Newt: S16 Minor: Unsheathed Short Sword Standard: Duelist Flurry 1d20+8=9, 2d6+4=10 Miss. Move: Shift to T17 Free: DC 13 Nature in identifying anything diferent about the clawfoot Newt is fighting 1d20+9=13
DC EASY NATURE, DC EASY ARCANA AND DC EASY HEAL. These are the strangest undead creature Newt ever seen in her life.
They aren't decaying like living undead bodies do and during every ongoing second they are becoming more and more into a living creature.
Their body seems to be fed by a cold radiance energy that has a strong resmblance of the signature of the black necrotic and radiance energy that the Acolyte is using thru her skull/mace yet this black energy is more radiance and cold with all traces of necrotic type energy fading from detection.
The cold energy they emitting and is surrounding one of them in a threatened strenght resemblance the faint non-necrotic radiance black energy you discovered from examining the black crystal the team recovered from the earlier battle with the Acolyte's as well as have the same type of non-black and pure light radiance energy found in the stones the team found on the strange lizardfolks from the slave-breeding dragonborn.
Anybody can make a DC Skill roll as a minor action but each individual when examining the same object twice with the same DC skill inquiry must wait until a short rest to roll that same skill for that object again.
ANCIENT DHARAKAANI CHIEF The large Hobgoblin continue screaming in goblin and continued swinging his double-scimitar wildly moving from Flint and Azer. This time his effort was better met and winded up hitting no one.
THE ACOLYTE The Acolyte remained in the rear of the graveyard on the left blasting at the constables with the black energy emitting from the metal head bust attached to a mace handle. She target Azer which left him feeling uncomfortable as his life energies felt like it turned to expanding from inside his body and soaked into his skin to caused a painful sensation throughout his frame. THE ACTIONSShow
Ancient Dharkaani Chief Move:Shift to N17 Standard: Double Blade Flurry (Two attacks) vs Azer(AC17) 16vs17 MISS w/CA vsFlint(AC20) 17+2vs21 MISS. Effect: Chief shifts to O18. END OF TURN.
Clawfoot3 Move:Shift to S16 Standard:Talon vsNewt(AC19) 14vs19 MISS. END OF TURN
Acolyte Standard: Mace (Ranged) vsAzer(Ref13) 21vs13 HIT: 9 radiant damage and 5 ongoing radiance and necrotic damage UTEO-Azer's-NT. Also Azer has a –2 penalty to his attack rolls UTEO-his-NT and after this condition ends then with his next attack roll. END OF TURN.
This color on the hps total indicates PC taking ongoing damage.
This color indicates creature is subjected by Dharkaani's Chief's Drawing Dearth aura 1;Each non-undead creature in this aura’s zone at the end of their turn takes 5 cold damage and grants combat advantage to all attacks. Any creature remaining in the aura for consecutive turns then at the end of each the next turns loses a healing surge.
This color indicates enemies are subjected by Newt's Defender Aura or allies has Newt's Holy Shielding power's +2 bonus to all defenses until the end of the encounter Until the end of the encounter, whenever Hana restore hit points with a healing power, the recipient regains 5 additional hit points.
This color indicates that the PC is adjacent to The Dreadmaster Acolyte and is weakened while taking 5 psychic damage (1/round) at the start of the PC's turn.Whenever an enemy is no longer adjacent to the dreadmaster's acolyte the enemy remains weakened (save ends). This color indicates that the PC or NPC is adjacent to Flint and marked while under the Wild Warden Effect in so taking an additional -4 penalty to attack rolls with attacks that do not include Flint until the end of my next turn.
Map Symbol(Map Position) Name {AP} {Remaining HPs/Max,HPs} (Initiative)
D -- (O18) Ancient Dharkhaani Chief/NPC {0/1AP} {131/146} -- {I=26} Marked by Flint C3 -- (R16) Clawfoot Mount/NPC {46/46} -- {I=26} Marked by Flint. D's/C3's DefShow
Ancient Dharkhaani Chief: AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18 Saving Throws +2 Mount: AC 17; Fortitude 16, Reflex 16, Will 13 Both has Resist 10 Necrotic also until first bloodied Resist 5 Fire then afterward gains Vulnerable 5 Radiant
AC:20 Fort: 17 Ref: 17 Will: 18 Resist 5 all (until first bloodied) Regeneration 5 (while bloodied) Immune Necrotic. Vulnerable While under a radiance keyword power's condition is weakened with vulnerable 5 radiant and loses resist 5 radiant.
______________________________________________________ F -- (O17) Flint/Welby10{1/1AP} {15/36}bloodied -- (I=12) Losing a healing surge while taking 5 cold damage and granting combat advantage to all attacks until no longer adjacent to the Ancient Chief at the end of his turn Flint's DefShow
AC:20/20 Fort:17/17 Ref:14/14 Will:17/17 Surges: -2/? While bloodied has Regeneration 2. bloodied/Regen2 Add push 1 to at-will power's hits or increase their push conditions by 1
-------------------------------------------------------------------------- A -- (N16) Azer Twiceborn/Karsaroth, {1/1AP} {17/33}bloodied-- (I=12) Azer has –2 penalty to attack rolls and taking 5 ongoing radiance and necrotic damage both UTEO-AZER-NT then Azer takes a -2 penalty to attack rolls to his first attack roll afterwards. Azer Twiceborn's DefShow
M-- (J18) Mizuki Stormreaver/Calcipher27 {1/1AP} {17/41} Bloodied -- (I=09) Muziki is immobilized (escape as minor ends). While immobilized can't attack and takes a -2 penalty to all defenses as well as against the first attack made against him by Warrior1 before TEO-W1-NT. Mizuki Stormreaver's DefShow
Dharkhaani Warrior: AC 20; Fortitude 17, Reflex 15, Will 18 Mount: AC 17; Fortitude 16, Reflex 16, Will 13 Both has Resist: 10 Necrotic also Resist 5 Fire until first bloodied then gains Vulnerable 5 Radiant Has Vulnerable 5 Radiantand -2 penalty to weapon attack rolls and +4 bonus to necrotic damage rolls as well as treated as an undead creatureUTEOT-Encounter.
