8 left. William is now at 32/34

    Shennanigans: 1d100: 82!
    Stealth: 1d20+5: 18!
    Perception: 1d20: 13!

    ironzerg on
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Grokka takes a moment to gather himself and begins to sing a rousing tune to help raise the spirits of his companions:

    Blood was spilled and magic crashed, the tunnels shook and rattled.
    The goblins thrashed the heroes clashed, and laughed all while they battled.
    William, William swift of blade and Hertzog the unchained
    Alainn her holy wrath did wrought and Typhor brought the pain.

    They were victorious in the bar above, victorious in the dark,
    Grokka sang such sweet a song he... erm... lark? hark? mark?


    Grokka's voice trails off as he tries to find the perfect lyric. Never the less, he feels his strength return and can sense the spirits of his allies lift.

    1 Healing Surges: 7+3)= 10 HP Healing. 28/28 Total
    Edited and corrected: 3 surges spent today


    Stealth: 11
    Shenanigans: 6
    Perception: 4

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • QedQed Registered User regular
    edited November 2010
    "...but now he must embark."

    Hertzog's voice is gruff and scratchy and wholly at odds with Grokka's tune. You think a frog may have emerged from the half-orc's mouth as he tries to join the melody.

    Seeing the next marker, Hertzog falls in behind William again, trying to watch for both the signs of goblins or any sensible pattern in the layout of the sewers. His attention is mostly caught on Grokka's song however. His head fills with the tune to the point of distraction. Fortunately for the party, he manages to keep himself from humming. Keeping a hand to the wall and his weapon readied for a second ambush, Hertzog continues, distracted and silent, into the Westcrown sewers.

    Short Rest
    Gold: 36+200/5 = 76
    Exp: 425+130 = 555
    Healing: 18 + 10 = 28/29 , 2 Healing Surges Remain.

    Sewer Navigation!

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2010
    Alainn nods at Typhor while she wonders silently to herself if she's enjoying the thrill of combat a bit much. The pain was of course, not pleasant, but the exhilaration of facing down foes as capable of reason as herself while in the service of Erathis was a rush. It was hard for her to take a short rest with the others, but she centered herself, using the same technique she perfected throughout her years of working at the Jade Star.

    Sewer Navigation
    Shenanigans: 42
    Stealth: 4
    Perception: 13

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Grokka looks at the Half-orc with a grin and scratches a note down on his paper. "Hertzog, when this is all over, I'm giving you a co-writer credit on my magnum opus!" He glances up to see what appears to be an endless series of dark tunnels and shakes his head. He then draws his attention back to his scrap of paper, trying to find the perfect words, obviously too distracted to be of any help navigating the tunnels.

    !Ready

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    Sensing that the others were itching to get moving, Typhor rises to his feet and falls into line behind Grokka. Whether due to the satisfaction of winning a good battle or simply from pure adrenaline, his senses are on high alert. And while he's never been much for the gods, for just a moment Typhor feels as though Avandra must be smiling directly on him.

    "Comrades, I'm feeling... lucky."
    Perception: 1d20 - 1 = 19
    Stealth: 1d20 + 0 = 6
    Shenanigans: 1d100 = 100!!!

    I've never been more !Ready in my life.

    FunkyWaltDogg on
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited November 2010
    Party’s Hijinks meter: 66
    Party’s lowest Stealth: 4 (-2, due to a lit torch; +2 due to successful Dungeoneering check)
    Party’s Highest Perception: 19
    Special unlocked:
    Rolling a Dungeoneering check (DC 10) grants a +2 bonus to your stealth check. The bonuses are culmulative per PC (so if 4 PCs succeed a Dungeoneering roll, they gain a +8 bonus to Stealth checks for the next encounter). Failed rolls do not grant penalties.

    As the party follows the symbol's blades once more, they crept through the dark, looming tunnels. This time, the tunnels were eerily quiet. Nothing stirred, nothing moved. It was as if even Asmodeus himself was terrified of the sewers. This disturbed the heroes even more. Some even hoped that their would be some evidence of life left in these sewers, to indicate to them that they weren't ALL gone, even if they came from the very organization they aimed on hiding from...


    Stealth check: Failed
    As they made their way past the eigth symbol, they soon came towards a large tunnel. The tunnel opened into a large room. Most of the floor was taken up by a cesspit. One of the walls had a short door set in it. Like many of the other tunnels the heroes had passed through, this one was intended to handle overflow at peak times. The large side room contains buckets, long-handled shovels, picks, and other tools for building the tunnels or moving waste from a clogged channel. However, it was the dark silhouette of something large in the pool itself that caught their attention.

    Lying in the cesspool like the large, misshapen beast it was, an Otyugh laid there, not moving or flailing at all. Strangely, it made no noises whatsoever. As the group’s specialist scout, William crept towards the lumbering giant. If things went terrible quickly, he had hoped to lay the first blow. As he made his way to the beast, he notices something very strange. THe creature didn't move at all. Even the most passive of sewer creatures would defend itself, even this close to it. As William walked around the seemingly docile creature, he then realized why it was docile to begin with. There was a large, gaping hole in the back of the beast. The wound itself was large enough to engulf a man. ANd judging by the lack of blood, this kill occured perhaps days ago. After poking the dead creature, William was satisfied that the creature would not plague them any further. William then turned his gaze from the opened wound back to the party, signalling the beast was harmless...

    Perception Check: Success
    ...Only to give Tyhpor enough time to issue a warning to the young Swordmage.

    "William, behind you!"

    As William turned around, he spots what appears to be a hooked, deformed hand swinging towards William. Within a heartbeat, William withdrew his sword, and parried the blow. However, prepared that the Swordmage was for any LIVING foe, nothing prepared him to face the foe that was now staring at him: A man-sized, rotting creature of flesh, making its way out of the Otygugh’s fatal wound. Its hands, deformed and mutilated as they were, were replaced with rusty hooks and knives. Its eyes were milky white. But worst of all, was that its complete lower jaw was missing. Instead, the creature’s mouth was wide open, its tongue flailing and hanging about endlessly. As it moaned towards William, the door nearby bashed open, and soon another cadaver, and three bony creatures made their way to the heroes...

    Roll Initiative!


    Party Health:
    Alainn: 23/24 HP
    Grokka: 28/28 HP
    Hertzog: 28/29 HP
    Typhor: 28/30 HP
    William: 32/34 HP

    Also, a religion check would be in order to identify the creatures.

    TiamatZ on
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    Glad indeed that he had been watching so carefully, Typhor surveys the area and quickly begins to turn the tactical options over in his mind.
    No Action: Monster Knowledge Check (Religion): 1d20 + 3 = 11
    Initiative: 1d20 + 0 = 5
    No Action: Battlefront Shift
    --->Trigger: Typhor rolls initiative
    --->Effect: One ally within CB 3 shifts half their speed.

    FunkyWaltDogg on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2010
    Alainn stumbles into the person in front of her as Typhor calls out a warning to William. She quickly notices the ghastly creatures advancing towards her and her allies. The rush of adrenaline hit her hard, but quickly turned to a sense of duty as she recognized these foes were undead.

    Combat
    Initiative: 2
    Religion: 15

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Grokka, with his head still down, slams directly into the body of his ally standing in front of him. His eyes shoot up only to see the gruesome display play out before him. In a blur of massive arms and steel he draws his greatsword from it's sheath and stands at the ready. Undead, eh? This battle will prove to be... a thriller." He glances back at his allies with lifted eyebrows.
    Initiative: 20 (Seriously? I waste my crit on an initiative roll?)

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • ironzergironzerg Registered User regular
    edited November 2010
    The sunrod goes tumbling behind William as his body springs into a defensive stance. As he parries the blow by the abomination, his body is rattled from the sheer force of the blow as it runs down the length of his blade.

    While unharmed, William's mind races to to place anything from his studies or even his nightmares to identify the horrors closing in around him, greatly slowing his response.
    Initative: 2!
    Religion Check: 21!
    *Don't remember if you actually have to be trained to identify a monster, but rolled anyway.

    ironzerg on
  • QedQed Registered User regular
    edited November 2010
    Bounding to the ready at the clang of battle, Hertzog instinctively leaps toward William, weapon in hand. As this instinct draws in a large breath, the half-orc retches as the smell of decaying abomination and decomposing zombie floods his mind, finally driving out Grokka's tune. Tightening his grip on the the spiked ends of his weapon, Hertzog catches himself and squares towards the nearest foe. Seeing his friends ready for battle and free of goblin projectiles he calls back to the party:

    "This shouldn't be so bad, someone's already killed 'em once!"

    Get Ready!

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited November 2010
    The Restless Dead! Round 1

    Party:
    Religion Checks:
    DC 10 (Hertzog, Typhor):
    The creatures standing in front of you were a combination of zombies and skeletons. These creatures of the dead were resistant against diseases and poison, but were weak against the holy light of some gods. Zombies in particular, tend to be raised shoddily, and as such, are easy to slay with one well place blow to their heads.

