Mesa raises his hand and a lightning bolt shoots forward, killing a rushing zombie
Two archers gather on the bridge and fire two lucky shots that find their way to Andrec.
The zombie that was nearly decapitated by Molok retaliates with surprising ferocity and even with Jarel's Aegis taking off the edge from the blows, it still stings. Meanwhile, Jarel is fending off attacks from a zombie of his own.
The rest of the horde gathers and moves forward. The odds seem overwhelming.
As the heroes steel themselves for the onslaught, a shape falls from the wall outside and claws violently at Mesa. Is it... yes! Spider Zombie! After taking a chunk of flesh from Mesa he scuttles around One-Who waits.
[sblock=Molok]You forgot to substract 2 for the Fog. Still a hit, but barely.[/sblock]
[sblock=action]
Mesa versus Minion
vs ref 10 (1d20+5=21, 1d6+6=11) kill
2 archers vs Andrec
vs Andrec AC 18+2 (cover) (1d20+9-2=27, 1d20+9-2=19) -2 to hit for fog, +2 to AC for cover, 1 hit, 3 hp
1 Zombie vs Molok
vs AC 16 (1d20+6=21, 2d6+2=13) hit, JArel shields for 8, damage 5hp
Pack Minion vs JArel
vs Jarel AC 22 (1d20+7=12) miss
Spider-Zombie
vs Mesa AC 17 (1d20+8+2=18, 1d6+5+2d6=16) hit, 16 hp of damage! Spider Zombie is baaaaaack!
The good news Is that I don't see how he can get CA for the next round so he ought not to have +2d6.
If you were wondering, I didn the stealth check a while back. It was
good.
[/sblock]
[sblock=Status]
The 'M' pack zombie who seems on the birdge is actually under it. (at M10)
Zombie 1: 18/40 Marked (Jarel), bloodied
Andrec : 24 / 27 [5/7] AP
*Jarel-Karn : 37 / 37 [9/11] AP
Mesa : 15 / 31 [6/9] AP, bloodied
*Montroya : 31 / 33 [3/8]
-One-Who-Waits: 26 / 26 [8/9] AP
Molok : 28 /33 [12/12] AP
* Acted
- Can't act before the bad guys
Mesa, Andrec and Molok are up
Rinch (The grey helmet toward the back)
Perception 14
HP 104; Bloodied 52
AC 20; Fortitude 17, Reflex 16, Will 20
Speed 5
OA: Scepter of Striking
+9 vs Armor Class; 2d6 + 6 damage, and the target is dazed until the end of Rinch's next turn.
Pack Zombie (The Red M)
Perception +10; darkvision
HP 1; a missed attack never damages a minion.
AC 14; Fortitude 14, Reflex 10, Will 11
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 pack zombie.
The Dark Servant (Book with the skull)
Perception 18
HP 52; Bloodied 26
AC 20; Fortitude 14, Reflex 18, Will 16
OA Unarmed Strike : +10 vs Armor Class; 1d8+3 damage.
Good old Zombie
Medium natural magical beast (undead)
Perception 10; darkvision
HP 40; Bloodied 20
AC 13; Fortitude 13, Reflex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
OA: +6 vs Armor Class; 2d6+2 damage.
Zombie Weakness : Any critical hit to the zombie reduces it to 0 hit points instantly.
Archers
Perception 16
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 13, Reflex 14, Will 11 ; see also mob rule
OA Dagger (if drawn) +7 vs Armor Class; 2 damage.
Mob Rule (Standard; encounter)
Archers gains a +2 power bonus to all defenses while at least two other Archer are within 5 squares of it.
Spider Zombie
Perception 17; darkvision
HP 45; Bloodied 22
AC 17; Fortitude 15, Reflex 17, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
OA Slam (Standard, at-will)
+8 vs Armor Class; 1d6+5 damage.
[/sblock]