
Keir Ironsong |

Sorry but according to the map you posted none of us are actually in melee is that correct?
Keir steps back and tries to get his breath back.
Shift back and employ Second Wind, roll saving throw: 11 so only take another 5 damage before recovering about 6 and the ongoing effect ends...

Elmo |

Lightning Lure (Fort) (1d20+4=20, 1d6+4=6)
Elmo bounces as the gravehound falls prone and sends a noose of white fire from his longsword to yank the stinking beast between himself and an ally.
Elmo will move to within three of the gravehound and pull it to the nearest square to him which will allow him to set up a flank with an ally. If he can't do that, can you tell me so he can just wade into battle by some other means.

Milo Grubfoot |

Milo holds his orb and imagines a large chasm underneath the creatures and slowly it starts to appear below their feet.
Phantom Chasm
Daily Arcane, Illusion, Implement, Psychic
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is prone and immobilized until the end of its next turn.
Miss: The target is immobilized until the end of your next turn.
Starting on Z2, Z1, W1, Z3 Vs. WILL

Keir Ironsong |

On keir's turn he switches weapons to his long spear which also means he has to place his shield across his back before moving in and attacking with the spear from 2 square range and if he's still has a spare action he'll employ commander's strike on whoevers in melee so they can make a melee basic attack and do +2 damage if they hit, next round Keir will move in to fight.
Removing his shield and sheathing his sword, Keir draws forth his longspear preparing to reengage.
"Remember to backswing!" he calls over to whoever is nearest to him and in melee with the zombies.

Jack Ceniarc |

Jack raises his staff, and the wind begins to howl again.
Using Chill Wind, centered on Z2. 1d20+4=10, 1d6=5, 1d20+4=22, 1d20+4=11

Logan Draknir |

Logan swipes with both blades at the creature between him and Elmo. Seeing the others still standing, Logan goes into a spin stepping to the south. "you all really smell bad."
Minor: HQ on W1
Stand: Twin strike v. W1 1d20+7=9, 1d8=7, 1d20+7=22, 1d8=5 HQ dam: 1d8=3
Move: shift one square south
Spend action point
Standard: Dire Wolverine Strike v. W1, z1, z2, z3 Att: 1d20+7=14, 1d20+7=23, 1d20+7=27, 1d20+7=15; Dam: 1d8+4=8 (12 v. z2 b/c crit)

Logan Draknir |

"Especially you!" Logan jams his sword into the gravehound. Melee basic attack v. R1 1d20+7=24, 1d8+4=6

Milo Grubfoot |

Milo casts a burst of flames towards the enemies Scorching Burst vs Reflex, Z1/Z2 (1d20+4=16, 1d20+4=20)

Elmo |

"Ahah! Now you shall face the chill of my sword to match the chill of your undead state."
Frigid Blade (AC) v W1 (1d20+9=18, 1d8+5=8)
... possibly anyway. If that hits, W1 takes a -3 penalty to speed to the end of Elmo's next turn.

Jack Ceniarc |

Assuming the zombie Elmo hut isn't dead...
Jack raises his staff high, and a bolt of lightning shoots down, hitting the zombie.
Using Storm Spike (if it doesn't move 2 squares away in it's next turn,takes 4 more Lightning damage.) 1d20+4=17, 1d8+4=9
On an unrelated note, Fabes? You know Curtin's Planescape campaign? Assuming Kayos doesn't come back, there may be a spot in it for you.

Keir Ironsong |

Keir employs a viper's strike on Zombie#3 and uses his minor action to inspire Logan so he can spend a healing surge.
"Logan, keep up the pressure!" Keir mutters to Logan as he tries to strike Logan's zombie assailant.
Longspear: 1d20+5: 7+5 for total of 12 on Z#3 if in the unlikely event it does hit it does 1d10+3 damage: 7+3 for 10pts of damage to Z#3 and if it shifts before the start of Keir's next turn Logan gets an opportunity attack on it

Logan Draknir |

Keir employs a viper's strike on Zombie#3 and uses his minor action to inspire Logan so he can spend a healing surge.
"Logan, keep up the pressure!" Keir mutters to Logan as he tries to strike Logan's zombie assailant.
Longspear: 1d20+5: 7+5 for total of 12 on Z#3 if in the unlikely event it does hit it does 1d10+3 damage: 7+3 for 10pts of damage to Z#3 and if it shifts before the start of Keir's next turn Logan gets an opportunity attack on it
Actually, I'm not hurt. Sorry to see you go!

Logan Draknir |

"I'm getting really tired of you!" Logan plunges his blades into the zombie.
Minor: HQ v. Z3 or whichever zombie is right next to me
Stand: Twin Strike v. same zomibe 1d20+7=16, 1d8=8, 1d20+7=21, 1d8=2 HQ dam: 1d8=3

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As some of you may know already, as of the end of next week I will no longer have a job. Job hunting is going to eat up alot of my time for the forseeable future. As sad as it makes me to have to do this, I'm going to drop all my DMing duties for the time being. I wish you all the best and good gaming.