[sblock=Andrec]I tend to use a 'let it roll' mentality to skill checks. The 23 atheltic check you made first was good for the entire round AFAIAC, so you succeded in jumping the counter. I ended to move to H12 since that was what you asked.
Had the jump succeeded, I assume the intent would have been to attack one of the zombies adjacent to H12, so here goes, targetting the minion:
Andrec's charge, vs M at H13, AC 14 (1d20+7+1=24) hit, dead
[/sblock]
[sblock=Tor]You can charge through difficult terrain. p.287 Just take the movement penalty.
No sense in wasting an attack, then.
charge vs AC 13 (1d20+7+1=28, 1d8+4=6) critical, damage 12
[/sblock]
Matlal, Tor and Andrec rushes through the crowd, perhaps knocking down a few old ladies on their way certainly making their presence felt as they tear into the zombies. As the chaos clear they quickly notice each other on the field, relieved not to be the only ones with weapons drawn.
-''No! No! Oh Lord, Rinch is gonna kill me. Get back in the pen, back in the pen you lousy zombies!'' shouts a panicked young man wearing dirty clothes and wielding a bizarred stick. He he tries to prod one of the zombie but the angry beast just turns and backhand him. He falls in a lump, unconscious.
Meanwhile, the zombie who nearly lost an arm to Tor angrily tries to take his head off but clumsily miss. The ones near Andrec and Matlal follow the lead of their colelague and flail miserably.
[sblock]
vs AC 15 (1d20+6=11, 2d6+2=13) vs Tor
1: vs Andrec AC 16 (no shield) 2: vs Matlal AC 17 (1d20+6=11, 2d6+2=6, 1d20+6=14, 2d6+2=9)
Uh, not very impressive
[/sblock]
Montroya glimpse a zombie between the crowd and blast it to smitheren with a divive bolt.
[sblock]Let's say he didn't use Vanguard, an area effect, in order to avoid becoming a mass murdere, okay?
[/sblock]
The crowds panics and stampede, catching a few of our valiant heroes. Mesa takes the worst of it and is knocked on his back by a throng of screaming civilians.
[sblock]People adjacent to a zombie aren't caught in the crowd. People are running
away from the zombies!
vs Fortitude, 1: Jarel 2: Mesa 3: Montroya (-2 to attack because away from street) (1d20+5=14, 1d6+2=6, 1d20+5=20, 1d6+2=3, 1d20+5=9, 1d6+2=3) Mesa hit for 3 point of damage, knocked prone
[/sblock]
As the crowd clears, the battlefield becomes less chaotic. The heroes can now move freely. To their horror they see several civilians, mostly children and elderly, who are incapable of fleeing and who are cowering as zombies corner them.
[sblock=Rules round 2]The crowd is no longer a factor, it has mostly cleared. The Cs are civilians who have been left behind. They aren't mobile. Some are in shock, most have been wounded in the stampede.
You will be rewarded if you can keep as many of these civilians alive as possible.
[/sblock]
[sblock]
Status :
Zombie at I17: 28/40
Zombie at I11: 23/40
Andrec : 22/22 [7] AP
Jarel Karn: 37/37 [11] AP
Matlal : 31 +8 /31 [11] AP
Mesa : 23/26 [9] AP, Prone
Montroya : 24/24 [8] AP
Tor : 31/31 [8] AP
[/sblock]
[sblock]Zombie Minion
Perception : 10
HP 1; a missed attack never damages a minion.
AC 14; Fortitude 14, Reflex 10, Will 11
Immune disease, poison
OA: Slam (Standard, at-will)
+7 vs Armor Class; 4 damage.
Pack Attack
A pack of zombies gains a +2 bonus to its attack roll if it is adjacent to at least one other zombie.
Zombie
Perception 10
HP 40; Bloodied 20
AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
OA : Slam (Standard, at-will)
+6 vs Armor Class; 2d6+2 damage.
Gravehound
Senses Perception 11
HP 54; Bloodied 27
AC 14; Fortitude 14, Reflex 12, Will 11
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
OA: Bite (Standard, at-will) Necrotic
+7 vs Armor Class; 1d6+3 damage, and the target takes ongoing 5 necrotic damage (save ends) and is knocked prone if it is Medium size or smaller.[/sblock]