
Aardvark DM |

Again, sorry for moving so slow, it was a hectic weekend for homework/yardwork.
As you all circle around and catch glimpses inside, more forms stand up groaning, shambling towards the openings and the group. Some are decayed to the point of almost falling apart, others look as they have weathered the years much better, and are experienced in the weapons and armor they bear. There is one standing amongst the most of them, who looks like he once wore the finery of having held office. Now they are nothing more than tattered rags hanging off his rotting form.
Booj 1d20 - 1 ⇒ (11) - 1 = 10
Roedd 1d20 ⇒ 8
Armand 1d20 ⇒ 12
Jacen 1d20 + 4 ⇒ (12) + 4 = 16
Yuriel 1d20 + 1 ⇒ (1) + 1 = 2
Seljak 1d20 + 4 ⇒ (16) + 4 = 20
You recognize them as zombies, six zombie rotters, three zombie soldiers and a shard zombie all medium natural animates (undead). Most zombies are created using a foul ritual. Once roused a zombie obeys its creator and wants nothing more than to kill and consume the living.
Booj 1d20 + 4 ⇒ (9) + 4 = 13
Roedd 1d20 + 1 ⇒ (20) + 1 = 21
Armand 1d20 + 3 ⇒ (8) + 3 = 11
Jacen 1d20 ⇒ 15
Yuriel 1d20 + 2 ⇒ (13) + 2 = 15
Seljak 1d20 ⇒ 19
ZS 1d20 + 2 ⇒ (6) + 2 = 8
ZR 1d20 - 1 ⇒ (4) - 1 = 3
SZ 1d20 + 2 ⇒ (9) + 2 = 11
START of ROUND 1
Roedd -
Seljak -
Yuriel -
Jacen -
Booj -
Armand -
SZ -
ZS1 -
ZS2 -
ZS3 -
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
Wow, not sure if I will get a turn, since you ALL go before the monsters, lol. Not that I knew it when planning the encounter, but it is also Zombie appreciation month.

Aardvark DM |

Roedd launches a javelin at the back of a zombie, through the bush enshrouded gap between crumbling walls. Mid-flight the javelin takes the form of a small stinging insect swarm, which seems to stop at the wall, unable to find its quarry.
ROUND 1
Seljak -
Yuriel -
Jacen -
Booj -
Armand -
SZ -
ZS1 -
ZS2 -
ZS3 -
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
Roedd -

Aardvark DM |

Sorry, still a little spacey this week
ROUND 1
Seljak - Delaying
Yuriel -
Jacen -
Booj -
Armand -
SZ -
ZS1 -
ZS2 -
ZS3 -
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
Roedd -

Seljak |

Sorry for taking so long to respond - still in the hospital - will be discharged tomorrow morning. If anything below is impossible (if I misread the map) just take appropriate action. Will catch up after I finally get sleep.
Move Action: Seljack will move up to the gap in the wall at I21
Minor Action: Battleminds Demand, mark Z3
Standard Action: Charge ZR2 1d20 + 3 ⇒ (1) + 3 = 4
"Dey undead! Return des' bom'in'nations to da earth"

Aardvark DM |

NP, Seljak, I understand. I just spaced off on your delay.
Seljak moves up to an opening in the crumbling building. He calls out to the armed and armored zombie, letting him know he's coming for him. He then charges his other foe. The marked zombie sees Seljak coming and lashes out in defense of the lesser zombie.
Immed Interrupt, attack 1d20 + 9 ⇒ (16) + 9 = 25 vs AC, damage 1d8 + 3 ⇒ (8) + 3 = 11 and you take a -4 to the attack roll against the other zombie.
While protecting its ally, it hits Seljak hard with the blade of its Long sword. The strike does nothing against Seljak's attack, as he almost seems too unnerved to have hit the thing in the first place.
ROUND 1
Yuriel -
Jacen -
Booj -
Armand -
SZ -
ZS1 -
ZS2 -
ZS3 -
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
Roedd -
Seljak -

Seljak |

DM:
"Close-in troops focus on de armored ones, dun swing at de udder ones less we got de armored ones destracted!" Seljak demonstrates what will happen if this advice is ignored.
Current hit points: 22/33
Did not obey my own advice, that's what I get for being awake for 72 hours (actually, I got almost 3 hours sleep!).