    You have discovered the Zombie weakness (see details below).

    DC 15 (Alainn, William):
    One law that the rulers of House Thrune had gotten right (and actively enforce), was that Necromancy (as well as any mention of it i.e. books and scrolls) was outright banned in Cheliax, and anyone seen practicing it was placed under penalty of death. This was ruled in due to the fact it was Vecna’s followers who have slain the Chelaxian’s patron god, Pelor. Vecna is known as the god of secrets, and the undead. However, this made finding (much less using) rituals based on dealing with the undead (such as Speak with Dead ritual) much more difficult.

    Karrien/Master Barrien once told you a few months ago of a Cult of Vecna that operated in a hidden temple elsewhere in the city. The cult was swiftly (and brutally) crushed by the Hellknights. No LIVING person escaped their wrath. However, these undead in front of you are perhaps the remnants that cult, who simply “leaked out” into the sewers.

    In addition, the skeletons wearing pieces of skin carried a dangeros disease and, if they hit with a perfect blow, could severly wither a living creature's skin.

    You have discovered: Skinwalker disease, Skinrot!


    Map (Round 1):
    SewerFight2Round1.jpg

    Initiative:
    Grokka 20
    Skeletal Archer [URL=" http://4e.orokos.com/roll/29971"]16[/URL]
    Skinwalker Skeletons [URL=" http://4e.orokos.com/roll/29971"]13[/URL] and [URL=" http://4e.orokos.com/roll/29971"]14[/URL] = 14 average
    Hertzog 12
    Skullborn Zombies [URL=" http://4e.orokos.com/roll/29971"]5[/URL] and [URL=" http://4e.orokos.com/roll/29971"]8[/URL] = 7 average
    Typhor 5
    Alainn 2
    William 2

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    (Q12) Alainn HP 23/24
    (P13) Grokka HP 28/28
    (R11) Hertzog HP 28/29
    (O12) Typhor HP 28/30
    (I9) William HP 32/34
    (E10) Skeletal Archer HP 37/37
    (K15) Skinwalker Skeleton #1 HP 45/45
    (L16) Skinwalker Skeleton #2 HP 45/45
    (J8) Skullborn Zombie #1 HP 40/40
    (M15) Skullborn Zombie #2 HP 40/40



    Monster Details:
    SkeletalArcher.pngSkeletal Archer: HP 37/37 AC 16; Fort 14, Reflex 16, Will 15, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vunerability: 5 Radiant
    Special:
    Prime Shot:
    A Skeletal Archer gains a +1 bonus to attack rolls against the closest enemy.


    SkinwalkerSkeleton.png Skinwalker Skeleton: HP 45/45 AC 16; Fort 15, Reflex 14, Will 13, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vunerability: 5 Radiant (while bloodied)

    Special:
    Skin Case:
    Action: Until bloodied
    Effect: A skinwalker skeleton’s fleshy exterior grants it a +2 bonus to AC and Fortitude (already included), negates its vulnerable 5 radiant, and infects a target with skinrot (see below) when the skinwalker skeleton scores a critical hit. These benefits end when the skinwalker skeleton is first bloodied.

    Skin Rot (Disease):
    Level 2 Disease

    Often spread by a touch of a disease-ridden corpse, skinrot withers its victim.
    Cured Effect: The target is cured.
    Initial Effect: The target takes a –2 penalty to attack rolls.
    Final State: While bloodied, the target takes a –4 penalty to attack rolls and cannot spend healing surges.
    Endurance rolls: Improve DC 15, maintain DC 10, worsen DC 9 or lower

    SkullbornZombie.png Skullborn Zombie: HP 40/40 AC 17; Fort 16, Reflex 14, Will 13, Speed 6; Climb: 4; Vision: Darkvision; Immune: Disease, Poison; Resist: 5 Necrotic
    Special:
    Zombie Weakness:
    Any critical hit to a Skullborn Zombie drops it to 0 hit points instantly.


    I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
    Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)

    Features:
    Illumination: William’s sunrod grants light in a 20 square radius. Provided it isn’t destroyed, the area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to knee-deep water. The water is calm though, so it isn’t treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement.

    Otyugh remains: The otyugh corpse is climbable (Athletics or Acrobatics DC of 10). Anyone standing on top of it gains cover from melee attacks below. Range attacks aren’t penalized.
    COLOR="Lime"] Up Next: Grokka[/COLORCOLOR="Red"] On Deck: The skeletons[/COLOR

    TiamatZ on
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    "Hertzog, get a move on!"
    No Action: Battlefront Shift
    --->Trigger: Typhor rolls initiative
    --->Effect: Hertzog shifts half his speed (3 squares).

    FunkyWaltDogg on
  • QedQed Registered User regular
    edited November 2010
    "Hut!"

    Moving in concert with the warlord's commands, Hertzog steps to the edge of the walkway, glaring threateningly at all of the nearby abominations.

    Crunch
    Battlefront Shift: Hertzog shifts to (O11)

    Stats:
    The Good:
    (Q12) Alainn HP 23/24
    (P13) Grokka HP 28/28
    (O11) Hertzog HP 28/29
    (O12) Typhor HP 28/30
    (I9) William HP 32/34

    The Bad:
    (E10) Skeletal Archer HP 37/37
    (K15) Skinwalker Skeleton #1 HP 45/45
    (L16) Skinwalker Skeleton #2 HP 45/45
    (J8) Skullborn Zombie #1 HP 40/40
    (M15) Skullborn Zombie #2 HP 40/40

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    COLOR="Lime"] Up Next: Grokka[/COLOR
    COLOR="Red"] On Deck: The Skeletons[/COLOR

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Grokka tears loose a piece of cloth and wraps it around his face to try and block out the stench of the rotting assailants. Grokka rushes towards the nearest zombie he can find and rears his blade back for a swipe. Mid-swing Grokka's senses are overwhelmed with an overwhelming stench coming from the zombies and he chokes on the air as if it were poison. Josephine swings wide and he nearly takes a chunk out of the floor with the errant attack. Sensing these foes will be more potent than their smell, his skin toughens and thickens to deflect the blows to come. Trying to shake the stench out of his nose, he shakes his head and takes another swing at the zombie only to miss wide a second time. Through coughs and gags you can hear Grokka shout "These boys are ripe, gang, watch yourself."

    Crunch
    Move: Walk to N15
    Minor: Stone's Endurance
    -Resist 5 damage unitil the start of my next turn
    Standard: Guiding Strike vs Skullborn Zombie #2 (M15)
    Attack: 12 vs AC - Miss
    ACTION POINT (1 of 2): Guiding Strike vs Skullborn Zombie #2 (M15)
    Attack: 13+1 vs AC - MISS




    Stats:
    The Magnificent
    (Q12) Alainn HP 23/24
    (N15) Grokka HP 28/28
    -Resist 5 Damage until start of next turn
    (O11) Hertzog HP 28/29
    (O12) Typhor HP 28/30
    (I9) William HP 32/34

    The Rotten
    (E10) Skeletal Archer HP 37/37
    (K15) Skinwalker Skeleton #1 HP 45/45
    (L16) Skinwalker Skeleton #2 HP 45/45
    (J8) Skullborn Zombie #1 HP 40/40
    (M15) Skullborn Zombie #2 HP 40/40

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    [ UP NEXT: ARMY OF DARKNESS REJECTS ]
    [ ON DECK: PEOPLE WHO ROLL WAY BETTER THAN ME ]

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited November 2010
    As Wiliam turns around to hear Grokka's cry, the Skeletal Archer releases an arrow towards the Swordmage. William managed to turn around quickly, and deflected the arrow in mid-flight.

    However, this left his flank wide open, and the nearby zombie lunges at him. The creature grabs William by his one arm, holding firmly in place. The jawless mouth made it's way to William's exposed head, it's milky eyes betrying nothing...

    Grokka fared just as bad. Sensing the goliath momentum slowing down, the other zombie lunges at him as well. Within moments, Grokka's entire arm was held firm by the creature's surprisingly firm grip. Like the other zombie, it made it's way to Grokka's face, the milky eyes mere inches away from Grokka's own. As if to throw more salt to his wounds, the zombie's jawless face oozed a gut-wrenching smell.

    The skeletons, draped in the remains of a previous victim's skin, druges towards the group. One shambles off the ditch, making its way to the others. The other skeleton moves closer to the restrained Goliath. It tries jabbing it's wickedly long nails into Grokka's skin, but the bulk of the zombie made it difficult to take hold...

