Gwim sighs. "Finally." He rolls his eyes at the group like the combat took longer than necessary, but he follows it up with a grin and a wink, so that they don't try to kill him in his sleep.
He spends the next few minutes searching this room, with both his mystic and mundane senses.
Perception:
The statues have nothing of value on them, but the small room in which Darthan and Gwim now stand has a coffin with the following inscribed,
“Here lies Banoth, first guardian of Dulengras’ Seal.
Banoth was faithful, kind and generous.
He performed his duties until the ages claimed him, but his generous sprit will live on for those he deems worthy.â€
Arcana: Reveals the mechanics of the Crypt:
Generous Casket:
Each player may make a single request for an item of level 7 or lower of the Generous Casket. Once everyone has made their request you may open the Casket and retrieve your items.
As the party gathers in the small room to look at Banoth’s final resting place the chanting heard before now stops. Only a few moments pass before the silence is broken by a loud CRACK. The air in the cave seems to heat up as a rush of air passes through the tunnels.
The end is nigh!
Make your request of the Casket and then give me a !ready when you are ready to move on.
Staff of Expansion
This collapsible pole is fashioned from a corroded copper pipe.
Level: 7
Price: 2600 gp
Implement (Staff)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d4 damage
Power (Daily): Minor Action. Before the end of your next turn, the next close or area attack you make that has a burst area of effect gains a 1 square increase to the size of its burst.
!Ready
robp85 on
Skard, Shifter Warden
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
+2 to damage and attacks
+2d6 on Crits
An additional +2 damage to targets that are Medium or larger. In other words, everything except cats and other goblins.
I rolled my Wild Soul, which I haven't gotten a chance to do yet, so I am Resistant 5 lightning, and I ignore up to 5 resistant lightning on enemies until my next extended rest.
Totally spaced on the fact Mhen was unavailable today, but I don't want to move on till he gets his prize. Plus I want everyone on board for the next part.
Mhen humbly asks forgiveness for his delayed request. Then he asks politely for a
+2 Hungry Spirits Totem
Level 7
+2 attack and damage rolls
+2d10 damage on crit
Property: On a critical hit you can move your spirit companion to a space adjeacent to the target
Power: Daily, Healing, Free action.
Trigger: You hit an enemy adjacent to your spirit companion with a primal attack power.
Effect: You and an ally within 2 squares of the enemy can spend a healing surge.
As the heroes finish their requests and push back the top of the Casket a dull blue light shimmers within. After a moment all that is in the Casket is a collection of items. Each looks ancient but still in good condition.
After each of the Bone Eagles take their items a disembodied voice sounds in the room,
“Hurry. You are the protectors now.”
Moving onward to the source of the heat the Bone Eagles squeeze down one last tunnel before finding the source.
The tunnel opens onto a large room with stone floors and rugged walls. At the far end of the room is a large statue in the shape of a toad with ugly horns protruding from its body. Above the statue you see a swirling vortex of fire and with the vortex you see an eye peering through. It is the eye of Dulengras and it is watching a hooded figure standing before it.
“They are here. Do not fail me again. The time for my emergence is at hand!”
The hooded figure turns to face the heroes. He is the same man you saw fleeing just before the attack in Willoan. Though you see his features more clearly now and it is not a pleasant sight. The man is gaunt and his skin is gray and taught, like the skin of an animal after being dried and tanned.
He pulls back his hood revealing long white hair and something more. Three glowing skulls rise to circle his head and a sly grin shows on his disturbing face. With utter contempt he addresses you, “Welcome to your doom Bone Eagles.”
He begins to laugh in a low maniacal voice and you see the stone floor begin to crack in front of you. Hands begin to crawl their way up from the ground. Undead seem to be at this man’s beckon call and he has summed a small army for you to deal with.
Map:
Notes:
Make sure you have your new items on your sheets and the last encounter was a milestone so everyone has an action point to use.
