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[D&D 4E PbP] Carrion Crown Act 1: The Haunting of Harrowstone (IC)
Posts
"So there's definitely more to this then..."
The eladrin breaks from his reverie at the Mayor's pleas, looking at the portly man as if he'd only just appeared.
"Vashian, do you honestly expect us to lounge around for a month, drinking your swill and placating your peasants? There is something big going on here and though it involves books and symbols and whatnot it sounds a damn sight more exciting than sitting on our arses. Or is there a law against excitement here?"
Regarding the gloomy surroundings, he wouldn't be surprised if there was.
Party loses 1 Trust Point
Passive Perception Check: Failed
Cranea did not have enough time to glance at the Sheriff's hand before he pulled it back.
Whether her intentions proved sincere or not, the Sheriff felt uncomfortable of this strange woman suddenly holding his hand.
"I may or may not be superstitious or not, lil'missy, but this IS Ustalav. I've seen some stanger thins' in my youngun' days than this here scene, but one sometimes lives a longin' when feelin a bit distrustful, no offense." With that, the Sheriff shrugs his hand away from the Witch, inspecting it to make sure nothing's wrong before placing it in one of his pockets.
"As fer what's goin' on, I can safely say you an' I agree on somethin'. Quite a coincidence this here happens right in the mornin' after the professor's funeral. Why this happened is anyone's guess. Maybe Heph was right about warnin us about buryin' the Prof. in the graveyard. Maybe not. That's what me and my deputies will find out. Don't you worry. Besides, if you DID do this, you wouldn't come back at the scene of the crime, right?"
Sheriff Benjen glances back at the statue before turning back at the heroes. "Well, time's a wastin'. Best get to investigatin'. So long y'all."
With his say over, the Sheriff walks off, waving back at the Councilman and the heroes before disappearing into the mists.
The Councilman returns his gaze to the heroes."Well, at least SOMEONE is doing SOME work here. Mr.... Drellaphane, am I right? Ravengro is a peaceful town, and I for one would like to keep it that way! What you do is up to you. Just know this: Ravengro doesn't tolerate hooligans and thieves. Long as you follow the law, we'll have no trouble. As for this, clearly its more than a mere prank. A bloody prank, but a prank nonetheless, nothing more," Vashian puffs up, a hint of arrogance tinged in that previous sentence, "I for one will not be swayed by such superstitious tripe such as this. If you think something is tied to this,fine then, be my guest! Just keep to your books, symbols and poppycock and making yourself as scarce and far away as possible from the Sheriff's duties."
Wanting no more questions asked, Vashian quickly places his handkerchief away and starts walking away from the scene. "Well then, now that's settled, I too will ask leave to this meeting. I hope you enjoy your time here in Ravengro. Goodbye, Lady and gentlemen"
With that, the Councilman disappears into the mist, leaving the group alone with the statue...
"He . . . I can't believe . . . I just, wow!" Cranea looked to her companions with a rather sheepish expression, she couldn't tell whether they were amused or annoyed at her feux pas. "I'm so sorry, this never happens to me."
Swiftly regaining her composure, Cranea straightens herself and speaks as if nothing happened. "Well, there's definitely something magical about this ritual, centered there," she pointed toward the "V" marking on the statue, "but what it is exactly I haven't a clue. There may be something in the professor's books, but I really think we should move ahead to Harrowstone to help get a better sense on what Petros was doing."
The lumbering half-orc moved over to Cranea to give her a reassuring pat on the shoulder, "Next time we'll have Drell play the part of the sexy minx and if the Sheriff goes for it then we'll know," he looked around at the party with his eyebrows raised, nodding slightly as if to say clearly I've come up with the most reasonable solution. "What's the point of the V is what I want to know. Is it supposed to be aimed at Vashian? He seemed pretty affected by it."
It is peculiar for her to be saying this, given that otherwise, Valagard loathes unanswered questions with a passion. Perhaps it is the attitude of the people of Ravengro that is putting her off, or perhaps the circumstances surrounding Professor Lorrimor's death simply are more important to her right now.
The heroes were still talking to one another, when they soon realized one voice wasn't heard: that of the eccentric and often jovial Darius!
However, a voice soon erupted not far from them, alerting the heroes that the loss of one comrade was the least of their concern.
"Help, anyone out there?! I need help! Someone save me from these monsters!" a voice from the mist calls out. The heroes set off to identify the disturbance.
What they heard and saw was quite frightful. As they neared the location, they could hear moans and gasps, as well as the slow shuffling of boots across the dirt. When they finally reached the disturbance, they saw it.
A veiled man, dressed in a black cloak and wearing an overly large backpack, was throwing stones at the rabble of clearly dead humanoids. Some of the dead were missing limbs and the lower part of their mouths, while there was a thin, elongated zombie in the middle of them, with sharp claws for hands.
"By Kelemvor's light, isn't there anyone out there to save me from this?!" the veiled man pleads.
Party:
Party gains a Surprise Round!
Kledge Black:
You can hear the faint ruffling of leaves in the trees west of your position (denoted as ??? on the map)
The heroes sneaked in closer (with the walking cadavers oblivious to them), spotting the vast horde of zombies in front of them, and the helpless merchant behind that ghastly rabble. Weapons drawn, they prepare an ambush of their own...
Map:
Use the area highlighted on the map to decide where to place yourselves. I'll consider weapons already drawn for this fight, since it would make sense to carry them when walking in the dangerous land that is Ustalav. After initiative is thrown, will the Surprise round start.
Roll initiative and choose positions!
"Hey! Wait for me!"
Put me in O12 please.
Put me in P12, por favor
Put Cranea in P13, not too far away to start lobbing spells.
O13, please.
haha
Q14 please
Map (Surprise Round):
Initiative:
Skullborn Zombie #2 15
???? 15
Cloaked Merchant 14
Airyc 12
Zombie Rotters 10 average
Zombie Defiler 11
Cranea 9
Valagard 8
Drell 5
Kledge 1
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
(P13) Cranea HP 25/25
(O12) Drell HP 28/28
(Q14) Kledge HP 26/26
(013) Valagard HP 27/27
(I9) Skullborn Zombie #1 HP 40/40
(M7) Skullborn Zombie #2 HP 40/40
(H12) ???? HP ???/???
(O6, M6, L5, J6, J 8, H8, H10, F10) Zombie Rotter HP 1/1
(K7) Zombie Defiler HP 57/57
(E6) Cloaked Merchant HP 33/33
Monster Details:
Zombie Rotter: HP 1/1 (A missed attack never damages a minion) AC 13; Fort 13, Reflex 9, Will 10, Speed 4; Vision: Darkvision; Immune: Disease, Poison
Skullborn Zombie: HP 40/40 AC 17; Fort 16, Reflex 14, Will 13, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 5 Necrotic
Special:
Any critical hit to a Skullborn Zombie drops it to 0 hit points instantly.