    Moves:
    Skeletal Archer:
    Standard Action: Longbow against William
    R Longbow (At-Will; standard) Weapon
    Range 20/40; +10 (+11 due to Prime Shot) vs AC
    1d10 + 4 damage
    Attack Roll: 17 vs AC Miss!
    Minor Action: Nock another arrow into the bow



    Skullborn Zombies:
    #1:
    Standard Action: Skullborn Zombie Grab against William
    M Skullborn Zombie Grab (At-Will; standard)
    Requirements: Requires a free claw
    +7 vs Reflex
    1d4 + 3 damage, and the target is grabbed. Any escape attempt must target the Skullborn Zombie’s Fortitude, rather than it’s Reflex.
    Attack Roll: 16 vs Reflex Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/30032 "]5[/URL] damage, and William grabbed by Skullborn Zombie #1.


    #2:
    Standard Action: Skullborn Zombie Grab against Grokka
    M Skullborn Zombie Grab (At-Will; standard)
    Requirements: Requires a free claw
    +7 vs Reflex
    1d4 + 3 damage, and the target is grabbed. Any escape attempt must target the Skullborn Zombie’s Fortitude, rather than it’s Reflex.
    Attack Roll: 14 vs Reflex Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/30033 "]6[/URL]- 5 = 1 damage, and Grokka grabbed by Skullborn Zombie #2.



    Skinwalker Skeletons:
    #1:
    Move Action: Move to M11


    #2:
    Move Action: Shift to M16
    Standard Action: Putrefying Pummel against Grokka
    M Putrefying Pummel (At-Will; standard) Disease
    +5 vs AC
    1d8+8 damage (Crit: 15 damage, and the target contracts Skinrot).
    Attack Roll: 11 vs Reflex Miss!


    Stats:
    The Magnificent
    (Q12) Alainn HP 23/24
    (N15) Grokka HP 27/28
    -Resist 5 Damage until start of next turn
    Grabbed by Skullborn Zombie #2
    (O11) Hertzog HP 28/29
    (O12) Typhor HP 28/30
    (I9) William HP 27/34
    Grabbed by Skullborn Zombie #1

    The Rotten
    (E10) Skeletal Archer HP 37/37
    (M11) Skinwalker Skeleton #1 HP 45/45
    (M16) Skinwalker Skeleton #2 HP 45/45
    (J8) Skullborn Zombie #1 HP 40/40
    (M15) Skullborn Zombie #2 HP 40/40

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    COLOR="Lime"] Up Next: The Heroes[/COLORCOLOR="Lime"] On Deck: (Round 2) Grokka[/COLOR

    TiamatZ on
  • QedQed Registered User regular
    edited November 2010
    Aghast at the zombies clutch on his friends, Hertzog bounds down into the water with a splash and then quickly back up, spikes in hand, giving a comforting nod to Grokka. Using his momentum from the jump, Hertzog plants one of the spikes in the beasts gut, flailing briefly with the other hand in an attempt to stabilize himself. Once stabilized, he pivots on the still-impaled spike driving another blow into the zombie's hulk. Determination to free his friend burning in his eyes, Hertzog yanks at both ends of his weapon, trying to pull the zombie's flesh with it. Bile flows freely from the putrid abomination, but it remains standing.

    Crunch
    Move: Walk to L15 (O12->N13(2)->M14->L15(2))
    Standard: Twin Strike vs Skullborn Zombie (M15)
    -->2 X (1d20+11) = 22 (Hit!) , 14 (miss)
    -->Free Action: Furious Assault vs Skullborn Zombie (M15)
    -->Damage: 4d4+1d6+1 = 19
    Minor: Off-Hand Strike vs Skullborn Zombie (M15)
    -->1d20+11 = 28 (Hit!)
    -->Damage: 2d4+5 = 9
    -->Grokka's Virtue of Valor Hertzog gains +4 THP
    Action Point! Standard Action: Twin Strike vs Skullborn Zombie (M15)
    -->2 X (1d20+12) = 31 (Hit!) , 14 (miss)
    -->Damage: 2d4+1 = 6

    Total Damage: 34

    Stats:
    The Magnificent
    (Q12) Alainn HP 23/24
    (N15) Grokka HP 27/28
    -Resist 5 Damage until start of next turn
    Grabbed by Skullborn Zombie #2
    (L15) Hertzog HP 28+4/29
    (O12) Typhor HP 28/30
    (I9) William HP 27/34
    Grabbed by Skullborn Zombie #1

    The Rotten
    (E10) Skeletal Archer HP 37/37
    (M11) Skinwalker Skeleton #1 HP 45/45
    (M16) Skinwalker Skeleton #2 HP 45/45
    (J8) Skullborn Zombie #1 HP 40/40
    (M15) Skullborn Zombie #2 HP 6/40 Bloodied!

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    Map:
    SewerFight2Round1a.jpg

    Features:
    Illumination: William’s sunrod grants light in a 20 square radius. Provided it isn’t destroyed, the area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to knee-deep water. The water is calm though, so it isn’t treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement.

    Otyugh remains: The otyugh corpse is climbable (Athletics or Acrobatics DC of 10). Anyone standing on top of it gains cover from melee attacks below. Range attacks aren’t penalized.

    Monster Details:
    SkeletalArcher.pngSkeletal Archer: HP 37/37 AC 16; Fort 14, Reflex 16, Will 15, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vunerability: 5 Radiant
    Special:
    Prime Shot:
    A Skeletal Archer gains a +1 bonus to attack rolls against the closest enemy.


    SkinwalkerSkeleton.png Skinwalker Skeleton: HP 45/45 AC 16; Fort 15, Reflex 14, Will 13, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vunerability: 5 Radiant (while bloodied)

    Special:
    Skin Case:
    Action: Until bloodied
    Effect: A skinwalker skeleton’s fleshy exterior grants it a +2 bonus to AC and Fortitude (already included), negates its vulnerable 5 radiant, and infects a target with skinrot (see below) when the skinwalker skeleton scores a critical hit. These benefits end when the skinwalker skeleton is first bloodied.

    Skin Rot (Disease):
    Level 2 Disease

    Often spread by a touch of a disease-ridden corpse, skinrot withers its victim.
    Cured Effect: The target is cured.
    Initial Effect: The target takes a –2 penalty to attack rolls.
    Final State: While bloodied, the target takes a –4 penalty to attack rolls and cannot spend healing surges.
    Endurance rolls: Improve DC 15, maintain DC 10, worsen DC 9 or lower

    SkullbornZombie.png Skullborn Zombie: HP 40/40 AC 17; Fort 16, Reflex 14, Will 13, Speed 6; Climb: 4; Vision: Darkvision; Immune: Disease, Poison; Resist: 5 Necrotic
    Special:
    Zombie Weakness:
    Any critical hit to a Skullborn Zombie drops it to 0 hit points instantly.

    COLOR="Lime"] Up Next: William, Grokka (Round 2), Alainn, Typhor[/COLOR
    COLOR="Red"] On Deck: Rotters[/COLOR

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Nicely done Hertzog! Send these fiends back to the grave! You know... again." Grokka's words echo across the stinking line of zombies and fill the Orc with renewed vigor.

    Crunch
    +4 Temp HP to Hertzog

    Stats:
    The Magnificent
    (Q12) Alainn HP 23/24
    (N15) Grokka HP 27/28
    -Resist 5 Damage until start of next turn
    Grabbed by Skullborn Zombie #2
    (L15) Hertzog HP 28+4/29
    (O12) Typhor HP 28/30
    (I9) William HP 27/34
    Grabbed by Skullborn Zombie #1

    The Rotten
    (E10) Skeletal Archer HP 37/37
    (M11) Skinwalker Skeleton #1 HP 45/45
    (M16) Skinwalker Skeleton #2 HP 45/45
    (J8) Skullborn Zombie #1 HP 40/40
    (M15) Skullborn Zombie #2 HP 6/40 Bloodied!

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    "Alainn, do you think you could finish off the one that's got Grokka?" Without waiting for an answer, Typhor calls upon his elemental heritage and flows past the approaching skeleton, then atop the rotting otyugh. He swings his glaive at the zombie gripping William, but fails to connect.
    Move Action: Swiftcurrent to L9
    --->Effect: Shift 5 squares over ground or liquid terrain.
    --->Athletics check to climb corpse (DC 10): 1d20 + 9 = 24
    Standard Action: Warlord's Favor on Skullborn Zombie #1
    --->1d20 + 7 vs. 17 AC = 14 (miss)

    Stats:
    The Magnificent
    (Q12) Alainn HP 23/24
    (N15) Grokka HP 27/28
    -Resist 5 Damage until start of next turn
    Grabbed by Skullborn Zombie #2
    (L15) Hertzog HP 28+4/29
    (L9) Typhor HP 28/30
    (I9) William HP 27/34
    Grabbed by Skullborn Zombie #1

    The Rotten
    (E10) Skeletal Archer HP 37/37
    (M11) Skinwalker Skeleton #1 HP 45/45
    (M16) Skinwalker Skeleton #2 HP 45/45
    (J8) Skullborn Zombie #1 HP 40/40
    (M15) Skullborn Zombie #2 HP 6/40 Bloodied!