Roll Initiative!
EDIT:
Stat Block:
Gwim 36/40 HP - AC:19 F|R|W:14|18|19 PP|PI:12|17 - HS:3/7 AP:1 Darthan 33/42 HP - AC:18 F|R|W:16|15|20 PP|PI:25|17 - HS:9/9 AP:1 Dirk 43/49 HP - AC:18 F|R|W:19|14|13 PP|PI:18|11 - HS:6/11 AP:1 Mhen 26/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:10/10 AP:1 Thorn 31/52 HP - AC:22 F|R|W:19|15|17 PP|PI:21|15 - HS:8/11 AP:1
Look over that and tell me if I have anything wrong. Also feel free to spend more HS before the fight starts and just tell me how many HS you have left and your current HP.
I'm gonna spend 2 surges and just suck it up about the whole overhealing thing, taking me to full health (because I'm sick of wasting heals on myself) and 8/10 HS remaining.
Also, if anyone wants it, I had a Healing Spirit left after the last battle, so (Dajian permitting) one of you can get a free 1d6 HP back if you so choose (since I don't know for sure if you're taking it, whoever uses it should go ahead and roll it.
Oh, one more thing: can we assume I kept Tock out and nearby, thereby giving everyone +3 to HS's during rest-up time (via my spirit boon)?
Also, if anyone wants it, I had a Healing Spirit left after the last battle, so (Dajian permitting) one of you can get a free 1d6 HP back if you so choose (since I don't know for sure if you're taking it, whoever uses it should go ahead and roll it.
Oh, one more thing: can we assume I kept Tock out and nearby, thereby giving everyone +3 to HS's during rest-up time (via my spirit boon)?
Round 1
The hooded man produces a gnarled piece of wood that must be his staff and prepares himself for battle. Looking around the room there now stand fifteen zombies who look to be naught but skin and bone. Three more arise close to the hooded man that seems a more intact and muscular.
Map:
Stat Block:
Gwim 36/40 HP - AC:19 F|R|W:14|18|19 PP|PI:12|17 - HS:3/7 AP:1 Darthan 42/42 HP - AC:18 F|R|W:16|15|20 PP|PI:25|17 - HS:8/9 AP:1 Dirk 43/49 HP - AC:18 F|R|W:19|14|13 PP|PI:18|11 - HS:6/11 AP:1 Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:8/10 AP:1 Skull Lord 36/36 HP - AC:22 F|R|W:19|20|21 PP|PI:16|16 Effects: Immune to disease and poison; Resist 10 Necrotic; Master of the Grave (aura 2)Effects: Vunerable 5 radiant Thorn 49/52 HP - AC:22 F|R|W:19|15|17 PP|PI:21|15 - HS:7/11 AP:1 Z1 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant Z2 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant Z3 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant Zombie Minions (15) 1/1 HP - AC:13 F|R|W:13|9|10 PP|PI:9|10 Effects: Immune to disease and poison; Resist 10 Necrotic;
Notes:
C6 - D7 Are impassable and stand 4 feet high (enough to provide cover).
Hoping to cause as much damage as possible, Gwim uses his new dagger to hurl a plume of flame at one of the glowing skulls. The creature shrieks as it catches fire, and the blaze quickly spreads around the creature.
With the slew of zombies appearing before them, Darthan knows his task. Wanting to thin the ranks of the enemies a little, he casts a seed towards one of the undead creatures in front of him. The seed explodes and zombie catches fire turning to dust. The explosion sends mini fire balls all around and begin to catch the floor on fire around where the now dead zombie lays. Darthan allows a small smile at his successful attack before focusing back on the task at hand.
Flame Seed vs Ref of Zombie Minion @ E7 = 24Hit!
It's a minion so I won't worry about damage for it but it does take fire damage. Additionally: Zombies @ E6, E8 and D8 will take 5 damage from flame seed effect and die as well. Any enemy that enters F6 to D8 will take the same fire damage.
