
Ghetto DM |

After another mile or so of travel, tall shapes loom from the dense fog, and the muddy ground underfoot gives way to slick cobblestones. A dilapidated wooden sign reads "Welcome to the Village of Barovia." As you grow closer, the shapes resolve into tenements whose windows are boarded, broken, and lightless. Nothing moves nearby, though the fog limits visibility. Faint sounds, as of something groaning, echo hollowly from somewhere deeper in the village.
Assuming you follow the sounds and move along the main road, a couple of blocks away...
The streets are choked with mist, limiting vision only a few dozen feet. The buildings here at the edge of town look abandoned, burned out, or barricaded. Garbage litters the ground, and a carrion stench assaults your nose. Ahead, an overturned haycart blocks the street.
Please pick a square to be in from columns E-H, rows 15-16.
E1 Map

Izera |

Izera darts forward, fullblade in hand. As she reaches the intersection, however, she pauses and calls on the Raven Queen's power and golden light washes down over one of the zombies.
Move to E9, Abjure Undead on Z1, targets will. 1d20 + 11 ⇒ (7) + 11 = 18. On hit: 4d10 + 12 ⇒ (9, 9, 1, 1) + 12 = 32, and I pull it to E8 and it's immobilized until EOMNT. On miss: half damage and I pull it to E5.
HP: 90/90
Surges: 10/10
AP: 1/1

Ghetto DM |

Izera boldy advances and calls upon her deity. Though she draws the zombie out from behind the cart, she doesn't seem to hurt it. Izera missed and Z1 took no damage.
Izera
Garret's turn
Map link
Garret 27 (76 hp)
D - 25
Tinker - 25 (80 hp)
Phenia - 22 (74 hp)
C - 21
Z - 20
Danea - 10 (89 hp)
Izera 30 (90 hp)

Garret Highhill |

Garret raises his dagger and a small point of light falls to the ground near the zombies. Then, a burst of light and the undead writhe in a close approximation of pain.
Use Blazing Starfall on Z2 and Z3(vs Reflex, Radiant damage): 1d20 + 15 ⇒ (3) + 15 = 181d20 + 15 ⇒ (1) + 15 = 161d4 + 16 ⇒ (3) + 16 = 19
Don't you hate it when the damage is higher than both the attack rolls?

Ghetto DM |

None of the zombies seem affected by Garret's attack. Garret missed Z2 (18 vs. Reflex) and Z3 (16 vs. Reflex).
Another corpse staggers out of the narrow alley, it's eyes sizzle with cursed power and it launches dark energy at Izera. Grave bolt vs. Izera's Reflex: 1d20 + 14 ⇒ (20) + 14 = 341d8 + 5 ⇒ (7) + 5 = 12 necrotic damage and immobilized (save ends).

Ghetto DM |

Dark energy washes over Izera, leaving her unable to move. D crit Izera for 13 necrotic damage and Izera is immobilized (save ends).
Tinker's turn
Map link
Tinker - 25 (80 hp)
Phenia - 22 (74 hp)
C - 21
Z - 20
Danea - 10 (89 hp; +22 thp)
Izera 30 (82/90 hp; immobilized {save ends})
Garret 27 (76 hp)
D - 25

"Tinker" |

"Izera, I will try to help you move," Tinker declares. "This may also help."
The warforged extracts a tiny cube, no more than an inch on a side, from some hidden compartment and places it in his crossbow, launching it at the new-come undead. Even as he does so, he rises almost imperceptibly from the ground on a field of tiny metal spheres which scatter fifteen feet in all directions, similarly lifting his nearby companions and allowing them to slide to new positions.
Minor: Slick Concoction: Each ally in close burst three slides 5 and gains +4 Ref TEOMNT. As Tinker's player is unfamiliar with the others' tactics, I'd rather let the other players (Phenia, Danea, and Garrett) choose their locations, if that's ok.
Minor: Load crossbow.
Standard: Shielding Cube against D Ref. 1d20 + 13 ⇒ (17) + 13 = 302d6 + 8 ⇒ (2, 5) + 8 = 15
15 force, and Effect: TEOMNT, any ally adjacent to D has +1 AC.

