
Rev DM |

The sigils you are assured will create the portal to take you to Moil crackle ominiously and shade into deep purple, freezing you to the bone as you step through.
Whatever awaits you in the City that Waits and whatever your final purpose here may be, you know for certain that you are entering a doomed world.
Freezing air and sullen darkness envelop you as a series of fractured black columns come into view. The cracked stone floor slopes steeply down towards an archway opening onto a dead black mist and above you a partial domed ceiling frames the sky. The howling creatures lurching forward to attack are a more immediate concern.
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pilalr, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Position yourselves within the teleportation circle - the hatched circle - and roll init.

Arishat |

I5, Initiative 1d20 + 8 ⇒ (16) + 8 = 24
And yes, if you can see and hear Arishat you get +4 Initiative
"I'll start telling people how nice a place it is to visit as soon as we get back." More seriously, she adds, "There's a torch in my pack that will shed light regardless, but if we use it something is going to notice."

Rev DM |

The rapidly approaching moans inform Arishat that something has indeed noticed the party's arrival.
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pilalr, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Init so far:
Lynore
Wight 1 (31)
Wight 2
Thom
Arishat
Zombie 1 (14)
Zombie 2
Zombie 3
Zombie 4

Rev DM |

Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pilalr, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Init so far:
Lynore
Wight 1 (31)
Wight 2
Thom
Arishat
Barel
Zombie 1 (14)
Zombie 2
Zombie 3
Zombie 4
Just need Tavar and Kidlat to check in.
Does anyone have a light source?

Rev DM |

The ever-burning torch reveals nothing good. Undead surround you and are eager to add to their ranks.
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pilalr, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Init so far:
Lynore
Wight 1 (31)
Wight 2
Thom
Tavar
Arishat
Barel
Zombie 1 (14)
Zombie 2
Zombie 3
Zombie 4
Kidlat should be along any time now.

Rev DM |

Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pilalr, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Lynore
Kidlat
Wight 1 (31)
Wight 2
Thom
Tavar
Arishat
Barel
Zombie 1 (14)
Zombie 2
Zombie 3
Zombie 4

Lynore |

Assassin's Shroud Z1, invoking the shroud 1d6 + 3 ⇒ (6) + 3 = 9 does damage on hit, none on miss
move to I4
Executioner's Noose on Z1 1d20 + 17 ⇒ (9) + 17 = 26 vs fort; 1d6 + 12 ⇒ (5) + 12 = 17 force damage and I pull the target to H7 and the target is slowed to the end of my next turn
Lynore forms a shadowy loop and attempts draw the undead towards the group and away from the strange pillars.

Rev DM |

Hi all :) As you'll guess, I'm back.
Loops of shadow wrap themselves around the nearest zombie and pull the creature inexorably into Lynore's dangerous orbit.
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Kidlat
Wight 1
Wight 2
Thom
Tavar
Arishat
Barel
Zombie 1 - slowed to end Lynore's next turn
Zombie 2
Zombie 3
Zombie 4
Lynore

Rev DM |

Kidlat tries and fails to haul Z1 closer, but these zombies are tougher than the party expected, infused as they are with the tormented souls of those who lived and died in Moil.
W2 advances on Tavar, and tenderly draws a cold hand pallid with death across the cleric's face. Tavar's affinity with the Raven Queen strengthens his resolve and he deflects the attack.
Blackfire (Fort). On hit, target 10 ongoing necrotic and cold and is dazed (se both). First failed save target takes ongoing and is stunned instead of dazed (se both). Second failed save, target takes ongoing and is unconscious instead of stunned (se both). Third failed save, target dies.
1d20+20=21. W2 v Tavar. Miss.
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Thom
Tavar
Arishat
Barel
Zombie 1 - slowed to end Lynore's next turn
Zombie 2
Zombie 3
Zombie 4
Lynore
Kidlat
Wight 1
Wight 2

Thom Verikal |

"Hey get away from him!"
Standard Action, Phantom Bolt vs W2
Ranged 10, One Creature
Attack: Intelligence 1d20 + 16 ⇒ (11) + 16 = 27 vs. Will
Hit: 1d8 + 5 ⇒ (2) + 5 = 7 psychic damage, and you slide the target 1 square. Slide to F3
ARCANE MASTERY When you hit a target with at-will attack, gain +1 to attack rolls against same target until EOMNT

