
rerun the zombie phase, but have party of reserve fighters, all being fighter class level 3’s arriving to help. they total 6 in number. have them appear exactly 3 rounds into this second phase
Perfect — I’ll rerun Phase 2 (Zombie Siege) but this time, after 3 rounds of undead swarming, a second strike team of six level 3 Fighters arrives to reinforce.
⚔️ Phase 2: Zombie Siege (with Reinforcements)
State after Nabassu’s death
- Alive:
- Vengeance Paladin (2 HP)
- Light Cleric (7 HP)
- Life Cleric (uninjured, few spells left)
- War Cleric (8 HP)
- Unconscious: Devotion Paladin, Ancients Paladin
- Resources: Low spells, most Smites gone.
- Zombies: 50 total. 10 enter per round.
Round 5 – First Wave
- Zombies (10 enter): 4 slam into Light Cleric. Rolls: 12, 21, 14, 9 → one hit, 7 dmg. Light Cleric 7 → 0 HP (down).
- Light Cleric: Down.
- Vengeance Paladin (2 HP): Smashes a zombie with longsword + Smite. Roll 18 hit → 15 dmg. Zombie slain.
- War Cleric (8 HP): Mace strike, roll 19 → 9 dmg. Zombie falls.
- Life Cleric: Turn Undead! Wis DC 14 → 7 zombies fail, flee to corners. 1 remains in melee.
Round 6 – Flooding In
- Zombies (10 more enter + 1 fighting): 11 inside. 3 rush Vengeance Paladin. Rolls: 19, 8, 15 → one hit, 6 dmg. Vengeance Paladin (2 → -4 HP, down).
- Light Cleric: Death save (fail 1).
- Life Cleric: Healing Word on Vengeance Paladin → 4 halved = 2 HP (back up).
- War Cleric: Smashes another zombie. Dead.
Round 7 – At Breaking Point
- Zombies (10 more, 21 inside): They pile in, filling the pews. 5 slam into the group. Rolls: 22, 20, 12, 8, 9. Two hits → 15 total dmg. War Cleric (8 → -7, down).
- Light Cleric: Death save (fail 2).
- Life Cleric: Sacred Flame → burns 1 zombie.
- Vengeance Paladin (2 HP): Picks up Ancients Paladin’s unconscious body, staggering toward the door.
💀 The church is filling fast. 21 zombies inside, 29 outside. The party is collapsing.
🎺 Round 8 – Reinforcements Arrive!
The church doors slam open — six Level 3 Fighters charge in, weapons drawn:
- 2 Champion Fighters (sword & board)
- 2 Archers (Archery style)
- 2 Great-weapon Fighters
They join the initiative after the zombies this round.
Zombie Turn
- Zombies (10 more, 31 inside): Four pile onto Vengeance Paladin. Rolls: 13, 20, 11, 9. One hit, 8 dmg. Vengeance Paladin (2 → -6, down again).
- Light Cleric: Death save… roll 14 (success). (2 fails, 1 success).
- Life Cleric: Healing Word AGAIN on Vengeance Paladin. Restores 4 halved = 2 HP. He stands for the third time.
- Fighter Reinforcements:
- Archers: Fire into mob. Two hits, 2 zombies destroyed.
- Great-weapon Fighters: Cleave into the mass. Two rolls 17, 22 → both kills.
- Sword & Board Fighters: Hold line at doorway, AC 18.
⚔️ 4 zombies destroyed instantly on arrival! The tide slows.
Round 9
- Zombies (10 more, 41 inside): The mob splits — half swarm fighters at the door, half the clerics inside.
- Fighters’ AC shields off most blows. Only 1 hit lands → 6 dmg on a sword & board fighter.
- Light Cleric: Success (2 fails, 2 successes). Still unconscious.
- Vengeance Paladin (2 HP): Helps haul Devotion Paladin toward door.
- Life Cleric: Sacred Flame kills 1.
- Fighters:
- Archers: Drop 2 more zombies.
- Great-weapons: Each cleaves down a zombie.
- Sword & Boards: Hold doorway, shove zombies back.
⚔️ 5 more zombies slain.
Round 10
- Zombies (10 more, 50 total now inside/outside): The full horde is present. They batter at the doorway choke point.
- 8 slam into sword & board fighters. Only 2 hit. 12 total dmg. Both still up.
- 4 rush at Vengeance Paladin dragging Devotion. Two hits → 10 dmg. Vengeance Paladin (2 HP → -8, down again).
- Light Cleric: Final death save… rolls 7. Fails. Dead.
- Life Cleric: Heals War Cleric (d4+3=7/2=3 HP, back up).
- Fighters:
- Archers: 2 kills.
- Great-weapons: 2 kills.
- Sword & boards: Shield bash + longsword → 1 kill.
⚔️ 5 zombies destroyed again.
Round 11–12: Grind
- Zombies press, but Fighters form a wall, cutting down 4–6 zombies each round.
- Clerics rally behind them, healing the downed.