Danea |

"Izera, I will try to help you move," Tinker declares. "This may also help."
The warforged extracts a tiny cube, no more than an inch on a side, from some hidden compartment and places it in his crossbow, launching it at the new-come undead. Even as he does so, he rises almost imperceptibly from the ground on a field of tiny metal spheres which scatter fifteen feet in all directions, similarly lifting his nearby companions and allowing them to slide to new positions.
Minor: Slick Concoction: Each ally in close burst three slides 5 and gains +4 Ref TEOMNT. As Tinker's player is unfamiliar with the others' tactics, I'd rather let the other players (Phenia, Danea, and Garrett) choose their locations, if that's ok.
Minor: Load crossbow.
Standard: Shielding Cube against D Ref. 1d20+13;2d6+8
15 force, and Effect: TEOMNT, any ally adjacent to D has +1 AC.
I think you are now my favorite person, Tinker :)
Ghetto: I'll take G-10 please!Danea charges forward, having been spurred on by Tinker, and rushes to face the strange zombie that emerged from the allyway, shouting "Your undoing is upon you!" as she ignites her Sunblade to a full 20 squares of light.
Free Action: Sunblade sheds 20 squares of light. I know it's not smart, but Danea is impetuous.
Tinker: Danea has a lot of healing, is very very durable, 3 multi marking abilities, and damage reduction for allies that get hit by creatures marked by my Divine Challenge. I tend to try to mark as many creatures as I can, and use self healing to keep me going if the healers are tapped out or need to do other things. I like to act as an anchor or sorts in battle.
VITALS
HP: 89
TEMP: 22
SURGES: 14/15
VALUE: 22
AC: 30/31 vs D till end of tinkers next turn
FORT: 22
REFL: 22/26 till end of Tinkers next turn
WILL: 25
Status: Ready

Phenia |

I'm not sure how Phenia works myself at this point, but she'll love the ability to move around and curse things. She can heal, provides useful buff and saves, and doles out respectable ranged damage.
H11 please Ghetto.
"Moonlight does not become you ..."
Curse Z1
"... it chars your hapless flesh."
Eldritch Blast(Ref) v Z1
1d20 + 15 ⇒ (7) + 15 = 22
1d10 + 10 ⇒ (1) + 10 = 11 - untyped
2d8 ⇒ (2, 3) = 5 - curse damage
"Or maybe not."
Phenia stays put and awaits developments.

Garret Highhill |

While we're on the subject, Garret mainly does high-damage area attacks and single target attacks that usually do more damage with CA. I prefer staying at range, but I can usually last in melee thanks to Second Chance, Swift Parry, and if need be I can just get out of there with my Spatial Trip or Blinding Flare. Still, if only one of you is fighting something and I can't use an area attack on it I won't be doing any real damage.

Ghetto DM |

Garret, I take that to mean you don't want the slide.
Tinker helps his allies spread out, and then fires a crossbow bolt into the gaunt creature. Tinker hit D (30 vs. Reflex) for 15 force damage and allies adjacent to D gain +1 power bonus to AC.
Danea's sword lights up as she closes with the gaunt creature, but does little to drive off the fog. The sword lights, but for reasons unknown only 10 squares of bright light.
Phenia - I think you might be looking at the wrong map. At H11 you would be right next to D. So, unable to curse Z1 because D would be closer, and you would provoke from D. I'll update the map as soon as you let me know (this type of mapping is a lot of work and it's a new link with each update).
Phenia's turn
Map link
Tinker - 25 (80 hp)
Phenia - 22 (74 hp; +4 Reflex)
C - 21
Z - 20
Danea - 10 (89 hp; +22 thp; +4 Reflex; +1 AC)
Izera 30 (82/90 hp; immobilized {save ends})
Garret 27 (76 hp; +4 Reflex)
D - 25 (-15 hp; adjacent enemies gain +1 AC)