Rev DM |

A ghost from the past rises and flaunts itself in front of the wight, which backs away against its will.
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Tavar
Arishat
Barel
Zombie 1 - slowed to end Lynore's next turn
Zombie 2
Zombie 3
Zombie 4
Lynore
Kidlat
Wight 1
Wight 2
Thom - +1 to attack rolls against W2 to end next turn

Rev DM |

Disconcerted by the alien environment and the brutal (though failed) attack, Tavar's divine powers miss completely.
Fair enough I suppose. I rolled a 1 against you.
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Arishat
Barel
Zombie 1 - slowed to end Lynore's next turn
Zombie 2
Zombie 3
Zombie 4
Lynore
Kidlat
Wight 1
Wight 2
Thom - +1 to attack rolls against W2 to end next turn
Tavar

Arishat |

Seeing the wight in a vulnerable position on the edge of the cliff, Arishat charges it. Lowering her shoulder at the last moment, she tries to plough into it and knock it off the cliff.
Charge to G4 and Bull Rush, Strength versus Fortitude 1d20 + 11 ⇒ (19) + 11 = 30 If successful, push W2 to E2 and move into F3

Rev DM |

Arishat casually flips the wight over the edge of the tower. It is with some satisfaction that she hears a faint splash from far below, followed, less promisingly, by the sound of swimming.
1d20=7 - wight fails save to catch the edge and plummets 50 feet taking 34 damage as it does so. It will take another couple of rounds at least before it rejoins you all.
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Barel
Zombie 1 - slowed to end Lynore's next turn
Zombie 2
Zombie 3
Zombie 4
Lynore
Kidlat
Wight 1 - in sludge and about to start the long tramp around to return to battle duties.
Wight 2
Thom - +1 to attack rolls against W2 to end next turn
Tavar
Arishat

Barel Dlode |

Seeing that Arishat has the wight taken care of, Barel sidles up to the zombie and tries to smash it a mighty blow.
Move action: Barel moves to I6.
Free action: mark Z1.
Standard action: Rough Strike: Attack vs AC 1d20 + 16 ⇒ (16) + 16 = 32 Damage:2d10 + 11 + 5 + 5 ⇒ (10, 8) + 11 + 5 + 5 = 39If hit, target is slowed UEMNT.

Rev DM |

Barel's attack gives even the zombie pause, but it seeks immediate retaliation, clawing at the dwarf with chill claws and missing completely.
Rending Claw (AC). On hit target is slowed to the end of its next turn
1d20+18=26. Z1 v Barel. Miss.
As the other zombies approach, they all appear to absorb the cold, dead atmosphere around them and allow it to infuse them before exhaling over the party in a hideous simulcaram of breathing.
Z1 - Breath of Moil (Fort). Close Blast 3, living creatures in blast. On hit, target is slowed (se). If already slowed, immobilised (se). The zombie regains hp equal to half the damage delivered by the attack.
1d20+16=23 - Z1 v Lynore. Hits.
1d20+16=29 - Z1 v Tavar. Hits.
1d20+16=17 - Z1 v Kidlat. Miss.
1d20+16=32 - Z1 v Barel. Hits.
1d10+3=9
9 damage to Lynore, Tavar and Barel and all are slowed (se)
Z2 - Breath of Moil (Fort) (see above)
1d20+16=33 - Z2 v Lynore. Hits.
1d20+16=31 - Z2 v Thom. Hits.
1d10+3=13.
13 damage to Lynore and she is immobilised (se). 13 damage to Thom and he is slowed (se)
Z3 - Breath of Moil (Fort) (see above)
1d20+16=21 - Z3 v Lynore. Miss.
1d20+16=19 - Z3 v Barel. Miss.
Z4 - Breath of Moil (Fort) (see above)
1d20+16=29 - Z4 v Lynore. Hits.
1d20+16=19 - Z4 v Tavar. Miss.
1d20+16=28 - Z4 v Kidlat. Hits.
1d20+16=20 - Z4 v Barel. Miss.
1d10+3=11
11 damage to Lynore and Kidlat and Kidlat is slowed (se)
Damage totals this turn:
9 to Barel
9 to Tavar
11 to Kidlat
13 to Thom
33 to Lynore
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Lynore - immobilised (se)
Kidlat - slowed (se)
Wight 1 - in sludge and about to start the long tramp around to return to battle duties.
Wight 2
Thom - +1 to attack rolls against W2 to end next turn; slowed (se)
Tavar - slowed (se)
Arishat
Barel - slowed (se)
Zombie 1 - slowed to end Lynore's next turn; slowed to end Barel's next turn; marked by Barel
Zombie 2
Zombie 3
Zombie 4

