With holy light bright as the noon day sun, Brondin lays low two of the zombies and leaves a protective aura for his allies to use in their assault.
A zombie, dragging a longsword, moves toward the shouting warden and swings its rusted weapon at him. The undead catches the dwarf whilst he's praying, stabbing him deep into his shoulder. The other remaining zombie shambles over to the drow and slams a dirty, clawed hand against Bellegon's arm, drawing blood.
GM: | You know, I've been watching the thread for the past two days and have been thinking, "What's taking them so long? They never take this much time to post." Then I realized everyone was waiting on me. And then I realized I'm a moron.
Players' turn now. | |
[sblock=Enemy Actions]
Zombie Soldier (J16)
Move - > J16
Standard -
- Target - Brondin
- Attack - Longsword vs. AC 22; 1d20+9=29; CRIT 17 damage.
Zombie Rotter (D17)
Move - > D17
Standard -
- Target - Bellegon
- Attack - Slam vs. AC 18; 1d20+10=29; 5 damage.
[/sblock][sblock=Please Read]
GM: | Here's how this will work: The skill challenge will still continue through the combat. If there isn't at least one primary skill check, or there is a failed primary skill check at any time, during the round, more zombies will enter the fight. So, the group will have to decide how much emphasis they want to put on fortifying the temple defenses and how much they want on quelling the zombie surge.
Each primary skill (Athletics, Dungeoneering, Religion, Thievery) requires a standard action; Perception requires a minor action.
See Skill Challenge Status sblock for current totals. | |
[/sblock][sblock=ADDENDUM]As with all skill challenges, if you have a skill not listed within the primary skill list, but can come up with a way that will allow it to be useful (as a couple of people have asked about Arcana) feel free to use it. The DC for the check will be the same as the other primary skill checks.
I apologize for not mentioning this earlier.[/sblock][sblock=Skill Challenge Status]
- Current Successes: 5
- Failures: 2
[/sblock][sblock=Map]
Green aura is Brondin's Rune of Undeniable Dawn. Allies receive +2 to defenses while in it.[/sblock][sblock=Status]Bellegon (C18) - HP:
45/50, Surges: 5/7, AP: 1, Second Wind: avail
Brondin (J15) - HP:
28/48, Surges: 9/11, AP: 0, Second Wind: avail; +2 all defenses
Deimos (I5) - HP:
40/40, Surges: 7/8, AP: 1, Second Wind: avail
Ghourra (K16) - HP:
42/42, Surges: 7/10, AP: 1, Second Wind: avail; +2 all defenses
Tana (L14) - HP:
40/49, Surges: 11/11, AP: 1, Second Wind: avail; +2 all defenses
Zombie Soldier (J16) - HP:
46/54
Zombie Rotters (D17) - HP:
1/1
[/sblock][sblock=Enemies]
Zombie Soldier - AC: 20, F: 17, R: 17, W: 15
+9 vs. AC; 2d6+5 damage.
Imm. Int. (when an adjacent foe attacks a zombie rotter) - +9 vs. AC; 1d8+5 damage, and the target suffers -4 to triggering attack.
Zombie Rotter - AC: 15, F: 15, R: 11, W: 12
+10 vs. AC; 5 damage.[/sblock]