Only one or two Zombies are within sight of any particular person at any time, but there are many in the tower, very likely all of them that you saw before. It is just past sunset at this time, but a bright moonlit night.
Sheyla and Joshua creep up to the front of the structure from the South. Loren climbs through the west wall at the lowest break in the wall and moves carefully North East to the next break in the Inner Wall putting himself very close to the tent. Velshir moves gently through the middle break in the wall and Prentiss sychronizes his movement at the upper western break. As you all reach your present positions, a slight reduction in noise in the tower seems to strike you, but not by much, maybe a few are just resting a moment. Prentiss hears a shift in movement inside the tent, on his side, possibly Hamun? Noone has made any significant noise up until this point, and the reduction in noise from the tower could only be a coincidence...
(battle has not broken out, but maybe roll initiatives ahead for when it does, can edit for moves later as needed. I don't recall what I said last time, but consider 5' = square for any range needs)
This post has potentially manipulated dice roll results.
If things are going to play out as expected then Sheyla is going to wait until she has a clear shot to affect most or all of the zombies with the entangle spell. And Velshir’s intent is to get as close to the wizard as soon as possible and render him unconscious.
(feel free to roll anything else I might need if you want to keep action going)
If there are any wrinkles, such as the wizard is not the one in the tent, the zombies are coming from unexpected direction, etc, then I’d have to rethink the strategy.
This post has potentially manipulated dice roll results.
On Joshua's turn he will step out just on the other side of the wall so that the front of the tent is visible and will hold Tasha's Mind Whip for when the necromancer becomes visible.
(must make a DC 15 Int save or take 14 Psychic damage and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. If ti saves it takes half damage and nothing else)
This post has potentially manipulated dice roll results.
Prentiss (initiative 9 in post 1490 above) will move once his colleagues start the attack. Holding the blue-white crystal on his necklace and closing his eyes, he utters a deep growl in Draconic.
He opens them as ice starts to form in his breath, slowly and deliberately exhaling as the curse starts to awaken in him (bonus action to cast dragon's breath). He then moves around to the front of the tent and enters, unleashing with a tremendous roar a blast of arcane ice that will catch Hamun Kost but no friendlies (action to attack - DC13 DEX save or take 13 cold damage, half on a successful save)
After some time and patience has passed, Hamun Kost exits the tent and walks in the direction of the Tower. Joshua having positioned himself quietly just inside the wall on the opposite side from Sheyla, makes his 'move'. He whispers out several unheard words and Hamun Kost grasps his head in response to the attack on his mind. Save attempt 18 Failing and screaming out in pain as it assaults his mind.
Hamun Kost (end of next round to react per spell with failed save)
Sheyla, seeing the zombies start to pour (however slowly) out of the tower in the direction of the sound casts her entangle hoping to encompass most of the interior of it. A slow smile creeping across her face as she realizes that Hamun no longer controls them. The first 8 Zombies to react must save or be restrained. Z6 11 , Z3 13 , Z12 5 , Z4 10 , Z7 16 , Z2 5 , Z5 21 , Z1 3
Zombie6 and Zombie3 emerge from the tower, pulling out of the vines and head for the nearest food to Hamun Kost's horror and take him down in his distracted state before he realizes what is happening.
Zombie12 struggles to free itself again from the vines save attempt 15 as does Zombie4 save attempt 9Zombie7 also joins dinner as he managed to evade the vines as well. Zombie2 attempts to pull free of the vines as well save attempt 17
@DM: Perfect for me thanks
Velshir is quite satisfied with the team’s progress. He will silently indicate that they approach the tent.
Stealth 16
(map in spoiler to keep on same page will edit shortly)
Stealth roll: 15
@joshua - where will you be on the map?
Joshua would be coming from the south near where Sheyla is.
(map in spoiler)
Only one or two Zombies are within sight of any particular person at any time, but there are many in the tower, very likely all of them that you saw before. It is just past sunset at this time, but a bright moonlit night.
Sheyla and Joshua creep up to the front of the structure from the South. Loren climbs through the west wall at the lowest break in the wall and moves carefully North East to the next break in the Inner Wall putting himself very close to the tent. Velshir moves gently through the middle break in the wall and Prentiss sychronizes his movement at the upper western break. As you all reach your present positions, a slight reduction in noise in the tower seems to strike you, but not by much, maybe a few are just resting a moment. Prentiss hears a shift in movement inside the tent, on his side, possibly Hamun? Noone has made any significant noise up until this point, and the reduction in noise from the tower could only be a coincidence...