Need to burn down those minions...
robp85 on
Skard, Shifter Warden
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
"Lots of zombies, wait a second" With three powerful steps, Dirk closes the Distance between himself and one of the zombies. As he arrives he splits the zombie in twain with his axe, tramples it a bit with his feet and kicks its head towards the robed guy. "There ya go. One more head. Wear it with pride" Then the barbarian returns to his comrades with a grin on his face.
Mhen's eyes blaze and Tock appears in front of Dirk, slashing at the zombie before him and turning his head to keep a watchful eye on the foes around him.
Minor: Summon Tock to F3.
Standard: Watcher's Strike (1d20+10=24, 1d8+7=12) 12 damage to Z2. Until the end of my next turn, anyone adjacent to Tock gains +1 to attacks (and +5 to perception).
Also, just some quick reminders of Tock's OA: anyone that moves through a square adjacent to Tock without shifting gets attacked (+10 v. Ref, 7 Damage) and an ally within 5 squares regains 5 HP (Dirk first) - I'm fine with DM rolling since there could be several such opportunities.
Round 1.2
The zombies now fully awake begin to shamble forward. Several die off as the remnants of fire from both the druid and sorcerer complete their effects.
The rest begin their assault on Thorn, Dirk and Tock.
Tock absorbs a blow from one of the rotting zombie.
Dirk avoids a strike from a weak zombie.
Thorn displays great fortitude and dodges the attacks from several of the weak zombies and even deflects attacks from all three of the better formed zombies.
Darthan casts yet another seed but this time his target is the stronger looking zombie. It connects and explodes as he expects but causes little damage to the his target. The squares around that zombie slowly start to burn as particles of the seed scatter and land on the cave floor.
Move to G6 Flame Seed vs Ref of Z1: 17Hit! 3 Fire damage to Z1 and the squares adjacent to Z1 are now on fire. Any enemy that starts their turn on or moves through the fire will take 5 fire damage.
That should kill off the minions at D5 and E5 at the beginning of their turn.
robp85 on
Skard, Shifter Warden
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Dirk deftly disengages from the melee with the small zombies and attacks the larger zombie in front of his fellow Bone Eagle. The powerful blow from his axe makes the zombie stagger back towards its master.
That pushes Z1 into my fire. Not sure if he'd take damage now or at the beginning of his turn or if he should take damage at all. If he does take damage, it would be 5 damage and that should kill him off. What do you think Dajian?
robp85 on
Skard, Shifter Warden
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
That pushes Z1 into my fire. Not sure if he'd take damage now or at the beginning of his turn or if he should take damage at all. If he does take damage, it would be 5 damage and that should kill him off. What do you think Dajian?
I'll go read up on the power and some other stuff, but I don't think forced movement triggers those types of effects.
It should. If you get pushed into the boiling oil, you still fry. Unless you say "No fair, I said no pushing" first, then you,re ok. But I didn't hear the zombie speak
Posts
He spends the next few minutes searching this room, with both his mystic and mundane senses.
Perception and Arcana (1d20+2=22, 1d20+7=22)
Critical perception, eh, eh?
The statues have nothing of value on them, but the small room in which Darthan and Gwim now stand has a coffin with the following inscribed,
“Here lies Banoth, first guardian of Dulengras’ Seal.
Banoth was faithful, kind and generous.
He performed his duties until the ages claimed him, but his generous sprit will live on for those he deems worthy.â€
Arcana: Reveals the mechanics of the Crypt:
Each player may make a single request for an item of level 7 or lower of the Generous Casket. Once everyone has made their request you may open the Casket and retrieve your items.
As the party gathers in the small room to look at Banoth’s final resting place the chanting heard before now stops. Only a few moments pass before the silence is broken by a loud CRACK. The air in the cave seems to heat up as a rush of air passes through the tunnels.
