The blade puts a sizable nick in the skeletons ribcage bones, but it doesn't show any pain or fear of the large spinning warrior. While the otherblade glances off the protective spells the caster had place on itself as the blade stops far short of its mark. Dunor notes this closely that this skeleton is unlike the others in that its left arm ends in several long bones, splintered off at the ends to form jagged shards.
The bleached white skeleton thrusts that left arm at the large man looking to impale, Dunor whirls bringing his blades to bare on the skeleton. The attack scratches Dunor but leaves a small shard behind in his skin. The wound throbs and sends a shiver of unearthly cold down his spine.
The rotting corpse shrieks balefully and a wave of dread rolls out from it as Dunor continues his spinning onslaught of blades at both undead things.
The shambling skeleton draws near to dunor leaving a cloud of bone dust behind at every step. Swinging it's blade clumsily at it's target which Dunor intercepts and counters but his own blades ring off it's shield.
Another skeleton, crumbling as it moves, lumbers toward the large warrior. As it wades in Dunor spins and takes it's head off it's shoulders and the rest of the bones collapse in a heap.
A decrepit skeleton nearest Dunor with it's jaw hanging loosely from it's skull deflects a whirling attack with it's shield and thrusts it's rusted blade at the warrior.
On the other side of the room a skeleton, decayed beyond the point in which it's bones should be able to support its weight, levels a bow at Galadren while another skeleton, bones molded and greenish releases an arrow at Tanthalus.
Lords of Rivenroard Audience Chamber Fight Round 1!Map of the Rivenroar Audience ChamberIllumination: Lighting is Dim unless PCs bring light with them. All light sources are diminished in this room. Any shaded areas are areas of dim lighting which provides concealment against those that do not have at least low light vision.
Bone piles The piles of bones are difficult terrain.
Rotting Spellcaster is a Deathlock Wight medium natural humanoid (undead)
Bleached Skeleton is a Boneshard Skeleton medium natural animate (undead)
Rest are Decrepit Skeletons are medium natural animate (undead)
Rotting Spellcaster is a Deathlock Wight medium natural humanoid (undead)
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
m Claw (standard; at-will) ✦ Necrotic
+9 vs. AC; 1d6 necrotic damage, and the target loses 1
healing surge.
R Grave Bolt (standard; at-will) ✦ Necrotic
Ranged 20; +6 vs. Reflex; 1d6 + 4 necrotic damage, and the
target is immobilized (save ends).
R Reanimate (minor; encounter) ✦ Healing, Necrotic
Ranged 10; affects a destroyed undead creature of a level
no higher than the deathlock wight’s level + 2; the target
stands as a free action with a number of hit points equal
to one-half its bloodied value. This power does not affect
minions.
C Horrific Visage (standard; recharge ⚃ ⚄ ⚅ ) ✦ Fear
Close blast 5; +7 vs. Will; 1d6 damage, and the target is
pushed 3 squares.
Bleached Skeleton is a Boneshard Skeleton medium natural animate (undead)
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
m Scimitar (standard; at-will) ✦ Necrotic, Weapon
+9 vs. AC; 1d8 + 3 damage (crit 1d8 + 11) plus 5 necrotic
damage.
m Boneshard (standard; at-will) ✦ Necrotic
+9 vs. AC; 1d4 + 3 damage, and ongoing 5 necrotic damage
(save ends).
C Boneshard Burst (when first bloodied and again when the
boneshard skeleton is reduced to 0 hit points) ✦ Necrotic
Close burst 3; +8 vs. Reflex; 2d6 + 3 necrotic damage.
Rest are Decrepit Skeletons are medium natural animate (undead)
Immune disease, poison
m Longsword (standard; at-will) ✦ Weapon
+6 vs. AC; 4 damage.
r Shortbow (standard; at-will) ✦ Weapon
Ranged 15/30; +6 vs. AC; 3 damage.
StatusGaladren @ H15 | Hit Points = 14/25 | Heal Surge = 2/7 | AP = 1 | DMI = 3 | Misc :
Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
Dunor @ F7 | Hit Points = 14/31 | Heal Surge = 2/8 | AP = 1 | DMI = 3 | Misc :
Duelist Stance (each time an enemy hits or misses you, use Duelist's Prowess Attack) | Cond :
Marking (Bleached Skeleton and Rotting Spellcaster); On-Going Necrotic Damage (5, save ends)Bleached Skeleton @ C11 | Hit Points = Down 5 | Misc :
| Cond :
Concealment; Marked (Dunor)Rotting Spellcaster @ B10 | Hit Points = Down 0 | Misc :
| Cond :
Concealment; Marked (Dunor)Shambling Skeleton @ E7 | Hit Points = Down 0 | Misc :
| Cond :
ConcealmentCrumbling Skeleton @ F6 | Hit Points = Down 11 | Misc :
| Cond :
DeadDecrepit Skeleton @ G8 | Hit Points = Down 0 | Misc :
| Cond :
ConcealmentDecaying Skeleton @ C16 | Hit Points = Down 0 | Misc :
| Cond :
Moldering Skeleton @ E19 | Hit Points = Down 0 | Misc :
| Cond :
--->Tanthalus @ in hall | Hit Points = 25/32 | Heal Surge = 2/7 | AP = 2 | DMI = 3 | Misc :
Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
--->Tulugaq @ in hall | Hit Points = 30/30 | Heal Surge = 8/10 | AP = 2 | DMI = 3 | Misc :
| Cond :
--->Thespias @ in hall | Hit Points = 25/25 | Heal Surge = 2/7 | AP = 3 | DMI = 3 | Misc :
Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist -5 (Lightning, Thunder) | Cond :
Shandien @ in hall | Hit Points = 28/28 | Heal Surge = 4/9 | AP = 1 | DMI = 3 | Misc :
Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond :
Thurnan @ ritual circle center | Hit Points = Down 3 | Misc :
| Cond :
Paralysis (Ritual)Jalissa @ in hall | Hit Points = Down 0 | Misc :
| Cond :