Lynore |

Shadow Step to G8 (teleport)
Assassin's Shroud Z1 with Killer's Insight to add 2 shrouds, and invoking both of them 2d6 + 6 ⇒ (6, 1) + 6 = 13, does the first 1d6+3 on miss only
reroll of the 1 through brutal shroud feat 1d6 ⇒ 6 new Shroud damage 18
Gloom Thief 1d20 + 20 ⇒ (12) + 20 = 32 vs ac; 2d8 + 17 ⇒ (7, 6) + 17 = 30 and as long as I am within 2 squares of Z1 and I am invisible to everyone until the end of my next turn
48 total damage on hit
save vs immobilized 1d20 ⇒ 10
Lynore teleports behind the zombie and slices off a part of its shadow while attacking, then fades from sight.

Rev DM |

Lynore vanishes from sight and reappears long enough to launch a devastating attack on the Moilean before vanishing again.
Z1 is bloodied.
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Kidlat - slowed (se)
Wight 1 - in sludge and about to start the long tramp around to return to battle duties.
Wight 2
Thom - +1 to attack rolls against W2 to end next turn; slowed (se)
Tavar - slowed (se)
Arishat
Barel - slowed (se)
Zombie 1 - BLOODIED; slowed to end Lynore's next turn; slowed to end Barel's next turn; marked by Barel
Zombie 2
Zombie 3
Zombie 4
Lynore - invisible to all to end next turn as long as within 2 squares of Z1

Rev DM |

Kidlat slices another chunk of Moilean while the wight still in view moves towards the swordmage and smiles as blackfire again crackles along its claws.
From far below, the distant sound of splashing can be heard as the other wight makes its way around the base of the ruined tower.
Blackfire recharge - 1d6=5. Yes.
Blackfire (Fort). On hit target takes 10 ongoing necrotic and cold and is dazed (se both). First failed save, 10 ongoing and target is stunned (se both). Second failed save, 10 ongoing and target is unconscious (se both). Third failed save, target dies.
1d20+18=34. W1 v Kidlat. Hits. 2d12+7=23
23 damage and Kidlat takes 10 ongoing cold and necrotic and is dazed (se both, but see above for consequences of failure)
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Thom - +1 to attack rolls against W2 to end next turn; slowed (se)
Tavar - slowed (se)
Arishat
Barel - slowed (se)
Zombie 1 - BLOODIED; slowed to end Lynore's next turn; slowed to end Barel's next turn; marked by Barel
Zombie 2
Zombie 3
Zombie 4
Lynore - invisible to all to end next turn as long as within 2 squares of Z1
Kidlat - dazed and taking 10 ongoing cold and necrotic (se both - 1st fail ongoing and stunned, 2nd fail ongoing and unconscious, 3rd fail dead)
Wight 1 - in sludge and about to start the long tramp around to return to battle duties.
Wight 2

Thom Verikal |

Thom thinks, I hate this place.
Minor Action: use item, Boots of Free Movement
PROPERTIES Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition.
Power (Encounter): Minor Action. Make a saving throw against a slow, immobilize, or restrain effect that a save can end. Save 1d20 + 2 ⇒ (14) + 2 = 16
Move Action: Move to H5
Standard Action: Radiant Pillar in square I8
Area Burst 1 within 10 squares.
Effect: The burst creates a zone of bright light until the end of your next turn. Creatures are blinded while within the zone. If a creature vulnerable to radiant damage starts its turn within the zone, it takes damage equal to double its vulnerability.

Rev DM |

Thom elects to brighten his surroundings and does so in some style. Two zombies and the wight flail helplessly as the unaccustomed light pours over them.
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Tavar - slowed (se)
Arishat
Barel - slowed (se)
Zombie 1 - BLOODIED; slowed to end Lynore's next turn; slowed to end Barel's next turn; marked by Barel; blinded while in Thom's zone, will take 10 radiant at start of turn
Zombie 2
Zombie 3
Zombie 4 - blinded while in Thom's zone; will take 10 radiant at start of turn
Lynore - invisible to all to end next turn as long as within 2 squares of Z1
Kidlat - dazed and taking 10 ongoing cold and necrotic (se both - 1st fail ongoing and stunned, 2nd fail ongoing and unconscious, 3rd fail dead)
Wight 1 - blinded while in Thom's zone; will take 10 radiant at start of turn
Wight 2 - in sludge and about to start the long tramp around to return to battle duties.
Thom

