With bright and warming light bursting forth from the stout dwarf, the heroes rush forth to stem the inevitable tide of undead attempting to feast upon their flesh. A line is formed by Ghourra, Brondin, and Deimos' summoned minion, all lashing out with weapons and fiery limbs.
The undead are quick to retaliate however. The zombies move towards the nearest of the adventurers, reaching out with gnarled hands and rusted swords. Brondin and Ghourra manage to block of deflect each of these attacks but they are ill-prepared for the speed and ferocity of the undead canines, each of them latching on to the two and dragging to them to the floor.
GM: | Sorry for the slowing posting, I'm preparing for a business trip and things have been very hectic.
The group did reach a milestone and have received an action points. Stats should be updated correctly for the group below.
Ghourra and Brondin both have ongoing 5 necrotic damage and are prone. | |
[sblock=Brondin]Forgot the Undead Dog that Deimos pushed into Brondin's AOE. Here's the attack and damage:
Rune of Undeniable Dawn vs. Undead Dog; damage. (1d20+6=21, 1d10+4=8)[/sblock][sblock=Enemy Actions]
Zombie Rotter (G7)
Move - > G7
Standard -
- Target - Bellegon
- Attack - Slam vs. AC 18; 1d20+10=20; 5 damage.
Zombie Rotter (G14)
Move - > G14
Standard -
- Target - Brondin
- Attack - Slam vs. AC 22; 1d20+10=11; miss.
Zombie Soldier (F12)
Standard -
- Target - Brondin
- Attack - Longsword vs. AC 22; 1d20+9=12
Zombie Soldier (F14)
Move - > F14
Standard -
- Target - Brondin
- Attack - Longsword vs. AC 22; 1d20+9=12
Zombie Dog (F11)
Move - > F11
Standard -
- Target - Ghourra
- Attack - Bite vs. AC 23; 1d20+10=26
- Damage - Bite; 2d6+6=9, ongoing 5 necrotic damage and knocked prone.
Zombie Dog (F13)
Move - > F13
Standard -
- Target - Brondin
- Attack - Bite vs. AC 22; 1d20+10=25
- Damage - Bite; 2d6+6=14, ongoing 5 necrotic damage and knocked prone.
[/sblock][sblock=Map]
The lighter green area (Close Burst 5) is Brondin's Rune of Mending and provides a +2 to damage for this turn.
The darker green area (Close Burst 3) is Brondin's Rune of Undeniable Dawn and provides a +2 to all defenses until he stops sustaining it.[/sblock][sblock=Skill Challenge Status]Current Successes: 1
Failures: 0
Ghourra is providing a +2 to the next Dungeoneering or Thievery check.[/sblock][sblock=PLEASE READ]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=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.
[/sblock][sblock=Status]Bellegon (H8) - HP:
40/50, Surges: 5/7, AP: 2, Second Wind: avail; +2 to damage until EONT
Brondin (G13) - HP:
26/48, Surges: 8/11, AP: 1, Second Wind: avail; +2 to damage until EONT, +2 to all defenses until EONT, ongoing 5 necrotic damage, prone
Deimos (J9) - HP:
40/40, Surges: 7/8, AP: 2, Second Wind: avail; +2 to damage until EONT
Ghourra (G11) - HP:
33/42, Surges: 7/10, AP: 1, Second Wind: avail; +2 to all defenses until EONT, ongoing 5 necrotic damage, prone
Tana (J8) - HP:
40/49, Surges: 11/11, AP: 2, Second Wind: avail; +2 to damage until EONT
Zombie Soldier (F12) - HP:
36/54; marked by Brondin
Zombie Soldier (F14) - HP:
54/54
Zombie Rotters (G7, G14, G16, F15) - HP:
1/1; G7 cursed by Bellegon
Undead Dog (D12) - HP:
26/74; bloodied
Undead Dog (D12) - HP:
74/74
[/sblock][sblock=Enemies]
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.[/sblock]