Yuriel Gard |

"Let us pin them in their ruin, so that Armand can overwhelm them with the power of the storm goddess." Yuriel strides forward to block a section of collapsed wall, Seljak's warning loud in his memory.
Move to K15. Cleave strike against whichever target is heavily armored, and mark. Extra damage (+4) against the other target. 1d20 + 8 ⇒ (5) + 8 = 131d8 + 4 ⇒ (7) + 4 = 11.

Aardvark Barbarian |

Yuriel moves up to block the entrance, striking at the zombie in the doorway. The zombie moves his shield up to block, knocking Yuriel's spear thrust away from both itself and the one next to it.
ROUND 1
Jacen -
Booj -
Armand -
SZ -
ZS1 - Marked by Yuriel
ZS2 -
ZS3 - Marked by Seljak
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
Roedd -
Seljak -
Yuriel -

Jacen Ramirez |

Señor Ramirez joins the fray by advancing to L16 and tracing an invocation in the air. A brilliant ray sears the closest zombie with divine radiance.
Lance of Faith targeting Zombie Soldier 1
1d20 + 4 ⇒ (16) + 4 = 20 vs Reflex; 1d8 + 4 ⇒ (7) + 4 = 11 radiant damage.
Hit: Yuriel gains a +2 power bonus to his next attack roll against ZS1.
___
24/24 HP; 8/8 Surges:
Initiative +0; Speed 5
Passive Perception 14, Passive Insight 19; Low-light vision
AP: 1
Conditions: none
Dailies:
Encounters:

Aardvark DM |

Jacen moves forward, and while the zombie has its shield held high blocking Yuriel's strike, focuses divine energy into a beam that strikes it in the chest.
The zombie lets out a horrid shriek, as Jacen's lance of Kavast's radiant energy appears to burn it like acid. Leaving Yuriel a weak spot to strike.
ROUND 1
Booj -
Armand -
SZ -
ZS1 - Marked by Yuriel
ZS2 -
ZS3 - Marked by Seljak
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
Roedd -
Seljak -
Yuriel - +2 to hit ZS1
Jacen -

Booj |

With an enthusiastic whoop, the goblin bounds toward the house, cartwheeling at the last to throw a foot at the zombie facing Yuriel.
Move to K14. Five Storms vs ZS1 Ref. Nothing special.
1d20 + 4 ⇒ (10) + 4 = 141d8 + 4 ⇒ (2) + 4 = 6

Aardvark DM |

Booj, whirling and whooping, rushes to the fight. He strikes at the legs of the forward zombie knight. His strike results in a resounding crack, putting the zombie off-balance and staggering.
He's bloodied
ROUND 1
Armand -
SZ -
ZS1 - Bloodied, Marked by Yuriel
ZS2 -
ZS3 - Marked by Seljak
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
Roedd -
Seljak -
Yuriel - +2 to hit ZS1
Jacen -
Booj -