Ghetto DM |

Phenia advances and throws green fire through the fog, but it harmlessly connects with the cobblestones. Phenia missed D (22 vs. Reflex).
Doors swing open and from the surrounding buildings more zombies pour out. As a herd they move towards the party with outstretched arms. Z1 charge vs. Izera's AC: 1d20 + 17 ⇒ (1) + 17 = 18 7 damage and -2 to all defenses until end of her next turn.
Z2 charge vs. Danea's AC: 1d20 + 17 ⇒ (8) + 17 = 25 7 damage and -2 to all defenses until end of her next turn.
Z3 charge vs. Danea's AC: 1d20 + 17 ⇒ (10) + 17 = 27 7 damage and -2 to all defenses until end of her next turn.
Z4 charge vs. Izera's AC (with cover): 1d20 + 15 ⇒ (2) + 15 = 17 7 damage and -2 to all defenses until end of her next turn.
Z5 charge vs. Izera's AC: 1d20 + 17 ⇒ (19) + 17 = 36 7 damage and -2 to all defenses until end of her next turn.
Z7 Slaam vs. Phenia's AC: 1d20 + 16 ⇒ (20) + 16 = 36 7 damage and -2 to all defenses until end of her next turn.
Z8 Slam vs. Phenia's AC (with cover): 1d20 + 14 ⇒ (13) + 14 = 27 7 damage and -2 to all defenses until end of her next turn.

Ghetto DM |

Z5 hit Izera for 7 damage and -2 to all defenses until the end of her next turn. Z7 hit Phenia for 7 damage, and Z8 hit Phenia for 7 damage and she has -2 to all defenses until the end of her next turn.
Danea's turn
Map link
Danea - 10 (89 hp; +22 thp; +4 Reflex; +1 AC)
Izera 30 (75/90 hp; immobilized {save ends}; -2 defenses)
Garret 27 (76 hp; +4 Reflex)
D - 25 (-15 hp; adjacent enemies gain +1 AC; cursed)
Tinker - 25 (80 hp)
Phenia - 22 (60/74 hp; +4 Reflex; -2 defenses)
C - 21
Z - 20

Danea |

Danea calls upon the protection of Bahamut to shield Phenia from the attacks of the zombies, blunting the force of the zombies attack. Then with a fiendish smile on her normally innocent face, she raises her arms to the heavens, the sunblade pointing straight up and calls down a massive arc of lightning, which strike her blade, sending bolts of lightning thru the ranks of the zombies.
"Send me to Celestial if you can, accursed ones!" cries the strangely excited girl.
Looking around wildly for her companions, Danea shouts out to Phenia and Izera, "Stay close to me, I will shield you!"
Stand close to me if you can.
Immediate Interrupt on Z-8 Reverent Mettle:Close Burst 5; Trigger: An ally within 5 squares of you takes damage from an attack; Target: The triggering ally in burst; Effect: Reduce the triggering attack's damage by 5+5= 10 (Char Mod); When you use your channel divinity power you may regain the use of Reverent Mettle.
Danea's Turn:
Move Action: Channel Divinity- Divine Mettle: on Izera- Close burst 10; One creature in burst; The target makes a saving throw with a bonus equal to your Charisma mod (+5); gain back use of Reverent Mettle.
Minor Action: Call of Challenge-Each enemy in burst 3 is subject to your divine sanction until the end of you next turn. Divine Sanction:11 radiant dmg
Standard Action: Astral Thunder on Z1-Z8 and D, Close Burst 3, each enemy in burst; 2d8+4 dmg (thunder); until the end of your next turn, the targets takes a penalty to attack rolls equal to your Wis (+3) mod.
Z-1 1d20 + 7 ⇒ (7) + 7 = 14 vs Fort
Z-2 1d20 + 7 ⇒ (10) + 7 = 17 vs Fort
Z-3 1d20 + 7 ⇒ (7) + 7 = 14 vs Fort
Z-4 1d20 + 7 ⇒ (13) + 7 = 20 vs Fort
Z-5 1d20 + 7 ⇒ (2) + 7 = 9 vs Fort
Z-6 1d20 + 7 ⇒ (14) + 7 = 21 vs Fort
Z-7 1d20 + 7 ⇒ (19) + 7 = 26 vs Fort
Z-8 1d20 + 7 ⇒ (18) + 7 = 25 vs Fort
D 1d20 + 7 ⇒ (19) + 7 = 26 vs Fort
Damage: 2d8 + 4 ⇒ (3, 8) + 4 = 15 Thunder damage; until end of my next turn, the target takes a -3 penalty to attack rolls.
Ghetto: Sorry I totally forgot about one ability I have for my Divine Challenge, it does 4 radiant damage when I apply it to undead, which I did to D I believe.