Make your request of the Casket and then give me a !ready when you are ready to move on.
This collapsible pole is fashioned from a corroded copper pipe.
Level: 7
Price: 2600 gp
Implement (Staff)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d4 damage
Power (Daily): Minor Action. Before the end of your next turn, the next close or area attack you make that has a burst area of effect gains a 1 square increase to the size of its burst.
!Ready
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
+2 to damage and attacks
+2d6 on Crits
An additional +2 damage to targets that are Medium or larger. In other words, everything except cats and other goblins.
I rolled my Wild Soul, which I haven't gotten a chance to do yet, so I am Resistant 5 lightning, and I ignore up to 5 resistant lightning on enemies until my next extended rest.
!ready
Iron Armbands of Power
!ready
Or lower.
As soon as Mhen Chimes in we will move forward. Please go ahead and add your items to your myth weavers sheet.
Which is why I took a lvl 6... 800 GPs gone... just like that
So we will pick up tomorrow morning.
+2 Hungry Spirits Totem
Level 7
+2 attack and damage rolls
+2d10 damage on crit
Property: On a critical hit you can move your spirit companion to a space adjeacent to the target
Power: Daily, Healing, Free action.
Trigger: You hit an enemy adjacent to your spirit companion with a primal attack power.
Effect: You and an ally within 2 squares of the enemy can spend a healing surge.
EDIT:
After each of the Bone Eagles take their items a disembodied voice sounds in the room,
“Hurry. You are the protectors now.”
Moving onward to the source of the heat the Bone Eagles squeeze down one last tunnel before finding the source.
The tunnel opens onto a large room with stone floors and rugged walls. At the far end of the room is a large statue in the shape of a toad with ugly horns protruding from its body. Above the statue you see a swirling vortex of fire and with the vortex you see an eye peering through. It is the eye of Dulengras and it is watching a hooded figure standing before it.
“They are here. Do not fail me again. The time for my emergence is at hand!”
The hooded figure turns to face the heroes. He is the same man you saw fleeing just before the attack in Willoan. Though you see his features more clearly now and it is not a pleasant sight. The man is gaunt and his skin is gray and taught, like the skin of an animal after being dried and tanned.
He pulls back his hood revealing long white hair and something more. Three glowing skulls rise to circle his head and a sly grin shows on his disturbing face. With utter contempt he addresses you, “Welcome to your doom Bone Eagles.”
He begins to laugh in a low maniacal voice and you see the stone floor begin to crack in front of you. Hands begin to crawl their way up from the ground. Undead seem to be at this man’s beckon call and he has summed a small army for you to deal with.
Map:
Notes:
Roll Initiative!
EDIT:
Darthan 33/42 HP - AC:18 F|R|W:16|15|20 PP|PI:25|17 - HS:9/9 AP:1
Dirk 43/49 HP - AC:18 F|R|W:19|14|13 PP|PI:18|11 - HS:6/11 AP:1
Mhen 26/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:10/10 AP:1
Thorn 31/52 HP - AC:22 F|R|W:19|15|17 PP|PI:21|15 - HS:8/11 AP:1
Look over that and tell me if I have anything wrong. Also feel free to spend more HS before the fight starts and just tell me how many HS you have left and your current HP.
Also, if anyone wants it, I had a Healing Spirit left after the last battle, so (Dajian permitting) one of you can get a free 1d6 HP back if you so choose (since I don't know for sure if you're taking it, whoever uses it should go ahead and roll it.
Oh, one more thing: can we assume I kept Tock out and nearby, thereby giving everyone +3 to HS's during rest-up time (via my spirit boon)?
And lastly: Initiative=17
Yup all good.
What can I say, I love cheesy villains. If you win he may slow clap as he dies.
Also, a deathbed slow clap would be awesome.
Alright, let's take care of business.
EDIT: Forgot to mention, I'm spending a HS to bring me back up to full. Used 1/9 HS so far.