????: HP ??/?? AC 17; Fort 15, Reflex 17, Will 14, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Zombie Defiler: HP 57/57 AC 18; Fort 15, Reflex 15, Will 15, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
When a zombie within 2 squares of the Zombie Defiler hits a creature, it grabs that creature.
Cloaked Merchant (NPC): HP 33/33 AC 16; Fort 15, Reflex 13, Will 14, Speed 6; Vision: Normal; Saving Throws: 0; Action Points: 1
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 Grunt(F5)
Features:
Rocks and Bushes: The 1 square rocks and bushes count as difficult terrain.
Tree: The trees are 10ft. in height. Standing behind a tree (when a target is on the opposite side) offers Cover. Climbing a tree is a DC 13 Athletics or Acrobatics and grants you Superior cover against melee attacks, but grants combat advantage to enemy range attacks.
Up Next: Everyone (Surprise Round) On Deck: ZOMBIES!
Melee Basic Attack vs AC
Attack: 1d20+9+1+2 = 30
Damage:1d10+6 = 9
Up Next: Everyone else (Surprise Round) On Deck: ZOMBIES!
Attack: 1d20+4 (Tar: Rotter H10)=12, HIT; 1d20+4 (Tar: Skullborn I9)=14, HIT; 1d20+4 (Tar: Rotter H8)=7, MISS; 1d20+4 (Tar: Rotter J8)=12, HIT
Damage: 1d6=3 damage total to all hit.
That's two dead Rotters and the Skullborn can't make any opportunity actions until the end of my next turn!
Up Next: Everyone else (Surprise Round) On Deck: ZOMBIES!
Melee Basic vs AC
1d20+7+1 = 18
1d12 brutal 2 + 8 = 15
Free Action: Furious Assault 1d12r2= 4 more dmg
No Action: Power Strike 1d12r2= 9 more dmg
Total of 28 damage to Zombie Defiler
Attack: 1d20+6+1+2 19 A hit!
Damage: 1d10+4 9
Airyc gains a +3 power bonus to melee damage rolls against the skullborn until the end of Valagard's next turn, because he's the most likely to take advantage of it.
Up Next: Kledge! On Deck: ZOMBIES!
Magic Weapon vs AC: 1d20+7 13 Miss
edit: no action point.
One zombie (bearing a misshapen humanoid skull) ignores the witches' faeries, and lunges at the nearest threat: Drell.
With one swipe, he slices the fallen Eladrin by the back, digging it's horrible crooked hand, holding him in place.
The other skull wearing zombie, tries to do the same. Though Valagard saw the attack coming, even she should have known one thing of Ustalav: the horrors here are rarely predicable. Instead of lunging at her back, the creature swipes her at the arm, digging its deformed fingers between her left armpit, where the armor was least reinforced. It held her in place, a meal in its eyes.
Suddenly, the tree rustles, and a lanky, thin creature scurries off the tree trunk, and (hoping to get a free meal) rushes behind drell to attack. It jumps on drell's side, and the two zombies started to play tug of war with the unfortunate Eladrin.
The Skullborn however, lets loose of it's prey, when it feels the sharp impact of a rock hitting it from the back of it's head. It turned to eye the merchant it no sooner threatened before.
The merchant, upon spotting the heroes, offers what could only mean a brief smile under that veil.
"By Kelemvor, I don't know who you lot are, but you are a sight for sore eyes!"
Enemy Moves:
Move Action: Shift to J9
Standard Action: Claw Attack Against Drell
Claw (At-Will; Standard Action; Melee)
Attack: +9 vs AC
Hit: 2d4+3 damage. On a critical hit, the Skullborn zombie can make a Skullborn Zombie Grab Attack as a free action
Damage Roll: 9 damage, and Drell is grabbed due to Zombie Defiler’s Undead Tenacity
Skullborn Zombie #2:
Standard Action: Claw Attack Against Valagard
Claw (At-Will; Standard Action; Melee)
Attack: +9 vs AC
Hit: 2d4+3 damage. On a critical hit, the Skullborn zombie can make a Skullborn Zombie Grab Attack as a free action
Damage Roll: 7 damage, and Valagard is grabbed due to Zombie Defiler’s Undead Tenacity
Skulk Zombie:
Move Action: Move to J9
Warning! Drell is FLANKED! Grants combat advantage!
Standard Action: Slam Attack Against Drell
Slam (At-Will; Standard Action; Melee)
Attack: +8 vs AC (+10 due to CA)
Hit: 1d6+5 damage. Because of Combat Advantage, damge increases by 2d6
Damage Roll: 7 damage, and Drell is grabbed due to Zombie Defiler’s Undead Tenacity (Skullborn Zombie #1 removes grab as a free action)
Cloaked Merchant:
Move Action: Move to F9
Standard Action: Hurl Rock Against Skullborn Zombie #1
Hurl Rock (At-Will; Standard Action; Range 5)
Attack: +8 vs AC (+10 due to CA)
Hit: 1d4+2 damage and the target grants Combat Advantage until the start of the Merchant’s next turn
Damage Roll: 3 damage, and Skullborn Zombie #1 grants Combat Advantage until the start of the Cloaked Merchant’s next turn.
Map (Round 1):
Initiative:
Skullborn Zombie #2 15
Skulk Zombie 15
Cloaked Merchant 14
Airyc 12
Zombie Rotters 10 average
Zombie Defiler 11
Cranea 9
Valagard 8
Drell 5
Kledge 1
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
Gain a +3 power bonus to melee damage rolls against Skullborn #2 (Until end of Valagard’s next turn)
(P13) Cranea HP 25/25
(K8) Drell HP 4/28 Bloodied!
Grabbed by Skulk Zombie (Considered Immobilized until escape)
Flanked (Grants Combat Advantage)
(Q14) Kledge HP 26/26
(M8) Valagard HP 20/27
Grabbed by Skullborn Zombie #2(Considered Immobilized until escape)
(I9) Skullborn Zombie #1 HP 34/40
Can’t make Opportunity Attacks (Until end of Cranea’s next turn)
Grants Combat Advantage (Until start of Cloaked Merchant’s next turn)
(M7) Skullborn Zombie #2 HP 31/40
(K9) Skulk Zombie HP 45/45
(O6, M6, L5, J6, H8, F10) Zombie Rotter HP 1/1
(K7) Zombie Defiler HP 20/57 Bloodied!
(F9) Cloaked Merchant HP 33/33
Monster Details:
Zombie Rotter: HP 1/1 (A missed attack never damages a minion) AC 13; Fort 13, Reflex 9, Will 10, Speed 4; Vision: Darkvision; Immune: Disease, Poison
Skullborn Zombie: HP 40/40 AC 17; Fort 16, Reflex 14, Will 13, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 5 Necrotic
Special:
Any critical hit to a Skullborn Zombie drops it to 0 hit points instantly.
