Narvala rolls back, drinks a healing potion, and stands up, leaning on her staff. She activates a sunrod, then drops it on the floor. And then speaks a word of power, blasting the undead creatures near her.
"I do not think it is time for me to join with the Flame just yet." She said.
Using Narvala's tactics as a good distruction, Cairn moves back occupying again two zombies he engaged earlier.
Ghalad'Zar comes wide and cold blue wines erupt from it, pulling the zombie closer even as they cut into its dead flesh.
Holy blade shines with inner radiance as the floor around Cairn becomes difficult to navigate for his enemies.
Rumbling starts deep within his chest as he's torn between holding the zombies away from his allies. It finally comes out as understandable words:
"Nyar, get back from there! Come closer! Christina, you too. Help Baern, get the humans!"
Oh oh! Looks like the talkie man is causing trouble! Christina says.
Get up you two! sheshouts to Nyar and Narvala, who feel magical energy revitalizing their bodies.
Baern draws his handaxe and looks at the near human.
I got this one Cairn. He tosses he axe down at a wounded zombie and then moves in with Claw towards the human. He clangs the large waraxe uncomfortably against the siderail.
"Right, well I would love to comply with your request my stalwart guardian, but I have put myself in something of a... predicament."
Nyar is clearly struggling with maintaining his spells to maximal effect. The fireball comes shooting out of the cloud to suspend itself near one of the ice zombies.
"Baern, my good dwarf, can you see to where exactly did our host run off?"
With Nyar's attention distracted with controlling two spells, his Flaming Sphere sizzles out as he attempts to move it too far away.
Human 1 avoids Baern's clumsy attack, steps back, follows orders, and slams Nyar's chest with a sling bullet. The other two humans move onto the upper crates to get a better shot at Cairn. He becomes a clearer target as they throw sling bullets at him, but only one hits him in the arm.
Detecting fresh meat, Zombie 1 charges Nyar and hits his waist with a claw. The bitter cold freezes Nyar in place and a chill runs deep through his bones. Zombie 2 slashes Cairn across the face, but although Cairn is frozen in place, the cold does not affect him as greatly. Zombie 4 misses Cairn.
The Leader reappears on the catwalk and moves over atop some crates.
"Ha. You are about to fall just like your caster, golem." Dark necrotic energy flies out of his hand, striking Cairn in the neck and draining the life out of his stone body.
[sblock=OOC]
Note: If you cannot see the maps well, you can look at an earlier map to see where the crates are and what color they are.
Note: PCs except for Baern are still down below the catwalk. If your PC is shown as on top of the catwalk on the map, s/he is really below the catwalk until you get up there.
Narvala hits Zombie 1 and Zombie 4 for 27 radiant damage.
Note: Holy Gauntlets have to be declared before seeing if the attack hits or not. Since you didn't declare them in the attack and the IC post number of them comes up after the IC post number of the attack, you didn't use them first. You can use them (or not) this last round as you posted, let me know, but if you do, the damage from them does not apply until your next divine attack.
Cairn takes 5 - 5 = 0 damage for entering the aura. Cairn hits Zombie 2 for 9. Cairn takes 10 - 5 = 5 cold damage for entering the second aura on his turn.
Note: Since you didn't tell me where you pulled Z2, I will move it to M13.
Christina summons Pooh and heals people.
Baern hits Zombie 1 for 3. Baern misses Human 1.
Nyar moves his Flaming Sphere to N14, but the maximum range is 10, so it ends.
Human 1 shift back and hits Nyar for 7.
14 vs. Reflex hits for 7.
Note: I did not use Nyar's Shield spell since the attack would have still hit.
Human 2 misses Cairn. Human 4 hits Cairn for 7.
4 vs. Reflex misses, 12 vs. Reflex hits for 7.
Three lowest damage rolls in a row, but 2 hits out of 3. IC strikes with weirdness again.
Zombie 1 hits Nyar for 6 cold damage.
11 hits for 6 cold damage.
Note: I didn't use the Shield spell this time either since the attack would still hit.
Zombie 2 hits Cairn for 9 - 5 = 4 damage. Zombie 4 misses Cairn.
19 hits for 9 damage. 8 misses.
Leader hits Cairn for 9 necrotic damage.
14 vs. Reflex hits for 9 necrotic damage.
8/41 Nyar,
bloodied, immobilized UENT Z1, 5 ongoing cold damage (save ends) (on yellow crate up 1)
39/84 Cairn,
bloodied, resist cold 5 and 2 squares around Cairn are difficult terrain for the enemies, immobilized UENT Z2, 5 ongoing cold damage (save ends)
29/45 Christina
11/22 Pooh,
bloodied
12/12 Rabberta
Human 1 (on catwalk up 4)
Human 2 (on green crates up 3)
12 Human 4 (on green crates up 3)
35 Zombie 1 (aura 1), dazed UENT Narvala
46 Zombie 2 (aura 1),
bloodied, marked UENT Cairn
27 Zombie 4 (aura 1), dazed UENT Narvala, marked UENT Cairn
44 Leader, (on red crates up 2)
36/50 Narvala
39/62 Baern
Stinking Cloud (2 squares up), green square
Special note: if a PC enters a Zombie Aura, s/he will take damage as if starting in the aura (5 in one aura, 10 in two auras, etc.).
Nyar and Cairn take 5 cold damage in the aura(s) at the start of their turns and Nyar takes 5 ongoing cold damage.
It's the PC's turn.
Ceiling: The ceiling is 35 feet overhead.
Catwalks: These metallic walkways, standing 20 feet above the floor, aid in the movement and placement of crates. A sequence of chains and pulleys runs across the underside of the catwalks. This enables a character to climb, hand-over-hand, along the underside of these catwalks with a DC 20 Acrobatics or Athletics check, at normal climbing speed. Except where the ladders stand, the catwalk has a railing all the way around. Anyone wishing to deliberately climb or leap over the railing must spend an extra square of movement to do so, and any push, pull, or slide effect that would drag a creature over that railing must also spend an extra square to do so.
Crates: Each individual crate is roughly 5 feet (1 square) high, but they are often stacked two or three crates (that is, 10 or 15 feet, or 2 or 3 squares) in height, as marked on the map. Stepping up on a single crate requires an extra square of movement, while moving down a single crate does not cost any additional movement. Climbing two or three crates requires a DC 18 Athletics check. So, climbing from a height of zero to one crate to two crates to three crates is two squares for the first, two for the second and two for the third without a check. But climbing straight up two crates is an Athletics check.
Ladders: The ladders are all 20 feet (4 squares) in height, but count as 8 squares of movement. A DC 12 Acrobatics or Athletics check allows a character to climb them at the normal 4 squares of movement if the player declares as part of the comment on Invisible Castle that s/he is doing a fast climb.
Stairs: The stairs to the south count as difficult terrain.
The yellow crates are one square high.
The red crates are two squares high.
The green crates are three squares high.
Entire room except columns 27, 28, and 29 are fully lit up.
[/sblock]