TwoHeadsBarking
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Deimos's beast smashes one of the zombies into the ground, sending flaming pieces of corpse flying across the room. The two weaker zombies fail to account for much, but the larger one lays a heavy blow into Tana.
[sblock=Actions and Status]Soldier 1 will forgo the opportunity attack, actually. Still dies to the fists of Deimos's Magma Beast though. Bellegon's spiral becomes scarier.
Rotter 1 moves up, attacks Deimos, and misses. Rotter 3 shifts, attacks Brondin, and also misses, but does so with a much nicer roll. Rolls.
Soldier 2 attacks Tana, hitting AC 27 for 14 damage.
Brondin should be at 44 hp. The previous round started with him at 14. Then Ghourra healed him for surge+6, which is 18. Then he used his second with for 12 more. 14+18+12=44.
Bellegon: 35/50, Surges: 5/7, AP: 1, 2nd Wind: avail; concealed
Brondin: 44/48, Surges: 6/11, AP: 0, 2nd Wind: used; +2 to all defenses
Deimos: 40/40, Surges: 7/8, AP: 2, 2nd Wind: avail;
Ghourra: 33/42, Surges: 7/10, AP: 0, 2nd Wind: avail;
Tana: 26/49, Surges: 11/11, AP: 2, 2nd Wind: avail;
Magma Beast: 20/20
Zombie Soldier 2: 27/54, bloodied, Aegised
Zombie Rotter 1: Cursed
Zombie Rotter 3:
The large zone with black borders around Brondin gives allies +2 power bonus to defenses.[/sblock]
[sblock=Skill Challenge Status]Current Successes: 3
Failures: 0
Ghourra is providing a +2 to the next Dungeoneering or Thievery check.[/sblock]
[sblock=Shoring Up the Defenses]Level: 5
Complexity: 1 (requires 4 successes before 3 failures).
Primary Skills: Athletics, Dungeoneering, Religion, Thievery.
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]
[sblock=Actions and Status]Soldier 1 will forgo the opportunity attack, actually. Still dies to the fists of Deimos's Magma Beast though. Bellegon's spiral becomes scarier.
Rotter 1 moves up, attacks Deimos, and misses. Rotter 3 shifts, attacks Brondin, and also misses, but does so with a much nicer roll. Rolls.
Soldier 2 attacks Tana, hitting AC 27 for 14 damage.
Brondin should be at 44 hp. The previous round started with him at 14. Then Ghourra healed him for surge+6, which is 18. Then he used his second with for 12 more. 14+18+12=44.
Bellegon: 35/50, Surges: 5/7, AP: 1, 2nd Wind: avail; concealed
Brondin: 44/48, Surges: 6/11, AP: 0, 2nd Wind: used; +2 to all defenses
Deimos: 40/40, Surges: 7/8, AP: 2, 2nd Wind: avail;
Ghourra: 33/42, Surges: 7/10, AP: 0, 2nd Wind: avail;
Tana: 26/49, Surges: 11/11, AP: 2, 2nd Wind: avail;
Magma Beast: 20/20
Zombie Soldier 2: 27/54, bloodied, Aegised
Zombie Rotter 1: Cursed
Zombie Rotter 3:
The large zone with black borders around Brondin gives allies +2 power bonus to defenses.[/sblock]
[sblock=Skill Challenge Status]Current Successes: 3
Failures: 0
Ghourra is providing a +2 to the next Dungeoneering or Thievery check.[/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.
- 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

Zombie Rotter - AC: 15, F: 15, R: 11, W: 12

Undead Dog - AC: 16, F: 16, R: 14, W: 13

All zombies have resist 10 necrotic and vulnerable 5 radiant.[/sblock]
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