Round EIGHT !
Initiative
Gnorlin 19
Feral Zombies 18
Bhelmyr 15
Matrim 10
Kvanlanir 9
Xander 6
Seeing the
Goliath start to bleed visibly,
Gnorlin reaches out and grabs
Matrims heel, healing him for
13 HP.
Z10 and
Z12 push in against
Matrim, making
bite attacks.
DM rolled 7 using 1d20+4. Feral Zombie bite.
DM rolled 19 using 1d20+4. Feral Zombie bite.
DM rolled 4 using 1d6+2. Feral Zombie bite damage.
Z12 bites
Matrim for
4 (
rage reduced to 2) HP damage.
Bhelmyr continues showering the
zombies with holy light, aiming for the injured
Z10.
DM rolled 19 using 1d20+2. Feral Zombie dex save.
The
Sacred Flame misses the
zombie and light up the area in an eerie glow.
Matrim continues his rousing game of two-handed wack-a-
zombie, with a side of burpees. Unfortunately he misses,
smashing his warhammer into the passageway wall.
Everybody guesses what
Kvan does...
Unfortunately his arrow misses, thudding against the passageway wall and falling to the floor.
"Load, aim, fire, load, aim, fire, load fire, just keep it up a little longer."
Xander realises he spoke these words aloud.
Xanders crossbow bolt thuds! into
Z10, splattering
zombie brains and
destroying the foul creature !
Map !
https://drive.google.com/open?...cPVe0fl5WRRob566vCGb
Notes:
-
Matrim still has one more
fire-breath to use !
- There are only
4 feral zombies ahead of you in the narrow passageway (all looking unhurt), and
2 more nearby who have been
turned (see map).
- I am not sure how worn-out the party is getting. With
Gnorlin healing
Matrim, you're certainly not very physically hurt, but I am wondering about the party resources, like spells, etc. The
adventurers do not know if the movements of the
zombies you have faced so far have alerted those deeper in the
Tomb to your presence. If the party decided to stop and take a
short rest sometime soon, inside the
Tomb may not be the best location for it, but perhaps just outside or near the entrance, or even inside those first entry-rooms (
remember those?) may be better.