The Blighting of KroburrowA plague of darkness has swept through the kingdom of Kroburrow and a call has gone out for the tribal leaders and their champions to meet at the Great Circle and discuss what can be done.
Who will answer the call?World Info:
Kroburrow has no government but instead is a land of tribes. There is a tribal council that will meet to discuss relations with the other kingdoms, but the rarely agree on anything. Power in Kroburrow is determined by strength and courage.
In the center of the plains of Kroburrow there is a large crater known as the Great Circle. This is the traditional meeting place of the Tribes. Violence is forbidden in the Great Circle. Camping in the Great Circle during times of tribal meetings is allowed, but no one is allowed to make their permanent home inside the circle.
Major Tribes:
•
Navino, A forest dwelling tribe who seek answers from nature. Their leader is a Shifter named Lion.
•
Cherwok, A warrior and hunter tribe who live in the plains. Their leader is a Minotaur named Running Bull.
•
Willoan, Also a plain dwelling tribe however unlike the Cherwok they are a peaceful people who are mostly vegetarians. Their leader is a Deva named Kavah.
•
Celterak, live near the coast and are known for their magical aptitude. Their leader is a Human named Denark.
These tribes have a diverse set of races they count as their members though it is also common to see sub-tribes of one race split off from the main. These sub-tribes still respect the authority of the Main Tribe elders in times of council, but otherwise operate with autonomy. They even have leaders and champions of their own.
This is a homebrew world that I have my IRL game set in. I have an
Obsidian Portal Campaign Entry that I will be fleshing out over time.
Game Details:
It is a PbP game.
One post per weekday required.
We will be using
Invisible Castle and
Myth-Weavers.
You will need to have an invisible castle account and the roll under a consistent character name and with the campaign name
[D&D 4E] The Blighting of Kroburrow
This will be our IC and OOC thread (See Denada's game) so just try and keep the OOC stuff to spoiler tags.
Please PM with your Myth-Weaver Sheet location.
Prelude:
After three solid days of the tribal leaders meeting in the center tent of the elders the four tribal elders emerged from the large tent near the lowest part of the Great Circle. Then behind them came the leaders of the sub-tribes. After some formalities between the leaders they seemed to disperse and head back to their champions with a sense of purpose.
The Party:
One by one the five heroes enter the Elder’s tent and stand silently before the council before Running Bull steps forward.
“A great blight has befallen the tribes. We elders have been in council for many days and hearing from many of your brother and sister tribes of how this blight has affected them and their neighbors. Several more of our brother and sister tribes have not come to the Great Circle and this too worries us.
We have heard tale of entire villages destroyed by its own tribesmen. They go mad and kill their families in their sleep. Others speak of a crushing sadness that leads entire camps to do nothing but sleep until they die of the deep hunger. The last tale we have heard these past few days is of a sickness that sweeps across a tribe’s lands and kills everything corn, horses, buffalo, and people.
In each of these places there is a common story. Somewhere in the village there is blighted mark, a place where the ground as gone cold and black. Those who have seen it say it is what death looks like.
You five have been selected for an important mission that will impact all the tribes of Kroburrow. You shall find what is causing this blight and put an end to it. You have been selected for your courage and skill.
From this day forward you will be each other’s tribe, brothers and sisters to one another.
From this day forward all tribes will recognize your authority as The Bone Eagle Clan.”
One by one the elders step forward and fasten to each the heroes right arm a hemp band with a small Eagle carved out of bone in the center.
Then Kavah high priestess of the Willoan steps forward with a formal greeting of her tribe,
“Children of the land we all are.
Brave Bone Eagles I commend your courage and ask that you begin your task by investigating one of my sister tribes, the Klen-oc, who did not arrive for our meeting. They are not dissenters nor have they ever missed a calling from me. I fear they may have been overcome by the blighting.
Their village is but a three days walk for champions such as you.”