Skulk Zombie: HP 45/45 AC 17; Fort 15, Reflex 17, Will 14, Speed 6 (Spider Climb 6); Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
A skulk zombie deals 2d6 extra damage when it makes a successful melee attack against any creature granting combat advantage to it.
Zombie Defiler: HP 57/57 AC 18; Fort 15, Reflex 15, Will 15, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
When a zombie within 2 squares of the Zombie Defiler hits a creature, it grabs that creature.
Cloaked Merchant (NPC): HP 33/33 AC 16; Fort 15, Reflex 13, Will 14, Speed 6; Vision: Normal; Saving Throws: 0; Action Points: 1
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 Grunt(F5)
Features:
Rocks and Bushes: The 1 square rocks and bushes count as difficult terrain.
Tree: The trees are 10ft. in height. Standing behind a tree (when a target is on the opposite side) offers Cover. Climbing a tree is a DC 13 Athletics or Acrobatics and grants you Superior cover against melee attacks, but grants combat advantage to enemy range attacks.
Up Next: Airyc On Deck: MORE ZOMBIES!
Minor Action: Poised Assault
Action Point: Melee Basic vs Skullborn Zombie 1: 1d20+7+1=27 HIT VS AC for 12dmg.
Up Next: Rotters and Defilers On Deck: Our Brave Heroes, minus Airyc
The zombie with elongated claws and wretched mouth turned away from the injured Revenant, and feasted on a most unlikely target: its own cadaverous comrade. It tears the mindless thing apart, stuffing its half rotting mouth with pieces of disgusting flesh, digesting what flesh remained of the poor creature.
Satiated in its feast, it tries to slam one of its claws at the Eladrin Revenant, to no avail. Drell spotted the clumsy attack and parried it with the butt of his spear.This caused the creature to stumble back, away from the hardy Drell.
A nearby zombie, on the other hand, decided to try its own luck, and slams into the Revenant. An attack that would ordinarily topple the average man, merely punts Drell in the stomach, causing him to lose balance momentarily. No doubt such a feat even amazed Airyc, who saw the whole thing from right behind Drell.
Two other zombies lunge toward the Cleric, slamming their knobby fists onto her armor, bouncing off and leaving dents. How long this would last was anyone's guess, but even the resilient dwarven cleric knew she was in dire straits if she didn't do something drastic.
The remaining rotten zombies attack the cloaked merchant, almost fighting with one another over their newest meal...
"AAARGH! A LITTLE HELP HERE!" the merchant cries out...
Enemy Moves:
Minor Action: Feast on Zombie Rotter @ J6
Feast (At-Will; Minor Action; Melee; Requires an adjacent Zombie Rotter)
Effect: Zombie Defiler regains 10 hit points. If he was already at maximum hit points, he gains 10 temporary hp instead. The Target is immediately destroyed.
Standard Action: Slam Attack Against Drell
Slam (At-Will; Standard Action; Melee)
Attack: +9 vs AC
Hit: 1d8+3 damage.
Move Action: Shift to J6
Zombie Rotters:
Zombie Rotter @ F10:
Standard Action: Slam Against Cloaked Merchant
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Damage Roll: 6 damage
Zombie Rotter @ H8:
Move Action: Move to F8
Standard Action: Slam Against Cloaked Merchant
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Damage Roll: 6 damage
Zombie Rotter @ L5:
Move Action: Move to L7
Standard Action: Slam Against Drell
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Damage Roll: 6 damage
Drell has become dazed instead of Unconcious (Unnatural Vitality)
Zombie Rotter @ M6:
Move Action: Shift to N7
Standard Action: Slam Against Valagard
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Damage Roll: 6 damage
Zombie Rotter @ F10:
Move Action: Move to N8 (Via O7)
Standard Action: Slam Against Valagard
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Damage Roll: 6 damage
Map (Round 1.5):
Initiative:
Skullborn Zombie #2 15
Skulk Zombie 15
Cloaked Merchant 14
Airyc 12
Zombie Rotters 10 average
Zombie Defiler 11
Cranea 9
Valagard 8
Drell 5
Kledge 1
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
Gain a +3 power bonus to melee damage rolls against Skullborn #2 (Until end of Valagard’s next turn)
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
(P13) Cranea HP 25/25
(K8) Drell HP -2/28 Dazed (Unnatural Vitality)!
(Q14) Kledge HP 26/26
(M8) Valagard HP 8/27 Bloodied!
Grabbed by Skullborn Zombie #2(Considered Immobilized until escape)
(J9) Skullborn Zombie #1 HP 22/40
Can’t make Opportunity Attacks (Until end of Cranea’s next turn)
Grants Combat Advantage (Until start of Cloaked Merchant’s next turn)
(M7) Skullborn Zombie #2 HP 31/40
(J10) Skulk Zombie HP 45/45
(F10,F8, L7, N7, N8) Zombie Rotter HP 1/1
(J6) Zombie Defiler HP 30/57
(E9) Cloaked Merchant HP 21/33
Monster Details:
Zombie Rotter: HP 1/1 (A missed attack never damages a minion) AC 13; Fort 13, Reflex 9, Will 10, Speed 4; Vision: Darkvision; Immune: Disease, Poison
Skullborn Zombie: HP 40/40 AC 17; Fort 16, Reflex 14, Will 13, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 5 Necrotic
Special:
Any critical hit to a Skullborn Zombie drops it to 0 hit points instantly.
Skulk Zombie: HP 45/45 AC 17; Fort 15, Reflex 17, Will 14, Speed 6 (Spider Climb 6); Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
A skulk zombie deals 2d6 extra damage when it makes a successful melee attack against any creature granting combat advantage to it.
Zombie Defiler: HP 57/57 AC 18; Fort 15, Reflex 15, Will 15, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
When a zombie within 2 squares of the Zombie Defiler hits a creature, it grabs that creature.
Cloaked Merchant (NPC): HP 33/33 AC 16; Fort 15, Reflex 13, Will 14, Speed 6; Vision: Normal; Saving Throws: 0; Action Points: 1
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 Grunt(F5)
Features:
Rocks and Bushes: The 1 square rocks and bushes count as difficult terrain.
Tree: The trees are 10ft. in height. Standing behind a tree (when a target is on the opposite side) offers Cover. Climbing a tree is a DC 13 Athletics or Acrobatics and grants you Superior cover against melee attacks, but grants combat advantage to enemy range attacks.
Up Next: The Heroes (sans Airyc) On Deck: Round 2, now with 12.5% less zombies!
Trying to call out encouragement to Valagard, Drell surprises himself when his voice comes out in a low groan. Hopefully she wouldn't mistake him for an enemy...
Actions:
Melee Basic Attack vs Zombie Defiler
Attack vs AC: 1d20+9 14 Miss.
Standard: Cleave vs Defiler
Attack vs AC: 1d20+9 24 hit!