Phenia |

"Thanks, Danea."
Phenia shrugs aside some of the attack.
"Do these seem like odd undead to you?"
Knowledge check anyone? Phenia's not that great at Arcana/Religion, but it's worth a try.
1d20 + 6 ⇒ (20) + 6 = 26 - religion - what do we know about these zombies?
1d20 + 6 ⇒ (16) + 6 = 22 - religion - what do we know about D?
OK. Not that I'm complaining exactly, but those rolls would have been nice for an attack :)

Ghetto DM |

Danea raises her holy symbol and an otherwordly crash brings down one of the zombies and shakes the gaunt creature. Danea prevented 7 damage to Phenia from Z8. Izera is no longer immobilized. Danea hit (26 vs. Fort) and destroyed Z6. Danea hit D (26 vs. Fort) for 15 thunder damage and -3 to attack rolls until the end of her next turn.
Izera's turn
Map link
Izera 30 (75/90 hp; -2 defenses)
Garret 27 (76 hp; +4 Reflex)
D - 25 (-30 hp; -3 attack; adjacent enemies gain +1 AC; cursed; marked by Danea)
Tinker - 25 (80 hp)
Phenia - 22 (67/74 hp; +4 Reflex; -2 defenses)
C - 21
Z - 20 (all marked by Danea)
Danea - 10 (89 hp; +22 thp; +4 Reflex; +1 AC)
Phenia
Danea, Tinker, and Izera

Izera |

Izera steps back to shorten the groups defensive line, and as she does, she attacks the zombie near Phenia.
Shift to E10. Make Z8 my Oath target. Attack with Bond of Pursuit, targeting AC. Attack Roll 1: 1d20 + 17 ⇒ (17) + 17 = 34. Attack Roll 2: 1d20 + 17 ⇒ (9) + 17 = 26. I'll use roll 1. Damage: 1d12 + 14 ⇒ (9) + 14 = 23

Ghetto DM |

Izera steps back and cleanly slices the head from one of the zombies. Izera hit (32 vs. AC with cover) and destroyed Z8.
A pulse of black energy erupts from the corpse before it hits the ground. Putrescent explosion vs. Izera's Reflex: 1d20 + 14 ⇒ (15) + 14 = 29
Putrescent explosion vs. Phenia's Reflex: 1d20 + 14 ⇒ (7) + 14 = 21
Putrescent explosion vs. Danea's Reflex: 1d20 + 14 ⇒ (3) + 14 = 17
Putrescent explosion vs. Garret's Reflex: 1d20 + 14 ⇒ (2) + 14 = 16
Putrescent explosion vs. Tinker's Reflex (with cover): 1d20 + 14 ⇒ (1) + 14 = 15
Targets hit take 7 necrotic damage.
I forgot about the last destroyed zombie's explosion, but I'm a big fan of "no takesy-backsy", so forget about it.

