Murphy, Balth and Shorrin all open fire - Murphy's blast rocks the northern zombie back a step, but it keeps coming. Balth's first arrow goes wide, but his second pings ineffectually off the southern zombie's frost-covered skin. Shorrin's hammer merely strikes chips from the ice near the zombie's feet.
The zombie tears his way through the sail and advances through the rent in the ship, splintered boards towering over its head. The creature slowly approaches Larinza's bleeding body and stares down at it. It exhales a low moan and vapour dribbles from its jaws and nostrils.
[sblock=Status]
Larinza passes another death saving throw.
Murphy hits the northern zombie for 10, then moves to R8.
Balth's first shot misses, second hits the southern zombie for 1.
Chillborn #1 moves to L6 with a double move.
Shorrin's throw misses.
Janus's turn. He takes 4 cold damage, bloodying him (in fact, I think he was already bloodied) and needs to make a saving throw against the ongoing cold at the end of his turn. Also, as a warning, it does extra damage to immobilized targets so if it hits you on its next turn its really gonna hurt.
Something's not right about Janus's hp - his stat block and my status block disagree about how much damage he's taken. Enworld's being slow right now so I'll have to go back through the fight to double check later.
You guys should really consider using some action points or daily powers soon. I believe Larinza's Inspiring Presence works even when she's dying.
Balth (J8) - 27 - 14 damage, bloodied
Chillborn Zombie #1 (N13) - 24 - 16 damage
Shorrin (P8) - 18 - 22 damage, bloodied
Zombie #1 (K2) - 17
Chillborn Zombie #2 (I9) - 15 - 57 damage, bloodied
Zombie #2 (M4) - 15
Janus (Q5) - 14 (12 when not near Larinza) - 18 damage, bloodied, immobilized, ongoing cold << Your turn
Chillborn Zombie #3 (P5) - 13 - 36 damage, bloodied
Zombie #3 (R14) - 12
Larinza (L5) - 9 - 24 damage, bloodied, dying, prone
Murphy (R8) - 4 - 4 damage
Zombie #4 (P14) - -1
[/sblock]