Dharkhaani Warrior: AC 20; Fortitude 17, Reflex 15, Will 18 Mount: AC 17; Fortitude 16, Reflex 16, Will 13 Both has Resist: 10 Necrotic also Resist 5 Fire until first bloodied then gains Vulnerable 5 Radiant
X3 Antecedent Clawfoot Level 3 Skirmisher Medium natural animated (mount, reptile, undead) XP 150
Initiative: +6 Senses: Perception +1 HP 46; Bloodied 23 AC 17; Fortitude 16, Reflex 16, Will 13 Speed 6 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Medium Steed
A Medium creature can ride a clawfoot.
Cold Talons (standard, at-will)
+10 vs AC; 1d8+3 cold and necrotic damage.
Clawfoot Charge (while mounted by a friendly rider of 3rd level or higher; at-will) Mount
When a clawfoot’s rider charges, both the clawfoot and the rider make basic melee attacks for the charge attack.
Cold Light’s Blessings ( when first bloodied; encounter)
Antecedent Clawfoot gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well become an undead creature for the rest of the encounter.
Alignment Evil Languages Understands Goblin, Understands Elven Str 16 (+4) Dex 16 (+4) Wis 11 (+1) Con 14 (+3) Int 2 (-3) Cha 6 (-1) Equipment: black crystal amulet Published in Eberron Campaign Setting, page(s) 42.
x?? Transcending Zombie Level 3 Lurker (Minion) Medium natural animate (undead, ) XP 38
Initiative: +7 Senses: Perception +2 low-light vision HP 1; a missed attack never damages a minion AC 17; Fortitude 16, Reflex 15, Will 13 Vulnerable: 5 Radiant Resist: 10 Necrotic Speed: 6
Zombie Weakness
Trigger: A creature scores a critical hit against the transcending zombie. Effect (No Action): The transcending zombie drops to 0 hit points.
Pack Feeders
Transcending zombie gains +2 to all defenses and basic attack rolls versus a target grabbed by an ally and is adjacent to two or more allies.
Slam (standard, at-will)
+8 vs AC; 5 damage.
Grab and Held (standard, at-will)
+6 vs Fortitude; 5 damage, and the transcending zombie shifts up to half its speed pulling the target and any ally grabbing the target the same number of squares toward or into the closest unoccupied open grave. The target is grabbed until escape, and while grabbed the target can make attacks.
Live Food (standard, at-will)
Targets creature this transcending zombie has under a grabbed condition only; +12 vs AC or Reflex (which of the two is highest); 5 ongoing poison damage, vulnerable 2 poison and target is slowed (save ends both) Effect: On the hit the grab condition ends with the transcending zombie gains a compoundable 5 temporary hitpoints and transcending zombie shifts up to speed toward or enters the closest open grave . If transcending zombie is in an open grave then its starts this effect’s shifting toward the next closest grave.
Instinctive Hunger (immediate reaction, when a grabbed creature escapes from the grave hunger transcending zombie and either moves or shifts away; encounter)
The transcending zombie shifts up to half its speed remaining adjacent to target.
Alignment Unaligned Languages Understands Goblin Skills: Athletics +9, Stealth +8 Str 16 (+4) Dex 14 (+3) Wis 13 (+2) Con 11 (+1) Int 4 (-2) Cha 6 (-1) Published in Dungeon Magazine 176, page(s) 45.
2x Antecedent Dharkaani Warrior Level 4 Soldier Medium natural animate, hobgoblin (undead) XP 200
Initiative +2 Senses: Perception +2; low-light vision HP 53; Bloodied 26 AC 20; Fortitude 17, Reflex 15, Will 18 Speed 5 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Mounted Combat
Antecedent Dharkaani Warrior is considered to have the mounted combat feat for purposes of commanding his Clawfoot
Flail (standard, at-will) Cold, Weapon
Reach; +11 vs AC; 1d10+4 cold and necrotic damage
Flail of Cold Reach (standard, at-will) Cold, Necrotic, Weapon
Reach; +13 vs AC; 1d10+4 cold and necrotic damage and the target is grabbed and can't make attacks until escape. (escape as minor) Also target takes a -2 penalty to all defenses against next attack against it while immobilized. Effect: The target takes a -2 penalty to all defenses against the first attack made against it by Antecedent Dharkaani Warrior until the end of Antecedent Dharkaani Warrior next turn.
Flail of Tyranny (standard; requires flail, recharge )
Reach; +11 vs AC; 2d8+4 cold damage, and the target is stunned until the end of the Antecedent Dharkaani Warrior’s next turn.
Cold Light’s Blessings ( when first bloodied; encounter)
The Antecedent Dharkaani Warrior gains -2 penalty to attack rolls with the cold keyword and +4 bonus to necrotic damage rolls as well as treated as an undead creature for the rest of the encounter.