Damage: 1d10+6 7 and Rotter (L7) dies. Defiler is marked until eont Drell.
Death Save: 1d20 16 Still standing!
Stats:
Gain a +3 power bonus to melee damage rolls against Skullborn #2 (Until end of Valagard’s next turn)
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
(P13) Cranea HP 25/25
(K8) Drell HP -2/28 Dazed (Unnatural Vitality)!
(Q14) Kledge HP 26/26
(M8) Valagard HP 8/27 Bloodied!
Grabbed by Skullborn Zombie #2(Considered Immobilized until escape)
(J9) Skullborn Zombie #1 HP 22/40
Can’t make Opportunity Attacks (Until end of Cranea’s next turn)
Grants Combat Advantage (Until start of Cloaked Merchant’s next turn)
(M7) Skullborn Zombie #2 HP 31/40
(J10) Skulk Zombie HP 45/45
(F10,F8, N7, N8) Zombie Rotter HP 1/1
(J6) Zombie Defiler HP 23/57 [Marked by Drell (eont)]
(E9) Cloaked Merchant HP 21/33
Up Next: The Heroes (sans Airyc and Drell) On Deck: Round 2, now with 100% more zombies!
Standard Action: Glorious Presence (Close burst 2) Int. v. Will
Attack Rolls: 1d20+4 v. Skulk Zombie=20, HIT; 1d20+4 v. Skullborn #1=6, MISS; 1d20+4 v. Rotter @L7=21, HIT; 1d20+4 v. Skullborn#2=16, HIT; 1d20+4 v. Rotter @N7=6, MISS; 1d20+4 v. Rotter @N8=8, MISS
Damage Roll: 2d6+4=16 damage to all targets hit.
The Zombie Rotter at L7 is already dead (disregard the hit), and the Skulk Zombie and Skullborn #2 are pushed back two squares. Cranea and allies within the burst (Drell, Airyc, Valagard) gain 2 temp hp.
As soon as Cranea got in the proper position she released the energy building up inside her. Two of the undead were thrown away from the fighting, suffering horrible damage and giving her companions some breathing space. The light also settled upon her allies, giving them a small boost of energy for the fight ahead.
Stats:
Gain a +3 power bonus to melee damage rolls against Skullborn #2 (Until end of Valagard’s next turn)
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
(L9) Cranea HP 27/25
(K8) Drell HP 0/28 Dazed (Unnatural Vitality)!
(Q14) Kledge HP 26/26
(M8) Valagard HP 10/27 Bloodied!
(J9) Skullborn Zombie #1 HP 22/40
Grants Combat Advantage (Until start of Cloaked Merchant’s next turn)
(M7) Skullborn Zombie #2 HP 15/40 (pushed to M5)
(J10) Skulk Zombie HP 29/45 (pushed to H12)
(F10,F8, N7, N8) Zombie Rotter HP 1/1
(J6) Zombie Defiler HP 23/57 [Marked by Drell (eont)]
(E9) Cloaked Merchant HP 21/33
Up Next: The Heroes (sans Airyc, Drell, and Cranea) On Deck: Round 2, now with 100% more zombies!
Minor: Healing Infusion: Curative Admixture: Drell gains healing surge +2
Standard: Shielding Cube @ Skullborn Zombie #1 @ J9
Shielding Cube vs I9's Reflex: 1d20+4+2 21 2d6+4 15
Until my EoNT, any ally adjacent to the target (I9) gets +1 AC (Airyc, Drell)
Actions:
Attack: 8 vs AC – miss. Effect: until the end of Valagard's next turn, her allies gain a +2 power bonus to all defences while adjacent to her.
Minor: Dwarven Resilience. Valagard uses her Second Wind, spending a surge to regain 6 hit points and gaining a +2 bonus to all defences until the start of her next turn.
Move: Valagard shifts M8->L8.
Up Next: Round 2 :ohdear:
The lithe figured zombie, now pushed away from the brutish Orc, slinks toward Kledge, and brings his claws to the Artificer. Fortunately, Kledge saw that attack coming a mile away, and dodged it like any other hit a bully in his time would have done to him: with finesse.
Drell on the other hand, was not so fortunate, as the two skull-faced zombies make their way to the injured warrior. Ustalav zombies are notorious cannibals among the dead, so any flesh, rotten or not, filled their appetites. Like maniacs, they descended onto Drell, and start slashing him relentlessly, with such ferocity that even Airyc wondered how this fey-like humanoid was still standing after such an assault.
The cloaked figure brandishes a simple dagger, and with simple grace, cuts the one zombies' head clean off. The headless cadaver falls to the ground instantly, not even twitching on the ground.
"You gotta cut off their heads! One of the only ways to kill zombies here in Ustalav!" the man cries out, hoping the heroes heard the advice...
Enemy Moves:
Standard Action: Claw Attack Against Drell
Claw (At-Will; Standard Action; Melee)
Attack: +9 vs AC
Hit: 2d4+3 damage. On a critical hit, the Skullborn zombie can make a Skullborn Zombie Grab Attack as a free action
Damage Roll: 8 damage
Skullborn Zombie #2:
Move Action: Move to L7
WARNING! DRELL IS FLANKED!
Standard Action: Claw Attack Against Drell
Claw (At-Will; Standard Action; Melee)
Attack: +9 vs AC
Hit: 2d4+3 damage. On a critical hit, the Skullborn zombie can make a Skullborn Zombie Grab Attack as a free action
Damage Roll: [URL=" http://orokos.com/roll/71945"]7[/URL] damage, and Drell is Dazed again!
Skulk Zombie:
Move Action: Move to L12
Standard Action: Slam Attack Against Kledge
Slam (At-Will; Standard Action; Melee)
Attack: +8 vs AC
Hit: 1d6+5 damage.
Cloaked Merchant:
Minor Action: Unsheathe Dagger
Standard Action: Dagger attack against Zombie Rotter @F10
Dagger (At-Will; Standard Action; Range 5)
Attack: +8 vs AC
Hit: 1d4+2 damage.
Damage Roll:Doesn’t matter; 1d4 damage is enough to kill the rotter.
Move Action: Shift to D9
Map (Round 2):
Initiative:
Skullborn Zombie #2 15
Skulk Zombie 15
Cloaked Merchant 14
Airyc 12
Zombie Rotters 10 average
Zombie Defiler 11
Cranea 9
Valagard 8
Drell 5
Kledge 1
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
(L9) Cranea HP 25/25 +2 Temp HP
(K8) Drell HP -4/28 Dazed (Unnatural Vitality)
(M11) Kledge HP 26/26
(L8) Valagard HP 14/27 +2 Temp HP
Second Wind: +2 to all defences until the start of her next turn
Allies adjacent to Valagard gain a +2 power bonus to all defences (Until end of Valagard’s next turn)
(J9) Skullborn Zombie #1 HP 7/40
Any ally adjacent to Skullborn Zombie #1 gains +1AC (Until end of Kledge’s next turn)
(L7) Skullborn Zombie #2 HP 15/40
(L12) Skulk Zombie HP 29/45
(F8, N7, N8) Zombie Rotter HP 1/1
(J6) Zombie Defiler HP 23/57 Bloodied!
