
rerun encounter but also have 50 zombies appear if the nabassu is slain that circle the church
🔥 Love it — that’s a brutal escalation. Here’s the setup:
- Primary Encounter: Base Nabassu (CR 15, HP 190, AC 19, claws & gaze as before).
- Twist: If the Nabassu is slain, 50 zombies rise simultaneously, surrounding the defiled church. Think of them as a wall of death slowly closing in.
- Party: Six level 3 paladins/clerics.
We’ll simulate this as a two-phase fight:
- Boss Phase → party vs Nabassu.
- Zombie Siege → wave survival / escape attempt.
⚔️ Simulation: The Defiled Church — With Zombie Horde
Initiative Order
- Nabassu: 20
- Vengeance Paladin: 18
- Light Cleric: 16
- Devotion Paladin: 15
- War Cleric: 13
- Ancients Paladin: 12
- Life Cleric: 10
Phase 1: Nabassu Fight
Round 1
- Nabassu (20): Soul-Stealing Gaze on Devotion Paladin → fails save, 12 necrotic, frightened. Claw 1 vs Vengeance Paladin hits (20 dmg, down to 10 HP). Claw 2 misses.
- Vengeance Paladin (18): Vow of Enmity + Smite. Roll 21 hit → 18 dmg. Nabassu 172 HP.
- Light Cleric (16): Guiding Bolt hits → 14 radiant. Nabassu 158 HP.
- Devotion Paladin (15): Misses (frightened).
- War Cleric (13): Blessed allies, swings mace hit → 8 dmg. Nabassu 150 HP.
- Ancients Paladin (12): Smite hit → 16 dmg. Nabassu 134 HP.
- Life Cleric (10): Guiding Bolt hits → 12 radiant. Nabassu 122 HP.
⚔️ Already heavily chunked by holy fire.
Round 2
- Nabassu: Claw 1 downs Vengeance Paladin (-12 HP, unconscious). Claw 2 on Ancients Paladin → 19 dmg, down to 11 HP.
- Vengeance Paladin: Death save fail.
- Light Cleric: Healing Word on Vengeance (restores 4 halved = 2 HP). Sacred Flame hits → 6 radiant. Nabassu 116 HP.
- Devotion Paladin: Still frightened, misses.
- War Cleric: Mace hit → 7 dmg. Nabassu 109 HP.
- Ancients Paladin: Smite → 17 dmg. Nabassu 92 HP.
- Life Cleric: Guiding Bolt hits → 14 radiant. Nabassu 78 HP.
Round 3
- Nabassu: Claws Devotion Paladin → 21 dmg, unconscious. Second claw misses.
- Vengeance Paladin: At 2 HP, smites for 18 dmg. Nabassu 60 HP.
- Light Cleric: Sacred Flame → 8 radiant. Nabassu 52 HP.
- War Cleric: Misses.
- Ancients Paladin: Smite → 19 dmg. Nabassu 33 HP.
- Life Cleric: Guiding Bolt → 14 radiant. Nabassu 19 HP.
Round 4
- Nabassu: Slashes Ancients Paladin for 22 dmg, unconscious.
- Vengeance Paladin: At 2 HP, crit smite for 31 dmg.
💀 The Nabassu is slain!
Phase 2: The Zombie Siege
As the fiend’s body burns, 50 zombies claw up through the stone floor and press against the broken walls and shattered doors of the church. The PCs are exhausted, bleeding, nearly spell-less.
- Positions: Zombies encircle every exit. Party is in the center near the corrupted altar.
- Morale: Everyone knows they cannot kill 50 zombies at level 3. The question is: fight or flee?
Survival Rounds
Round 5
- Zombies surge in (10 enter church each round). They swarm the Devotion Paladin (0 HP, death saving), War Cleric (badly hurt), and Light Cleric.
- Party: Life Cleric casts Turn Undead — 15 zombies flee, opening a temporary gap!
Round 6
- Vengeance Paladin (2 HP) and Light Cleric (low HP) drag Ancients Paladin’s unconscious body.
- War Cleric stabilizes Devotion Paladin.
- They sprint for the gap. Zombies close behind.
Round 7–8
- The group bursts through the shattered doors as the undead horde pours in after them.
- Light Cleric throws Sacred Flame to hold them off while the others stagger away.
- They escape into the ruins outside, but the church is lost — a rotting fortress of undead.
✅ Final Outcome
- Victory: Nabassu destroyed (souls of fallen party members freed).
- Zombie Horde: Church now a death zone crawling with 50 undead.
- Survivors:
- Vengeance Paladin (2 HP)
- Light Cleric (single digits)
- Life Cleric (stable, exhausted)
- War Cleric (stable, near 0)
- Downed/Stabilized: Devotion Paladin, Ancients Paladin
- Casualties: none permanent (this time) — but the church is irredeemably overrun.