Aardvark DM |

The zombie dressed in decaying finery bides his time, as he watches the fight unfurl. The zombie knights facing their obvious foe, strike at them.
ZS1 attack Yuriel 1d20 + 8 ⇒ (15) + 8 = 23 vs AC, damage 1d8 + 3 ⇒ (1) + 3 = 4, the damaged one just barely nicking Yuriel.
The other sidesteps before it swings, ZS3 to H19, attack Seljak1d20 + 8 ⇒ (11) + 8 = 19 vs AC, damage 1d8 + 3 ⇒ (4) + 3 = 7 and hits Seljak again, but not with quite the same force he used while protecting the other. The two strikes combined, however, have caused significant injury to the grizzled veteran.
The one remaining soldier goes after the lurker in the trees. Working his way out of the shrub filled hole in the wall, he charges after Roedd. Charge Roedd 1d20 + 9 ⇒ (19) + 9 = 28 vs AC, damage 1d8 + 3 ⇒ (8) + 3 = 11. Just as fiercely as the one defending his ward from Seljak, the zombie hits Roedd for his attempted attack.
The other zombies all crowd up to get at the group, eager to wrench life from these offensive creatures.
ZR1, attack Yuriel 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24 vs AC, damage 1d1 + 5 ⇒ (1) + 5 = 6 shift to J17
ZR2, attack Seljak 1d20 + 6 ⇒ (13) + 6 = 19 vs AC, damage 1d1 + 5 ⇒ (1) + 5 = 6
ZR3, charges Roedd 1d20 + 7 ⇒ (3) + 7 = 10 vs AC, Miss
ZR4, attack Booj 1d20 + 6 ⇒ (18) + 6 = 24 vs AC, damage 1d1 + 5 ⇒ (1) + 5 = 6
ZR5, attack Seljak 1d20 + 6 ⇒ (2) + 6 = 8 vs AC, Miss
ZR6, attack Yuriel 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6 vs AC, Miss
In the mass of flying bites and claws, Seljak, Yuriel and Booj all take a hit. Seljak looking more worse for the wear.
The zombie in finery moves up to get a good view of all the action, points at the nearby two of the three-pronged assault and issues a command, hissing forth with a hollow echoing quality "Taaaakkke thhheeeem". Moves to H16, close burst 10, up to 4 ZR's make a melee basic.
ZR2, attack Seljak 1d20 + 6 ⇒ (11) + 6 = 17 vs AC, damage 1d1 + 5 ⇒ (1) + 5 = 6 Seljak is grabbed
ZR4, attack Booj 1d20 + 6 ⇒ (3) + 6 = 9 vs AC, Missed, Booj shifts to L15
ZR5, attack Seljak 1d20 + 6 ⇒ (20) + 6 = 26 vs AC, damage 1d1 + 5 ⇒ (1) + 5 = 6 Seljak drops to -3
ZR6, attack Yuriel 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14 vs AC,damage 1d1 + 5 ⇒ (1) + 5 = 6 Yuriel is grabbed
The two grasping at Seljak is all that his body could take up to that point as he drops to the ground. One makes a feeble swipe at Booj who nimbly backs away. The one at the corner is eager to get a hold of Yuriel and grabs him, aggravating his previous injuries.
Start of ROUND 2
Roedd -
Seljak - Dying
Yuriel - Bloodied, Grabbed by ZR6, +2 to hit ZS1
Jacen -
Booj -
Armand -
ZS1 - Bloodied, Marked by Yuriel
ZS2 -
ZS3 -
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
SZ -

Booj |

To Armand, "Seems that only Jacen has any luck today. Shields up, everyone, here they come!"
Hey! I know I'm a slave and all . . . ;-)
DM:

Roedd |

Immediate Reaction: Spirit's Rebuke 1d20 + 7 ⇒ (10) + 7 = 17 v AC
if hit: damage 1d6 + 4 ⇒ (6) + 4 = 10 and pushed to H or G5. Not sure which mob is the one that missed
Move Action: Shift back to F2
Standard Action: Possessing Spirit 1d20 + 7 ⇒ (4) + 7 = 11 v Will against soldier.
If hit damage 1d6 + 4 ⇒ (3) + 4 = 7 and the soldier will make a basic against the zombie adjacent. If that hits both are dazed til end of my next turn
Get back corff or I'll bury you!