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    [ Up Next: William, Grokka (Round 2), Alainn ]
    [ On Deck: Rotters ]

    FunkyWaltDogg on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2010
    Alainn nods to Typhor, unleashing a rolling thunder that rattles bone and rotting flesh. The force of the attack ripped the skullborn zombie off Grokka, splattering the ranger behind it with gory bits of bone and meat. The rolling thunder blasted the skeleton next to Grokka and Hertz into the wall, bouncing it off the rough stone and into the doorway to the north. The rumbling echoes washed over the other skeletons and zombie without effect.

    "Y'reckon that'll do, Typhor?"

    Without waiting for an answer, Alainn calls on inner reserves and unleashes a ribbon of pure sunlight at the Skullborn Zombie gripping William. The torrent of light slices into the skullborn zombie, cutting away the diseased flesh before burning it to ash. The power of the attack, strengthened by the divine power wielded by Alainn, drives the zombie away from William. Satisfied with the results of her attacks, Alainn dashes forwards a few steps and takes cover against the stone pillar.

    Actions
    Standard: Thunder of Judgement
    9 vs Fortitude 16 (Skullborn Zombie #1) MISS!
    21 vs Fortitude 16 (Skullborn Zombie #2) HIT! 10 radiant damage!
    -- Liquified by Thunder
    19 vs Fortitude 15 (Skinwalker Skeleton #2) HIT! 16 radiant damage!
    (Challenge Seeking Weapon)
    -- Dazed until the end of Alainn's next turn
    -- Pushed 2 squares to K16

    Action Point: Sun Strike
    16 vs Reflex (Skullborn Zombie #1) 14 HIT! 10 radiant damage! (Challenge Seeking Weapon)
    -- Slide target 1 square to K9, releasing William from the Grab

    Move: Shift to P11 to take cover behind the pillar

    Minor: Nothing

    Stats
    The Magnificent
    (Q12) Alainn HP 23/24
    (N15) Grokka HP 27/28
    -- Resist 5 Damage until start of next turn
    (L15) Hertzog HP 28+4/29
    (L9) Typhor HP 28/30
    (I9) William HP 27/34
    -- Grabbed by Skullborn Zombie #1

    The Rotten
    (E10) Skeletal Archer HP 37/37
    (M11) Skinwalker Skeleton #1 HP 45/45
    (M16) Skinwalker Skeleton #2 HP 29/45
    -- Dazed until the end of Alainn's next turn
    -- Pushed 2 squares to K16
    (K9) Skullborn Zombie #1 HP 30/40
    -- Slid 1 square to K9, releasing William from Grab

    The Dead, Again
    (M15) Skullborn Zombie #2 HP -4/40

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    [Up Next] William, Grokka (Round 2)
    [On Deck] Rotters (Round 2)

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • ironzergironzerg Registered User regular
    edited November 2010
    The force of Alainn's blast knocks the zombie away from the swordmage. William flashes his sword towards his allies, and gives a quick smile their way.

    His hand traces a familiar rune in the air, marking the horrid beast with an electric red rune.

    "Though I'm a few steps away, my magic will protect you, friends. However, I can't let this skeleton take pot shots at us with impunity!"

    William then dashes through the water and leaps up onto the ledge, his sword charged with booming force. However, his boot lands on a loose brick, causing him to nearly slide back into the water. The swordmage is forced to abadon his strike in order to regain his balance, and prepare to assault the skeleton.
    Minor Action: Aegis of Shielding on Skullborn Zombie 1 (K9)
    --->Zombie is marked by William
    --->Immediate Reaction: If Skullborn Zombie attack does not include William, Aegis of Shielding reduces the damage by 7.

    Move Action: Move to F9

    Standard Action: Booming Blade on Skeletal Archer 1 (E10)
    --->1d20+10 versus 16 AC = 11! Miss!

    ironzerg on
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Grokka chokes back a wretch as he sees the zombie grasping him literally explode into a putrid brown mist. The nearest skeleton to him, blown back by Alainn's awesome power draws the half-giant's ire and he rushes up to meet the rotten foe. A massive wave of steel swings through the air and meets the fiend true and slices off a huge chunk of decayed flesh. As the blade sweeps through the rotten meat, the entire disgusting facade of the skeleton flays open, revealing an animated skeleton beneath. Grokka's pride in his blow is tempered with raw disgust at the display before him. "A fine hit, Josephine. Don't worry, you'll be getting a nice warm bath after this. Alainn! I think it's time you prayed for this fool. Something tells me he could use a little religion in his life."


    Crunch:
    Move: Move to L16
    Standard: Guiding Strike on Skinwalker Skeleton #2 (K16)
    Attack: 21 vs AC - HIT!
    Damage: 15
    Effect: -2 to AC, +4 Temp HP to Grokka

    Stats:
    The Magnificent
    (Q12) Alainn HP 23/24
    (N15) Grokka HP 27+4/28
    (L15) Hertzog HP 28+4/29
    (L9) Typhor HP 28/30
    (I9) William HP 27/34
    -- Grabbed by Skullborn Zombie #1

    The Rotten
    (E10) Skeletal Archer HP 37/37
    (M11) Skinwalker Skeleton #1 HP 45/45
    (M16) Skinwalker Skeleton #2 HP 14/45 bloodied!
    -- Loses all beneficial effects
    -- -2 to AC until the start of Grokka's next turn
    -- Dazed until the end of Alainn's next turn
    -- Pushed 2 squares to K16

    (K9) Skullborn Zombie #1 HP 30/40
    -- Slid 1 square to K9, releasing William from Grab

    The Dead, Again
    (M15) Skullborn Zombie #2 HP -4/40

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited November 2010
    The Restless Dead! Round 2.5

    The archer spots the Swordmage coming after him. Following it's instincts (as the cultists have magically grafted into it's soul) it jumps away, nocks another arrow, and releases two arrows... all at the same time! Fortunately, the animated creature doesn't have the discipline most living creatures have, and as such, the arrows fly away completely far from their target.

    The zombie, now deprived of it's meal, now turns its milky gaze to the Genais that was now standing on top of it's previous meal. It lunges towards Typhor's legs. Though the claws strike true at the Warlord's legs, William's magic made the zombie's claws reflect right off Typhor, hardly even touching the Genasi. The creature merely shuffles around Typhor, looking for an opening.

    Grokka and his Half-Orc ally now faced with a walking skeleton. Though the flesh (and the disease it was carrying) was off, the claws still remained a threat, as the creature seemed to remind Grokka, as it lunges and stabs the Goliath in his flesh, passing through his armor like a fist through jelly.

    Alainn was too busy focusing her blasts on the zombie harassing Grokka, that she didn't realize the other skeleton making it's way to her. It jumps out of the ditch, and stands mere inches near her. At this distance, Alainn could recognize the macabre features the skeleton wielded on it's bones. The misshapen face of a young woman stared at her. Eyeless, earless, and the skeleton's rotten teeth where the girl's own once was, was staring at Alainn with disturbing eeriness.

    The creature stabs her with it's filty claws. But thankfully Alainn managed to shy away from the filthy edges of the claws. However, what pained Alainn more, was that the face of the woman was the same one as one of Madame Marisa's servants that went missing a few weeks ago...


    Moves:
    Skeletal Archer:
    Move Action: Shift to F11
    Standard Action: Double Shot against William
    R Double Shot (Encounter; Standard) Weapon
    +8 (+9 due to Prime Shot) vs Reflex
    Damage: 2d10 +6 damage.
    Attack Roll: 10 vs Reflex Miss!
    Minor Action: Nock another arrow into the bow



    Skullborn Zombies:
    #1:
    Standard Action: Claw against Typhor
    M Claw (At-Will; standard)
    +9 (+7 due to Typhor’s Cover) vs AC
    2d4 + 3 damage. On a critical hit, the Skullborn zombie can make a Skullborn Zombie grab as a free action.
    Attack Roll: 22 vs AC Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/30121"]5[/URL] – 7 (William’s Aegis) = 0 damage.
    Move Action: Shift to L10



    Skinwalker Skeletons:
    #1:
    Move Action: Move to O12
    Standard Action: Putrefying Pummel against Alainn (without cover)
    M Putrefying Pummel (At-Will; standard) Disease
    +5 vs AC
    1d8+8 damage (Crit: 15 damage, and the target contracts Skinrot).
    Attack Roll: 19 vs AC Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/30119 "]12[/URL] damage.