Rev DM |

Tavar - need a save v slow from you please.
Tavar notes with interest that his attack does more than the usual damage to the zombie. So much, in fact, that it looks as if a mere touch will finish the creature.
Vulnerable 5 radiant.
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Arishat
Barel - slowed (se)
Zombie 1 - BLOODIED; slowed to end Lynore's next turn; slowed to end Barel's next turn; marked by Barel; blinded while in Thom's zone, will take 10 radiant at start of turn; next party member to attack gets +2 on attack roll from Tavar.
Zombie 2
Zombie 3
Zombie 4 - blinded while in Thom's zone; will take 10 radiant at start of turn
Lynore - invisible to all to end next turn as long as within 2 squares of Z1
Kidlat - dazed and taking 10 ongoing cold and necrotic (se both - 1st fail ongoing and stunned, 2nd fail ongoing and unconscious, 3rd fail dead)
Wight 1 - blinded while in Thom's zone; will take 10 radiant at start of turn
Wight 2 - in sludge and about to start the long tramp around to return to battle duties.
Thom
Tavar - slowed (se)?

Arishat |

Kidlat looks in a bad way as Arishat turns back to the rest of the group. "Come on, Kidlat. You're toguher than that. Take it to them." Arishat yells some encouragement as she moves behind the warriors, before taking a quick swing at the flailing zombie.
Minor, Inspiring Word, Kidlat can spend a healing surge, recover 3d6 ⇒ (1, 1, 5) = 7 extra hit points, and make an immediate Saving Throw with a +2 bonus 1d20 + 2 ⇒ (18) + 2 = 20 - though I'm not sure I should be rolling it
Move, move to I5
Standard, Viper's Strike at Z1, Attack 1d20 + 17 ⇒ (10) + 17 = 27, damage 1d10 + 9 ⇒ (3) + 9 = 12, Effect - the creature cannot shift without provoking an OA from Barel.

Rev DM |

I'm pretty sure he won't care much who rolls the save as long as it works :)
Arishat's healthful upbringing and no nonsense attitude serve her well as she briskly restores Kidlat and eliminates one of the ancient Moileans.
Arishat
Notes on terrain:
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Barel - slowed (se)
Zombie 2
Zombie 3
Zombie 4 - blinded while in Thom's zone; will take 10 radiant at start of turn
Lynore - invisible to all to end next turn as long as within 2 squares of Z1
Kidlat
Wight 1 - blinded while in Thom's zone; will take 10 radiant at start of turn
Wight 2 - in sludge and about to start the long tramp around to return to battle duties.
Thom
Tavar
Arishat

Arishat |

[ooc]Arishat's healthful upbringing and no nonsense attitude serve her well as she briskly restores Kidlat and eliminates one of the ancient Moileans.
Arishat** spoiler omitted **
@Rev
And she did go there!

Arishat |

@Rev
I can relate to it, mind you. My own school was mixed, but only in the sixth form. We had some PE teachers who can still make me shudder, but the woman I'm remembering taught French. She somehow got me through GCE French despite the fact I speak it with a Black Country accent.

Barel Dlode |

Barel tries to shake off the slowing effects from the zombie. Next he shakes his head and forms a thick layer of ice all around himself. He then flexes his muscles, swings his hammer over his head and smites teh ground a mighty blow that rumbles and shakes the ground all around him.
font of life: save versus slowed 1d20 ⇒ 20
Free action: Mark W1 Z4
Minor action: Assume form of Winter's herald (daily; until the end of the encounter: +2 AC, +2 Fort, Resist 5 cold, all squares in burst 2 around me wherever I move is difficult terrain for my enemies)
Standard Action: Shake the earth (encounter): close burst 4, each enemy in burst, Str Vs Fort., primal, thunder, weapon damage.
Attack vs W1: 1d20 + 17 ⇒ (12) + 17 = 29
vs Z2: 1d20 + 17 ⇒ (17) + 17 = 34
vs Z3: 1d20 + 17 ⇒ (9) + 17 = 26
vs Z4: 1d20 + 17 ⇒ (7) + 17 = 24
Damage= 2d10 + 9 + 5 ⇒ (5, 9) + 9 + 5 = 28 +5 additional damage to any of them that are slowed or immobilized.