Aardvark DM |

Roedd takes the opportunity of the zombie's overreached swing to strike at him with his javelin. Unfortunately he wasn't aware to what lengths the soldier will go in defense of the lesser undead.
Roedd's reaction attack on the rotter, provokes the interrupt attack of the soldier. Attack Roedd 1d20 + 9 ⇒ (10) + 9 = 19 vs AC, damage 1d8 + 3 ⇒ (3) + 3 = 6 Roedd takes a -4 to the triggering attack.
The soldier not completely prepared for Roedd's reaction, just scores a small wound with his rusty blade. It is enough to make a visible difference in how he is faring. It was not enough, though, to prevent Roedd from hitting his target.
The struck zombie crumbles under the force of Roedd's blow.
Since, you didn't know that the rotter was dead, I would ask if you would have wanted to use a different attack, so I'm ok if it was an at-will instead. Regardless you rolled a 4, but at least you didn't use up your encounter.
Surprised by the crumbling of the first zombie, Roedd is off the mark with his follow up strike.
ROUND 2
Yuriel - Bloodied, Grabbed by ZR6, +2 to hit ZS1
Jacen -
Booj -
Armand -
ZS1 - Bloodied, Marked by Yuriel
ZS2 -
ZS3 -
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
SZ -
Roedd - Bloodied
Seljak - Dying, failed 1st death save

Yuriel Gard |

Sorry Booj, missed that. Two effective people :) . Aardvark, does ZR6 hit my AC with a 14? Or was it against some other defense?
Yuriel twists in the undead thing's grip, seeking to break free. At the same time he lashes out against the soldier that is still suffering from Jacen's radiant attack.
Move action to escape grab. Athletics v Fortitude. 1d20 + 9 ⇒ (7) + 9 = 16. Comeback strike on ZS1. 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28 vs AC. Damage 2d8 + 4 ⇒ (3, 6) + 4 = 13. If hit I can spend a healing surge.
"Jacen, can you help Seljak? I think Booj and I can hold these... Armand, these things go down easy... can you hit a bunch of them at once, before they spread out?"

Aardvark DM |

No, Yuriel, oversight on my part. You were missed and not grabbed, and not bloodied
Despite the teasingly grasping limbs of the zombie to his front right, Yuriel manages to get a solid hit on the soldier before him. The hit is telling, but not quite enough to remove the threat. The strike does, however, get Yuriel's adrenaline flowing and amps him up for the combat.
ROUND 2
Jacen -
Booj -
Armand -
ZS1 - Bloodied, Marked by Yuriel
ZS2 -
ZS3 -
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
SZ -
Roedd - Bloodied
Seljak - Dying, failed 1st death save
Yuriel -

Jacen Ramirez |

Move to I20.
Standard: Healing Strike targeting ZS3.
1d20 + 6 ⇒ (13) + 6 = 19 vs AC; 2d8 + 3 ⇒ (3, 6) + 3 = 12 radiant damage.
Hit: Seljak can spend a healing surge to regain surge value plus 4 = 4 HP.
Minor: Healing Word on Seljak and he can spend a healing surge to regain surge value plus 1d6 + 4 ⇒ (5) + 4 = 9 HP.
Without skipping a beat, Jacen moves to the right of the building to aid Seljak.
___
24/24 HP; 8/8 Surges:
Initiative +0; Speed 5
Passive Perception 14, Passive Insight 19; Low-light vision
AP: 1
Conditions: none
Dailies:
Encounters: Healing Strike, Healing Word 1/2

Aardvark DM |

Just a side note, it's Xollest, but pronounced Zollest.
Jacen rushes over to aid his fallen comrade, and shore up the hole in their defenses. Using a strike of divine energies, Jacen gets in past the soldier's defenses and sears him with radiance. The likes of which, seem to rush over Seljak's wounded form granting him life.
As he comes to, Jacen then gives him a blessing of Kavast's grace. This blessing Seljak harnesses to extend to his nearest allies, through the connection they all share with the firmament of Seljak's own God.
ROUND 2
Booj - 3 temp HP
Armand -
ZS1 - Bloodied, Marked by Yuriel
ZS2 -
ZS3 - Marked by Jacen
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
SZ -
Roedd - Bloodied
Seljak - Prone, 5 temp HP
Yuriel - 3 temp HP
Jacen - 3 temp HP

Booj |

Booj steps forward again and lashes out.
Move to K14. Five Storms vs ZS1 and Z(R?)4 Ref.
1d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (8) + 4 = 121d8 + 4 ⇒ (3) + 4 = 7
Maybe lucky enough to hit ZR4. If so, then Flurry of Blows to do 5 to ZS1.
HP:19+3/25

