Ambrose will switch to his counter-tenor voice and try to find the resonant frequency of dense, frozen calcium:
Vicious mockery (in falsetto): DC 15 wis save or else take 2
Wis save 14
The skeleton flinches away from the falsetto voice. And winds up to strike at Flin ((Who gives advantage with reckless but is counteracted by vicious mockery for a sing roll))
Alexander what do you do with your haste? There is one more skeleton in your area and the Zombie is shambling away to the edge of the clearing, but still clearly visible. (Next turn it will be in the trees))
The zombie still under the affect of Sig's channel divinity continues fleeing, it is now 10ft in side the tree line, still visible to the party but only just. And it is heading the direction you all came from, towards the town.
The Skeleton who has been trying to wear you down Alex, is actually looking ragged itself. Its bones are chipped and cracked, the blue orbs for lights are growing dimmer. It probably won't be be suffering much longer. And as posted before the zombie is now just barely in the tree line, but being a frozen tundra there aren't many trees so you you can easily see it shambling in the direction of the town you came from.
Sighdr how would you like to deal with the undead scourge?
This post has potentially manipulated dice roll results.
(Assuming skeleton 2 is down and the zombie is 50’ away)
Flindrinkin will quickly move 25’ of his 40’ of movement towards the fleeing zombie. He will hurl 2 javelins and then retreat 15’ back towards the party.
(If my math is correct, this will put Flindrinkin between the zombie and the rest of the party and put the zombie 40’ away and heading back towards us)
Attack: 22 Damage: 7
Attack: 10 Damage: 5
As a reaction, Flindrinkin will utilize the bardic inspiration d8 to add to the lower attack.
(Assuming skeleton 2 is down and the zombie is 50’ away)
Flindrinkin will quickly move 25’ of his 40’ of movement towards the fleeing zombie. He will hurl 2 javelins and then retreat 15’ back towards the party.
(If my math is correct, this will put Flindrinkin between the zombie and the rest of the party and put the zombie 40’ away and heading back towards us)
Attack: 18 Damage: 7
Attack: 15 Damage: 6
As a reaction, Flindrinkin will utilize the bardic inspiration d8 to add to the lower attack.
Bardic Inspiration: 3
((You don't need that bardic inspiration I'll let you keep it. just in case))
Those close by watch as Sighdr, almost seeming to glow with righteous furry completely dismantles the second skeleton. Those nearby also hear a whisper of a female voice say "Thank you, my child." And as Flin takes his shots at the retreating zombie with his javelins, it causes the zombie to break its retreat off and start shambling back. The zombie while cut and with a javelin stuck stuck to it, doesn't appear to be weakened that much.
Wanting to keep his distance, and a little unnerved by the persistent corpse, Ambrose keeps his distance and tries to sink a dagger in the thing's face.
(( I am going to be busy today, but will try and get one a few times today. In the interest of wrapping this up I'm going to go ahead and post the Zombie's move/actions for after whenever Alex goes. Almost felt like I was back in high school trying to figure the distance wrench Flin threw at me.))
The Zombie continues shambling on toward the group, Staring down Flin as it moves to be 20ft from Flin, 30ft away from the rest of the group.
((After Alex's turn Flin give me a Wisdon save DC11 if you make you are immune for 24 hours, if you fail you are frightened. Then it is on to Sig's turn.))
((Nice attack rolls, you took a chunk out of the zombie Alex. Now that you all are focused on it this should be the last round.))
The zombie, after taking that barrage from Alex has very pronounced limp, and the zombie looks like it is almost breaking apart as the power that holds the rotting pieces together starts coming undone.
((oh, there not all dead?))
I am an average mathematics enjoyer.
>Extended Signature<
Wis save 14
The skeleton flinches away from the falsetto voice. And winds up to strike at Flin ((Who gives advantage with reckless but is counteracted by vicious mockery for a sing roll))
Attack: 20 Damage: 16
Alexander what do you do with your haste? There is one more skeleton in your area and the Zombie is shambling away to the edge of the clearing, but still clearly visible. (Next turn it will be in the trees))
((Gonna give it til 10am CST in about 20 minutes then start back at the top of the round.))