Ghetto DM |

Z8 hit Izera (29 vs. Reflex) for 7 necrotic damage (2 after resistance).
Izera's turn
Map link
Garret 27 (76 hp; +4 Reflex)
D - 25 (-30 hp; -3 attack; adjacent enemies gain +1 AC; cursed; marked by Danea)
Tinker - 25 (80 hp)
Phenia - 22 (67/74 hp; +4 Reflex; -2 defenses)
C - 21
Z - 20 (all marked by Danea)
Danea - 10 (89 hp; +22 thp; +4 Reflex; +1 AC)
Izera 30 (73/90 hp

Garret Highhill |

"Sorry!" You wonder what he's apologizing for when a small point of light begins drifting into the crowd of zombies...
Blazing Starfall on Z5, Z6, Z2 and Z3. I apologize to everyone within 5 squares of them.(vs Reflex) 1d20 + 15 ⇒ (7) + 15 = 221d20 + 15 ⇒ (14) + 15 = 291d20 + 15 ⇒ (5) + 15 = 201d20 + 15 ⇒ (7) + 15 = 221d4 + 16 ⇒ (1) + 16 = 17

Ghetto DM |

The blinding white light of Garret's attack is replaced by concussions of black energy. Garret hit and destroyed Z2, Z3, Z5, and Z6. Putrescent Explosion vs. Danea's Reflex: 1d20 + 14 ⇒ (20) + 14 = 34
Putrescent Explosion vs. Danea's Reflex: 1d20 + 14 ⇒ (12) + 14 = 26
Putrescent Explosion vs. Danea's Reflex: 1d20 + 14 ⇒ (20) + 14 = 34
Putrescent Explosion vs. Danea's Reflex: 1d20 + 14 ⇒ (10) + 14 = 24
Putrescent Explosion vs. Izera's Reflex: 1d20 + 14 ⇒ (4) + 14 = 18
Putrescent Explosion vs. Izera's Reflex: 1d20 + 14 ⇒ (14) + 14 = 28
Putrescent Explosion vs. Izera's Reflex: 1d20 + 14 ⇒ (16) + 14 = 30
Putrescent Explosion vs. Izera's Reflex: 1d20 + 14 ⇒ (20) + 14 = 34
Putrescent Explosion vs. Phenia's Reflex: 1d20 + 14 ⇒ (13) + 14 = 27
Putrescent Explosion vs. Phenia's Reflex: 1d20 + 14 ⇒ (1) + 14 = 15
Putrescent Explosion vs. Phenia's Reflex: 1d20 + 14 ⇒ (5) + 14 = 19
Putrescent Explosion vs. Phenia's Reflex: 1d20 + 14 ⇒ (16) + 14 = 30
Targets hit take 7 necrotic damage.
The gaunt figure shrieks, striking supernatural fear in its foes. Horrific Visage vs. Danea's Will (includes -3): 1d20 + 12 ⇒ (5) + 12 = 17
Horrific Visage vs. Izera's Will (includes -3): 1d20 + 12 ⇒ (5) + 12 = 17
Horrific Visage vs. Phenia's Will (includes -3): 1d20 + 12 ⇒ (6) + 12 = 18
Targets hit take 1d8 + 2 ⇒ (2) + 2 = 4 damage and is pushed 3 squares.

Ghetto DM |

Danea is hit 3 times for a total of 21 necrotic damage. Izera is hit 3 times for 21 necrotic damage (6 after resistance). Phenia is hit 2 times for 14 necrotic damage. D missed all 3 attacks.
Tinker's turn
Map link
Tinker - 25 (80 hp)
Phenia - 22 (53/74 hp; +4 Reflex; -2 defenses)
C - 21
Z - 20 (all marked by Danea)
Danea - 10 (89 hp; +1 thp; +4 Reflex; +1 AC)
Izera 30 (67/90 hp)
Garret 27 (76 hp; +4 Reflex)
D - 25 (-30 hp; -3 attack; adjacent enemies gain +1 AC; cursed; marked by Danea)