Aardvark DM |

The zombie soldier, in it's fervor to protect, strikes at Booj for attacking the other zombie. Forgetting that it gives Yuriel a chance to strike him.
I will roll the melee basic (+2) for Yuriel's combat challenge interrupt, just to resolve this whole attack at once. 1d20 + 10 ⇒ (1) + 10 = 11 vs AC
However, Yuriel wasn't prepared for the zombie to make such a bold move.
Now the ZS1's interrupt against Booj 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18 vs AC, damage 1d8 + 3 ⇒ (2) + 3 = 5 and Booj suffers a -4 to the triggering attack roll
The soldier strikes Booj during his attack, hitting his arm and just barely knocking it aside, foiling his attack. The strike did little to Booj though, due in part to Xollest's earthen embrace.
ROUND 2
Armand -
ZS1 - Bloodied, Marked by Yuriel
ZS2 -
ZS3 - Marked by Jacen
ZR1 -
ZR2 -
ZR3 -
ZR4 -
ZR5 -
ZR6 -
SZ -
Roedd - Bloodied
Seljak - Prone, 5 temp HP
Yuriel - 3 temp HP
Jacen - 3 temp HP
Booj -

Armand Duvallier |

Move to P15.
Whirlwind (Fort) centred on I15 and targeting SZ, ZR6, ZS1 and ZR4. On hit target is knocked prone.
1d20 + 5 ⇒ (19) + 5 = 24 v SZ
1d20 + 5 ⇒ (17) + 5 = 22 v ZR6
1d20 + 5 ⇒ (13) + 5 = 18 v ZS1
1d20 + 5 ⇒ (8) + 5 = 13 v ZR4
1d10 + 7 ⇒ (8) + 7 = 15 - damage to probably all of them except ZR4. Anything that gets hit falls over.
Armand makes another of his inept gestures and an angry wind whirls around the zombies, knocking them over.

Aardvark DM |

Armand's tempestuos fury manifests itself in whipping winds. The small storm tears the ragged zombies' remaining flesh, and weak sinew from bone. The decayed debris then pummels the other two nearby zombies, shattering what was left of the soldier, while knocking the other to the ground.
The soldiers take their opportunity to act amidst the chaos. The lone soldier, feeling he has the man-beast treed, moves warily to a position to try and finish him off. Move to G2, avoiding AoO, attack Roedd 1d20 + 8 ⇒ (9) + 8 = 17 vs AC, damage 1d8 + 3 ⇒ (1) + 3 = 4. Despite his confidence the strike was mo more than a scratch.
The other soldier, enraged by Jacen's intervention in what would have been a good kill, takes a swing at him.Attack Jacen 1d20 + 8 ⇒ (15) + 8 = 23 vs AC,damage 1d8 + 3 ⇒ (4) + 3 = 7. Striking soundly, but not as well as his anger implies.
The remaining undead staying focused on their purpose swing at their targets.
ZR1, Move to J16, Attack Yuriel 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21(cover from corner) vs AC, damage 6 = 6 and Yuriel is Grabbed
ZR2, Attack Seljak 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11(Prone) vs AC.
ZR5, Attack Seljak 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24(Prone) vs AC, damage 6 = 6 and Seljak is Grabbed
The once noble, stands as he dusts himself off, an eerie half chuckle escaping his rotted lips. "Maaaakee thhheeeeemm paay fffor thhheeeiir iiinssssoolleeencccccce", the sound seeping through his exposed teeth. At his command the rotting forms once again strike out at the enemy.
ZR1, Attack Yuriel 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21(cover from corner) vs AC, damage 6 = 6 and Yuriel remains Grabbed
ZR2, Attack Seljak 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26(Prone) vs AC, damage 6 = 6 and Seljak is Grabbed
ZR5, Attack Seljak 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24(Prone) vs AC, damage 6 = 6 and Seljak Remains Grabbed
Start of ROUND 3
Roedd - Bloodied, Regen 4
Seljak - Bloodied, Prone, Grabbed by ZR2 and ZR5
Yuriel - Grabbed by ZR1
Jacen -
Booj -
Armand -
ZS2 -
ZS3 - Marked by Jacen
ZR1 -
ZR2 -
ZR5 -
SZ -

