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<blockquote data-quote="JoeNotCharles" data-source="post: 4693126" data-attributes="member: 79945"><p>[sblock=Shorrin]</p><p>That roll will make the jump, but to get your running start without slipping on the ice you'll need to pass another Athletics check (DC 10) since you're moving faster than half speed. To keep things moving, I'll just roll it for you... <a href="http://invisiblecastle.com/roller/view/1962807/" target="_blank">10! Just barely a pass.</a></p><p></p><p>Also, remember to mention that your attacks mark your opponent, otherwise I'll forget.</p><p>[/sblock]</p><p></p><p>Shorrin leaps across the gap and comes crashing down on the deck... and just keeps sliding, crashing head first into the zombie and sending it flying. At the last second he whips his warhammer around and manages to transform his slide into a graceful spinning attack that strikes the zombie on its way down, noticeably denting its head. The zombie struggles feebly to rise.</p><p></p><p>[sblock=Janus]</p><p>Sorry, I don't see any way to let you move Larinza as part of your move. You're moving to M4, and then pulling her towards you - that's a separate action.</p><p></p><p>I <em>will</em> let you move her as part of the heal check, though!</p><p>[/sblock]</p><p></p><p>Janus pulls Larinza's unconscious body towards him and wraps her in one of his furs. She slowly shops shivering uncontrollably.</p><p></p><p>[sblock=Status]</p><p>Shorrin moves to K8, bloodies the zombie and knocks it prone. (I accidentally posted that it was bloodied last round, but I'd done the math wrong.)</p><p></p><p>Janus and Larinza move to M4, and Janus stablizes Larinza - she no longer needs to make saving throws, but it still at -4 hp until she receives more healing.</p><p></p><p>Murphy's up, then Balth. Balth will take 4 cold damage unless something changes about the situation before his turn.</p><p></p><p>Balth (J8) - 27 - 14 damage, bloodied</p><p>Chillborn Zombie #1 (K7) - 24 - 34 damage, bloodied, prone, marked (by Shorrin)</p><p>Shorrin (K8) - 18 - 22 damage, bloodied</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><s>Chillborn Zombie #3 (P5) - 13 - 54 damage, bloodied</s></p><p>Janus (M4) - 12 - 13 damage, bloodied</p><p><s>Zombie #3 (R14) - 12</s></p><p>Larinza (M4) - 9 - 28 damage, bloodied, unconscious, prone</p><p>Murphy (R8) - 4 - 1 damage << Your turn</p><p><s>Zombie #4 (P14) - -1</s></p><p>[/sblock]</p><p></p><p><a href="http://tinypic.com/view.php?pic=wsnuyp&s=5" target="_blank"><img src="http://i42.tinypic.com/wsnuyp.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p><a href="http://img145.imageshack.us/my.php?image=shipwreckmap.png" target="_blank">(Backup map)</a></p><p></p><p>[sblock=Map credit]</p><p>I wanted to credit the author of this beautiful map, but I forgot where I downloaded it from. I finally found the URL last night. You can find it, and lots of other great maps, <a href="http://rpgmapshare.com/index.php?q=gallery&g2_itemId=22763" target="_blank">here</a>.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 4693126, member: 79945"] [sblock=Shorrin] That roll will make the jump, but to get your running start without slipping on the ice you'll need to pass another Athletics check (DC 10) since you're moving faster than half speed. To keep things moving, I'll just roll it for you... [url=http://invisiblecastle.com/roller/view/1962807/]10! Just barely a pass.[/url] Also, remember to mention that your attacks mark your opponent, otherwise I'll forget. [/sblock] Shorrin leaps across the gap and comes crashing down on the deck... and just keeps sliding, crashing head first into the zombie and sending it flying. At the last second he whips his warhammer around and manages to transform his slide into a graceful spinning attack that strikes the zombie on its way down, noticeably denting its head. The zombie struggles feebly to rise. [sblock=Janus] Sorry, I don't see any way to let you move Larinza as part of your move. You're moving to M4, and then pulling her towards you - that's a separate action. I [i]will[/i] let you move her as part of the heal check, though! [/sblock] Janus pulls Larinza's unconscious body towards him and wraps her in one of his furs. She slowly shops shivering uncontrollably. [sblock=Status] Shorrin moves to K8, bloodies the zombie and knocks it prone. (I accidentally posted that it was bloodied last round, but I'd done the math wrong.) Janus and Larinza move to M4, and Janus stablizes Larinza - she no longer needs to make saving throws, but it still at -4 hp until she receives more healing. Murphy's up, then Balth. Balth will take 4 cold damage unless something changes about the situation before his turn. Balth (J8) - 27 - 14 damage, bloodied Chillborn Zombie #1 (K7) - 24 - 34 damage, bloodied, prone, marked (by Shorrin) Shorrin (K8) - 18 - 22 damage, bloodied [s]Zombie #1 (K2) - 17[/s] [s]Chillborn Zombie #2 (I9) - 15 - 57 damage, bloodied[/s] [s]Zombie #2 (M4) - 15[/s] [s]Chillborn Zombie #3 (P5) - 13 - 54 damage, bloodied[/s] Janus (M4) - 12 - 13 damage, bloodied [s]Zombie #3 (R14) - 12[/s] Larinza (M4) - 9 - 28 damage, bloodied, unconscious, prone Murphy (R8) - 4 - 1 damage << Your turn [s]Zombie #4 (P14) - -1[/s] [/sblock] [url=http://tinypic.com/view.php?pic=wsnuyp&s=5][img]http://i42.tinypic.com/wsnuyp.png[/img][/url] [url=http://img145.imageshack.us/my.php?image=shipwreckmap.png](Backup map)[/url] [sblock=Map credit] I wanted to credit the author of this beautiful map, but I forgot where I downloaded it from. I finally found the URL last night. You can find it, and lots of other great maps, [url=http://rpgmapshare.com/index.php?q=gallery&g2_itemId=22763]here[/url]. [/sblock] [/QUOTE]
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