The wizard lays crumpled on the battlefield, smile still in place.
Cairn takes a moment to recover, he concentrates and the floor pulls up flowing over his form, repairing some damage and creating additional layer of armor over him. It also frees him from the zombie explosion caused sluggishness. He will make sure next zombie attack misses so he can go after the leader.
Hey wake up! Christina say moving over to Nyar.
There are still badguys to blast with your magic! Using the ancient technique passed down by generations of druids, that of shaking one vigorously by the shoulders, Christina manages to rouse Nyar.
Narvala faces the leader again.
"You are correct, this is intolerable." She said.
"I can not allow your abominations to stand." And another burst of divine energy enveloped the leader and one of the humans.
Narvala kills the Leaders in a searing burst of red energy.
"Argggghhh." he cries as he dies. The rest of the humans look around nervously, but the zombie takes no notice and continues its attack.
"You might want to consider throwing down your weapons now." Narvala said, addressing the humans. It was possible they were only hired muscle, in which case Breland's justice might well let them live if they were sufficiently cooperative. The zombie would have to be destroyed, of course.
Yeah you think you can beat us adventurerers? Christina says.
Give up now or we will pond you good and feed your to the bears! Pooh growls and licks his lips to back up her statement.
Baern comes down as fast as he can. Baern drops Tooth, draws his handaxe and moves down the crates. Reaching the bottom he throws one at a human and charges in on the last zombie.
It appears that there is someone that the brigands are more afraid of than even death. They head back up towards the catwalk, but continue to pelt the team with sling bullets. The first one misses Baern by a lot, the second one seeing Nyar stirring fires again at the Wizard, but also misses by a lot. The first shakes off the damage and the second pulls out a potion bottle.
Seeing the mass of stone surrounding Cairn, even the stupid zombie decides that there are easier pickings. It turns to attack the fleshling that just hit it, but misses terribly.
[sblock=OOC]
Note: If you cannot see the maps well, you can look at an earlier map to see where the crates are and what color they are.
Note: PCs are still down below the catwalk. If your PC is shown as on top of the catwalk on the map, s/he is really below the catwalk until you get up there.
Narvala hits the Leader for 17.
Note: Since johnmeier1 had Baern attack Human 1 which is illegal and since Human 4 has Superior Cover vs. Baern, I'm changing the target to Human 2.
Baern hits Human 2 for 5, takes 5 damage, and hits Zombie 4 for 9.
Human 2 misses Baern.
1 misses.
Human 4 misses Nyar.
3 misses.
Zombie 4 misses Baern.
5 misses.
10/41 Nyar,
bloodied, prone
40/84 Cairn,
bloodied, resist cold 5 and 2 squares around Cairn are difficult terrain for the enemies, regeneration 5 while bloodied, +2 all defenses USNT Cairn, +4 AC UENT Cairn
29/45 Christina
11/22 Pooh,
bloodied
12/12 Rabberta
Human 2, (on green crates up 3)
16 Human 4, (on green crates up 3)
63 Zombie 4 (aura 1),
bloodied
118 Leader, (on green crates up 3, under the catwalk), dead
36/50 Narvala
22/62 Baern,
bloodied
Special note: if a PC enters a Zombie Aura, s/he will take 5 damage as if starting in the aura.
It's the PC's turn.
Ceiling: The ceiling is 35 feet overhead.
Catwalks: These metallic walkways, standing 20 feet above the floor, aid in the movement and placement of crates. A sequence of chains and pulleys runs across the underside of the catwalks. This enables a character to climb, hand-over-hand, along the underside of these catwalks with a DC 20 Acrobatics or Athletics check, at normal climbing speed. Except where the ladders stand, the catwalk has a railing all the way around. Anyone wishing to deliberately climb or leap over the railing must spend an extra square of movement to do so, and any push, pull, or slide effect that would drag a creature over that railing must also spend an extra square to do so.
Crates: Each individual crate is roughly 5 feet (1 square) high, but they are often stacked two or three crates (that is, 10 or 15 feet, or 2 or 3 squares) in height, as marked on the map. Stepping up on a single crate requires an extra square of movement, while moving down a single crate does not cost any additional movement. Climbing two or three crates requires a DC 18 Athletics check. So, climbing from a height of zero to one crate to two crates to three crates is two squares for the first, two for the second and two for the third without a check. But climbing straight up two crates is an Athletics check.
Ladders: The ladders are all 20 feet (4 squares) in height, but count as 8 squares of movement. A DC 12 Acrobatics or Athletics check allows a character to climb them at the normal 4 squares of movement if the player declares as part of the comment on Invisible Castle that s/he is doing a fast climb.
Stairs: The stairs to the south count as difficult terrain.
The yellow crates are one square high.
The red crates are two squares high.
The green crates are three squares high.
Entire room except columns 27, 28, and 29 are fully lit up.
[/sblock]