Seljak |

Grappled by the zombie mass piled atop him, Seljak mutters a brief prayer to Xollest. Once again, endurance seems to spring up like wellwater from the nearby ground, bolstering Seljak's allies.
Minor Action: Healing Word on Seljak 1d6 + 3 ⇒ (1) + 3 = 4 + healing surge value.
Seljak gains 5 temporary hit points
Jacen, Booj, and Yurial gain 3 temporary hit points
Seljak just manages to fight off the Zombies enough to get to his feet.
Move Action: Stand up from prone
Enraged, Seljak takes on a lesser aspect of wrath, free-floating motes of earth and light swirl around him.
Standard Action: Aspect of Wrath. Attack 1d20 + 5 ⇒ (1) + 5 = 6 vs. Will (targeting ZS3), for 1d10 + 3 ⇒ (7) + 3 = 10 radiant damage.
Until the end of the encounter, any enemy that ends it's turn adjacent to me takes 5 radiant damage.
Seljak gains 10 temporary hit points
"Grapple me now, ya bastards"
Hit Points: 28(+10)/33
Surges: 10/13
For everyone:
DM's rolls are 16/21 in the double digits this combat(averaging ~13)
Seljaks rolls are 100% fumbles - heck, even my heal was a 1!

Aardvark DM |

Roedd tries to slow his pursuer to no avail, but he does manage to just hit it with a throw that explodes into piercing shards of spiritual matter.
Seljak climbs up from under the press of rotten flesh bearing down on him. His angered strike falling far from its mark still appears to bolster his presence, as if the transluscent form of an earth elemental surrounds him.
Slow computer, so no map change other than Roedd's move 1 square
ROUND 3
Yuriel - Grabbed by ZR1, 3 temp HP
Jacen - 3 temp HP
Booj - 3 temp HP
Armand -
ZS2 -
ZS3 -
ZR1 -
ZR2 -
ZR5 -
SZ -
Roedd - Bloodied, Regen 4
Seljak - Grabbed by ZR2 and ZR5, 10 temp HP

Aardvark DM |

Yuriel is on delay for now, Jacen go ahead and take your turn.

Yuriel Gard |

Right, here's the plan. Kill the rotter, then if that's successful move up and use an action point to attack and mark the zombie captain.
Yuriel first strikes with his shield at the rotting creature grasping him with its foul limbs, driving it back.
Tide of Iron: 1d20 + 8 ⇒ (11) + 8 = 19; damage 1d8 + 4 ⇒ (8) + 4 = 12. If hit push rotter back to I17 and follow it to J16.
Having moved the zombie, Yuriel neatly steps away from it, getting into position to engage the more serious threat.
Move action to shift to I15. Steel serpent strike on SZ. Steel Serpent Strike attack roll: 1d20 + 8 ⇒ (3) + 8 = 11 v AC / 2d8 + 4 ⇒ (6, 8) + 4 = 18 damage. If hit target is slowed and cannot shift until the end of my next turn.

Aardvark DM |

Yuriel manages to lift his shield arm up with enough force to sever the arms of the zombie holding him, followed by the rim knocking the creature's head from its perch.
As the body crumbles to the ground, Yuriel takes the advantage to draw himself up next to the one giving the orders and strike at him. His haste getting the better of him, he falls short of his mark.
reminder: mark your targets. I went ahead and did it, but just let me know in case you didn't want him marked.
ROUND 3
Jacen - 3 temp HP
Booj - 3 temp HP
Armand -
ZS2 -
ZS3 -
ZR2 -
ZR5 -
SZ - Marked by Yuriel
Roedd - Bloodied, Regen 4
Seljak - Grabbed by ZR2 and ZR5, 10 temp HP
Yuriel - 3 temp HP