Marked by Drell (until end of Drell’s next turn)
(D9) Cloaked Merchant HP 21/33
Monster Details:
Zombie Rotter: HP 1/1 (A missed attack never damages a minion) AC 13; Fort 13, Reflex 9, Will 10, Speed 4; Vision: Darkvision; Immune: Disease, Poison
Skullborn Zombie: HP 40/40 AC 17; Fort 16, Reflex 14, Will 13, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 5 Necrotic
Special:
Any critical hit to a Skullborn Zombie drops it to 0 hit points instantly.
Skulk Zombie: HP 45/45 AC 17; Fort 15, Reflex 17, Will 14, Speed 6 (Spider Climb 6); Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
A skulk zombie deals 2d6 extra damage when it makes a successful melee attack against any creature granting combat advantage to it.
Zombie Defiler: HP 57/57 AC 18; Fort 15, Reflex 15, Will 15, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
When a zombie within 2 squares of the Zombie Defiler hits a creature, it grabs that creature.
Cloaked Merchant (NPC): HP 33/33 AC 16; Fort 15, Reflex 13, Will 14, Speed 6; Vision: Normal; Saving Throws: 0; Action Points: 1
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 Grunt(F5)
Features:
Rocks and Bushes: The 1 square rocks and bushes count as difficult terrain.
Tree: The trees are 10ft. in height. Standing behind a tree (when a target is on the opposite side) offers Cover. Climbing a tree is a DC 13 Athletics or Acrobatics and grants you Superior cover against melee attacks, but grants combat advantage to enemy range attacks.
Up Next: Airyc On Deck: ZOMBIES, OH MY!
Move Action Shift to J10
Up Next: ZOMBOIDS! On Deck: The less intimidating than they had once seemed Adventurers
The decaying zombies moved closer towards the party. One tries swiping at Valagard, but she managed to deflect the clumsy blow. Cranea however, was slashed at her left shoulder, leaving a slight scar.
The merchant tried to parry the incoming zombie, but he was too shaken to hold him off, and was rewarded with an injury of his own for his meager efforts.
That of course, that only changed, when the tall zombie with elongated claws stood upright from its haunches and cries with a shrill voice. Most of the heroes had to protect their ears from the cry; however it did nothing to them...
Instead, the nearby zombies started acting erratically, their movements almost convulsive as if driven to slay their targets outright. They released this unnatural energy in the form of a relentless barrage of attacks against the nearest living creature. Though Valagard managed to effortlessly block the attacks, the same could not be said of the merchant or Cranea, as they were assaulted with a barrage of claws and kicks.
The merchant, though still veiled, started to see a bright red stain form on his cloak.
“Quick! I... *cough*... won’t last long in... in this state! Someone help!”
Enemy Moves:
Zombie Rotter @ F8:
Move Action: Shift to E8
Standard Action: Slam Against Cloaked Merchant
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Damage Roll: 6 damage
Zombie Rotter @ N7:
Move Action: Shift to M8
Standard Action: Slam Against Valagard
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Zombie Rotter @ N8:
Move Action: Shift to M9
Standard Action: Slam Against Cranea
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Damage Roll: 6 damage
Zombie Defiler:
Standard Action: Cry of the Damned
Cry of the Damned (At-Will; Standard Action; Close Burst 10)
Effect: The Zombie Defiler may choose up to 4 Zombie Rotters within burst. The targets make a melee basic attack against the closest enemy as a free action.
Zombie Rotters (CRY OF THE DAMNED)
Zombie Rotter @ E8:
Free Action: Slam Against Cloaked Merchant
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Damage Roll: 6 damage
Zombie Rotter @ M8:
Fre Action: Slam Against Valagard
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Zombie Rotter @ M9:
Free Action: Slam Against Cranea
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Damage Roll: 6 damage
Map (Round 2.5):
Initiative:
Skullborn Zombie #2 15
Skulk Zombie 15
Cloaked Merchant 14
Airyc 12
Zombie Rotters 10 average
Zombie Defiler 11
Cranea 9
Valagard 8
Drell 5
Kledge 1
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
(L9) Cranea HP 15/25
(K8) Drell HP -4/28 Dazed (Unnatural Vitality)
(M11) Kledge HP 26/26
(L8) Valagard HP 14/27 +2 Temp HP
Second Wind: +2 to all defences until the start of her next turn
Allies adjacent to Valagard gain a +2 power bonus to all defences (Until end of Valagard’s next turn)
(J9) Skullborn Zombie #1 HP 7/40
Any ally adjacent to Skullborn Zombie #1 gains +1AC (Until end of Kledge’s next turn)
(L7) Skullborn Zombie #2 HP 15/40
(L12) Skulk Zombie HP 29/45
(E8, M8, M9) Zombie Rotter HP 1/1
(N6) Zombie Defiler HP 23/57 Bloodied!
Marked by Drell (until end of Drell’s next turn)
(D9) Cloaked Merchant HP 9/33 Bloodied!
Monster Details:
Zombie Rotter: HP 1/1 (A missed attack never damages a minion) AC 13; Fort 13, Reflex 9, Will 10, Speed 4; Vision: Darkvision; Immune: Disease, Poison
Skullborn Zombie: HP 40/40 AC 17; Fort 16, Reflex 14, Will 13, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 5 Necrotic
Special:
Any critical hit to a Skullborn Zombie drops it to 0 hit points instantly.
Skulk Zombie: HP 45/45 AC 17; Fort 15, Reflex 17, Will 14, Speed 6 (Spider Climb 6); Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
A skulk zombie deals 2d6 extra damage when it makes a successful melee attack against any creature granting combat advantage to it.
Zombie Defiler: HP 57/57 AC 18; Fort 15, Reflex 15, Will 15, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
When a zombie within 2 squares of the Zombie Defiler hits a creature, it grabs that creature.
Cloaked Merchant (NPC): HP 33/33 AC 16; Fort 15, Reflex 13, Will 14, Speed 6; Vision: Normal; Saving Throws: 0; Action Points: 1
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 Grunt(F5)
Features:
Rocks and Bushes: The 1 square rocks and bushes count as difficult terrain.
Tree: The trees are 10ft. in height. Standing behind a tree (when a target is on the opposite side) offers Cover. Climbing a tree is a DC 13 Athletics or Acrobatics and grants you Superior cover against melee attacks, but grants combat advantage to enemy range attacks.
Up Next: The Heroes (sans Airyc) On Deck: Round 3, Who let the zombies out?!
Fortunately for the others, Drell still knew who his enemies were, a point proven when he stuck his spear through one zombies head and gave a swift jab to the other.