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
The hooded man produces a gnarled piece of wood that must be his staff and prepares himself for battle. Looking around the room there now stand fifteen zombies who look to be naught but skin and bone. Three more arise close to the hooded man that seems a more intact and muscular.
Darthan 42/42 HP - AC:18 F|R|W:16|15|20 PP|PI:25|17 - HS:8/9 AP:1
Dirk 43/49 HP - AC:18 F|R|W:19|14|13 PP|PI:18|11 - HS:6/11 AP:1
Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:8/10 AP:1
Skull Lord 36/36 HP - AC:22 F|R|W:19|20|21 PP|PI:16|16 Effects: Immune to disease and poison; Resist 10 Necrotic; Master of the Grave (aura 2) Effects: Vunerable 5 radiant
Thorn 49/52 HP - AC:22 F|R|W:19|15|17 PP|PI:21|15 - HS:7/11 AP:1
Z1 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant
Z2 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant
Z3 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant
Zombie Minions (15) 1/1 HP - AC:13 F|R|W:13|9|10 PP|PI:9|10 Effects: Immune to disease and poison; Resist 10 Necrotic;
He has cover from the minion standing infront of him but you can shoot at him. (-2 penalty for cover)
Until the end of my next turn, all enemies that start their turns adjacent to Z1 or enter a square adjacent to him take 6 damage.
Even Roll: +1 to AC.
Doofus note: I had a stroke and put Skull Lord in my IC post; I meant, Z1, obviously, since I asked about it.
If you want me to reroll that and edit my post, I can.
Next Up: Darthan
It's a minion so I won't worry about damage for it but it does take fire damage.
Additionally: Zombies @ E6, E8 and D8 will take 5 damage from flame seed effect and die as well. Any enemy that enters F6 to D8 will take the same fire damage.
Need to burn down those minions...
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Howling Charge vs Minon in G3 1d20+12=24 hit!
Damage = whatever
It dies. Retreat to H7
edit : oups. can't retreat so I stay in H4.
Standard: Watcher's Strike (1d20+10=24, 1d8+7=12)
12 damage to Z2. Until the end of my next turn, anyone adjacent to Tock gains +1 to attacks (and +5 to perception).
Also, just some quick reminders of Tock's OA: anyone that moves through a square adjacent to Tock without shifting gets attacked (+10 v. Ref, 7 Damage) and an ally within 5 squares regains 5 HP (Dirk first) - I'm fine with DM rolling since there could be several such opportunities.
sorry for the delay.
Each of the three skulls surrounding the hooded man’s head burst with dark light in succession.
The first brings forth another zombie in the place Dirk managed to fell one only a moment ago.
The second creates a blast of cold air directed at Tock, but has no effect on the spirit bear.
The third causes a column of red-black flame to sprout around Gwim searing his flesh.
Minor: Skull of Death’s Command restores minion at G3
Minor: Skull of Bonechilling Fear versus Tock(Will:18) (1d20+13=16, 1d6+2=3) Miss
Minor: Skull of Withering Flame versus Gwim (Fort:14) (1d20+13=33, 2d6+2 =9) Crit for 14 fire and necrotic damage
Darthan 42/42 HP - AC:18 F|R|W:16|15|20 PP|PI:25|17 - HS:8/9 AP:1
Dirk 43/49 HP - AC:18 F|R|W:19|14|13 PP|PI:18|11 - HS:6/11 AP:1
Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:8/10 AP:1
Skull Lord 30/36 HP - AC:22 F|R|W:19|20|21 PP|PI:16|16 Effects: Immune to disease and poison; Resist 10 Necrotic; Master of the Grave (aura 2) Effects: Vunerable 5 radiant
Thorn 49/52 HP - AC:22 F|R|W:19|15|17 PP|PI:21|15 - HS:7/11 AP:1
Z1 28/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant
Z2 38/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant
Z3 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant
Zombie Minions (15) 1/1 HP - AC:13 F|R|W:13|9|10 PP|PI:9|10 Effects: Immune to disease and poison; Resist 10 Necrotic;
The zombies now fully awake begin to shamble forward. Several die off as the remnants of fire from both the druid and sorcerer complete their effects.