Kavah hands you a map drawn on stretched cowhide.
You now can add a cowhide map to your inventory.
Also, You each now have
The Band of The Bone Eagle Clan
Wonderous Item
At-Will
You know the location of every other member of The Bone Eagle Clan, within 20 yards no matter how far away from them you are, and if they are alive or dead.
Feel free to RP your interactions.
Once everyone has PM'd me their Myth-Weavers Sheet and posted a !READY we will move on.
Posts
"I will do my best to figure out what is going on," he promises.
Darthan leans on his staff looking over the others chosen for this special task. His yellow eyes spend a moment on every face. Though he could not put his finger on it, he can sense there is something special about each of the ones chosen in front of him. How he would fit into this obviously powerful group, though, was still a mystery to the druid.
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Huh. Neat.
Rolling it up, Gwim stuffs the cowhide into his pouch. He reconsiders at the last second, pulling the map out.
Someone else better hang onto this. Things have a habit of...combusting...around me.
The goblin takes a look at his new traveling companions. He'd seen worse. At least there wouldn't be any embarrassing songs from Arcissa, he hoped.
Well, I say we get a move on, people. There's nothing here to do but watch the grass growing between my toes.
I've never heard of anything like it. The same thing causes people to go mad, fall to deep sadness, and become ill? That's odd. Spirits help us, that's going to be damn near impossible to fight off - wait what? Brilliant!, he muses, trying hard not to look excited at the prospect of all the tribes colluding against one foe.
As they affix the bone eagles to each of them in turn, he loses himself to thought again, stroking his beard with one hand and absentmindedly tracing the curves of the bone eagle with the other. I wonder if this was Hennesh's idea? Hmm, quite the versatile band. Shadar-kai, one of the Shifters, ah, a druid, excellent. And a goblin...of the Jhobleuth, I assume. Superb! The blue one is impetuous, but he makes a good point.
"Hmm, he's right, you know. We won't find any more answers in this tent. Besides, 'time waits for no one.'"
!Ready
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Other than that once jdarksun and ineednosalt get their !Ready post in here we can move forward.
just try and make sure it fits with the backgrounds you guys have already written out and we are good.
This is a sample of what the round update stat block will look like. Let me know if you guys have any trouble reading it.
22: Tsai-Eshe 37/37 HP - AC:18 F|R|W:19|16|15 PP|PI:19|14 - HS:9/9 AP:1
15: Thorn 52[3]/52 HP - AC:21 F|R|W:19|15|17 PP|PI:21|15 - HS:11/11 AP:1 Effects: +2 on next attack against Fake Enemy
14: Fake Enemy 12/44 HP(Bloodied) - AC:18 F|R|W:14|14|14 PP|PI:20|15 Effects: Marked by Thorn
13: Darthan 42/42 HP - AC:18 F|R|W:16|15|20 PP|PI:25|17 - HS:9/9 AP:1
10: Gwim 25/25 HP - AC:18 F|R|W:13|17|18 PP|PI:12|17 - HS:7/7 AP:1
10: Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:10/10 AP:1
Otherwise, it looks good!
She didn't really say much, though, mumbling a little "Hum," and fitting her new ring to her finger.
!ready
To tell them that the Bone Eagles have been formed and that they have been tasked the salvation of Kroburrow.
After several days of travel in the central plains of Kroburrow the party sees the village of the Klen-oc off in the distance.
Thorn, knowing the plains well, leads the group to the village and enters from the South.
PP: The Klen-oc are a small tribe and their village is naught but tents in a circle around a fire pit (their social area). You see movement amongst the tents on the northern edge of the village and a thin column of black smoke behind the North West tents.
Map:
Black is the area to can't see clearly yet.
ROLL INITIATIVE.
I'm saving the good rolls for when it counts. Yeah, that's it.
Also, seriously, a passive perception of 27 and that's all I see? L'sigh.
humph
Darthan is ready for action!
