As Zardi charges, the zombie springs at him, clawing furiously, but not connecting.[sblock=readied action]Move to K14 as part of
Mobile Melee Attack vs. Zardi (1d20+6=10) miss.[/sblock]The skeleton he attacks collapses into a stack of bones, its animating force fled.
The shadowy figure floats towards Zardi, reaching out for him. He avoids its unnatural touch, and is unharmed by the evil being.
From out of the shadows, a second zombie appears, flanking Zardi with the first. They both swing at him, with the newcomer slamming him hard. The damage is somewhat mitigated by Goldenhorn's ancestors, but it still smarts a great deal.
The rats skitter around behind the zombie to bite at Goldenhorn. Before they can do so, Spider rushes in and slams his blade into the pile, smashing many of them. Their attack against Goldenhorn is ineffective.
The archers loose another volley of arrows. The two at the back let fly two shafts each from their longbows. Of these, only one connects, grazing Goldenhorn, most of its effectiveness deflected by the power of his ancestors.
Those with the shorter bows shoot at Zardi. Only one of these hits, and this is entirely ineffective.
"My," says Lord Mallaby, unable to see the fighting.
"That certainly sounds dangerous."[sblock=Enemy Actions]
Shadowy Figure
Move: to J13
Standard:
Maddening Touch (Will) vs. Zardi (1d20+5=9) miss.
Zombie B
Move: to I14
Standard:
Slam vs. Zardi (1d20+8+2=30) Crit for 23 damage, -5 from Moment of Glory = 18 damage.
Zombie A
Standard:
Slam vs. Zardi (1d20+8+2=16) miss.
Rat Swarm
Move: to K15 via L13 and L14
Spider's Readied Action:
Charge vs. Rat Swarm (1d20+13+2=24, 1d12+1d8+9=21), swarm takes half damage from melee attack for 10 damage.
Standard:
Swarm of Teeth vs. Goldenhorn (1d20+9=13) miss.
Skeleton X
Standard:
Double Shot vs. Goldenhorn (1d20+8=10,, 1d20+8=21, 2d10+4=7) -5 from Moment of Glory = 2 damage
Skeleton Y
Standard:
Double Shot vs. Spider (1d20+8=10, 1d20+8=14) both miss.
Skeleton 2
Standard:
Shortbow vs. Zardi (1d20+6=23) 4 damage, negated by Moment of Glory
Skeleton 3
Standard:
Shortbow vs. Zardi (1d20+6=8) miss.[/sblock][sblock=map]
Stairs are considered difficult terrain.
Rubble is difficult terrain. If the middle of a square is occupied by rubble, it is considered difficult terrain. A bit of rubble at the edges is just artistic license.
The altar in the center is an extra square of movement to move into an altar space. Moving from one to the other is not an issue.
The altar also provides partial cover against ranged attacks.
The pillars in the alcoves are solid and tall. It could be possible to squeeze behind one.
The fallen pillar in L-M14 is difficult terrain.
In H7 and Q12 are big holes in the floor, leading down to the chapel undercroft, which is normally entered through the structure at E7.
The brown circles outside the chapel are trees.
The grey thing at the upper left is a big rock.
The thing at the lower right is a well with a low wall around it. If you move into this square and can't fly, it's an extra square of movement to get in, and you need to make a DC 15 acrobatics check to avoid falling into the well.[/sblock][sblock=status]All PCs (plus Mallaby) have DR5 all from Moment of Glory.
Goldenhorn, Spider, and Zardi are within the Rat Swarm's aura. If any of him begins his turn in that aura, he will be subject to a Swarm of Teeth attack. Please go ahead and roll this.
Goldenhorn: K16 HP
35/37, Surges 10/10, AP 1, second wind unused
Spider: O16 HP
35/39, Surges 10/10, AP 1, second wind unused
Tyris: H16 HP
29/29, Surges 7/7, AP 1, second wind unused, hidden
Zardi: J14 HP
18/48, Surges 11/11, AP 1, second wind unused
Mallaby: G16 HP
26/26, Surges 5/5, second wind unused
Rat Swarm K15 HP
10 Damage Taken
Shadowy Figure J13 HP
No Damage Taken
Zombie A K14 HP
No Damage Taken
Zombie B I14 HP
No Damage Taken
Skeleton X J6 HP
No Damage Taken
Skeleton Y J7 HP
No Damage Taken
Skeleton 1 I13 HP
0/1, dead
Skeleton 2 K13 HP
1/1
Skeleton 3 I12 HP
1/1[/sblock][sblock=Mallaby]
Lord Adelin Mallaby
AC: 15, Fort: 12, Ref: 13, Will: 14