The rest begin their assault on Thorn, Dirk and Tock.
Tock absorbs a blow from one of the rotting zombie.
Dirk avoids a strike from a weak zombie.
Thorn displays great fortitude and dodges the attacks from several of the weak zombies and even deflects attacks from all three of the better formed zombies.
Slam versus Thorn(AC:22) (1d20+7+2=19, 2d6+2=10, 1d20+7+2=18, 2d6+2=10)
Z1: [Regen 5][Take 6 Fire Damage] Slam - Miss
Z3: [Regen 5] Slam - Miss
Minions (5): Roll
Slam versus Tock(AC:16) Hit for 5 Damage
Slam versus Thorn(AC:22) Miss
Slam versus Thorn(AC:22) Miss
Slam versus Dirk(AC:18) Miss
Darthan 42/42 HP - AC:18 F|R|W:16|15|20 PP|PI:25|17 - HS:8/9 AP:1
Dirk 43/49 HP - AC:18 F|R|W:19|14|13 PP|PI:18|11 - HS:6/11 AP:1
Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:8/10 AP:1
Skull Lord 30/36 HP - AC:22 F|R|W:19|20|21 PP|PI:16|16 Effects: Immune to disease and poison; Resist 10 Necrotic; Master of the Grave (aura 2) Effects: Vunerable 5 radiant
Thorn 49/52 HP - AC:22 F|R|W:19|15|17 PP|PI:21|15 - HS:7/11 AP:1
Z1 27/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant
Z2 1/50 HP(Bloodied) - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant
Z3 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant
Zombie Minions (5) 1/1 HP - AC:13 F|R|W:13|9|10 PP|PI:9|10 Effects: Immune to disease and poison; Resist 10 Necrotic;
Standard: Chaos Bolt vs Z1(11) (1d20+8=19, 1d10+12=14)
Z2 is dead.
Odd roll: Saving throw vs. Nothing
Not sure how I missed that. You even put it all in line there. I'll update.
Did you mean Z2? Because Z1 has 27 HP
Flame Seed vs Ref of Z1: 17 Hit!
3 Fire damage to Z1 and the squares adjacent to Z1 are now on fire. Any enemy that starts their turn on or moves through the fire will take 5 fire damage.
That should kill off the minions at D5 and E5 at the beginning of their turn.
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Pressing Strike VS Z1 1d20+11=20 Hit damage 20
Push Z1 to D3, Z1 has 4 HP left
Shift to G5
Darthan 42/42 HP - AC:18 F|R|W:16|15|20 PP|PI:25|17 - HS:8/9 AP:1
Dirk 43/49 HP - AC:18 F|R|W:19|14|13 PP|PI:18|11 - HS:6/11 AP:1
Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:8/10 AP:1
Skull Lord 30/36 HP - AC:22 F|R|W:19|20|21 PP|PI:16|16 Effects: Immune to disease and poison; Resist 10 Necrotic; Master of the Grave (aura 2) Effects: Vunerable 5 radiant
Thorn 49/52 HP - AC:22 F|R|W:19|15|17 PP|PI:21|15 - HS:7/11 AP:1
Z1 4/50 HP(Bloodied) - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant
Z2 - DEAD
Z3 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Immune to disease and poison; Resist 10 Necrotic; Effects: Vunerable 5 radiant
Zombie Minions (5) 1/1 HP - AC:13 F|R|W:13|9|10 PP|PI:9|10 Effects: Immune to disease and poison; Resist 10 Necrotic;
Next Up: Mhen
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
I'll go read up on the power and some other stuff, but I don't think forced movement triggers those types of effects.
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)