One of the more frail zombies barrels towards Deimos, but Brondin's wards keep the undead creature at bay.
However, the rest of the zombies tear into Brondin. He defends himself skillfully, but a couple lucky swings drop the dwarf to his knees.
[sblock=Actions and Status]
Rotter 1 charges Deimos,
missing by one, thanks to that zone. Hey, for future reference, if a minion hits Deimos, would you want to a) use Shield to block the attack, or b) take the 5 damage, and use Infernal Wrath to fry the poor zombie?
Rotter 3 charges Brondin,
natural 20, so 5 damage.
Soldier 1 attacks Brondin,
natural 1. Oh
zombies.
Soldier 2 also attacks Brondin,
natural 20. What the hell? Well, alright, 17 damage. Brondin is bloodied again.
Lastly, Dog 2 attacks Brondin,
hits AC 24 for 13 damage, reduced to 5 by Aegis of Shielding. Brondin is knocked prone and takes 5 ongoing necrotic damage (save ends).
Bellegon: 35/50, Surges: 5/7, AP: 1, 2nd Wind: avail; concealed
Brondin: 14/48, Surges: 8/11, AP: 0, 2nd Wind: avail;
bloodied, ongoing 5 necrotic damage
Deimos: 40/40, Surges: 7/8, AP: 2, 2nd Wind: avail;
Ghourra: 33/42, Surges: 7/10, AP: 1, 2nd Wind: avail;
Tana: 40/49, Surges: 11/11, AP: 2, 2nd Wind: avail;
Magma Beast: 20/20
Zombie Soldier 1: 36/54; marked by Brondin
Zombie Soldier 2: 35/54
Zombie Rotter 1: Cursed
Zombie Rotter 3:
Undead Dog 2: 6/74,
bloodied, Aegised
The large zone with black borders around Brondin gives allies +2 power bonus to defenses. The smaller green one knocks enemies prone if they leave.[/sblock]
[sblock=Skill Challenge Status]Current Successes: 2
Failures: 0
[/sblock]
[sblock=Shoring Up the Defenses]
Level: 5
Complexity: 1 (requires 4 successes before 3 failures).
Primary Skills: Athletics, Dungeoneering, Religion, Thievery.
- Athletics (DC 15, standard action, 1 success, no maximum): The character realizes finesse is no trade for quick and effective physical labor. The character pounds nails, carries heavy objects, and uses brute strength shove invading zombies back through the doors.
- Dungeoneering (DC 15, standard action, 1 success, no maximum): The character’s knowledge of stone and underground construction lets him or her see how the temple might best be fortified using the meager supplies available.
- Religion (DC 15, standard action, 1 success, no maximum): The character offers a prayer to Onatar, asking him to lend his strength to the characters’ endeavor and slow the tide of undead seeking to further desecrate his temple.
- Thievery (DC 15, standard action, 1 success, no maximum): The character has spent a lifetime getting into places he or she is not wanted. It’s not terribly difficult to turn that concept on its head and use those skills to craft sturdy barricades.
Secondary Skills: Perception.
- Perception (DC 10, minor action, no successes): The character’s keen eyes help more skilled companions find the best materials to aid in fortifying the temple. A successful check grants a +2 bonus to one ally’s next Dungeoneering or Thievery check made as part of this skill challenge.
The combat and skill challenge will be run concurrently once again. There needs to be at least one primary skill check per round, or the group will be given a failure.
As per usual, if a skill isn't mentioned, but you can come up with a plausible reason to use it, please do. The DC for a skill check not listed, however, is 19.[/sblock]
[sblock=Enemy Info]
Zombie Soldier - AC: 20, F: 17, R: 17, W: 15
+9 vs. AC; 2d6+5 damage.
Zombie Rotter - AC: 15, F: 15, R: 11, W: 12
+10 vs. AC; 5 damage.
Undead Dog - AC: 16, F: 16, R: 14, W: 13
+10 vs. AC; 2d6+6 damage, and ongoing 5 necrotic damage (save ends) and is knocked prone if Medium creature or smaller.
All zombies have resist 10 necrotic and vulnerable 5 radiant.[/sblock]