Rapier +6 vs. AC, 1d8+4
Speed 6
HP: 26, Surge Value 6, Surges per day 5
Second Wind: unused
Mallaby is not a fully trained fighter. He will only defend himself on his own. He will however, follow orders.
As a minor action, any character can have Mallaby spend an action. He can't use more than the usual complement (standard, move, minor) in one turn, but a PC's minor action can be used for any of them.[/sblock][sblock=Enemies]
Swarm of Rats
AC: 18 Fort: 16 Ref: 15 Will: 13
Immune to disease & poison
Half damage from melee and ranged attacks
Vulnerable 10 from area and close attacks
May not be pushed, pulled, or slid by melee or ranged attacks
Passive Perception 18

Swarm of Teeth +9 vs. AC; 1d8+5, ongoing 3 damage (save ends)
Aura 1: the swarm makes a Swarm of Teeth attack as a free action against any enemy that starts its turn within the aura.
May occupy the same space as another creature. Enemies may enter its space as difficult terrain
[sblock=Nature 14/Religion 14]
Skittering Corpse Rat Swarm
Level 4 Skirmisher
medium natural animate (swarm, undead)
[sblock=Nature 21/Religion 21]
When a character fails the saving throw against the ongoing damage from the swarm's attack for the first time, the character contracts Filth Fever, which has no mechanical effect until an extended rest.[/sblock][/sblock]
Shadowy Figure
AC: 15 Fort: 14 Ref: 15 Will: 14
Immune to dazing, disease & poison
Resist 10 necrotic
Insubstantial: takes half damage from any damage source, including ongoing damage
Passive Perception 14

Maddening Touch +5 vs. Will; 1d8+6 psychic damage and the target is knocked prone and can't stand up (save ends)
[sblock=Dungeoneering 13/Religion 13]
Sliver Wraith Seeker
Level 3 Controller
medium aberrant humanoid (undead)
[sblock=Dungeoneering 21/Religion 21]
Aura 2: Each enemy tha ends its turn in the aura is slowed and takes a -2 penalty to Will until the end of its next turn.
Recharge attack close burst 5 which slides the target 5 squares to a square witin the aura.
Speed is fly 6, and can hover and phase.[/sblock][/sblock]
Zombies
AC: 17 Fort: 15 Ref: 17 Will: 14
Immune to disease & poison
Resist 10 necrotic
Vulnerable 5 radiant
Passive Perception 16

Slam +8 vs. AC; 1d6+5 damage
+2d6 damage to any target it has CA against
[sblock=Nature 13/Religion 13]
Skulk Zombie
Level 3 Skirmisher
medium natural animate (undead)
[sblock=Nature 21/Religion 21]
Zombie has an at-will mobile attack where it moves up to half its speed (speed 6), can make a melee attack at any point during this move, and does not provoke OA from the target of its attack while moving away from it.
Can climb (spider climb) at full speed.[/sblock][/sblock]
Longbow Skeletons (X and Y)
AC: 16 Fort: 14 Ref: 16 Will: 15
Immune to disease & poison
Resist 10 necrotic
Vulnerable 5 radiant
Passive Perception 15

Short Sword +8 vs. AC; 1d6+4 damage (none have swords drawn)
[sblock=Nature 13/Religion 13]
Skeletal Archer
Level 3 Artillery
medium natural animate (undead)
[sblock=Nature 21/Religion 21]
Gets a +1 bonus to ranged attack rolls against the closest enemy.
Encounter Double Shot for massive damage.[/sblock][/sblock]
Shortbow Skeletons
AC: 16 Fort: 13 Ref: 14 Will: 13
Passive Perception 12

Longsword +6 vs. AC; 4 damage (none have swords drawn)
[sblock=Nature 12/Religion 12]
Decrepit Skeleton
Level 1 Minion Skirmisher
medium natural animate (undead)
[sblock=Nature 19/Religion 19]
Can shift 1 square before melee or ranged attacks.[/sblock][/sblock][/sblock]