Actions:
Attack vs AC: 1d20+9 19 Hit!
Damage: 1d10+6 11 Kills him. Skullborn 2 also takes 4 damage.
Death Save: 1d20 10 whew! still standing.
Stats:
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
(L9) Cranea HP 15/25
(K8) Drell HP -4/28 Dazed (Unnatural Vitality)
(M11) Kledge HP 26/26
(L8) Valagard HP 14/27 +2 Temp HP
Second Wind: +2 to all defences until the start of her next turn
Allies adjacent to Valagard gain a +2 power bonus to all defences (Until end of Valagard’s next turn)
(L7) Skullborn Zombie #2 HP 11/40
(L12) Skulk Zombie HP 29/45
(E8, M8, M9) Zombie Rotter HP 1/1
(N6) Zombie Defiler HP 23/57 Bloodied!
Marked by Drell (until end of Drell’s next turn)
(D9) Cloaked Merchant HP 9/33 Bloodied!
Up Next: The Heroes (sans Airyc 'n' Drell) On Deck: Round 3, aka When Drell defected to the Undead
Breathing heavily, the dwarf nevertheless intones two additional prayers, one to bolster Cranae's vigour and help the dryad strike back at the undead horde more potently, the other to guide Airyc's axe should his luck fail him. "Perhaps you could go lend our beleaguered friend there a hand?" she suggests to the half-orc, steeling herself for the zombies' retribution. "There is nothing I can do for him right now, I'm afraid."
Actions:
Attack: 14 – miss, for half damage.
Damage: 16 8 (radiant)
Effect: make a secondary attack, which is a close burst 3 against every undead enemy in burst other than the primary target.
Attack: 16 (M9 Rotter, hit) 9 (M8 Rotter, miss) 20 (Defiler, hit)
Damage: 2 (radiant) to M9 Rotter and Defiler. The rotter is destroyed, and the defiler takes a total of 7 damage due to its vulnerability.
Minor: Healing Word on Cranea: she spends a healing surge and regains an additional hit point. :shobon: She also gains a +2 bonus to attack rolls until the end of Valagard's next turn.
Minor: Favour of the Gods on Airyc: the next time he misses with an attack roll before the end of Valagard's next turn, he can reroll that attack roll and must use the new result, even if it's lower.
Up Next: The Heroes (sans Airyc 'n' Drell, nor Valagard) On Deck: Round 3, oh dear!
Kledge steps away from the ugly zombie that was just trying to jump on him, throws his last vial Drell's way. Noticing Valagard seems to be making friendly with the zombies, he twists a knob on his crossbow, which shoots a wave o force towards Valagard. The resonance seems to be aimed at the big zombie she just struck, but it has no effect.
Minor: Healing Infusion: Curative Admixture on Drell (spends a surge +2)
Standard: Thundering Armor @ Valagard
Valagard gains +1 AC
Attack vs Skullborn Zombie #2
Thundering Armor vs Skullborn Zombie #2's Fort: 1d20+4 12
"Thank you for the healing energies mistress Valagard!" She cried over her shoulder as she moved into a better position to save the mysterious stranger before hurling an electrified bolt of witchfire at the zombie attacking him.
Standard action: Witch Bolt attack v. reflex
Attack: 1d20+4+2=18 v. Rotter (E8), HIT!
Damage: 1d10+4=7 total damage
Green-tinged lightning shot from her Rowan Wand and wrapped itself around the Zombie Rotter, as it coiled around the undead creature the faint smell of charred, sickly flesh pervaded the air a moment before the spell tore the thing apart. Flesh and bone were bisected by the arcane energy and the zombie fell to the ground in pieces before the astonished stranger. Cranea blew the man a kiss then returned to her friends.
Stats:
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
(L9) Cranea HP 22/25
(K8) Drell HP 5/28 Dazed (Unnatural Vitality)
(M11) Kledge HP 26/26
(L8) Valagard HP 14/27 +2 Temp HP
Second Wind: +2 to all defences until the start of her next turn
Allies adjacent to Valagard gain a +2 power bonus to all defences (Until end of Valagard’s next turn)
(L7) Skullborn Zombie #2 HP 11/40
(L12) Skulk Zombie HP 29/45
(M8, M9) Zombie Rotter HP 1/1
(N6) Zombie Defiler HP 23/57 Bloodied!
Marked by Drell (until end of Drell’s next turn)
(D9) Cloaked Merchant HP 9/33 Bloodied!
Up Next: Braaaaiiiiins (and Round 3)
The skull-faced zombie, unperturbed by Kledge's measly attack, starts pounding the dwarf in from of it. It struck with such force that it rattled Valagard, causing her to lose her resolve, and allowing the creature to grab her by her shoulders, pinning her in place. It's bottom half jaw dropped fro, such an attack, but it still had teeth to gnaw on its food, given the chance...
The lithe zombie, now without a target again, scurries his way to Airyc. It slammed its clubbed arm on the Half-Orc's left shoulder, and a large bruise started to form...
The veiled man offered a wink of his own back at the Dryad.
"My thanks lass! Now, to repay the favour!", the man says, as he hurls another rock at the zombies, this time at the thin figure attacking Airyc. It struck it with enough force so as to catch the creature off-guard.
"Now, while it's distracted, whack him!" the man shouted.
Enemy Moves:
Standard Action: Claw Attack Against Valagard
Claw (At-Will; Standard Action; Melee)
Attack: +9 vs AC
Hit: 2d4+3 damage. On a critical hit, the Skullborn zombie can make a Skullborn Zombie Grab Attack as a free action
Damage Roll: 11 damage, and Valagard is grabbed due to Undead Tenacity!
Skulk Zombie:
Move Action: Move to J11
Standard Action: Slam Attack Against Airyc
Slam (At-Will; Standard Action; Melee)
Attack: +8 vs AC
Hit: 1d6+5 damage.
Damage Roll: 7 damage!
Cloaked Merchant:
Minor Action: Sheathe Dagger
Move Action: Move to F9
Standard Action: Hurl Rock against Skulk Zombie
Hurl Rock (At-Will; Standard Action; Range 5)
Attack: +8 vs AC
Hit: 1d4+2 damage and the target grants Combat Advantage until the start of the Merchant’s next turn.
Damage Roll: 4 damage, and Skulk Zombie grants Combat Advantage until the start of the Cloaked Merchant’s next turn!
Map (Round 3):
Initiative:
Skulk Zombie 15
Cloaked Merchant 14
Airyc 12
Zombie Rotters 10 average
Zombie Defiler 11
Cranea 9
Valagard 8
Drell 5
Kledge 1
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
Favour of the Gods (The next time Airyc misses with an attack roll before the end of Valagard's next turn, he can reroll that attack roll and must use the new result, even if it's lower)
(K9) Cranea HP 22/25
+2 bonus to attack rolls (Until end of Valagard’s next turn)
(K8) Drell HP 9/28 Bloodied!
