Unable to get to the hidden panel quickly, Boruuk smashes his axe savagely against his foe.
[sblock=Boruuk's Actions]
Minor: Stone's Endurance - resist 5 damage TENT
Standard:
Brash Strike on Zombie 3, 24 to hit, 22 damage
I assumed last round that Boruuk's changed action included dropping all of the actions and replacing them with Total Defense, not just the move and lift gates. So, his Stone's Endurance was not used and he took 5 damage last round.
[/sblock]
Realizing that she could not fire her bow without getting attacked often and needing to get out of the cold chill, Tirial teleports past Zombie 4 and then takes a risky chance to kill Zombie 2 in an attempt to save her friends. Unfortunately, both attacks miss. She then takes a desparate shot at Zombie 4, but that misses as well.
[sblock=Tirial's Actions]
Move: Fey Step to E14
Minor: Hunter's Quarry on Zombie 4
Standard: Two Fanged Strike on Zombie 2, if it drops, second attack on Zombie 4
Free: Rebounding Greatbow on Zombie 4
Zombie 2, 20 to hit, 20 damage, 15 to hit, 12 damage
Zombie 4, 15 to hit, 17 damage forgot quarry damage, but it didn't matter.
The reason to go to E14 is to both get out of the cold, and to prevent Zombie 4 from charging Tirial. She can then shift back each round and still attack. It also sets up Prime Shot for her against Zombie 4 every round.
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Zombie 3's scimitar slash glances off of Boruuk's armor, but Zombie 4 misses Tirial by a lot.
[sblock=OOC]
Any PC within 2 squares of Zombie 1 or Zombie 2 takes 5 cold damage at the start of their turn. I won't add it to your PC's total until after your turn unless it will knock you unconscious, so please add it to your stat block when your turn is over.
Note: Unlike most auras, these auras do stack. So, a PC within 2 of both of these zombies takes an automatic 10 damage at the start of their turn.
Boruuk hits Zombie 3 for 22.
Tirial teleports past Zombie 4 and then misses two attacks on Zombie 2 and one attack on Zombie 4.
Zombie 3 misses Boruuk.
Zombie 4 moves up to Tirial and misses her.
Artemus 31/44
Hasifar 43/46, immobilized (save ends)
Knoepf 37/45, immobilized (save ends)
Zombie 1, 16
Zombie 2, 58,
bloodied
Boruuk 46/62, Combat Advantage to Zombie 3, resist 5 damage TENT
Tirial 26/50
Zombie 3, 22, Marked
Zombie 4, Hunter's Quarry
It's Artemus' turn.
The two portcullises are made of strong metal and are located between E7 and E8, and between E9 and E10. Any attacks through them result in a +2 cover bonus for the target. Nobody can move through the portcullises. An attack through both portcullises results in a +5 total cover bonus for the target. An attack through a portcullis at a target inside of an alcove results in a +5 total cover bonus.
Players can attempt to come up with ways to bypass the portcullises. Describe what you are attempting to do and I will let you know what type of roll is required.
The little blue and white squares on the map are side effects of Maptools that I could not remove. Please ignore them.
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