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
From the tents on either side of the village others stumble from their tents looking pale white. Their eyes have long lost the spark of life.
Mhen also catches a glimpse of something large and hulking moving behind the tents to the north west and that what you thought was black smoke rising has stopped suddenly.
ROUND 1 – Ambush at Klen- Oc
18: Gwim 40/40 HP - AC:19 F|R|W:14|18|19 PP|PI:12|17 - HS:7/7 AP:1
14: Red Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
14: Blue Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
14: Green Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
14: Red Zombie 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5
14: Blue Zombie 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5
14: Green Zombie 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5
14: Maw 44/44 HP - AC:17 F|R|W:14|15|14 PP|PI:18|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5
13: Tsai-Eshe 42/42 HP - AC:18 F|R|W:19|16|15 PP|PI:19|14 - HS:9/9 AP:1
9: Thorn 52/52 HP - AC:21 F|R|W:19|15|17 PP|PI:21|15 - HS:11/11 AP:1
7: Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:10/10 AP:1
Passive Religion: You know what undead are and what their weakness are.
Terrain Features:
Any square filled with a tent is impassable.
Any square partially filled by tent (<50%) is normal terrain (I think you lot would know your way around tents)
Squares: J9,J10,K9,K10 are rough terrain and any creature moving into one of the squares or starting their turn in one of these squares takes 5 fire damage.
Squares C3 – E5 are ????
If you have trouble figuring out who is who on the map let me know and I’ll post locations in the stat block.
Also I railroaded you guys into the village just to get things going with a bang, In the future you will have more say on the who, what, when, and wheres. (The whys are still all mine though)
Next Up: Darthan
Are you freaking joking me??? I only needed a 2 to hit....
Move to N20.
Gwim's turn!
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Zombies? Ugh. Kind of played out, don't you think? Gwim says, to no one in particular.
He begins waving his dagger and hands in intricate motions (the casual observer would assume he's having some sort of fit). A puff of smoke bursts from his feet as he hurls a bolt of chaos energy at one of the far zombies. It smashes into the zombie and suddenly changes direction, blasting the nearest archers. The furthest one takes little notice of the bolt.
Minor: "Performance"
Standard:Chaos Bolt vs. Red Zombie (M6) (1d20+7=19, 1d10+9=16 Even roll, Hit!)
I rolled an even number so I have +1 to AC for this round and can make a secondary attack against a target within 5 squares
Secondary attack: Chaos Bolt vs. Green Archer (1d20+7=25, 1d6+5=8) Even roll, Hit!
(I accidentally added my CHA DMG to the secondary; it should just be 1d6 + Dex + 1; sorry)
I assume this keeps going until I miss or hit with an odd? If so:
Chaos Bolt vs. Red Archer (1d20+7=9, 1d6+9=13)
The pale faced villagers lumber forward attempting to grab at the heroes. Gwim is able to easily duck away from the slow moving enemy, but Thorn concerned with protecting his companions cannot get out of the way fast enough.
The three archers move into position releasing a volley of arrows at the party, but only Thorn is hit.
Mhen sees the hulking form move south along the western edge of the village.
Green Zombie: Grab versus Gwim (REF: 17) (1d20+5=9) Miss
Red Archer: Longbow versus Thorn (AC: 21) (1d10+4=8, 1d20+11=19) Miss
Blue Archer: Longbow versus Thorn (AC: 21+2(Darkleaf bonus)=23) (1d10+4=14, 1d20+13=30) Hit for 14 Damage
Green Archer: Longbow versus Gwim (AC: 19+1(Chaos Magic)+5(Cloak of Distortion) = 25) (1d10+4=10, 1d20+9=24) Miss
Gwim 40/40 HP - AC:19 F|R|W:14|18|19 PP|PI:12|17 - HS:7/7 AP:1
Red Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Blue Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Green Archer 30/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Red Zombie 34/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5
Blue Zombie 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5
Green Zombie 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5
Maw 44/44 HP - AC:17 F|R|W:14|15|14 PP|PI:18|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5
Tsai-Eshe 42/42 HP - AC:18 F|R|W:19|16|15 PP|PI:19|14 - HS:9/9 AP:1
Thorn 38/52 HP - AC:21 F|R|W:19|15|17 PP|PI:21|15 - HS:11/11 AP:1 Effects: Grabbed, -5 to break Grab
Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:10/10 AP:1
@Cy: yes so long as you keep hitting and rolling even it keeps going but you can't attack the same enemy more than once with the power.
