[sblock=Far too late to retcon but...]
In a previous round, Soldier was shifted away from a troublesome spot while prone thanks to opening shove. You can't do that.
DDI said:
Prone
• You grant combat advantage to enemies making melee attacks against you.
• You can’t move from your space, although you can teleport, crawl, or be forced to move by a pull, a push, or a slide.
• You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies.
• You’re lying on the ground. (If you’re flying, you safely descend a distance equal to your fly speed. If you don’t reach the ground, you fall.)
• You take a -2 penalty to attack rolls.
• You can drop prone as a minor action.
http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141DDI
I suspected it couldn't be done but I let that one slide at the time because I couldn't find the precise rule in the PHB that prevented it. But the Compendium really is a better tool for this! I started looking it up after the argument that the zombies should have taken additional curse damage after taking damage from Armor of Agathys. Again, I knew that it shouldn't be so but the PBH was letting me down once more. Long live the compendium. always up to date with all the erratas!
Thanks to all the player who have been crawling away from the Hound and taking the OA instead of jumping on the jurisprudence that they could shift!
Of course I won't retcon, it would be a nightmare! But no more opening shove moving prone PCs away.
[/sblock]
[sblock=Mri'Thas]
Okay, more details would have been appreciatedl...
By the IC description, it seems you crawled to L6, took an OA then missed with a thunderwave (even though you forgot the -2 for being prone) centered on K8.
[/sblock]
The burning effect of the fiery shroud start to die down even though one of the hound still has his pelt on fire. Meanwhile, both zombies at the forefront see their rotten flesh harden and crack under the unnatural cold generated by the warlocks. They are both one solid hit away from shatterring in pieces
But it stops neither the frozen zombies nor the fresh ones from launching in a frenzy. Tsi'Ri takes a solid hit while both Soldier and 7 Rabbit are pressed hard.
The gravehounds ferocity is testament to their bestial nature. Covered in wounds, clearly about to fall apart, they keep pressuring the heroes. Seeing that Mri'Thas is in very perilous position, one hound does not hesitate to go for the throat
Damien urges the zombie next to him to greater feats of strenght but the clumsy monster flails around which sends Damien into a fit of anger.
-''You ****ing stupid ****, just follow through when you ****ing make the jab and ignore her ****ing dagger! You are dead you ****ing ***hole, you don't need to worry about a ****ing light cut!''
With these wise words of advice, the Zombie overruns Tsi'Ris defenses at last and pounds her so hard in the chest she might have broken ribs.
-''Yes! That's how you ****ing do it!''
The wizadress moves carefully into the room, seeing that things are crowded she opts simply to sends a magic missile toward an easy target and despite some jitters still lands a blow squarely on the warriors armor.
Street Level on Virtual Battlemat
[sblock=Actions]
Armor of Agathys
1:Zombie J11 2:Zombie M11 (1d6+4=5, 1d6+4=8)
Save against burning 1:Zombie 2:Gravehound (1d20=10, 1d20=4)
Zombies vs Tsi'Ri, Soldier, 7 Rabbit
1:M11 vs Tsi'Ri AC 18 2:K14 (+1 charge, +2 CA) vs Soldier AC 19 3:J13 vs Soldier AC 19 4:J11 vs 7 Rabbit AC 16+2 (1d20+6=26, 2d6+2=4, 1d20+9=19, 2d6+2=6, 1d20+6=10, 2d6+2=7, 1d20+6=22, 2d6+2=10) crit vs Tsi'Ri, 14 damage, 1 hit vs Soldier 6 damage, hit vs 7 Rabbit, damage 10
Gravehounds vs Mrithas and Soldier
1:Vs Mrithas AC 17 2:vs Soldier AC 19 (1d20+7+2=25, 1d6+3=4, 1d20+7+2=13, 1d6+3=7) Hit Mrithas for 4, miss solider
Damien orders his Zombie to attack Tsi'Ri
vs TsiRi AC 18 (1d20+6+1=14, 2d6+2+2=11) miss
Spends an AP
vs Tsi'Ri AC 18 (1d20+6+1=22, 2d6+2+2=14) hit for 14
Mage vs Soldier
vs Soldier ref 12 (1d20+6=12, 2d4+4=8) hit for 8
[/sblock]
[sblock=Status]
Gravehound L7: 12 (7)/54 cursed (Tsi'Ri), bloodied, burning
Gravehound K12: 7/54 bloodied
Zombie J11 : 11 /40 cursed (7 Rabbit), bloodied
Zombie M11 : 12 /40 cursed (Tsi’ri), bloodied
Damien has expanded his daily White Raven Onslaught Power, Has spent his AP
Callen : 19 / 32
Kama'Zer: 30 / 41
Soldier: 20 (26) / 44 SW spent, Boundless endurance, bloodied
7 Rabbit: 21 +2 /40 Armor of Agathis
Tsi'ri: 18 / 40 bloodied
Mri'Thas: 8 (3) /34 Prone, bloodied, ongoing 5 necrotic (Save ends)
Damien
Perception 17
HP 102; Bloodied 51
AC 20; Fortitude 17, Reflex 16, Will 16
Saving Throws +2
Speed 5
Action Points 1
Longsword (Standard, at-will) Weapon
+9 vs Armor Class; 1d8+6 damage, and the target is marked until the end of the Sergeant Villmore's next turn.
Goons/Guard
Perception 11
HP 37; Bloodied 18
AC 16; Fortitude 12, Reflex 14, Will 12
Speed 6
Mace (Standard, at-will) Weapon
+7 vs Armor Class; 1d8+1 damage, and the human bandit shifts 1 square.
Gravehound
Perception 11; darkvision
HP 54; Bloodied 27; see also death jaws and zombie weakness
AC 14; Fortitude 14, Refl ex 12, Will 11
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Bite (standard; at-will)
+7 vs. AC; 1d6 + 3 damage, and the target takes ongoing 5
necrotic damage (save ends) and is knocked prone if it is Medium
size or smaller.
M Death Jaws (when reduced to 0 hit points) ✦ Necrotic
The gravehound makes a bite attack against a target within its
reach.
Zombie Weakness: Any critical hit to the gravehound reduces it to 0 hit points
Zombie
Perception 10; darkvision
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
–5 penalty.
Zombie Weakness: Any critical hit to the zombie reduces it to 0 hit points instantly.
Human Mage
Perception 14
HP 36; Bloodied 18
AC 16; Fortitude 12, Reflex 13, Will 14
OA : +3 vs Armor Class; 1d8 damage.
[/sblock]