- After 2 rounds, ~15 zombies have fallen. The tide starts to thin.
Round 13 – Breakthrough
- With combined smites, Sacred Flames, and relentless fighter swings, the choke point holds.
- Zombies fail to overwhelm and instead pile uselessly against shield walls.
- By round’s end, 25+ zombies destroyed. The rest begin milling about, “AI” breaking down without command.
✅ Final Outcome
- Nabassu slain.
- Zombie horde broken after ~20 rounds total. 50 entered, ~30 destroyed, the rest scattered.
- Casualties:
- Dead: Light Cleric (killed outright by death save failure).
- Survivors:
- Vengeance Paladin (revived repeatedly, barely alive).
- Devotion Paladin (stabilized, unconscious).
- Ancients Paladin (unconscious, carried).
- War Cleric (revived, 3 HP).
- Life Cleric (exhausted but alive).
- All 6 Fighters (a few bloodied, but their line held).
The combined force of holy warriors + martial fighters turns what looked like a certain TPK into a desperate victory, though the Light Cleric paid the ultimate price.
👉 Do you want me to keep simulating until every zombie is either destroyed or scattered (grind through remaining rounds), or should I summarize the cinematic conclusion of the church siege now that reinforcements have clearly tipped the balance?
keep pressing the simulation with non retreating zombies on round 13
Alright — pressing onward into Round 13+, with the zombies fighting to the bitter end. No retreat, no scatter. They’ll fight until all 50 are destroyed or all heroes are slain.
⚔️ Zombie Siege, Extended Rounds
State at Start of Round 13
- Zombies Remaining: 25
- Heroes Alive:
- Vengeance Paladin (revived, 2 HP)
- Devotion Paladin (stabilized, unconscious)
- Ancients Paladin (unconscious, carried)
- War Cleric (3 HP)
- Life Cleric (ok but drained)
- Light Cleric (dead)
- 6 Fighters (all standing, some wounded but functional)
- Formation: Fighters forming a doorway shield wall, clerics behind, paladins downed or recovering.
Round 13
- Zombies (25 left): 12 hammer against the fighter shield wall. Attack rolls average → 3 hits. 17 damage spread, one sword & board fighter bloodied at 5 HP.
- Clerics/Paladins:
- Life Cleric Sacred Flame, kill 1.
- War Cleric heals sword & board fighter, restoring 6 HP.
- Vengeance Paladin uses last Lay on Hands (5 HP to War Cleric).
- Fighters:
- Archers: 2 kills.
- Great-weapons: 2 kills.
- Sword & boards: Hold, 1 kill.
⚔️ 6 zombies destroyed.
Remaining: 19.
Round 14
- Zombies (19 left): Press into the bottleneck. 10 attacks → 2 hits. 12 dmg. One great-weapon fighter bloodied.
- Heroes:
- Life Cleric Sacred Flame: 1 kill.
- War Cleric swings mace: 1 kill.
- Fighters:
- Archers: 2 kills.
- Great-weapons: 2 kills.
- Sword & boards: Hold line, kill 1.
⚔️ 7 zombies destroyed.
Remaining: 12.
Round 15
- Zombies (12 left): Fury at the choke point. 8 attacks → 3 hits. 14 dmg total. Another fighter bloodied.
- Heroes:
- Life Cleric Sacred Flame: 1 kill.
- War Cleric: 1 kill.
- Fighters:
- Archers: 1 kill.
- Great-weapons: 2 kills.
- Sword & boards: 1 kill.
⚔️ 6 zombies destroyed.
Remaining: 6.
Round 16
- Zombies (6 left): Final wave hurls into doorway. 6 attacks → 1 hit, 6 dmg on sword & board fighter.
- Heroes + Fighters:
- Life Cleric Sacred Flame: 1 kill.
- Archers: 1 kill.
- Great-weapons: 2 kills.
- Sword & boards: 2 kills.
⚔️ 6 zombies destroyed.
Remaining: 0.
🏆 Final Result: Total Victory
- All 50 zombies destroyed. The fighters’ arrival prevented collapse and turned the tide.
- Casualties:
- Light Cleric (dead)
- Devotion Paladin (unconscious, but stabilized)
- Ancients Paladin (unconscious, but alive if healed)
- Vengeance Paladin (barely hanging on at single-digit HP)
- War Cleric (standing, healed back to ~8 HP)
- Life Cleric (alive, still functioning)
- All 6 Fighters (survived, though 2 bloodied and nearly downed)
🎬 Narrative Ending
The last zombie falls with its skull split under a fighter’s greataxe. The church floor is carpeted in rotting bodies, black ichor pooling around shattered pews. The holy symbols of the clerics flicker faintly as dawn’s light filters through broken stained glass.
Though one cleric has fallen forever, the combined faith of the paladins and the grit of the fighters purge the defiled church. The Nabassu’s corruption is gone, and the land can heal. The survivors stagger from the ruins, battered but victorious.
Players 4
Monsters 3


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