Hobgoblin Resilience (immediate reaction, when the Antecedent Dharkaani Warrior suffers an effect that a save can end; encounter)
The Antecedent Dharkaani Warrior rolls a saving throw against the triggering effect.
Alignment Evil Languages Goblin Skills: Athletics +11, Dungeoneering +10, History +9, Religion +7 Str 16 (+4) Dex 12 (+2) Wis 18 (+5) Con 13 (+2) Int 13 (+2) Cha 12 (+2) Equipment:spiked chain, plate armor, black crystal amulet.
1x Dhakaani Antecedent Chief Level 6 Elite Controller (Leader) Medium natural humanoid , hobgoblin XP 500
Initiative +7 Senses Perception +4; low-light vision Drawing Dearth aura 1; Each enemy in this aura’s zone at the end of their turn takes 5 cold damage and grants combat advantage to all attacks. Any creature remaining in the aura for consecutive turns then at the end of each the next turns loses a healing surge. HP 146; Bloodied 73 AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18 Saving Throws +2 Speed 6 Action Points 1 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Mounted Combat
Antecedent Dharkaani Chief is considered to have the mounted combat feat for purposes of commanding his Clawfoot
Scimitar (standard, at-will) Weapon
Melee 1; +10 vs AC; 1d8+6 damage (crit 1d8+14) and target is pull 1 square.
Guided Scimitar Strikes (standard; requires combat advantage against a target that isn’t adjacent to another enemy; at-will) Arcane, Weapon
The Antecedent Dharkaani Warrior makes two scimitar attacks against up to two targets: Melee 1; +8 vs Will; 1d8+6 cold and necrotic damage (crit 1d8+14) and the target takes a -2 penalty to their AC and Reflex defense until the end of Antecedent Dharkaani Warrior next turn. Effect: Target is pulled up to 2 square.
Double Blade Flurry (standard, at-will) Weapon
Close burst 1; targets enemies; +11 vs AC and Dhakaani Antecedent Chief may shift 1 to make another close burst 1 attack against new targets; 3d4+4 damage, and Dhakaani Antecedent Chief slides the target 2 squares. The target must end the slide within 2 squares of the Dhakaani Antecedent Chief.
Follow Me (Recharge when first bloodied)
Effect: Dhakaani Antecedent Chief charges an enemy. One or two allies within 5 squares of Dhakaani Antecedent Chiefcan each take a free action to charge different enemies.
Cold Light’s Blessings ( when first bloodied; encounter)
Dhakaani Antecedent Chief gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well as becoming an undead creature for the rest of the encounter.
Dark Cold Resilience2/Encounter
Trigger: Dhakaani Antecedent Chief or an undead nonminion ally within 5 squares of it is subjected to an effect that a save can end. Effect:(Immediate Reaction): The creature subjected to the effect can make a saving throw against it. If the attempt saves then target regains 10 hps. If attempt fails target receives 5 temporary hit points
Genuine Finesse (free; usable only while charging; at-will)
Dhakaani Antecedent Chief doesn’t provoke opportunity attacks when leaving the initial square of its charge.
Dhakaani Footwork (free, when Dhakaani Antecedent Chief hits with a melee basic attack; at-will)
Dhakaani Antecedent Chief shifts 1 square.
Phalanx Soldier
A Dhakaani Antecedent Chief gains a +2 bonus to AC while at least one ally is adjacent to it.
Alignment Evil Languages Goblin, Understands Common. Adjusted Skills: Acrobatics +12, Athletics +12, Arcana +9, Endurance +8, History +6 Str 14 (+5) Dex 19 (+7) Wis 12 (+4) Con 17 (+6) Int 12 (+4) Cha 16 (+6) Equipment: chain armor, double scimitar, black crystal amulet
Dreadmaster’s Acolyte Level 6 Controller Small natural humanoid (goblin) XP 250
Initiative +5 Senses Perception +7; low-light vision HP 51; Bloodied 25 AC: 20 Fort: 17 Ref: 17 Will: 18 Speed 6 Immune Necrotic Vulnerable While under a radiance keyword power's condition is weakened with vulnerable 5 radiant and loses resist 5 radiant. Resist 5 all (until first bloodied) Regeneration 5 (while bloodied)
Traits
Defeated
Effect: The dreadmaster’s acolyte loses a minor action as long as an enemy is adjacent to her each of her turns and enemies adjacent to her are weakened and takes 5 psychic damage (1/round) at the start of their turn. Whenever an enemy is no longer adjacent to the dreadmaster's acolyte the enemy remains weakened (save ends).
Melee or Ranged 10 +9 vs Ref, high crit. 1d6+4 radiant damage and target takes 5 ongoing radiance and necrotic damage until the end of the target's next turn. Effect: On the hit target takes –2 penalty to attack rolls until the end of target next turn. Miss: Reroll attack and use new results After-Effect: Target takes a –2 penalty to its next attack roll. This is a basic attack and it doesn’t provoke opportunity attacks.
The Giver, The Taker(standard, recharge )Implement Radiance, Necrotic
Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst) Effect: Triggering undead ally is reduced to 0hps and targets in burst takes 5 ongoing radiance and necrotic damage (saves end)
The minor action spent for this power can also be accounted toward the defeated trait power. Close burst 5 (targets enemies) +9 vs. Will, and hit targets are pulled 5 squares.