Standard: Twin-Strike vs Blue Zombie (AC 14) (1d20+9=14, 1d10+1=11) hits, 11 damage;
Twin-Strike vs Blue Zombie (AC 14) (1d20+9=29, 1d10+1=2) critically hits, 11 + Terror Weapon Critical Bonus (1d8=3)
blue zombie takes 25 damage total unless my math was off somewheres!
Okay let me know if I missed anything, still pretty new to 4e >>
Otherwise that was great
Also to help me out on future rounds. If you have a power that is an immediate interupt or reaction that you want queued up (like I know the warden has some that go into effect if an adjacent creature shifts so he can follow) try and post those as readied actions if you want them to play into the enemies combat post.
If you don't care if it plays into the combat post then you can do it after the fact.
Next Up: Thorn
Gwim 40/40 HP - AC:19 F|R|W:14|18|19 PP|PI:12|17 - HS:7/7 AP:1
Red Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Blue Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Green Archer 30/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Red Zombie 34/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Blue Zombie 12/50 HP(Bloodied) - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant, Marked by Thorn
Green Zombie 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Maw 44/44 HP - AC:17 F|R|W:14|15|14 PP|PI:18|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Tsai-Eshe 42/42 HP - AC:18 F|R|W:19|16|15 PP|PI:19|14 - HS:9/9 AP:1
Thorn 38/52 HP - AC:21 F|R|W:19|15|17 PP|PI:21|15 - HS:11/11 AP:1 Effects: +1 AC Effects: Grabbed, -5 to break Grab
Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:10/10 AP:1
Remember the Terrain Features:
Any square filled with a tent is impassable.
Any square partially filled by tent (<50%) is normal terrain (I think you lot would know your way around tents)
Squares: J9,J10,K9,K10 are rough terrain and any creature moving into one of the squares or starting their turn in one of these squares takes 5 fire damage.
Squares C3 – E5 are ????
Next Up: Mhen
"Tock, let's lay these foul creatures to rest."
With that, the glowing bear charges toward Gwim's undead quarry, but its claws pass harmlessly through the rotten flesh as it bellows.
Dajian: If you need a picture for Tock's marker, here's a bear.
Move: to I17
Tock: Move: to M14
Standard: Watcher's Strike on green zombie (1d20+9, 1d8+6=[1, 9], [8, 6]) 10 v. Reflex: Critical Miss!
Edit: I rolled a 1 and didnt notice. Disregard all that fun stuff about bonuses, then.
Once again, Darthan chants quietly before raising his staff to the sky. With a crack and a boom, a lightning bolt strikes the blue zombie causing it to release its grip on Thorn. However, instead of the lightning disappearing as one would normally expect, the lightning continues to stream through the body of the zombie. Darthan quietly says "Die" as he brings his staff to the ground. With a flash, the lightning disappears and the zombie explodes to dust. Satisfied with this attack, Darthan dashes behind one of the tents to the west whiles deciding on his next attack.
Damage: 1d8+6=12
Blue Zombie is dead!
Move to H19.
Gwim's turn!
