"We need to fight these things in the room, not the hallway. Fighting them in the hallways where they can get many on one is suicidal. Serris, once Mythra gets past you, you'll need to hold off those things for a moment. Kal and Orsik, see if you can pull the Zombie back into the room or kill it. Mythra, teleport your butt into this hallway and then move into the room once you get a chance. Immediately if you can manage it. Come on people, move!" Grys starts shouting out commands.
Die monster, you don't belong in this world! Mythra says shooting a colored blast of spray at the undead. The spell produces a momentary flash of light, illuminating the zombies descending hungrily upon him, but seemingly fails to have any effect on them.
With raised fingers, kal'Tarron curses at the zombie beside him in draconic. He then takes a swing at it with his axe, just barely managing to connect thanks to the advantage provided by Grys's threat from the other flank.
Serris stabs at the visible zombie, and calls to Mythra "
Hold in there!"
Orsik moves to the line where necromancer was last seen and moves westward. When he comes to the wall he swings the maul, but arrests it's momentum just before it strikes the wall.
"I cannot bring down piece of history." he murmurs and starts examining the wall, is eyes scanning symbols and text that don't fit into the rest or are not consistent with religious practices of warriors of old.
He tries pushing one side of the stone block then the other as if it's normal door.
There is no decoration at all – the walls here are simply rough hewn stone, and none of the blocks shows any sign of recent tampering. He finds no sign of any secret passages or hidden mechanisms.
* * *
Mythra's undead assailant strikes him another telling blow with its axe, though the sting is taken out of it by Serris's bolstering effect. In the darkness he can hear the thing moving away, and then sudden movement as the softly glowing tip of the other zombie's staff comes straight for him and lashes out – but with wild inaccuracy.
The creatures behind him swarm up his legs once more, biting and scratching with foul claws and wearing him down, yet still he stands firm, anticipating the necromancer's attack. When it comes, he's ready for it – sees the slight charge of sickly green energy gathering, intuits exactly where it's aimed, and moves aside with perfect adroitness. It's only blind luck that in the darkness he missteps on a loose rock, twists his ankle, and falls – straight into the path of the oncoming attack. The deathly energy washes over him in an overwhelming wave, and he mercifully loses consciousness before he hits the ground.
"Do you intend to leave your friend to die?” comes a gloating voice from beyond the swarming darkness in the corridors' intersection. "Not very heroic...”
[sblock=Mythra's Turn]Mythra takes 2 ongoing necrotic damage at the beginning of his turn.
Mythra can't shift to B5, there's no room to occupy that square (most of it is in the wall). The corridor is slightly wider than 1 square, but only just. If you want to use last round's move action for something else then it may be possible to retcon something in, but I'm unsure what you could have usefully done with that action except maybe getting a light out.
Also you actually had 2 lots of ongoing damage, sorry if I didn't make that clear – only the highest one actually damages you each round since they're the same damage type, but you save against them seperately. I went ahead and made another save for you:
1d20=10, pass.[/sblock]
[sblock=Enemy Actions]zom3 standard - attacks Mythra with flanking.
1d20=9+? = hit vs AC 21. Damage
1d8+5=8.
Move – shift to C4
zom 2 standard – charge Mythra with flanking.
1d20=1, automiss.
TM standard - attack Mythra:
1d20=13+? = hit vs AC 21, damage = 3 plus 2 ongoing necrotic damage.
TM1 standard - attack Mythra:
1d20=4+? = miss vs AC 21
nec minor – Warlock's Curse on Mythra (gained Pact Boon and removed curse last round due to Bloodied Boon feat)
Move → Minor – Sustain Hunger of Hadar
Standard – Eldritch Blast on Mythra.
1d20=4 – reroll with Dark One's Own Luck.
1d20=19+? = hit vs Ref 20; damage
1d10+7=16, curse damage
[URL="http://[url=%22http//invisiblecastle.com/roller/view/2695273/%5D1d6=6%5B/url%22"]http://invisiblecastle.com/roller/view/2695273/]1d6=6[/url] for 22 total damage.
Zom – shift to I9, attack kal'Tarron: 1d20=13+? = hit vs AC 22, damage 1d8+5=13[/sblock]
[sblock=Combatants]Orsik 38/45 hp
Serris 45/45 hp
kal'Tarron 31/44 hp
Mythra -17/38, ongoing 2 necrotic damage (save ends) (x2), bloodied, dying
Grys 26/39
zom3 -0 hp
zom2 -0 hp
nec -0 hp
TM -0 hp
TM1 - 0hp
zom -17 hp[/sblock]