Reanimate(minor, 2/encounter)Healing
Effect:Dreadmaster’s Acolyte chooses a target dead nonminion creature within 10 squares of her that was a living creature. The target is restored to life until the end of the encounter as a level 4 undead minion ally with 17 to all defenses, speed 4, gains resist 5 necrotic, vulnerable 5 radiant and stands up as a free action and this dreadmaster’s acolyte regains 10 hitpoints, and +1 to defense until the end of her next turn. The target acts on this dreadmaster’s acolyte’ initiative placement, can only make slam attacks of +10 vs AC (one creature) dealing on the hit 6 damage.
Other Actions:
Goblin Tactics (Immediate Reaction, triggered when dreadmaster’s acolyte is missed by a melee attack; at will)
Effect: Dreadmaster’s acolyte shifts 1 square.
Dredging(immediate interrupt, when an undead minion ally within 10 squares is missed by a melee or reach attack, at-will) Radiance, Necrotic, Implement
Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst) Effect: Triggering undead minion ally may shift 1 and is reduced to 0hps. Targets in burst takes 5 ongoing radiance and necrotic damage (saves end)
Scepter Of Bane (Free, the dreadmaster’s acolyte score a critical hit with an implement attack, encounter.) Psychic, Implement
Effect: Attack’s target(s) is dominate until the end of the dreadmaster’s acolyte’s next turn.
Alignment Evil Languages Goblin, Common, Skills: Insight +12, Intimidate +12, Religion +7, Thievery +6, Dungeoneering +9, Stealth +6. Str 10 (+3) Dex 12 (+4) Wis 18 (+7) Con 13 (+4) Int 9 (+2) Cha 18 (+7) Equipment: Scepter Of Bane (mace size) +1, chainmail , light shield .
These are young, dangerous and ambitious students of Darguun's dreadmasters with an unique mace with a metal bust resembling an orc-like head and under closer inspecton a small black crystal splinter can be found in between and above its eyes. When dreadmasters or one of their acolytes' choose to demonstrate a different dedication for their pledges to their country with loyalties toward The Mockery Cult's designs even Darguun strong military becomes scarce when they approach. The Mockery Cult positions with Darguun's new government designs and attempts to win loyalty from all of its regional's goblin-kind populations and tribes is considered more questionable than favorable.
CROW! I do apologizes for after researching down the tracker to update everything I saw your point. I believe you have officially spend a healing surge and regained some additional hps. Let me know what the total of the additional hps are with which power again ASAP so I can add it on the tracker!.
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The last attack left Mizuki light headed. She but she remained focused enough to extract herself from the confines of the hobgoblin's flail and quickly down a healing potion.
Surrounded and bloodied, Flint's instincts kick in. His fangs and claws grow as his hair bristles; he takes on a more feral appearance. He continues to be too quick for any foes to attack as he moves away, even as more spirit wolves appear to harry his foes. With two vicious attacks he puts one of the warriors on the brink of death.
Minor: Longtooth Shifting (+2 to damage rolls and regeneration 2 for the rest of the encounter)
Free: Nature's Wrath to mark C2, W2, D
Standard: Warden's Lunge (charge) to M19 attacking W1 1d20+9=25 Hit for 14 damage and W1 is marked.
Free Action: Bestial Armor Daily Power (make a MBA against a target you just hit with a charge with a +1 power bonus to attack and damage) 1d20+10=21 Hit for 16 damage.
Warden's Fury Warden's Grasp Resilience of Life Warden's Lunge [X]Longtooth Shifting []Rending Fury [X]Eyes of the Hawk []Form of the Fearsome Ram [X]Beastial Hide Armor []Vanguard Greatspear
Guardian Harrier vs W1: Miss Inevitable Shot vs D (GH as RBA): Hit: 9 damage (3 damage pending) Action Point! (IS regained) Guardian Harrier vs W1: Miss (dammit!) Inevitable Shot vs D (GH as RBA): Miss Dwarven Resilience - Heal (+8) Move: O12
I wish to trigger Spirits Rebuke on the next Melee attack against me, unless it's not to late to trigger on the attack from D. This is for the damage, so the push doesn't matter.
IC DC 13 Nature Reported Again Because The Following Events Of This Battle Tells Much About It! Show
DC EASY NATURE, DC EASY ARCANA AND DC EASY HEAL. These are the strangest undead creatures Newt ever seen in her life.
They aren't decaying like living undead bodies do and during every ongoing second they are becoming more and more into a living creatures.
Their body seems to be fed by a cold radiance energy that has a strong resemblance of the signature of the black necrotic and radiance energy that the Acolyte is using thru her skull/mace yet this black energy is more radiance and cold with all traces of necrotic type energy fading from detection.
The cold energy they emitting and is surrounding one of them in a threatened strenght resemblance the faint non-necrotic radiance black energy discovered from examining the black crystals the team recovered from the earlier battle with the Acolyte's team as well as having the same type of non-black and pure light radiance energy found in the stones the team found on the strange lizardfolks from the slave-breeding dragonborn's band.
Anybody can make a DC Skill roll as a minor action but each individual when examining the same object can't twice with the same DC skill inquiry and must wait until a short rest to roll that same skill for that object again.
MORE OF THE ACOLYTE'S MAGICKS REVEALED Mizuki seeing the danger of her confrontation with the greyish skin hobgoblin unraveled the clinging spike flail from her and quickly drank the concoction she hope that will clear her head. The assurance of recovery brought move strength to her body. Then she saw Flint coming at the adversary from behind looking ferocious catching the warrior by surprised with a solid blow with his spear breaking the old helm the warrior was wearing.