    #2:
    Standard Action: Putrefying Pummel against Grokka
    M Putrefying Pummel (At-Will; standard) Disease
    +5 vs AC
    1d8+8 damage (Crit: 15 damage, and the target contracts Skinrot).
    Attack Roll: 16 vs AC Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/30120 "]15[/URL] damage.




    Map (Round 2):
    SewerFight2Round2.jpg

    Initiative:
    Grokka 20
    Skeletal Archer [URL=" http://4e.orokos.com/roll/29971"]16[/URL]
    Skinwalker Skeletons [URL=" http://4e.orokos.com/roll/29971"]13[/URL] and [URL=" http://4e.orokos.com/roll/29971"]14[/URL] = 14 average
    Skullborn Zombies [URL=" http://4e.orokos.com/roll/29971"]5[/URL] and [URL=" http://4e.orokos.com/roll/29971"]8[/URL] = 7 average
    Hertzog Delayed
    Typhor 5
    Alainn 2
    William 2

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    (P11) Alainn HP 11/24 Bloodied!
    Cover from ranged attacks (behind pillar)
    (L16) Grokka HP 16/28
    (L15) Hertzog HP 28/29 +4 Temp HP
    (L9) Typhor HP 28/30
    On top of Otygugh corpse (Cover)
    (F9) William HP 27/34
    (F11) Skeletal Archer HP 37/37
    (O12) Skinwalker Skeleton #1 HP 45/45
    (K16) Skinwalker Skeleton #2 HP 14/45 Bloodied!
    Loses all beneficial effects (-2 to AC and Fort; Radiant weakness; loses Skinrot ability)
    2 to AC until the start of Grokka's next turn
    Dazed until the end of Alainn's next turn

    (L10) Skullborn Zombie #1 HP 30/40
    William’s Aegis
    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Thunder (Alainn)



    Monster Details:
    SkeletalArcher.pngSkeletal Archer: HP 37/37 AC 16; Fort 14, Reflex 16, Will 15, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vunerability: 5 Radiant
    Special:
    Prime Shot:
    A Skeletal Archer gains a +1 bonus to attack rolls against the closest enemy.


    SkinwalkerSkeleton.png Skinwalker Skeleton: HP 45/45 AC 16; Fort 15, Reflex 14, Will 13, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vunerability: 5 Radiant (while bloodied)

    Special:
    Skin Case:
    Action: Until bloodied
    Effect: A skinwalker skeleton’s fleshy exterior grants it a +2 bonus to AC and Fortitude (already included), negates its vulnerable 5 radiant, and infects a target with skinrot (see below) when the skinwalker skeleton scores a critical hit. These benefits end when the skinwalker skeleton is first bloodied.

    Skin Rot (Disease):
    Level 2 Disease

    Often spread by a touch of a disease-ridden corpse, skinrot withers its victim.
    Cured Effect: The target is cured.
    Initial Effect: The target takes a –2 penalty to attack rolls.
    Final State: While bloodied, the target takes a –4 penalty to attack rolls and cannot spend healing surges.
    Endurance rolls: Improve DC 15, maintain DC 10, worsen DC 9 or lower

    SkullbornZombie.png Skullborn Zombie: HP 40/40 AC 17; Fort 16, Reflex 14, Will 13, Speed 6; Climb: 4; Vision: Darkvision; Immune: Disease, Poison; Resist: 5 Necrotic
    Special:
    Zombie Weakness:
    Any critical hit to a Skullborn Zombie drops it to 0 hit points instantly.


    I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
    Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)

    Features:
    Illumination: William’s sunrod grants light in a 20 square radius. Provided it isn’t destroyed, the area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to knee-deep water. The water is calm though, so it isn’t treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement.

    Otyugh remains: The otyugh corpse is climbable (Athletics or Acrobatics DC of 10). Anyone standing on top of it gains cover from melee attacks below. Range attacks aren’t penalized.
    COLOR="Lime"] Up Next: The Heroes of Round 2[/COLORCOLOR="Lime"] On Deck: Grokka (Round 3)[/COLOR

    TiamatZ on
  • QedQed Registered User regular
    edited November 2010
    Seeing the weakness in the skeleton next to him, Hertzog dashes behind the corpse. Letting his chains fly wildly, a satisfying crunch sounds as the weighted ends crush the skeleton's ribcage and jaw. Bone splinters klink to the aground around him, but the mangled corpse remains upright. Hertzog roars his frustration at his allies:

    "I like men better, these things won't fall down!"

    Crunch
    Move: Walk to J16 (K15->J14(2)->I15(2)->J16)
    Minor: Declare Hunter's Quarry on Skinwalker Skeleton (K16)
    Standard: Twin Strike vs Skinwalker Skeleton (K16)
    -->2 X (1d20+11) = 30 (Hit!) , 15 (Hit!)
    -->Damage: 4d4+1d6+2 = 13

    Stats:
    The Good
    (P11) Alainn HP 11/24 Bloodied!
    (L16) Grokka HP 16/28
    (J16) Hertzog HP 28+4/29
    (L9) Typhor HP 28/30
    -->Cover from Otyugh corpse
    (F9) William HP 27/34

    The Bad
    (F11) Skeletal Archer HP 37/37
    (O12) Skinwalker Skeleton #1 HP 45/45
    (K16) Skinwalker Skeleton #2 HP 1/45 Bloodied!
    -->-2 AC, -2 Fort, Radiant Vuln, No Skinrot
    -->-2 AC until Grokka's Turn
    -->Dazed until Alainn's Turn
    -->Hertzog's Quarry
    (L10) Skullborn Zombie #1 HP 30/40
    -->-William's Aegis

    The Dead
    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Alainn

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    COLOR="Lime"] Up Next: William, Alainn, Typhor[/COLOR
    COLOR="Lime"] On Deck: Grokka (Round 2)[/COLOR

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Grokka glances across the pit and catches a glimpse of the remembering horror in Alainn's eyes. "Don't look at it Alainn! Look away! Whoever she was died long ago, this abomination mocks her life. Kill it!"

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    Seeing Alainn's distress, Typhor stifles the urge to sacrifice his tactical advantage over the zombie and rush to her aid. Instead, he calls out and helps her to tap into her inner stores of determination. "Alainn, heed Grokka's words. The foe you fight retains no vestige of humanity, and you have within you all you need to triumph."

    Having done what he could to aid Alainn, Typhor turns his attention back to the zombie. Bringing his glaive down hard, Typhor connects solidly and scores a deep gash across the zombie's chest, causing it to stagger just a bit. Sensing an opportunity, Typhor calls out, "Grokka! How about giving my rotting friend here a sample of Josephine's song?"
    Minor Action: Inspiring Word on Alainn
    --->Effect: Alainn spends a surge and regains 1 additional HP (total: +7 HP)
    Standard Action: Viper's Strike on Skullborn Zombie #1
    --->Attack: 1d20 + 7 vs. 17 AC = 21 (hit!)
    --->Skullborn Zombie #1 takes 2d4 + 5 = 11 damage.
    --->Effect: If Skullborn Zombie #1 shifts before the start of Typhor's next turn, it provokes an opportunity attack from an ally (TBD).
    Move Action: none

    Stats:
    The Good
    (P11) Alainn HP 18/24
    (L16) Grokka HP 16/28
    (J16) Hertzog HP 28+4/29
    (L9) Typhor HP 28/30
    -->Cover from Otyugh corpse
    (F9) William HP 27/34

    The Bad
    (F11) Skeletal Archer HP 37/37
    (O12) Skinwalker Skeleton #1 HP 45/45
    (K16) Skinwalker Skeleton #2 HP 1/45 (bloodied!)
    -->-2 AC, -2 Fort, Radiant Vuln, No Skinrot
    -->-2 AC until Grokka's Turn
    -->Dazed until Alainn's Turn
    -->Hertzog's Quarry
    (L10) Skullborn Zombie #1 HP 19/40 (bloodied!)
    -->William's Aegis
    -->Provokes OA on shift until Typhor's turn

    The Dead
    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Alainn

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    [ Up Next: William, Alainn ]
    [ On Deck: Grokka (Round 2) ]

    FunkyWaltDogg on
  • ironzergironzerg Registered User regular
    edited November 2010
    William deftly avoids the two arrows from the archer, dropping down into a low crouch as they fly overhead. He then gracefully brings his longsword upward in a wide sweeping arc, cutting the air with a low rumble. As the blade cuts across the skeleton's ribcage, a defeaning thunder explodes outward from the blade, rattling the bones of his advesary (literally!).

    The vortex of thunder continues to rumble around the skeleton, threatening even more damage if he should step away from the swordmage.