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Gwim 40/40 HP - AC:19 F|R|W:14|18|19 PP|PI:12|17 - HS:7/7 AP:1
Red Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Blue Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Green Archer 30/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Red Zombie 34/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Blue Zombie - DEAD
Green Zombie 50/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Maw 44/44 HP - AC:17 F|R|W:14|15|14 PP|PI:18|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Tsai-Eshe 42/42 HP - AC:18 F|R|W:19|16|15 PP|PI:19|14 - HS:9/9 AP:1
Thorn 38/52 HP - AC:21 F|R|W:19|15|17 PP|PI:21|15 - HS:11/11 AP:1 Effects: +1 AC
Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:10/10 AP:1
Any square filled with a tent is impassable.
Any square partially filled by tent (<50%) is normal terrain (I think you lot would know your way around tents)
Squares: J9,J10,K9,K10 are rough terrain and any creature moving into one of the squares or starting their turn in one of these squares takes 5 fire damage.
Squares C3 – E5 are ????
M17 is rough terrain and any creature moving into one of the squares or starting their turn in one of these squares takes 5 necrotic damage.
Next Up: Gwim
You can't flank with him, so I'll generally try to put him places you won't be/don't want to be so he doesn't get in the way (unless being in the way is the point, like when I try to protect Gwim)
Also, anyone who uses a second wind when adjacent to Tock gets an additional 3 HP back. He gives a host of other boons depending on what attack he uses, but he actually has to hit for most of them to take effect, so I'll post those as we go (for example, had I hit with the last attack it would have been +1 to attack and +5 perception for adjacent allies for a round).
Oh and so I don't clutter your inbox, Dajian: It seems that the rule of thumb for conjurations is that they get the same defense as the person doing the conjuration. I already explained the goofy HP rules for Shaman Spirits.
Mhen, point the hungry end away from me! Gwim says, grinning.
Time to turn up the heat, boys! Gwim completes another intricate set of motions and sets the ground on fire around the nearest zombie's feet. The creature groans as it is engulfed in the blast. As the goblin scampers away to a nearby tent, tiny motes of fire seem to follow him.
Standard:Flame Spiral vs Green Zombie hit! (1d20+7=23, 1d10+9=19 fire damage)
Effect: Until the start of your next turn, any enemy that enters a square adjacent to me or starts its turn there takes 6 fire damage.
Even roll so +1 to my AC for this round.
Move to H15.
Readied Immediate Reaction: If I get missed with a melee attack, I will use my Goblin Tactics to immediately shift away from the bad guy in the safest way possible.
The two remaining lifeless villagers lumber forward one being burned by Gwims residual magic and the other attempting to fight the large bear now standing in front of it. Both are unable to do anything other than groan and the small blue goblin shifts farther away from the undead assailant.
The middle archer launches a shot at the Shadar-Kai that goes wide, but he then makes a sign to the other two who also target Tsai-Eshe. Both of their arrows find their target blooding the ranger.
Blue Archer: Longbow versus Tsai-Eshe(AC:18) (1d10+4=8, 1d20+11=30) Hit for 8 Damage
Green Archer: Longbow versus Tsai-Eshe(AC:18) (1d10+4=14, 1d20+11=19) Hit for 14 Damage
Red Zombie: [Take 6 Damage] Slam versus Gwim (AC:19) (2d6+2=10, 1d20+7=10) Miss
Green Zombie: Slam versus Tock (AC:16) (2d6+2=10, 1d20+7=8) Miss
Gwim 40/40 HP - AC:19 F|R|W:14|18|19 PP|PI:12|17 - HS:7/7 AP:1 Effects: Any enemy that enters a square adjacent to Gwim or starts its turn there takes 6 fire damage.
Red Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Blue Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Green Archer 30/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Red Zombie 28/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Blue Zombie - DEAD
Green Zombie 31/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Maw 44/44 HP - AC:17 F|R|W:14|15|14 PP|PI:18|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Tsai-Eshe 20/42 HP(Bloodied) - AC:18 F|R|W:19|16|15 PP|PI:19|14 - HS:9/9 AP:1
Thorn 38/52 HP - AC:21 F|R|W:19|15|17 PP|PI:21|15 - HS:11/11 AP:1 Effects: +1 AC
Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:10/10 AP:1
Any square filled with a tent is impassable.