(battle has not broken out, but maybe roll initiatives ahead for when it does, can edit for moves later as needed. I don't recall what I said last time, but consider 5' = square for any range needs)
Prentiss initiative 9
Initiative: 13
initiative 6
That's Velshir's, and here's Sheyla's: 18
If things are going to play out as expected then Sheyla is going to wait until she has a clear shot to affect most or all of the zombies with the entangle spell. And Velshir’s intent is to get as close to the wizard as soon as possible and render him unconscious.
Velshir’s attack rolls:
javelin Attack: 11 Damage: 7
2 unarmed strikes (costs ki) Attack: 15 Damage: 5 Attack: 7 Damage: 7
(feel free to roll anything else I might need if you want to keep action going)
If there are any wrinkles, such as the wizard is not the one in the tent, the zombies are coming from unexpected direction, etc, then I’d have to rethink the strategy.
Velshir would use inspiration to try to land a better hit with the javelin, if the 10 misses
Attack: 25 Damage: 10
On Joshua's turn he will step out just on the other side of the wall so that the front of the tent is visible and will hold Tasha's Mind Whip for when the necromancer becomes visible.
(must make a DC 15 Int save or take 14 Psychic damage and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. If ti saves it takes half damage and nothing else)
Prentiss (initiative 9 in post 1490 above) will move once his colleagues start the attack. Holding the blue-white crystal on his necklace and closing his eyes, he utters a deep growl in Draconic.
He opens them as ice starts to form in his breath, slowly and deliberately exhaling as the curse starts to awaken in him (bonus action to cast dragon's breath). He then moves around to the front of the tent and enters, unleashing with a tremendous roar a blast of arcane ice that will catch Hamun Kost but no friendlies (action to attack - DC13 DEX save or take 13 cold damage, half on a successful save)
(no battle, yet) Initiatives: Joshua 19, Sheyla 17, Prentiss 9, Loren 7, Velshir 5
Thirty minutes pass with no change in activity. Continue to wait or change actions?
@Joshua
Wild Surge roll please
Ini: 10 (My bad! Weekend is super busy on my end, but I'll try to keep up!)
17
(I'm good to go, let's do this)
After some time and patience has passed, Hamun Kost exits the tent and walks in the direction of the Tower. Joshua having positioned himself quietly just inside the wall on the opposite side from Sheyla, makes his 'move'. He whispers out several unheard words and Hamun Kost grasps his head in response to the attack on his mind. Save attempt 18 Failing and screaming out in pain as it assaults his mind.
Initiatives: Sheyla 17, Prentiss 9, Loren 7, Velshir 5, Joshua 19
Zombie initiatives Z1 3 , Z2 6 , Z3 1 , Z4 1 , Z5 15 , Z6 8 , Z7 17 , Z8 14 , Z9 14 , Z10 13 Z11 5 , Z12 8
Hamun Host initiative not rolled yet as can't take action until end of next round.
Initiatives: Sheyla 17, Z6 17, Z3 14, Z12 13, Z4 12, Z7 12, Z2 10, Prentiss 9, Loren 7, Z5 7, Z1 6, Z11 6, Velshir 5, Z10 5, Z8 0, Z9 -1, Joshua 19
Hamun Kost (end of next round to react per spell with failed save)
Sheyla, seeing the zombies start to pour (however slowly) out of the tower in the direction of the sound casts her entangle hoping to encompass most of the interior of it. A slow smile creeping across her face as she realizes that Hamun no longer controls them. The first 8 Zombies to react must save or be restrained. Z6 11 , Z3 13 , Z12 5 , Z4 10 , Z7 16 , Z2 5 , Z5 21 , Z1 3
Initiatives: Prentiss 9, Loren 7, Z5 7(restrained) , Z1 6 (restrained), Z11 6, Velshir 5, Z10 5, Z8 0, Z9 -1, Joshua 19, Sheyla 17, Z6 17, Z3 14, Z12 13(restrained), Z4 12(restrained) , Z7 12, Z2 10(restrained)
Zombie6 and Zombie3 emerge from the tower, pulling out of the vines and head for the nearest food to Hamun Kost's horror and take him down in his distracted state before he realizes what is happening.
Zombie12 struggles to free itself again from the vines save attempt 15 as does Zombie4 save attempt 9 Zombie7 also joins dinner as he managed to evade the vines as well. Zombie2 attempts to pull free of the vines as well save attempt 17