The warrior’s body shade grew greyer shrinking thinner as it turned to face Flint’s wrath. Saving This Until It TriggersShow
The Acolyte also saw this and screamed “You, You aren’t that strong, you, you!! You will…“The goblin’s words abruptly ended as he starts chanting a language that wasn’t goblin while first quickly pulling out a scroll with the hand holding his skull metal-reinforced scepter while with his other hand tossing a vial onto the treated grass in front of the closest gravestone (I09). The chanting was fast indiscernible, and inelegant with pitches and pauses normally heard from the commonly used tongues. The vial broke on the grass and its contents first slowly flow out across the grass like soft, harmless wet dew vapors then its eagerness grew and accelerated into a flow of the low vaporous morning fog spreading to blanket underneath the field of old sculptured head stones of the center of the graveyard.
and release his hammer saw the unnatural steam only as after view. The hammer’s evitable hit caused both the bear-man monster and the lizard creature it was riding to instantly dried up while spewing out a cold wind of the foul radiance energy as its fell to the ground into pile of dried up bones and thick powdered caking substance.
Azer now completing the hesitant double-take looked back to see the acolyte now with the scroll in the hand he have used to toss to vial was chanting incessantly and a strange thick low blanket of fog hiding the greenery of the ground’s fauna creepy everywhere including toward her. She looked up again at the acolyte this time listening to her chanting
from inside himself Azer saw thru the foul dew that the soil was shifting and unsettling the
Azer who maneuvered in sync away from the warrior with big Flint pivoted to aim . Azer was intention to assist the big cat’s rescuing of Mizuki by throwing his hammer at the hobgoblin saw his target buckled from the Flint’s strike induced his hammer aim to fly high of its target.
The warrior was in pain flinching from Flint’s spear caused Azer’s hammer zip by missing him. This wasn’t of the same results for the hammer’s returning path back to Azer in which the hammer finally struck the now withering near-living husk and evident living corporeal body’s exposed head.
The hammer turned back floating swiftly across the air looking as something incorporeal has grab it and guiding it back to Azer’s hands. as an uncomfortable sensation of the stomping of one of the strange clawfoots coming up behind him charging.
THE REMAINING DHARKAANI WARRIOR AND HIS CLAWFOOT MOUNT Azer while turning to face the charging lizard heard the bigger hobgoblin screaming a threatening order toward the warrors and their mounts suddenly. The order was respond with more energy applied to the charging by the clawfoot and in the swipeand cut into Azer while the other smaller warrior frustrated by Hana holding on to his flail snapped the razor hooks on its straps to digged deep into Hana then tear loosed as well as charge. Even though Hana's hands was shredded by the flail hard lax and pull movement the charge proven to no avail versus the steady footed Hana. As Hana held her grounds against the strange warrior creature...
Ancient Dharkaani Warrior1 Standard: Flail Of Tyrannyvs Muzuki(Ref18) --------------------------------------------------------------------------------------- Flint has an another Opportunity Action: Warden's Fury vs. M2 (triggered by Flail Of Tyranny). If Flint Fury's MISS-es then -------------------------------------------------------------------------------------- Standard (cont) : 23vs18HIT: 11 cold damage and Muziki is stunned UTEO-M1-NT Move: Shift to M20 END OF TURN.
Ancient Dharkaani Warrior2 Move: Stand up Minor:Snapping trapped flail weapon from Hana grip and this snapping action cause half-damage of the weapon's damage.(1d10+4=5) cold and necrotic damage. Effect: Hana must make a saving throw to hold on to it or lose her grip of it and this snapping action cause half-damage of the weapon's damage expression. If Hana loses grip then the warrior must be adjacent to the square Hana's is in when failing saving throw in order to retrieve it with a minor action. Standard: Bull Rushto O20vs Hana(Fort13) 8vs13MISS --------------------------------------------------------------------------------------- Flint has an another Opportunity Action:
Warden's Fury vs. W2 (triggered by bull rush) 1d20+8=21 Hit for 9 damage and W2 grants CA until the start of Flint's next turn
.
-------------------------------------------------------------------------------------- END OF TURN. Clawfoot2 Standard:Charge Attack vsAzer(AC17) 29vs17 HIT: 7 damage. END OF TURN. THE ROLLS: (1d20+4=8, 1d20+11=29, 1d8+3=7)
This color on the hps total indicates PC taking ongoing damage.
This color indicates creature is subjected by Dharkaani's Chief's Drawing Dearth aura 1;Each non-undead creature in this aura’s zone at the end of their turn takes 5 cold damage and grants combat advantage to all attacks. Any creature remaining in the aura for consecutive turns then at the end of each the next turns loses a healing surge.
This color indicates enemies are subjected by Newt's Defender Aura or allies has Newt's Holy Shielding power's +2 bonus to all defenses until the end of the encounter Until the end of the encounter, whenever Hana restore hit points with a healing power, the recipient regains 5 additional hit points.
This color indicates that the PC is adjacent to The Dreadmaster Acolyte and is weakened while taking 5 psychic damage (1/round) at the start of the PC's turn.Whenever an enemy is no longer adjacent to the dreadmaster's acolyte the enemy remains weakened (save ends). This color indicates that the PC or NPC is adjacent to Flint and marked while under the Wild Warden Effect in so taking an additional -4 penalty to attack rolls with attacks that do not include Flint until the end of my next turn.