(L10) Kledge HP 26/26
(L8) Valagard HP 5/27 Bloodied!
+1 to AC (Until end of Kledge’s next turn)
Grabbed by Skullborn Zombie #2 (considered immobilized until escape)
(L7) Skullborn Zombie #2 HP 3/40 Bloodied!
(J11) Skulk Zombie HP 25/45
Grants Combat Advantage (Until start of Cloaked Merchant’s next turn)
(M8) Zombie Rotter HP 1/1
(N6) Zombie Defiler HP 16/57 Bloodied!
(F9) Cloaked Merchant HP 9/33 Bloodied!
Monster Details:
Zombie Rotter: HP 1/1 (A missed attack never damages a minion) AC 13; Fort 13, Reflex 9, Will 10, Speed 4; Vision: Darkvision; Immune: Disease, Poison
Skullborn Zombie: HP 40/40 AC 17; Fort 16, Reflex 14, Will 13, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 5 Necrotic
Special:
Any critical hit to a Skullborn Zombie drops it to 0 hit points instantly.
Skulk Zombie: HP 45/45 AC 17; Fort 15, Reflex 17, Will 14, Speed 6 (Spider Climb 6); Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
A skulk zombie deals 2d6 extra damage when it makes a successful melee attack against any creature granting combat advantage to it.
Zombie Defiler: HP 57/57 AC 18; Fort 15, Reflex 15, Will 15, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
When a zombie within 2 squares of the Zombie Defiler hits a creature, it grabs that creature.
Cloaked Merchant (NPC): HP 33/33 AC 16; Fort 15, Reflex 13, Will 14, Speed 6; Vision: Normal; Saving Throws: 0; Action Points: 1
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 Grunt(F5)
Features:
Rocks and Bushes: The 1 square rocks and bushes count as difficult terrain.
Tree: The trees are 10ft. in height. Standing behind a tree (when a target is on the opposite side) offers Cover. Climbing a tree is a DC 13 Athletics or Acrobatics and grants you Superior cover against melee attacks, but grants combat advantage to enemy range attacks.
Up Next: Airyc On Deck: WHY WON'T THESE ZOMBIES JUST DIE?!
"Thanks, whoever," the half-orc thought about questioning Valagard about it later but as he focused back on the fight at hand the subject slipped his mind.
Favour of the Gods Re-Roll: 23 vs AC HITS! for 18 dmg
Up Next: Rob's Zombies On Deck: Heroes that are mighty and magical
The defiler starts to spasm and convulse frenetically (releasing slime and bile from its open wounds onto the ground), and soon four more undead monstrosities joined the fray. Well, three do anyway, as one is cannibalized mid-rise by the defiling zombie. It ingests its new fallen comrade, and shambles his way to the artificer.
The risen dead do not idle for long, as they shuffle towards their closest meals. One tries lashing out at Drell, only for it to be parried effortlessly by the Eladrin’s fighting prowess. Valagard, however, was overrun by the zombie horde. Being held in place by the skull faced zombie helped little, as one of the cursed dead slams her in the face, knocking her out of the skull-faced zombie’s grasp, but also onto the ground on her back. If she was not helped soon, she would soon fall prey to the dead her supposed ‘clanmother’ so loved. The irony was not lost to the dwarf.
The remaining one makes a dash to the Artificer. Kledge, now having watched the spectacle in front of him, knew all too well what happened should he get pinned down by these abominations, and managed to avoid a strike... for now...
Enemy Moves:
Standard Action: Arise Corpse!
Arise Corpse! (Encounter; Standard Action)
Effect: Four zombie rotters appear in unoccupied squares adjacent to the shard zombie.
Minor Action: Feast on Zombie Rotter @ N7
Feast (At-Will; Minor Action; Melee; Requires an adjacent Zombie Rotter)
Effect: Zombie Defiler regains 10 hit points. If he was already at maximum hit points, he gains 10 temporary hp instead. The Target is immediately destroyed.
Move Action: Move to M10
Zombie Rotters:
Zombie Rotter @ M8:
Standard Action: Slam Against Valagard
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Zombie Rotter @ M6:
Move Action: Move to K7
Standard Action: Slam Against Drell
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Damage Roll: 6 damage
Zombie Rotter @ N5:
Move Action: Move to M7
Standard Action: Slam Against Valagard
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Damage Roll: 6 damage
WARNING: Valagard is Dying!!
Zombie Rotter @ O6:
Move Action: Move to M9
Free Action: Slam Against Kledge
Slam (At-Will; Standard Action; Melee)
Attack: +6 vs AC
Hit: 6 damage
Map (Round 3.5):
Initiative:
Skulk Zombie 15
Cloaked Merchant 14
Airyc 12
Zombie Rotters 10 average
Zombie Defiler 11
Cranea 9
Valagard 8
Drell 5
Kledge 1
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
(K9) Cranea HP 22/25
+2 bonus to attack rolls (Until end of Valagard’s next turn)
(K8) Drell HP 3/28 Bloodied!
(L10) Kledge HP 26/26
(L8) Valagard HP -1/27 Dying!
(L7) Skullborn Zombie #2 HP 3/40 Bloodied!
(J11) Skulk Zombie HP 7/45 Bloodied!
Grants Combat Advantage (Until start of Cloaked Merchant’s next turn)
(M8,K7,M7,M9) Zombie Rotter HP 1/1
(M10) Zombie Defiler HP 26/57 Bloodied!
(F9) Cloaked Merchant HP 9/33 Bloodied!
Monster Details:
Zombie Rotter: HP 1/1 (A missed attack never damages a minion) AC 13; Fort 13, Reflex 9, Will 10, Speed 4; Vision: Darkvision; Immune: Disease, Poison
Skullborn Zombie: HP 40/40 AC 17; Fort 16, Reflex 14, Will 13, Speed 6; Vision: Darkvision; Immune: Disease, Poison; Resist: 5 Necrotic
Special:
Any critical hit to a Skullborn Zombie drops it to 0 hit points instantly.
Skulk Zombie: HP 45/45 AC 17; Fort 15, Reflex 17, Will 14, Speed 6 (Spider Climb 6); Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
A skulk zombie deals 2d6 extra damage when it makes a successful melee attack against any creature granting combat advantage to it.
Zombie Defiler: HP 57/57 AC 18; Fort 15, Reflex 15, Will 15, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
When a zombie within 2 squares of the Zombie Defiler hits a creature, it grabs that creature.
Cloaked Merchant (NPC): HP 33/33 AC 16; Fort 15, Reflex 13, Will 14, Speed 6; Vision: Normal; Saving Throws: 0; Action Points: 1
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 Grunt(F5)
Features:
Rocks and Bushes: The 1 square rocks and bushes count as difficult terrain.
