[sblock=dimsdale]
I need a saving throw for last round vs. the Slow.
[/sblock]
Yes, I'll try Hsifar. With all of his might he trys to move his cold, numb limbs. He begins to move slowly, but make his way towards the alcove, behind Hasifar. Turning back he mumbles a prayer, which causes the frost producing zombie to glow a silvery hue. "
Hit him Hasifar."
Knoepf lowers his guard in a valiant attempt to help. The zombie swings at Knoepf, but Knoepf is ready and ducks. But, his silver flames just misses the Zombie.
Knoepf is not so lucky when the Zombie swings a second time and hits Knoepf in the knee.
Boruuk continues to smash at his foe, desperate to help those still in the trap. His axe lands with a satisfying crunch.
[sblock=Boruuk's Actions]
Standard:
Brash Strike on Zombie 3, 28 to hit, 16 damage
[/sblock]
"Thanks Hasifar!" Tirial calls out.
"I thought I was in serious trouble. Let's see if I can return the favor."
Tirial fires two arrows at the Zombie, but it is just too well hidden to hit.
[sblock=Tirial's Actions]
Minor: Hunter's Quarry on Zombie 1
Standard: Twin Strike on Zombie 1
Zombie 2, 19 to hit, 10 damage, 10 to hit, 5 damage, 2 hunter's quarry damage
[/sblock]
Zombie 3's scimitar hits Boruuk in the shoulder.
[sblock=OOC]
Any PC within 2 squares of Zombie 1 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.
Zombie 1 misses Knoepf with an Opportunity Attack.
Knoepf misses Zombie 1.
Zombie 1 hits Knoepf for 5 and immobilizes him.
Boruuk hits Zombie 3 for 16.
Tirial misses Zombie 1 twice.
Zombie 3 hits Boruuk for 7.
Artemus 14/44,
bloodied, slowed (save ends)
Hasifar 38/46, immobilized (save ends), +1 AC TSNT
Knoepf 10/45,
bloodied, immobilized (save ends), slowed (save ends)
Zombie 1, 26
Boruuk 39/62, Combat Advantage to Zombie 3
Tirial 26/50
Zombie 3, 46, Marked,
bloodied
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.
Wow. I'm getting dizzy NPCing 3 PCs.

[/sblock]