As Ghourra's hammer is ripped free from the oozing corpse, black pitch pours out of its ruptured body, flooding the nearby floor.
Brondin finds himself surrounded by a trio of zombies. The largest of the three latches onto the dwarf with a surprisingly strong grasp while the other two pummel him.
The zombie knocked away by Bellegon returns to confront the warlock, driving a rusty blade into the drow's arm.
The rats, having been dispersed by the adventurers' spells, split their focus. Half the swarm scurries after Deimos, biting into him with needle-sharp teeth. However, those that do harm the arcanist burst into flames seconds later. The remainder of the vermin continue to press Tana, but she keeps her feet away from their disease-ridden jaws.
The last zombie slowly looks from the dissolving puddle that used to be its likeness to Ghourra. Another handful of life-draining pitch is thrown across the room, and Ghourra feels her strength being sapped once again.
[sblock=Actions and Status]Rotters 2 and 8 move up and attack Brondin.
Both hit with a 20 and 29 vs AC, 5 damage each.
Dread Zombie 1 takes 10 damage from the sphere. Then it charges Bellegon,
hitting AC 29 for 7 damage.
Dread Zombie 2 takes 10+2 damage from the sphere, moves up and tries to grab Brondin.
Crit! Too bad this attack does no damage. Brondin is grabbed, and takes a -5 penalty to escape rolls.
Corspe Rat Swarm 1 moves into the difficult terrain and attacks Deimos,
hitting AC 26 for 7 damage, and ongoing 5 poison. In return, Deimos deals
8 damage. Oh, Infernal Wrath is actually a close burst power. Make that 18 damage.
Corpse Rat Swarm 2 charges Tana,
but misses, and also takes 5 damage for its trouble.
Corruption Corpse 1 attacks Ghourra,
hitting Reflex 24 for 10 necrotic damage and Ghourra is weakened, save ends.
Bellegon: 36/50, Surges: 4/7, AP: 1, 2nd Wind: avail;
Brondin: 27/48, Surges: 6/11, AP: 0, 2nd Wind: used; grabbed (-5 to escape checks)
Deimos: 23/40, Surges: 7/8, AP: 2, 2nd Wind: avail; ongoing 5 poision (save ends)
Ghourra: 23/42, Surges: 6/10, AP: 0, 2nd Wind: avail; weakened (save ends)
Tana: 34/49, Surges: 9/11, AP: 2, 2nd Wind: avail; ongoing 5 poision (save ends)
Zombie Rotter 2:
Zombie Rotter 8:
Dread Zombie 1: 43/66, Cursed
Dread Zombie 2: 41/66, marked by Brondin, vuln 2 all
Corpse Rat Swarm 1: 35/53
Corpse Rat Swarm 2: 12/53,
bloodied, Aegised
Corruption Corpse 1:
[/sblock]
[sblock=Skill Challenge Status]Current Successes: 1/4
Failures: 1/3
+2 to next Dungeoneering or Thievery check.
[/sblock]
[sblock=Shoring Up the Defenses]
Level: 5
Complexity: 1 (requires 4 successes before 3 failures).
Primary Skills: Arcana, Athletics, Dungeoneering, Religion, Thievery.
- Arcana (DC 20, standard action, 1 success, no maximum): The character either attempts to raise a minor ward against the undead, or attempts to suppress the beckoning call of the crystal.
- Athletics (DC 20, standard action, 1 success, no maximum): The character realizes finesse is no trade for quick and effective physical labor. The character pounds nails, carries heavy objects, and uses brute strength shove invading zombies back through the doors.
- Dungeoneering (DC 20, standard action, 1 success, no maximum): The character’s knowledge of stone and underground construction lets him or her see how the temple might best be fortified using the meager supplies available.
- Religion (DC 20, standard action, 1 success, no maximum): The character offers a prayer to Onatar, asking him to lend his strength to the characters’ endeavor and slow the tide of undead seeking to further desecrate his temple.
- Thievery (DC 20, standard action, 1 success, no maximum): The character has spent a lifetime getting into places he or she is not wanted. It’s not terribly difficult to turn that concept on its head and use those skills to craft sturdy barricades.
Secondary Skills: Perception.
- Perception (DC 15, minor action, no successes): The character’s keen eyes help more skilled companions find the best materials to aid in fortifying the temple. A successful check grants a +2 bonus to one ally’s next Dungeoneering or Thievery check made as part of this skill challenge, provided that the check is made on that ally's next turn.
The combat and skill challenge will be run concurrently once again. There needs to be at least one primary skill check per round, or the group will be given a failure.
As per usual, if a skill isn't mentioned, but you can come up with a plausible reason to use it, please do. DC 20 for such skills.
Again, note that the DCs have changed.[/sblock]
[sblock=Enemy Info]
Dread Zombie - AC: 21, F: 19, R: 15, W: 16

+12 vs. AC; 1d8+5 damage.
Zombie Rotter - AC: 15, F: 15, R: 11, W: 12

+10 vs. AC; 5 damage.
Corpse Rat Swarm - AC: 20, F: 16, R: 17, W: 15

+11 vs. AC; 1d6+5 damage, and ongoing 5 poison damage (save ends).
- Aura 1: The swarm makes an MBA against any creature that starts its turn in the aura.
Corruption Corpse - AC: 17, F: 16, R: 14, W: 14

+8 vs. AC; 1d6+3 damage.
- Aura 1: Living creatures in the aura take a -5 penalty to attack rolls.
All zombies except the corpse rat swarms have resist 10 necrotic and vulnerable 5 radiant. The swarms do the typical swarm thing of taking half damage from melee and ranged attacks while being vulnerable 10 to close and area attacks.[/sblock]