The zombies, reeling under the assault of heroes, are both finished by the unnatural cold aura of 7 Rabbit's curse.
Damien is hurt, there is no mistaking it, and he screams in fury. He retaliates on Kama'Zer and narrowly misses.
The mage seeks to finish her as well as hurting 7 Rabbit and Tsi'ri with lighnting bolt spell that jumps around the battlefield. The warlord still manages to resist the attack and so does the dwarf. Tsi'Ri isn't so fortunate but the unnatural vitality she gained from slaying the cursed zombie saves her from much damage.
Sensing that the battle is lost, the mage abandons Damien to his fate, retreating into the basement.
[sblock=Actions]
Agathys
1:Zombie 2
amien (1d6+4=10, 1d6+4=10)
Damien vs Kama
vs Kama AC 20 (1d20+9=20, 1d8+6=13) -2 for chilling cloud, miss
Dancing Lightning 1:vs KamaZer 2:Vs Tsi'ri 3:Vs 7 Rabbit (Reflex) (1d20+6=11, 1d20+6=24, 1d20+6=15) Only hits Tsi'Ri
Damage
lightning damage (1d6+4=6)
[/sblock]
[sblock=OOC]As far as I am concerned, Damien is fighting to the death and will be killed if brought to 0. He has taken plenty of lethal damage by this point and insisting that the last blow was a mild, non lethal tap on the head won't cut it. I'll just rule that he died from his other wounds.
If you want to capture him, you need to follow the rules about intimidating a bloodied enemy (Standard Action, Intimidate vs DC 26).
Even if you don't capture him, Castor is still safely hidden under the table and should give you enough info to move on with the investigation so you can just cut loose if you want and kill the SOB.[/sblock]
[sblock=Status]
Damien : 32/102 Cursed (Tsi'Ri), Slowed (save end), bloodied, +4 to be hit
Mage : 25/36 (Moved 8 sqaure to the basement)
Damien has expanded his daily White Raven Onslaught Power, Has spent his AP
Callen : 19 / 32
Kama'Zer: 15 / 41 bloodied
Soldier: 26 +4 / 44 SW spent, Boundless endurance, Dazed (save ends)
7 Rabbit: 21 +2 /40 Armor of Agathis
Tsi'ri: 18 / 40 bloodied
Mri'Thas: 16 /34 bloodied
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]