Balbo and Drogo whirr their slings at the skeletons, and the unerring missiles crush the bones of two of the skeletons, sending them rattling disjointedly to the ground. Franklin pulps the head of one of the zombies, toppling it over. Maloofs vial of holy water soaks into the zombie's face, and starts dissolving it as the zombie claws at its smoking body, before succumbing, but Yolenna's vial misses and shatters somewhere on the floor past the other two zombies.
The remaining two zombies turn their heads and stare at the party, and from their eyes come glowing red rays of light. They frantically dodge, but both Aldbane and Wiglaff feel a burning, searing pain, as some beams connect with them. The five distant skeleton archers fire, and poor Balbo takes a debilitating wound, but he is still on his feet
Aldbane abjures the monsters to flee, and the remaining two zombies shuffle away towards a far corner
There is no melee
What do players do next round?
MECHANICS
Initiative: players 3, monsters 3 - tie
will do ranged, then turning, then melee
Balbo, at skellie, rolls 19 - hits for <1d6>=2 damage, killing it
Drogo, at skellie, rolls 11 - hits for <1d6>=3 damage, killing it
Franklin, at zombie, rolls 15 - hits for <1d6>=5 damage, killing it
Maloof, holy water at zombie, rolls 15 - hits for <1d6>=3 damage, killing it
Yolenna, holy water at zombie, rolls 6 - miss
Zombie, two eyebeams at Aldbane, who has to make two save vs Wands
- Aldbane rolls 9, 16, and dodges one beam, the other hits him for 3 damage
Zombie, two eyebeams at Wiglaff, who has to make two save vs Wands
- Wiglaff rolls 12, 1, and dodges one beam, the other hits him for 1 damage
Skellie at Drogo, rolls 3 - miss
Skellie at Balbo, rolls 12 - hits for 3 damage
Skellie at Aldbane, rolls 12 - miss
Skellie at Wiglaff, rolls 5- miss
Skellie at Rhod, rolls 15 - miss
WOUNDS
Aldbane, 15/18
Wiglaff, 13/14
Balbo, 1/4
MONSTERS LEFT
2 Zombies (running away)
5 Skeletons