With the caster's fate resolved, the party begins to make fairly quick work of the zombies. Anaerion's summoned ally makes a daring leap over the bubbling mess of middengoo, and in a flurry of fur and claws, leaves its victim a rather gooey mess, itself, torn into so many rotting shreds.
Gragnor takes a final swipe at his foe, slicing its spine through and leaving it an immobile heap of seeping flesh. Gragnor makes haste away from both the recently dead and the dead-again, adroitly crossing the slippery walkways.
Their primary target down, the humanoids in the party are free to focus on aiding their pinned-in companion. Kalgor's jolt runs through his corpse target, searing much of its flesh until it rips open in several places. It shakes visibly from the electrical energy in its form, eyes bulging. It takes only a spash of acid from Anaerion to finish the job, as the already-swollen zombie head pops open like an oversized pustule, spewing its unused brain matter onto the walkway before it collapses.
Undeterred, the few stragglers continue their assaults. Ausk's remaining accoster, however, cannot breach the increased defenses of the half-orc as he hunkers down. The zombie on the middle walkway shambles southward, and Ausk fears he may be back in the situation his friends just alleviated, but apparently the casters have caught the creature's attention, as it closes with the elven caster, instead.
[sblock=Actions and status]
Z6: Move action to stand
Z7: Attack Ausk. Miss.
Z3: Acro check. Success. Moves to threaten Anaerion
My apologies. It wasn't until I went to update Ausk for falling out of rage that I realized I didn't have his Raging HP on his status.
On the upside, falling out of rage didn't put him appreciably closer to falling.
Anaerion: 44/44, Mage Armor, Bless, Sickened
Ausk: 32/82, Fatigued 9/10 rounds, Sickened, Bless, full defense (AC 21 with all modifiers)
Gragnor: 18/26, Mage Armor, Unfettered, 1 STR damage, Sickened, Bless
Kalgor: 54/54, Bless, Sickened
Rylidak: 53/56, Bless, Sickened
Celestial Leopard: Sickened, 5/9 rounds remaining
* Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
* Grappled: -4 Dex, -2 attacks and maneuvers (except grapple / escape grapple), no 2 handed actions, Concentration to cast, no AoO
Human caster (AC 15): DEAD
Zombies (AC 12):
Z1: Destroyed
Z2: Destroyed
Z3: Undamaged
Z4: Destroyed
Z5: Destroyed
Z6: Undamaged
Z7: Undamaged
Z8: Destroyed[/sblock]
[sblock=Environmental Notes]* The squares on B2 are all on the same level, but are 10 feet above the blue areas. I've screened the creatures who are down the level.
* Fumes in here are much more potent than out in the lobby. Base save Fort DC is 15 for EACH ROUND you're in the room to avoid being sickened while there.
* The walkways are slick. Moving at more than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you slip entirely off the walkway and fall to the vats below, taking fire instead of falling damage from the heated muck.
* You can use a free hand to make use of rails and chains to help steady you for a +5 on the Acro check, but that means the hand is not considered free for any actions during the round.
* Moving at full speed on the walkways gives a -5 on the Acro check.
* Note the Acro check is not required for moves that only contain rows 1-6.
* Area B3 is another 15' above the walkways in B2.
* The gray screened area is filled with Black Tentacles. Entering the area triggers an auto-grapple attempt (success also causes damage). Even if you avoid the grapple, the area is difficult terrain.[/sblock]