Map Symbol(Map Position) Name {AP} {Remaining HPs/Max,HPs} (Initiative)
D -- (O18) Ancient Dharkhaani Chief/NPC {0/1AP} {122/146} -- {I=26} Marked by Flint C3 -- (S16) Clawfoot Mount/NPC {46/46} -- {I=26} Marked by Flint. D's/C3's DefShow
Ancient Dharkhaani Chief: AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18 Saving Throws +2 Mount: AC 17; Fortitude 16, Reflex 16, Will 13 Both has Resist 10 Necrotic also until first bloodied Resist 5 Fire then afterward gains Vulnerable 5 Radiant
AC:20 Fort: 17 Ref: 17 Will: 18 Resist 5 all (until first bloodied) Regeneration 5 (while bloodied) Immune Necrotic. Vulnerable While under a radiance keyword power's condition is weakened with vulnerable 5 radiant and loses resist 5 radiant.
______________________________________________________ F -- (M19) Flint/Welby10{1/1AP} {14/36}bloodied/Regen2 -- (I=12) +2 to damage rolls and regeneration 2 for the rest of the encounter Marking C2, D2, D. Flint's DefShow
AC:20/20 Fort:17/17 Ref:14/14 Will:17/17 Surges: -2/? While bloodied has Regeneration 2. Add push 1 to at-will power's hits or increase their push conditions by 1
-------------------------------------------------------------------------- A -- (O12) Azer Twiceborn/Karsaroth, {1/1AP} {13/33}bloodied-- (I=12) Azer takes a -2 penalty to attack rolls to next attack roll. Azer Twiceborn's DefShow
_____________________________________________________ M1/W1 -- (L19) Dharkhaani Warrior/NPC {5/53}-- (I=06) M1/C1 -- (L19) Clawfoot Mount/NPC {46/46} -- (I=06) Marked by Flint. Has Vulnerable 5 Radiantand -2 penalty to weapon attack rolls and +4 bonus to necrotic damage rolls as well as treated as an undead creatureUTEOT-Encounter. W1's/C1's DefShow
Dharkhaani Warrior: AC 20; Fortitude 17, Reflex 15, Will 18 Mount: AC 17; Fortitude 16, Reflex 16, Will 13 Both has Resist: 10 Necrotic also Resist 5 Fire until first bloodied then gains Vulnerable 5 Radiant DESTROYED.
W2 -- (O20) Dharkhaani Warrior/NPC{44/53}-- (I=06} Granting CA to all attackers UTEO-Flint's-NT; Marked by Flint C2 -- (P12) Clawfoot Mount/NPC {46/46} -- (I=06) W1's/C1's DefShow
Dharkhaani Warrior: AC 20; Fortitude 17, Reflex 15, Will 18 Mount: AC 17; Fortitude 16, Reflex 16, Will 13 Both has Resist: 10 Necrotic also Resist 5 Fire until first bloodied then gains Vulnerable 5 Radiant
X3 Antecedent Clawfoot Level 3 Skirmisher Medium natural animated (mount, reptile, undead) XP 150
Initiative: +6 Senses: Perception +1 HP 46; Bloodied 23 AC 17; Fortitude 16, Reflex 16, Will 13 Speed 6 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Medium Steed
A Medium creature can ride a clawfoot.
Cold Talons (standard, at-will)
+10 vs AC; 1d8+3 cold and necrotic damage.
Clawfoot Charge (while mounted by a friendly rider of 3rd level or higher; at-will) Mount
When a clawfoot’s rider charges, both the clawfoot and the rider make basic melee attacks for the charge attack.
Cold Light’s Blessings ( when first bloodied; encounter)
Antecedent Clawfoot gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well become an undead creature for the rest of the encounter.
Alignment Evil Languages Understands Goblin, Understands Elven Str 16 (+4) Dex 16 (+4) Wis 11 (+1) Con 14 (+3) Int 2 (-3) Cha 6 (-1) Equipment: black crystal amulet Published in Eberron Campaign Setting, page(s) 42.
x?? Transcending Zombie Level 3 Lurker (Minion) Medium natural animate (undead, ) XP 38
Initiative: +7 Senses: Perception +2 low-light vision HP 1; a missed attack never damages a minion AC 17; Fortitude 16, Reflex 15, Will 13 Vulnerable: 5 Radiant Resist: 10 Necrotic Speed: 6
Zombie Weakness
Trigger: A creature scores a critical hit against the transcending zombie. Effect (No Action): The transcending zombie drops to 0 hit points.
Pack Feeders
Transcending zombie gains +2 to all defenses and basic attack rolls versus a target grabbed by an ally and is adjacent to two or more allies.
Slam (standard, at-will)
+8 vs AC; 5 damage.
Grab and Held (standard, at-will)
+6 vs Fortitude; 5 damage, and the transcending zombie shifts up to half its speed pulling the target and any ally grabbing the target the same number of squares toward or into the closest unoccupied open grave. The target is grabbed until escape, and while grabbed the target can make attacks.
Live Food (standard, at-will)
Targets creature this transcending zombie has under a grabbed condition only; +12 vs AC or Reflex (which of the two is highest); 5 ongoing poison damage, vulnerable 2 poison and target is slowed (save ends both) Effect: On the hit the grab condition ends with the transcending zombie gains a compoundable 5 temporary hitpoints and transcending zombie shifts up to speed toward or enters the closest open grave . If transcending zombie is in an open grave then its starts this effect’s shifting toward the next closest grave.