    William then resumes his defensive stance, as a whirl of rose-colored motes flutter around him, seeking to obstruct any attack that comes his way.
    Move Action: Shift to F10

    Standard Action: Booming Blade on Skeletal Archer F11
    --->1d20+10 versus 16 AC = 22! Hit!
    --->Skeletal Archer takes 11 Thunder Damage!
    --->Challenge Seeking Longsword: Skeletal Archer takes additional 2 damage!
    --->Effect: If Skeletal Archer is adjacent to me at the start of its next turn and moves away, it takes 4 Thunder damage!
    --->Effect: Rose King's Shield: William gains 5 THP

    Stats:
    The Good
    (P11) Alainn HP 18/24
    (L16) Grokka HP 16/28
    (J16) Hertzog HP 28+4/29
    (L9) Typhor HP 28/30
    -->Cover from Otyugh corpse
    (F10) William HP 27+5/34

    The Bad
    (F11) Skeletal Archer HP 24/37
    (O12) Skinwalker Skeleton #1 HP 45/45
    (K16) Skinwalker Skeleton #2 HP 1/45 (bloodied!)
    -->-2 AC, -2 Fort, Radiant Vuln, No Skinrot
    -->-2 AC until Grokka's Turn
    -->Dazed until Alainn's Turn
    -->Hertzog's Quarry
    (L10) Skullborn Zombie #1 HP 19/40 (bloodied!)
    -->William's Aegis
    -->Provokes OA on shift until Typhor's turn

    The Dead
    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Alainn

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    [ Up Next: Alainn, smite on! ]
    [ On Deck: Grokka (Round 2) ]

    ironzerg on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2010
    Alainn growls and shifts a step away from the repugnant skeleton. Weak minded fool... that's all they think I am. The invoker unleashes another ribbon of sunlight that flashes in an eye wrenching pattern, illuminating the dank sewers with its pure light. The attack strikes true against the skeleton, flaying the familiar flesh from ancient bone. The skeleton nearly slips over the ledge into the brackish water below, but claws its way back to the stone with a reflexive grab.

    "These rotters may have your skin, lass, but I'll make sure they don't keep yer soul."

    Actions
    Minor: Nothing
    Move: Shift to Q12
    Standard: Sun Strike
    22 vs Reflex 14 (Skinwalker Skeleton #1) Hit! 10 radiant damage
    -- Slide target 1 square to N12
    -- Skinwalker Skeleton saves to fall Prone in O12 instead. (Success)

    Stats
    The Good
    (P11) Alainn HP 18/24
    (L16) Grokka HP 16/28
    (J16) Hertzog HP 28+4/29
    (L9) Typhor HP 28/30
    -->Cover from Otyugh corpse
    (F10) William HP 27+5/34

    The Bad
    (F11) Skeletal Archer HP 24/37
    (O12) Skinwalker Skeleton #1 HP 35/45
    --> Prone
    (K16) Skinwalker Skeleton #2 HP 1/45 (bloodied!)
    --> -2 AC, -2 Fort, Radiant Vuln, No Skinrot
    --> -2 AC until Grokka's Turn
    --> Dazed until Alainn's Turn
    --> Hertzog's Quarry
    (L10) Skullborn Zombie #1 HP 19/40 (bloodied!)
    --> William's Aegis
    --> Provokes OA on shift until Typhor's turn

    The Dead
    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Alainn

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    [Up Next] Grokka
    [On Deck] The Rotters

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Seeing the skeleton in front of him held together by nothing more than the thinnest membrane of necromatic energies, Grokka swung his greatsword around to meet the foe across the ribcage and splintered it into countless pieces that clunked and clattered to the floor. "When Josephine sings, you LISTEN!" A wide smile crosses Grokka's face as his eye catches the zombie nearest to Typhor turn it's back on him. Out of the corner of his eye he sees Alainn blast the skinwalker in front of her with no hesitation. "She's made of tougher stuff than I gave her credit." he thinks to himself. "Nicely done Alainn!" With a howl and a blur he sprints to the opening in the zombies defenses and swings the greatsword yet again and hacks off a huge chunk of rotten flesh. "You looked as if you needed a friend down here in the muck, Typhor. I'll set him up, you knock him down!"

    Standard Action: Guiding Strike on Skinwalker Skeleton #1
    -Attack: 18+2 vs Anything - HIT!
    -Damage: 10
    Skinwalker Skeleton #1 is defeated!

    Move Action: Move to L15, Jump down to L14, Move to L13

    ACTION POINT:
    Charge to L11 vs Skullborn Zombie #1 (L10)
    -Attack: 20+2(CA)+1(Charge) vs Anything - HIT!!
    Damage: 15
    The Good
    (P11) Alainn HP 18/24
    (L11) Grokka HP 16+4/28
    (J16) Hertzog HP 28+4/29
    (L9) Typhor HP 28/30
    -->Cover from Otyugh corpse
    (F10) William HP 27+5/34

    The Bad
    (F11) Skeletal Archer HP 24/37
    (O12) Skinwalker Skeleton #1 HP 35/45
    --> Prone
    (L10) Skullborn Zombie #1 HP 4/40 (bloodied!)
    --> William's Aegis
    --> Provokes OA on shift until Typhor's turn


    The Dead

    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Alainn
    (K16) Skinwalker Skeleton #2 HP -9/45 Shattered into a hojillion pieces by Grokka

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    [ UP NEXT: JOHNNY ROTTEN AND THE STANKY BUNCH ]
    [ ON DECK: OUR HEROES ]

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited November 2010
    The Restless Dead! Round 3.5

    The skeletal archer, oblivious to the booming sounds around it, still steps away from William. The vortex unleased a thunderous blast. Unfortunately, it merely cracked a few ribs, and the creature coninued on it's course, regardless of the damage it just took.

    It nocks another arrow onto its bow. As it releases, William tries to parry the blow. However, the arrow proved to be the fastest, and flew right past William's blade. It passes right through the rose coloured motes (absorbing some of the missile's momentum), and punctures the Swordmage's left flank, it's arrowhead digging deep within the man's flesh. The creature prepares for it's next attack, as it grabs another arrow and places it onto the bow.

    The Skeleton (near Alainn) merely lurches itself back into position. It was soon back on its own two legs. As it shambles closer to Alainn once more, she spots that her blast tore nearly a third of the vile creature's macabre face, missing an eyesocket and the front of it's chin.

    The Zombie, now sensing new prey, turns around and tries to claw Grokka. It manages to hit the Goliath squarely on the chest. But William's magic shrugged off most of the creature's viscious blow, resulting it in only giving the Bard a minor scratch or two. The creature still remained oblivious to the protective magics of the Swordmage.


    Moves:
    Skeletal Archer:
    Move Action: Shift to F12
    Skeletal Archer takes 4 Thunder damage (Booming Blade)
    Standard Action: Longbow against William
    R Longbow (at-will; Standard) Weapon
    Ranged 20/40; +10 (+11 due to Prime Shot) vs AC
    Damage: 1d10 +4 damage.
    Attack Roll: [URL=”http://4e.orokos.com/roll/30273"]26[/URL] vs AC Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/30273"]14[/URL] damage.
    Minor Action: Nock another arrow into the bow



    Skullborn Zombies:
    #1:
    Standard Action: Claw against Grokka
    M Claw (At-Will; standard)
    +9 vs AC
    2d4 + 3 damage. On a critical hit, the Skullborn zombie can make a Skullborn Zombie grab as a free action.
    Attack Roll: [URL=” http://4e.orokos.com/roll/30274"]23[/URL] vs AC Hit!
    Damage Roll: [URL=" http://4e.orokos.com/roll/30274"]8[/URL] – 7 (William’s Aegis) = 1 damage.



    Skinwalker Skeletons:
    #1:
    Move Action: Stand up
    Move Action: Shift to P13

    Map (Round 3):
    SewerFight2Round3.jpg

    Initiative:
    Grokka 20
    Skeletal Archer [URL=" http://4e.orokos.com/roll/29971"]16[/URL]
    Skinwalker Skeletons [URL=" http://4e.orokos.com/roll/29971"]13[/URL] and [URL=" http://4e.orokos.com/roll/29971"]14[/URL] = 14 average
    Skullborn Zombies [URL=" http://4e.orokos.com/roll/29971"]5[/URL] and [URL=" http://4e.orokos.com/roll/29971"]8[/URL] = 7 average
    Hertzog Delayed
    Typhor 5
    Alainn 2
    William 2

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    The Good
    (Q12) Alainn HP 18/24
    (L11) Grokka HP 15/28
    (J16) Hertzog HP 28/29 +4 Temp HP
    (L9) Typhor HP 28/30
    On top of Otygugh corpse (Cover)
    (F10) William HP 18/34

    The Bad
    (F12) Skeletal Archer HP 20/37
    (P13) Skinwalker Skeleton #1 HP 35/45
    (L10) Skullborn Zombie #1 HP 4/40
    William’s Aegis
    Provokes OA on shift until Typhor's turn

    The Dead (again)
    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Thunder (Alainn)
    (K16) Skinwalker Skeleton #2 HP -9/45 Shattered into a hojillion pieces by Grokka



    Monster Details:
    SkeletalArcher.pngSkeletal Archer: HP 37/37 AC 16; Fort 14, Reflex 16, Will 15, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vunerability: 5 Radiant
    Special:
    Prime Shot:
    A Skeletal Archer gains a +1 bonus to attack rolls against the closest enemy.


