Dopey, Wetzel and Fried come into the room as The Herald rushes into the fray. Dopey sees there is no way to pass through the chamber without chancing the combat, so he fishes in his pack for oil instead...
The battle slogs on with the fearless zombies taking an inhuman measure of punishment before one of them collapses at last, but Zax, Leudigar, and The Herald are all near to exhaustion from their exertions.
Outside, Karl pushes the column to so that the wizards are just outside the door. He could pass through them to enter the room if he needed to...
Combat Turn Two
Movement Segment
The Herald joins the combat, making it four vs four across a 30ft wide front.
Dopey, Wetzel, Fried, move into the room.
Missile/Magic Segment
None.
Melee Segment
As combat was already in progress there will be up to three rounds of melee.
First Round
Zax, Zem, and Leudigar vs four Zombies (The Herald will join in the second round).
Players have the initiative: 3@ d20+1=6, 9, 13; one hit; 1d6=3 (7, 4, 5 3, 9, 8, 7) drops a zombie.
Zombies: 3@ d30=14, 5, 4. Three misses.
Second Round
The Herald joins the combat.
Players have the initiative: 1@ d20=8, 3@ d20+1=9, 10, 18; two hits; 2d6=6 (7, 4, 5 3, 9 3, 8, 7).
Zombies: 3@ d30=3, 17, 20. Two hits! Who is hit? 1-5=Zax, 6-10=Zem, 11-15=Leudigar, 16-20=Herald: 2d20=14,16. So it's Leudigar and The Herald: 2d6=5,3 (Zax-4, Zem-1, Leudigar-5, Herald-3).
Third Round
Players have the initiative: 1@ d20=6, 3@ d20+1=3, 8, 2; four misses (terrible rolls)!
Zombies: 3@ d30=13,13,16. Who is on the end of the 16? 1-5=Zax, 6-10=Zem, 11-15=Leudigar, 16-20=Herald: 1d20=2. So it's Zax: That is a miss by one pip (would have hit anyone else).
So the second combat turn sees one zombie finished off, and the players taking a few hits.
Next turn?
[f=32]
Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak,
lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges;
torch[/f]