Any square partially filled by tent (<50%) is normal terrain (I think you lot would know your way around tents)
Squares: J9,J10,K9,K10 are rough terrain and any creature moving into one of the squares or starting their turn in one of these squares takes 5 fire damage.
Squares C3 – E5 are ????
M17 is rough terrain and any creature moving into one of the squares or starting their turn in one of these squares takes 5 necrotic damage.
Next Up: Tsai-Eshe
Move action: moves to H15
Move action: Activate Shadow Jaunt, teleport to E15, become insubstantial
Minor: Quarryize Maw
Minor: Summon Tock at G8
Minor: Healing Spirit: Tsai-Eshe can spend a healing surge, and if she does, Thorn regains 4 HP. yay for 1s.
either way, might as well do it.
"Spirits of the planet, hear me. Help me purge the world of this curse that has befallen us."
For a second, the only noticeable difference is the air around the zombie begins to shimmer. Suddenly, a column of flame erupts from the ground and shoots skyward. The smell of the burning rotting flesh fills the air as the creature is engulfed in the flames. The column of fire then dissipates into a small fire circling around it. As this all happens, Darthan takes the opportunity to change into a his wolf form and lets out an eerie howl.
Damage: 1d6=4
Effect: Squares around the green zombie are now on fire until the end of my next turn. Any enemy that starts their turn on the square or runs through the square takes damage equal to my wisdom modifier (5).
Green zombie: 27/50 HP
Minor: Use wild-shape to transform into a wolf.
Gwim's turn.
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Tsai-Eshe appears before the Maw and for the first time gets a good look at the creature. It looks like it was a Minotaur at some point but has been twisted and changed by some dark force. Its horns now missing leaving gaping holes in its head. The left side of its body is without hair, but instead covered in black puckered skin. Its left arm black and elongated ends with a hand that has long spindly fingers.
As the Maw sees the half-visible Shadar-Kai appear in front of him it gives a snarl out of the good side of its face.
“What is done is done and soon all the Willoan will feed our master.â€
Gwim 40/40 HP - AC:19 F|R|W:14|18|19 PP|PI:12|17 - HS:7/7 AP:1
Red Archer 38/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Blue Archer 30/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10 Effects: Marked By Thorn
Green Archer 30/38 HP - AC:17 F|R|W:13|15|13 PP|PI:18|10
Red Zombie 28/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Blue Zombie - DEAD
Green Zombie 27/50 HP - AC:14 F|R|W:14|10|11 PP|PI:10|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Maw 44/44 HP - AC:17 F|R|W:14|15|14 PP|PI:18|10 Effects: Resist 10 Necrotic Effects: Vulnerable 5 Radiant
Tsai-Eshe 30/42 HP - AC:18 F|R|W:19|16|15 PP|PI:19|14 - HS:8/9 AP:1 Effects: Insubstantial (Half-Damage)
Thorn 42/52 HP - AC:21 F|R|W:19|15|17 PP|PI:21|15 - HS:11/11 AP:1
Mhen 43/43 HP - AC:16 F|R|W:16|13|18 PP|PI:27|22 - HS:10/10 AP:1
Next Up: Gwim
"Hey! Quit trying to upstage me with spooky foreboding proclamations!"
The goblin puts extra zest in his performance before hurling a bolt of chaos energy at nearby zombie. Instead of damaging the zombie, a sudden burst of floral fragrance explodes outward from the shambling corpse.
"Huh. I'll have to make a note of that one," he ponders as he makes a tactical retreat.
Even roll: +1 to AC
Move to E21
Misc Info: Enemies who attack me from 6+ squares away with ranged attacks are at -5 due to my cloak.
Metagame question to party: Should we go for broke with dailies here?