Instinctive Hunger (immediate reaction, when a grabbed creature escapes from the grave hunger transcending zombie and either moves or shifts away; encounter)
The transcending zombie shifts up to half its speed remaining adjacent to target.
Alignment Unaligned Languages Understands Goblin Skills: Athletics +9, Stealth +8 Str 16 (+4) Dex 14 (+3) Wis 13 (+2) Con 11 (+1) Int 4 (-2) Cha 6 (-1) Published in Dungeon Magazine 176, page(s) 45.
2x Antecedent Dharkaani Warrior Level 4 Soldier Medium natural animate, hobgoblin (undead) XP 200
Initiative +2 Senses: Perception +2; low-light vision HP 53; Bloodied 26 AC 20; Fortitude 17, Reflex 15, Will 18 Speed 5 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Mounted Combat
Antecedent Dharkaani Warrior is considered to have the mounted combat feat for purposes of commanding his Clawfoot
Flail (standard, at-will) Cold, Weapon
Reach; +11 vs AC; 1d10+4 cold and necrotic damage
Flail of Cold Reach (standard, at-will) Cold, Necrotic, Weapon
Reach; +13 vs AC; 1d10+4 cold and necrotic damage and the target is grabbed and can't make attacks until escape. (escape as minor) Also target takes a -2 penalty to all defenses against next attack against it while immobilized. Effect: The target takes a -2 penalty to all defenses against the first attack made against it by Antecedent Dharkaani Warrior until the end of Antecedent Dharkaani Warrior next turn.
Flail of Tyranny (standard; requires flail, recharge )
Reach; +11 vs AC; 2d8+4 cold damage, and the target is stunned until the end of the Antecedent Dharkaani Warrior’s next turn.
Cold Light’s Blessings ( when first bloodied; encounter)
The Antecedent Dharkaani Warrior gains -2 penalty to attack rolls with the cold keyword and +4 bonus to necrotic damage rolls as well as treated as an undead creature for the rest of the encounter.
Hobgoblin Resilience (immediate reaction, when the Antecedent Dharkaani Warrior suffers an effect that a save can end; encounter)
The Antecedent Dharkaani Warrior rolls a saving throw against the triggering effect.
Alignment Evil Languages Goblin Skills: Athletics +11, Dungeoneering +10, History +9, Religion +7 Str 16 (+4) Dex 12 (+2) Wis 18 (+5) Con 13 (+2) Int 13 (+2) Cha 12 (+2) Equipment:spiked chain, plate armor, black crystal amulet.
1x Dhakaani Antecedent Chief Level 6 Elite Controller (Leader) Medium natural humanoid , hobgoblin XP 500
Initiative +7 Senses Perception +4; low-light vision Drawing Dearth aura 1; Each enemy in this aura’s zone at the end of their turn takes 5 cold damage and grants combat advantage to all attacks. Any creature remaining in the aura for consecutive turns then at the end of each the next turns loses a healing surge. HP 146; Bloodied 73 AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 19, Will 18 Saving Throws +2 Speed 6 Action Points 1 Vulnerable: When undead only; 5 Radiant (see Cold Light’s Blessings power below) Resist: 10 Necrotic, has Resist 5 Fire until bloodied.
Mounted Combat
Antecedent Dharkaani Chief is considered to have the mounted combat feat for purposes of commanding his Clawfoot
Scimitar (standard, at-will) Weapon
Melee 1; +10 vs AC; 1d8+6 damage (crit 1d8+14) and target is pull 1 square.
Guided Scimitar Strikes (standard; requires combat advantage against a target that isn’t adjacent to another enemy; at-will) Arcane, Weapon
The Antecedent Dharkaani Warrior makes two scimitar attacks against up to two targets: Melee 1; +8 vs Will; 1d8+6 cold and necrotic damage (crit 1d8+14) and the target takes a -2 penalty to their AC and Reflex defense until the end of Antecedent Dharkaani Warrior next turn. Effect: Target is pulled up to 2 square.
Double Blade Flurry (standard, at-will) Weapon
Close burst 1; targets enemies; +11 vs AC and Dhakaani Antecedent Chief may shift 1 to make another close burst 1 attack against new targets; 3d4+4 damage, and Dhakaani Antecedent Chief slides the target 2 squares. The target must end the slide within 2 squares of the Dhakaani Antecedent Chief.
Follow Me (Recharge when first bloodied)
Effect: Dhakaani Antecedent Chief charges an enemy. One or two allies within 5 squares of Dhakaani Antecedent Chiefcan each take a free action to charge different enemies.
Cold Light’s Blessings ( when first bloodied; encounter)
Dhakaani Antecedent Chief gains -2 penalty to attack rolls with the cold keyword powers and +4 bonus to necrotic damage rolls as well as becoming an undead creature for the rest of the encounter.
Dark Cold Resilience2/Encounter
Trigger: Dhakaani Antecedent Chief or an undead nonminion ally within 5 squares of it is subjected to an effect that a save can end. Effect:(Immediate Reaction): The creature subjected to the effect can make a saving throw against it. If the attempt saves then target regains 10 hps. If attempt fails target receives 5 temporary hit points
Genuine Finesse (free; usable only while charging; at-will)
Dhakaani Antecedent Chief doesn’t provoke opportunity attacks when leaving the initial square of its charge.
