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<blockquote data-quote="JoeNotCharles" data-source="post: 4685381" data-attributes="member: 79945"><p>As Balth emerges onto the sloping deck, he can see Larinza lying at the feet of one of the creatures, with Janus lurking behind it. Both Larinza and the creature look battered near to death. To the north, Murphy and Shorrin peer over the fallen mast at something on the far side. Balth can't see what, because the canvas of the sail is draped over the mast.</p><p></p><p>Suddenly there is a horrible ripping sound and a fist punches through the sail. Hands grasp and claw at the edges of the rip and tear it wider until it is large enough for a man to pass through. Framed in the opening is a third zombie, this one looking almost undamaged. It steps through the hole and begins advancing slowly towards the embattled warlord.</p><p></p><p>[sblock=Status]</p><p>Actually Balth only takes 4 cold damage. (If I ever said 5 damage in the past from the ongoing cold and cold auras, it was a mistake.) This is enough to bloody him again, though.</p><p></p><p>Balth moves to the hole at F8 (2 move), climbs out (3 move), and then moves back on top of the deck to J8 (7 move). From here he can see Chillborn #3, but not Chillborn #1 because the sail is in the way. (That'll change in a minute, though.)</p><p></p><p>Chillborn #1 moves to N13 and rips a hole in the canvas. Larinza and Balth now have line of sight to it, but it has cover. Murphy and Shorrin have line of sight and it has no cover from them. (Stepping through the hole is just flavour - it actually can't move through until next turn.)</p><p></p><p>As an aside, I had planned to post that from Shorrin's point of view, first advising Murphy to ignore the northern zombie because it can't reach anyone from there anymore, then having to watch it open up a path. But OnlytheStrong came back too soon. You ruin all my plans.</p><p></p><p>Shorrin's turn, then Janus.</p><p></p><p>Balth (J8) - 27 - 14 damage, bloodied</p><p>Chillborn Zombie #1 (N13) - 24 - 6 damage</p><p>Shorrin (P11) - 18 - 22 damage, bloodied << Your turn!</p><p><s>Zombie #1 (K2) - 17</s></p><p><s>Chillborn Zombie #2 (I9) - 15 - 57 damage, bloodied</s></p><p><s>Zombie #2 (M4) - 15</s></p><p>Janus (O5) - 14 (12 when not near Larinza) - 5 damage</p><p>Chillborn Zombie #3 (M4) - 13 - 29 damage, bloodied</p><p><s>Zombie #3 (R14) - 12</s></p><p>Larinza (L5) - 9 - 24 damage, bloodied, immobilized, dying, prone</p><p>Murphy (O12) - 4 - 4 damage</p><p><s>Zombie #4 (P14) - -1</s></p><p>[/sblock]</p><p></p><p><a href="http://tinypic.com/view.php?pic=b8u7bs&s=5" target="_blank"><img src="http://i40.tinypic.com/b8u7bs.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p>(No backup map, imageshack not responding)</p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 4685381, member: 79945"] As Balth emerges onto the sloping deck, he can see Larinza lying at the feet of one of the creatures, with Janus lurking behind it. Both Larinza and the creature look battered near to death. To the north, Murphy and Shorrin peer over the fallen mast at something on the far side. Balth can't see what, because the canvas of the sail is draped over the mast. Suddenly there is a horrible ripping sound and a fist punches through the sail. Hands grasp and claw at the edges of the rip and tear it wider until it is large enough for a man to pass through. Framed in the opening is a third zombie, this one looking almost undamaged. It steps through the hole and begins advancing slowly towards the embattled warlord. [sblock=Status] Actually Balth only takes 4 cold damage. (If I ever said 5 damage in the past from the ongoing cold and cold auras, it was a mistake.) This is enough to bloody him again, though. Balth moves to the hole at F8 (2 move), climbs out (3 move), and then moves back on top of the deck to J8 (7 move). From here he can see Chillborn #3, but not Chillborn #1 because the sail is in the way. (That'll change in a minute, though.) Chillborn #1 moves to N13 and rips a hole in the canvas. Larinza and Balth now have line of sight to it, but it has cover. Murphy and Shorrin have line of sight and it has no cover from them. (Stepping through the hole is just flavour - it actually can't move through until next turn.) As an aside, I had planned to post that from Shorrin's point of view, first advising Murphy to ignore the northern zombie because it can't reach anyone from there anymore, then having to watch it open up a path. But OnlytheStrong came back too soon. You ruin all my plans. Shorrin's turn, then Janus. Balth (J8) - 27 - 14 damage, bloodied Chillborn Zombie #1 (N13) - 24 - 6 damage Shorrin (P11) - 18 - 22 damage, bloodied << Your turn! [s]Zombie #1 (K2) - 17[/s] [s]Chillborn Zombie #2 (I9) - 15 - 57 damage, bloodied[/s] [s]Zombie #2 (M4) - 15[/s] Janus (O5) - 14 (12 when not near Larinza) - 5 damage Chillborn Zombie #3 (M4) - 13 - 29 damage, bloodied [s]Zombie #3 (R14) - 12[/s] Larinza (L5) - 9 - 24 damage, bloodied, immobilized, dying, prone Murphy (O12) - 4 - 4 damage [s]Zombie #4 (P14) - -1[/s] [/sblock] [url=http://tinypic.com/view.php?pic=b8u7bs&s=5][img]http://i40.tinypic.com/b8u7bs.png[/img][/url] (No backup map, imageshack not responding) [/QUOTE]
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