    SkinwalkerSkeleton.png Skinwalker Skeleton: HP 45/45 AC 16; Fort 15, Reflex 14, Will 13, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vunerability: 5 Radiant (while bloodied)

    Special:
    Skin Case:
    Action: Until bloodied
    Effect: A skinwalker skeleton’s fleshy exterior grants it a +2 bonus to AC and Fortitude (already included), negates its vulnerable 5 radiant, and infects a target with skinrot (see below) when the skinwalker skeleton scores a critical hit. These benefits end when the skinwalker skeleton is first bloodied.

    Skin Rot (Disease):
    Level 2 Disease

    Often spread by a touch of a disease-ridden corpse, skinrot withers its victim.
    Cured Effect: The target is cured.
    Initial Effect: The target takes a –2 penalty to attack rolls.
    Final State: While bloodied, the target takes a –4 penalty to attack rolls and cannot spend healing surges.
    Endurance rolls: Improve DC 15, maintain DC 10, worsen DC 9 or lower

    SkullbornZombie.png Skullborn Zombie: HP 40/40 AC 17; Fort 16, Reflex 14, Will 13, Speed 6; Climb: 4; Vision: Darkvision; Immune: Disease, Poison; Resist: 5 Necrotic
    Special:
    Zombie Weakness:
    Any critical hit to a Skullborn Zombie drops it to 0 hit points instantly.


    I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
    Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)

    Features:
    Illumination: William’s sunrod grants light in a 20 square radius. Provided it isn’t destroyed, the area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to knee-deep water. The water is calm though, so it isn’t treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement.

    Otyugh remains: The otyugh corpse is climbable (Athletics or Acrobatics DC of 10). Anyone standing on top of it gains cover from melee attacks below. Range attacks aren’t penalized.
    COLOR="Lime"] Up Next: The Heroes of Round 3[/COLORCOLOR="Lime"] On Deck: Grokka (Round 4)[/COLOR

    TiamatZ on
  • QedQed Registered User regular
    edited November 2010
    As one skeleton falls, Hertzog glances around the room looking for his next target. Confident seeing William's shield of petals and Grokka's mangled zombie, he dashes at the skin-wearing skeleton advancing again on Alainn. Pulling the spikes back into his hand, he puts one end of the weapon through the monster's flank and swings with the other. The attack lands with a satisfying thwack. As Hertzog follows through, the abomination's skin peels off, leaving only animated bones underneath.

    The skeleton turns to Hertzog, mouthing wordless anger.

    Crunch
    Move: Walk to O14
    Minor: Declare Hunter's Quarry vs Skinwalker Skeleton #2 (P13)
    Standard: Twin Strike vs Skinwalker Skeleton #2 (P13)
    -->2 X (1d20+11) = 27 (Hit!) , 28 (Hit!)
    -->Damage: 4d4+1d6+2 = 16

    Stats:
    The Magnificent
    (Q12) Alainn HP 18/24
    (L11) Grokka HP 15/28
    (O14) Hertzog HP 28/29 +4 Temp HP
    (L9) Typhor HP 28/30
    -->On top of Otygugh corpse (Cover)
    (F10) William HP 18/34

    The Rotten
    (F12) Skeletal Archer HP 20/37
    (P13) Skinwalker Skeleton #1 HP 19/45 Bloodied!
    -->-2 AC, -2 Fort, Radiant Vuln, No Skinrot
    -->Hertzog's Quarry
    (L10) Skullborn Zombie #1 HP 4/40 Bloodied!
    -->William’s Aegis
    -->Provokes OA on shift until Typhor's turn

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    COLOR="Lime"] Up Next: William, Alainn, Typhor [/COLOR
    COLOR="Lime"] On Deck: Grokka (Round 4) [/COLOR

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited November 2010
    Alainn steps back a half step, using her iron-shod, black oak staff to ward off a feeble attack from the skinwalker. She slammed the staff into the ground and two ribbons of sunlight sliced into the skinwalker and the skullborn. She grimaced as the skeleton bore the brunt of the attack and did not fall. She was please by the second strike that left the skullborn writhing on the ground as the radiant energy coursed through its rotting flesh.

    Actions
    Move: Shift to Q11
    Standard: Hand of Radiance
    -- 18 vs Reflex 14 (Skinwalker Skeleton) HIT! 13 radiant damage!
    -- 25 vs Reflex 14 (Skullborn Zombie) HIT! 6 radiant damage

    Stats
    The Magnificent
    (Q11) Alainn HP 18/24 +4 Temp HP
    (L11) Grokka HP 15/28
    (O14) Hertzog HP 28/29 +4 Temp HP
    (L9) Typhor HP 28/30
    -->On top of Otygugh corpse (Cover)
    (F10) William HP 18/34

    The Rotten
    (F12) Skeletal Archer HP 20/37
    (P13) Skinwalker Skeleton #1 HP 6/45 Bloodied!
    -->-2 AC, -2 Fort, Radiant Vuln, No Skinrot
    -->Hertzog's Quarry

    The Dead (again)
    (L10) Skullborn Zombie #1 HP -2/40 Given a hand into the grave (Alainn)
    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Thunder (Alainn)
    (K16) Skinwalker Skeleton #2 HP -9/45 Shattered into a hojillion pieces by Grokka

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    [Up Next] William, Typhor
    [On Deck] Grokka (Round 4)

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited November 2010
    Just as he prepares to finish off the zombie, Typhor is interrupted by a bolt of light that streaks in without warning and lays the creature low. Acknowledging Alainn's assistance with a nod, he claps Grokka on the back as he moves past to aid William. "Just two more to go, friend! Let's see you put one of them down before we rest, eh?"

    Taking up a position below the archer, Typhor strikes at the skeleton, slashing at its legs and knocking it slightly off-balance. "He's all yours, William."
    Minor Action: Inspiring Word on Grokka
    --->Effect: Grokka spends a surge and gains 6 additional HP (total: +13 HP)
    Move Action: Walk to G13
    Standard Action: Viper's Strike on Skeletal Archer
    --->Attack: 1d20 + 7 vs. 16 AC = 21 (hit!)
    --->Skeletal Archer takes 2d4 + 5 = 9 damage.
    --->Effect: If Skeletal Archer shifts before the start of Typhor's next turn, it provokes an opportunity attack from an ally (TBD).

    Stats
    The Magnificent
    (Q12) Alainn HP 18/24 +4 Temp HP
    (L11) Grokka HP 28/28
    (O14) Hertzog HP 28/29 +4 Temp HP
    (G13) Typhor HP 28/30
    (F10) William HP 18/34

    The Rotten
    (F12) Skeletal Archer HP 11/37 (bloodied!)
    -->Provokes OA on shift until Typhor's turn
    (P13) Skinwalker Skeleton #1 HP 6/45 (bloodied!)
    -->-2 AC, -2 Fort, Radiant Vuln, No Skinrot
    -->Hertzog's Quarry

    The Dead (again)
    (L10) Skullborn Zombie #1 HP -2/40 Given a hand into the grave (Alainn)
    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Thunder (Alainn)
    (K16) Skinwalker Skeleton #2 HP -9/45 Shattered into a hojillion pieces by Grokka

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    [ Up Next: William ]
    [ On Deck: Grokka (Round 4) ]

    FunkyWaltDogg on
  • ironzergironzerg Registered User regular
    edited November 2010
    William steps forward, his blade charging with magical energy. However, as he thrust his blade towards the skeletal archer, his wound leg buckles underneath him, causing the blade to explode against the crumbling masonary beside the skeleton.

    The swordmage refocuses himself for the next attack. He marks the skeleton with his arcane runes, less his failure to finish off the demon causes one of his fellows more harm.

    Move Action: Shift to F11

    Standard Action: Booming Blade on Skeletal Archer
    --->1d20+10 vs 16 AC = 11! Miss!

    Minor Action: Aegis of Shielding on Skeletal Archer

    ironzerg on
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Grokka, visibly exhausted from his overexertion does all he can to keep his footing and his sword aloft. He sings out across the room "Cheers for William, your blade is true. Run that stinking rotter through!" Grokka's words send a wave of power through William's weary body.