Until then Alex can still use his hasted actions if he wishes.
The zombie still under the affect of Sig's channel divinity continues fleeing, it is now 10ft in side the tree line, still visible to the party but only just. And it is heading the direction you all came from, towards the town.
Sighdr what would you like to do?
((sorry, i wont be very active for a few days. so its too late to take my action?))
I am an average mathematics enjoyer.
>Extended Signature<
Go ahead. And ill bot you the rest of the way.
movement: moving into melee with the nearest enemy (my speed with haste is 60, so i should be able to get close enough)
action: green flame blade spear attack
Attack: 25 Damage: 25, and on a hit, if there is another anemy near enough, they take 6 damage
extra action from haste: spear attack.
Attack: 19 Damage: 7
I am an average mathematics enjoyer.
>Extended Signature<
The Skeleton who has been trying to wear you down Alex, is actually looking ragged itself. Its bones are chipped and cracked, the blue orbs for lights are growing dimmer. It probably won't be be suffering much longer. And as posted before the zombie is now just barely in the tree line, but being a frozen tundra there aren't many trees so you you can easily see it shambling in the direction of the town you came from.
Sighdr how would you like to deal with the undead scourge?
Sighdr will strike at the skeleton with his radiant rapier.
Attack: 12 Damage: 15
Attack: 21 Damage: 15
(Assuming skeleton 2 is down and the zombie is 50’ away)
Flindrinkin will quickly move 25’ of his 40’ of movement towards the fleeing zombie. He will hurl 2 javelins and then retreat 15’ back towards the party.
(If my math is correct, this will put Flindrinkin between the zombie and the rest of the party and put the zombie 40’ away and heading back towards us)
Attack: 22 Damage: 7
Attack: 10 Damage: 5
As a reaction, Flindrinkin will utilize the bardic inspiration d8 to add to the lower attack.
Bardic Inspiration: 1
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
”I am not young enough to know everything.” - Oscar Wilde
"Great Shot!!!"
((You don't need that bardic inspiration I'll let you keep it. just in case))
Those close by watch as Sighdr, almost seeming to glow with righteous furry completely dismantles the second skeleton. Those nearby also hear a whisper of a female voice say "Thank you, my child." And as Flin takes his shots at the retreating zombie with his javelins, it causes the zombie to break its retreat off and start shambling back. The zombie while cut and with a javelin stuck stuck to it, doesn't appear to be weakened that much.
Ambrose and then Alex.
Wanting to keep his distance, and a little unnerved by the persistent corpse, Ambrose keeps his distance and tries to sink a dagger in the thing's face.
Attack: 10 Damage: 6
Your dagger whistles by his right ear narrowly missing your target.
Alex you are up and the affect that had you frightened has worn off.
(( I am going to be busy today, but will try and get one a few times today. In the interest of wrapping this up I'm going to go ahead and post the Zombie's move/actions for after whenever Alex goes. Almost felt like I was back in high school trying to figure the distance wrench Flin threw at me.))
The Zombie continues shambling on toward the group, Staring down Flin as it moves to be 20ft from Flin, 30ft away from the rest of the group.
((After Alex's turn Flin give me a Wisdon save DC11 if you make you are immune for 24 hours, if you fail you are frightened. Then it is on to Sig's turn.))
action: green flame blade spear attack
Attack: 23 Damage: 15
extra action from haste: spear attack.
Attack: 14 Damage: 4
I am an average mathematics enjoyer.
>Extended Signature<
Wisdom save from being frightened: 17
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
”I am not young enough to know everything.” - Oscar Wilde
((Nice attack rolls, you took a chunk out of the zombie Alex. Now that you all are focused on it this should be the last round.))
The zombie, after taking that barrage from Alex has very pronounced limp, and the zombie looks like it is almost breaking apart as the power that holds the rotting pieces together starts coming undone.
Sig assaults the zombie, seeking to break it apart completely.
Attack: 25 Damage: 16
Attack: 26 Damage: 15
Plus 2nd level divine smite 20