Dhakaani Footwork (free, when Dhakaani Antecedent Chief hits with a melee basic attack; at-will)
Dhakaani Antecedent Chief shifts 1 square.
Phalanx Soldier
A Dhakaani Antecedent Chief gains a +2 bonus to AC while at least one ally is adjacent to it.
Alignment Evil Languages Goblin, Understands Common. Adjusted Skills: Acrobatics +12, Athletics +12, Arcana +9, Endurance +8, History +6 Str 14 (+5) Dex 19 (+7) Wis 12 (+4) Con 17 (+6) Int 12 (+4) Cha 16 (+6) Equipment: chain armor, double scimitar, black crystal amulet
Dreadmaster’s Acolyte Level 6 Controller Small natural humanoid (goblin) XP 250
Initiative +5 Senses Perception +7; low-light vision HP 51; Bloodied 25 AC: 20 Fort: 17 Ref: 17 Will: 18 Speed 6 Immune Necrotic Vulnerable While under a radiance keyword power's condition is weakened with vulnerable 5 radiant and loses resist 5 radiant. Resist 5 all (until first bloodied) Regeneration 5 (while bloodied)
Traits
Defeated
Effect: The dreadmaster’s acolyte loses a minor action as long as an enemy is adjacent to her each of her turns and enemies adjacent to her are weakened and takes 5 psychic damage (1/round) at the start of their turn. Whenever an enemy is no longer adjacent to the dreadmaster's acolyte the enemy remains weakened (save ends).
Melee or Ranged 10 +9 vs Ref, high crit. 1d6+4 radiant damage and target takes 5 ongoing radiance and necrotic damage until the end of the target's next turn. Effect: On the hit target takes –2 penalty to attack rolls until the end of target next turn. Miss: Reroll attack and use new results After-Effect: Target takes a –2 penalty to its next attack roll. This is a basic attack and it doesn’t provoke opportunity attacks.
The Giver, The Taker(standard, recharge )Implement Radiance, Necrotic
Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst) Effect: Triggering undead ally is reduced to 0hps and targets in burst takes 5 ongoing radiance and necrotic damage (saves end)
The minor action spent for this power can also be accounted toward the defeated trait power. Close burst 5 (targets enemies) +9 vs. Will, and hit targets are pulled 5 squares.
Reanimate(minor, 2/encounter)Healing
Effect:Dreadmaster’s Acolyte chooses a target dead nonminion creature within 10 squares of her that was a living creature. The target is restored to life until the end of the encounter as a level 4 undead minion ally with 17 to all defenses, speed 4, gains resist 5 necrotic, vulnerable 5 radiant and stands up as a free action and this dreadmaster’s acolyte regains 10 hitpoints, and +1 to defense until the end of her next turn. The target acts on this dreadmaster’s acolyte’ initiative placement, can only make slam attacks of +10 vs AC (one creature) dealing on the hit 6 damage.
Other Actions:
Goblin Tactics (Immediate Reaction, triggered when dreadmaster’s acolyte is missed by a melee attack; at will)
Effect: Dreadmaster’s acolyte shifts 1 square.
Dredging(immediate interrupt, when an undead minion ally within 10 squares is missed by a melee or reach attack, at-will) Radiance, Necrotic, Implement
Area burst 1 within 10 centered on an undead minion ally within range (targets all creatures in burst) Effect: Triggering undead minion ally may shift 1 and is reduced to 0hps. Targets in burst takes 5 ongoing radiance and necrotic damage (saves end)
Scepter Of Bane (Free, the dreadmaster’s acolyte score a critical hit with an implement attack, encounter.) Psychic, Implement
Effect: Attack’s target(s) is dominate until the end of the dreadmaster’s acolyte’s next turn.
Alignment Evil Languages Goblin, Common, Skills: Insight +12, Intimidate +12, Religion +7, Thievery +6, Dungeoneering +9, Stealth +6. Str 10 (+3) Dex 12 (+4) Wis 18 (+7) Con 13 (+4) Int 9 (+2) Cha 18 (+7) Equipment: Scepter Of Bane (mace size) +1, chainmail , light shield .
These are young, dangerous and ambitious students of Darguun's dreadmasters with an unique mace with a metal bust resembling an orc-like head and under closer inspecton a small black crystal splinter can be found in between and above its eyes. When dreadmasters or one of their acolytes' choose to demonstrate a different dedication for their pledges to their country with loyalties toward The Mockery Cult's designs even Darguun strong military becomes scarce when they approach. The Mockery Cult positions with Darguun's new government designs and attempts to win loyalty from all of its regional's goblin-kind populations and tribes is considered more questionable than favorable.
CROW: You have a saving throw to make in order to hold to that spike flail chain and holding it cause half the weapon damage per attempt to snatch it back from you. Also if you didn't use your available minor action from your previous turn to use a healing surge then the tracker in this post is as accurate as I can see.
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An enemy must miss Azer with a melee attack to triggered the Spirits Rebuke power. So, the response I have pmed Karsaroth was premature. The trigger have yet pass and rolls for it are to be discard.
C3 is the chief's mount and play during the Chief's turn (in which I laspe that turn this round but updated it now ) while C2 is the second warrior's mount and play during W2's turn.
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@DnD Forums. Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum. Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum. Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow) Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus) Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan) Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM) DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy. DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy. DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy. Referee - People Of Oz @Dorothy's Kansas Games(inactive). Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive). Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.