Tree: The trees are 10ft. in height. Standing behind a tree (when a target is on the opposite side) offers Cover. Climbing a tree is a DC 13 Athletics or Acrobatics and grants you Superior cover against melee attacks, but grants combat advantage to enemy range attacks.
Up Next: The Heroes (sans Airyc) On Deck: Round 4, You just HAD to ask for more zombies?!
Standard Action, At-Will: Winged Horde, Area Burst 1 centered on M8
Attack: 1d20+4+2 v. Will (Rotter, M9)= 8, MISS; 1d20+4+2 v. Will (Skullborn #2)= 21, HIT; 1d20+4+2 v. Will (Rotter, M7)= 16, HIT; 1d20+4+2 v. Will (Rotter, M8)= 8, MISS
Damage: 1d6= 5 total for all enemies hit.
Skulloborn #2 & Rotter @ M7 are destroyed
Cranea looked on in delight as two of the zombies were peppered with holes. The sprites she summoned accelerated through their bodies with the force of projectiles, and they fell apart at the joints. Cranea knew that her companions were still in dire straits though, and yelled toward the sprites at the top of her lungs, pleading with them to keep on the pressure.
Action Point!
Attack: 1d20+4+2 v. Will (Defiler)=26, Critical HIT!!!; 1d20+4+2 v. Will (Rotter, M9)=15, HIT; 1d20+4+2 v. Will (Rotter, M8)=18, HIT.
Damage: Defiler takes 6 total damage for the crit, Rotters at M9 & M8: 1d6=4
Zombie Defiler takes 6 damage and cannot take opportunity actions until the end of my next turn. Both the rotters hit are destroyed.
After watching two more zombies fall and one take damage, Cranea dismisses the sprites, feeling a well deserved sense of satisfaction after being so terrified only moments before.
Stats:
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
(K9) Cranea HP 22/25
+2 bonus to attack rolls (Until end of Valagard’s next turn)
(K8) Drell HP 3/28 Bloodied!
(L10) Kledge HP 26/26
(L8) Valagard HP -1/27 Dying!
(J11) Skulk Zombie HP 7/45 Bloodied!
Grants Combat Advantage (Until start of Cloaked Merchant’s next turn)
(K7) Zombie Rotter HP 1/1
(M10) Zombie Defiler HP 20/57 Bloodied!
Cannot make opportunity actions until the end of Cranea's next turn
(F9) Cloaked Merchant HP 9/33 Bloodied!
Though not desperate enough, he thought, falling face first into the mud.
Drell and Valagard swap places, Drell takes the 6 damage (Becomes Dazed.) and makes an MBA against Rotter (M7)
Melee Basic Attack vs Rotter (M7)
Attack vs AC: 1d20+9 24 hit. Pop goes the minion.
Standard: Cleave vs Rotter (K7)
Attack vs AC: 1d20+9 17 Pop goes the other minion, as does the Skullborn (taking 4 damage.)
Action Point: Steel Serpent Strike vs Defiler
Attack vs AC: 1d20+9 11 GOT DANG
Death Save: 1d20 8 Holy parp.
Stats:
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
(K9) Cranea HP 22/25
+2 bonus to attack rolls (Until end of Valagard’s next turn)
(L8) Drell HP -3/28 DYING
(L10) Kledge HP 26/26
(K8) Valagard HP 5/27 Bloodied
(J11) Skulk Zombie HP 7/45 Bloodied!
Grants Combat Advantage (Until start of Cloaked Merchant’s next turn)
(M10) Zombie Defiler HP 20/57 Bloodied!
(F9) Cloaked Merchant HP 9/33 Bloodied!
Up Next: The Heroes (sans Airyc the Deadman) On Deck: Round 4, Hey merchant, got any bombs?
When he stops, he fires a bolt at the tree zombie, which flies true and drops the ugly thing. As the bolt strikes, a pulse is released from his crossbow, invigorating his nearby allies.
Minor: Obedient Servant @ L11
Standard: Magic Weapon @ Skulk Zombie
Magic Weapon vs Skulk Zombie AC: 1d20+7 20 1d8+4 11 HIT! He's dead Jim!
Valagard & Airyc both get +1 Attack, +2 Damage until EOMNT
oops, missed CA, dosent really matter though.
Actions:
Standard: Sundering Might on the Defiler.
Attack: 17 vs AC – miss, ugh. (Only a 15 without flanking, but it doesn't matter either way.)
Effect: Until the end of Valagard's next turn, she and her allies can make attacks against the target's lowest defence instead of the defence normally targeted by that attack.
Minor: Healing Word on Drell: he spends a healing surge and regains four additional hit points. He also gains a +2 bonus to attack rolls until the end of Valagard's next turn.
Up Next: Round 4, or what's left of it
Watching the heroes having the situation at hand, the cloaked merchant makes his way to Cranea.
"You alright there, miss? Need any help? And who are your friends over there?" he asks, not quite sure who (or what) these people were...
Enemy Moves:
Move Action: Move to F10
Map (Round 4):
Initiative:
Airyc 12
Zombie Defiler 11
Cranea 9
Valagard 8
Drell 5
Kledge 1
Here's how it goes: Allies/enemies take turns out of order in a group/block.
Stats:
Poised Assault Stance (Stance: Gain a +1 power bonus to attack rolls of your basic attacks)
(F11) Cranea HP 22/25
+2 bonus to attack rolls (Until end of Valagard’s next turn)
(L8) Drell HP 11/28 Bloodied!
+2 bonus to attack rolls (Until end of Valagard’s next turn)
(K9) Kledge HP 26/26
(L11) Obedient Servant HP 6/6
(N10) Valagard HP 5/27 Bloodied!
(M10) Zombie Defiler HP 20/57 Bloodied!
(F10) Cloaked Merchant HP 9/33 Bloodied!
+Party Bonus: Valagard and her allies can make attacks against the Defiler's lowest defense instead of the defense normally targeted by that attack. (Until end of Valagard’s next turn)
Monster Details:
Zombie Defiler: HP 57/57 AC 18; Fort 15, Reflex 15, Will 15, Speed 5; Vision: Darkvision; Immune: Disease, Poison; Resist: 10 Necrotic; Vulnerability: 5 Radiant
Special:
When a zombie within 2 squares of the Zombie Defiler hits a creature, it grabs that creature.
Cloaked Merchant (NPC): HP 33/33 AC 16; Fort 15, Reflex 13, Will 14, Speed 6; Vision: Normal; Saving Throws: 0; Action Points: 1
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 Grunt(F5)
Features:
Rocks and Bushes: The 1 square rocks and bushes count as difficult terrain.
Tree: The trees are 10ft. in height. Standing behind a tree (when a target is on the opposite side) offers Cover. Climbing a tree is a DC 13 Athletics or Acrobatics and grants you Superior cover against melee attacks, but grants combat advantage to enemy range attacks.
Up Next: Airyc On Deck: LAST ZOMBIE STANDING!