    Crunch:
    Move: Shift to K10
    Minor: Majestic Word on William
    - William gains surge + healing (8+3=11 Total)

    Stats:
    The NeverDead
    (Q12) Alainn HP 18/24 +4 Temp HP
    (K10) Grokka HP 28/28
    (O14) Hertzog HP 28/29 +4 Temp HP
    (G13) Typhor HP 28/30
    (F10) William HP 29/34

    The UnDead
    (F12) Skeletal Archer HP 11/37 (bloodied!)
    -->Provokes OA on shift until Typhor's turn
    (P13) Skinwalker Skeleton #1 HP 6/45 (bloodied!)
    -->-2 AC, -2 Fort, Radiant Vuln, No Skinrot
    -->Hertzog's Quarry


    The ReDeaded (again)
    (L10) Skullborn Zombie #1 HP -2/40 Given a hand into the grave (Alainn)
    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Thunder (Alainn)
    (K16) Skinwalker Skeleton #2 HP -9/45 Shattered into a hojillion pieces by Grokka

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
  • TiamatZTiamatZ Ghost puns The Banette of my existenceRegistered User regular
    edited November 2010
    The Restless Dead! Round 4.5

    The skeletal archer, now surrounded on all sides, drops its bow (as well as the arrow that was still on the bow). It withdraws a short sword from it's rotten belt. It tries swinging its blade towards William, but William managed to parry the blow effortlessly. With its main asset now replaced with a melee focused weapon (a fighting style that William was well suited in), it would only be a matter of time before the skeleton would fall on either William or Typhor's blade.

    The other skeleton, meanwhile, focuses its attention at the assaulting Half-Orc nearby. It turns around and tries pummeling Hertzog. Hertzog merely laughs at the crature's feeble attempts, as it missed its jabs completely, hitting only the air in front of it...


    Moves:
    Skeletal Archer:
    Free Action: Drop Longbow
    Minor Action: Withdraw a Short Sword
    Standard Action: Short sword against William
    M Short Sword (at-will; Standard) Weapon
    +10 vs AC
    Damage: 1d6 +4 damage.
    Attack Roll: [URL=”http://4e.orokos.com/roll/30500"]13[/URL] vs AC Miss!


    Skinwalker Skeletons:
    #1:
    Standard Action: Putrefying Pummel against Hertzog
    M Putrefying Pummel (At-Will; standard) Disease
    +5 vs AC
    1d8+8 damage (Crit: 15 damage, and the target contracts Skinrot).
    Attack Roll: [URL=” http://4e.orokos.com/roll/30499"]6[/URL] vs AC Miss!

    Map (Round 4):
    SewerFight2Round4.jpg

    Initiative:
    Grokka 20
    Skeletal Archer [URL=" http://4e.orokos.com/roll/29971"]16[/URL]
    Skinwalker Skeletons [URL=" http://4e.orokos.com/roll/29971"]13[/URL] and [URL=" http://4e.orokos.com/roll/29971"]14[/URL] = 14 average
    Hertzog Delayed
    Typhor 5
    Alainn 2
    William 2

    Here's how it goes: Allies/enemies take turns out of order in a group/block.

    Stats:
    Effects
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round


    The Good
    (Q11) Alainn HP 18/24 +4 Temp HP
    (K10) Grokka HP 15/28
    (O14) Hertzog HP 28/29 +4 Temp HP
    (G13) Typhor HP 28/30
    (F11) William HP 29/34

    The Bad
    (F12) Skeletal Archer HP 11/37
    Provokes OA on shift until Typhor's turn
    Aegis of Shielding

    (P13) Skinwalker Skeleton #1 HP 6/45
    -2 AC, -2 Fort, Radiant Vuln, No Skinrot
    Hertzog's Quarry


    The Dead (again)
    (L10) Skullborn Zombie #1 HP -2/40 Given a hand into the grave (Alainn)
    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Thunder (Alainn)
    (K16) Skinwalker Skeleton #2 HP -9/45 Shattered into a hojillion pieces by Grokka


    Monster Details:
    SkeletalArcher.pngSkeletal Archer: HP 37/37 AC 16; Fort 14, Reflex 16, Will 15, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vunerability: 5 Radiant
    Special:
    Prime Shot:
    A Skeletal Archer gains a +1 bonus to attack rolls against the closest enemy.


    SkinwalkerSkeleton.png Skinwalker Skeleton: HP 45/45 AC 16; Fort 15, Reflex 14, Will 13, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vunerability: 5 Radiant (while bloodied)

    Special:
    Skin Case:
    Action: Until bloodied
    Effect: A skinwalker skeleton’s fleshy exterior grants it a +2 bonus to AC and Fortitude (already included), negates its vulnerable 5 radiant, and infects a target with skinrot (see below) when the skinwalker skeleton scores a critical hit. These benefits end when the skinwalker skeleton is first bloodied.

    Skin Rot (Disease):
    Level 2 Disease

    Often spread by a touch of a disease-ridden corpse, skinrot withers its victim.
    Cured Effect: The target is cured.
    Initial Effect: The target takes a –2 penalty to attack rolls.
    Final State: While bloodied, the target takes a –4 penalty to attack rolls and cannot spend healing surges.
    Endurance rolls: Improve DC 15, maintain DC 10, worsen DC 9 or lower


    I posted the coordinates of everyone as well, making it easier to plan your attacks (Letter, then number).
    Another way to make it easier is to post what monster you hit e.g. Melee Basic attack on Hobgoblin grunt(F5)

    Features:
    Illumination: William’s sunrod grants light in a 20 square radius. Provided it isn’t destroyed, the area is treated as a normally lit and illuminated tunnel.

    Sewer Ditch: This tunnel’s ditch is filled up to knee-deep water. The water is calm though, so it isn’t treated as difficult terrain. However, the water itself is extremely filthy and hazardous to an injured PC’s health. Any BLOODIED PC wading through the water is subject to an endurance check of DC 15. A failed roll results in the PC infected with Filth Fever. Also, jumping down or up the ditch wall takes a full square of movement.

    Otyugh remains: The otyugh corpse is climbable (Athletics or Acrobatics DC of 10). Anyone standing on top of it gains cover from melee attacks below. Range attacks aren’t penalized.
    COLOR="Lime"] Up Next: The Heroes of Round 4[/COLORCOLOR="Lime"] On Deck: Grokka (Round 5)[/COLOR

    TiamatZ on
  • QedQed Registered User regular
    edited November 2010
    Smiling at the exposed stance of the battered skeleton, Hertzog waits for just a moment before exploiting the lack of defenses. As if practicing against a dummy, the half-orc drives the spike in his offhand through the hapless skeleton's wrist, pinning it to the wall. As the rest of the animated body tries to follow the immobile wrist, the second spike descends from above, connecting at the top of the neck and cleanly removing the formerly-animated skull. As the blows follow through, the rest of the skeleton is stretched and then shattered, crumbling to the floor in a useless heap.

    Satisfied with the dismantling of one monster, Hertzog begins to move over to the last skeleton, now surrounded on the far side of the room. Noticing belatedly that he still holds the head of his previous quarry, he tosses the skeleton head at the remaining monster: a token of what is to come.

    Crunch
    Standard: Twin Strike vs Skinwalker Skeleton #1 (P13)
    -->2 X (1d20+9) = 29 (CRITICAL!) , 18 (Hit!)
    -->Damage: 2d4+1d6+10 = 20
    Move: Walk to I15
    Minor: Declare Hunter's Quarry vs Skeleton Archer (F12)

    Stats:
    The Good
    (Q11) Alainn HP 18/24 +4 Temp HP
    (K10) Grokka HP 15/28
    (I15) Hertzog HP 28/29 +4 Temp HP
    (G13) Typhor HP 28/30
    (F11) William HP 19/34

    The Bad
    (F12) Skeletal Archer HP 11/37
    -->Provokes OA on shift until Typhor's turn
    -->Aegis of Shielding
    -->Hertzog's Quarry

    The Dead
    (L10) Skullborn Zombie #1 HP -2/40 Given a hand into the grave by Alainn
    (M15) Skullborn Zombie #2 HP -4/40 Liquified by Alainn
    (P13) Skinwalker Skeleton #1 HP -14/45 Deconstructed by Hertzog
    (K16) Skinwalker Skeleton #2 HP -9/45 Shattered into a hojillion pieces by Grokka

    Effects:
    Tactical Presence: +1 to attack when you use an action point
    Virtue of Valor +4 THP if you bloody or kill an enemy. Only happens once per round

    COLOR="Lime"] Up Next: William, Alainn, Typhor [/COLOR
    COLOR="Lime"] On Deck: Grokka (Round 5) [/COLOR

    Qed on
    Hertzog Torr in The Council of Thieves: IC OOC
  • GoatboyTimGoatboyTim Registered User regular
    edited November 2010
    Grokka looks around with a confused expression on his face. "Where did everyone go? Is it me? I showered before we left!" His eyes focus on the silhouette of the huge rotting monster in the middle of the pool. "Oh yeah..."

    GoatboyTim on
    Grokka Lownote in Council of Thieves: OOC IC
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