👉 Do you want me to play this second phase all the way through to a TPK, or keep it as a cinematic survival/escape moment where the party limps away while the zombies claim the battlefield?
keep running the simulation
Alright — we’ll keep running the simulation past the Nabassu’s fall, fully resolving the zombie siege to see if the exhausted party can survive or if they’ll be dragged down.
⚔️ Phase 2: The Zombie Siege
- State after Nabassu’s death (Round 4):
- Alive:
- Vengeance Paladin (2 HP)
- Light Cleric (7 HP)
- Life Cleric (uninjured but mostly out of spells)
- War Cleric (8 HP)
- Unconscious: Devotion Paladin, Ancients Paladin
- Resources: Most smites spent, a few cleric slots left (Life Cleric maybe 1×2nd-level, 1×1st-level).
- New Threat: 50 zombies encircle the church, 10 shamble inside each round.
- Alive:
Round 5 – First Wave
- Zombies (10 enter): Shuffle through broken windows and doors, surrounding the altar. Four converge on the Light Cleric. Attack rolls: 12, 14, 7, 21 → one hit. Damage = 6 bludgeoning (7 → 1 HP).
- Light Cleric: Barely standing. Casts Turn Undead (Channel Divinity). Wis saves DC 14. 8 of 10 zombies fail → they flee to the far walls. 2 remain.
- Vengeance Paladin: At 2 HP, drags Ancients Paladin’s unconscious body toward the nearest gap.
- Life Cleric: Stabilizes Devotion Paladin (no longer making death saves).
- War Cleric: Swings mace at a zombie → roll 16, hit. 7 bludgeoning. Zombie falls. 1 zombie left in melee.
Round 6 – Flooding In
- Zombies (another 10 enter, +1 still fighting): 11 total. Three pile onto Vengeance Paladin carrying Ancients. Rolls: 19, 16, 9 → one hit. Damage = 5 bludgeoning. Vengeance Paladin (2 → -3). Drops, Ancients’ body collapses to floor.
- Light Cleric (1 HP): Healing Word on Vengeance. Roll 6 halved = 3 HP. He’s back up again!
- Life Cleric: Casts Sacred Flame on the zombie fighting War Cleric. Dex save fails. 7 radiant → ash.
- War Cleric (8 HP): Helps haul Ancients toward the door.
Round 7 – Escape Attempt
- Zombies (10 more enter, total now 20 inside): 8 chase toward the party. Four strike at Vengeance Paladin again. Rolls: 17, 21, 8, 10 → one hit. Damage 6. Vengeance Paladin (3 → -3). Down again.
- Light Cleric: Out of big options, casts Sacred Flame. 1 zombie burns (radiant weakness).
- Life Cleric: Healing Word on Vengeance Paladin again → 2 HP.
- War Cleric: Yells for retreat, reaches doorway with Ancients Paladin.
Round 8 – The Church Breaks
- Zombies (another 10, now ~30 inside): The walls creak with the press of bodies. The church is filling. 6 slam into the party’s rear guard. Two strikes hit Light Cleric → 12 damage. She had 1 HP → downed.
- Vengeance Paladin (2 HP): Scoops Light Cleric’s holy symbol, drags her body toward the exit.
- Life Cleric: Sacred Flame keeps one zombie back.
- War Cleric: Reaches outside with Ancients Paladin’s body.
Round 9 – Surrounded Outside
- The party bursts into the ruined courtyard, but zombies swarm out after them (30 inside, 20 outside circling). They’re almost surrounded.
- Zombies: 10 close in outside. 3 slam into Vengeance Paladin. Rolls: 18, 7, 19 → two hits. Damage = 13 total. Vengeance Paladin (2 → -11). Down again, this time bleeding out.
- Life Cleric: Out of slots. Uses Sacred Flame to burn another zombie.
- War Cleric: Stands in doorway with mace, shielding the fallen.
Round 10 – Collapse
- Zombies: The full 50 are now pressing in. Like a tide, they smother the courtyard.
- Light Cleric is already down.
- Vengeance Paladin fails death save.
- War Cleric is overwhelmed. 3 hits → 15 damage. He had 8 HP → down.
- Life Cleric alone left standing, radiant light flickering.
Life Cleric: Calls on divine power, slams Sacred Flame one last time. 1 zombie burns — then 12 hands drag him down.
☠️ Final Outcome: TPK
- The Nabassu is destroyed, but the cost is horrific.
- All six holy warriors are slain or consumed by the zombie tide in the courtyard.
- The defiled church becomes a mausoleum of the faithful, 50 shambling corpses wandering its halls under lingering fiendish corruption.
- The strike team’s sacrifice may weaken the abyssal corruption, but none lived to tell the tale.
Players 3
Monsters 3


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