Round 1
1.
@FitzTheRuke make a DC 12 to climb down or take 2d6 falling damage. You will be on the other side for round two
2. Another pulse of Necrotic Energy:
Everyone make a
DC 12 Con save or take
5 points of necrotic damage. Max should make one too. You can use your holy symbol to tank the damage again, if you want.
- The poor merchant failed by one (i'm not sure if anyone gives bonuses to saves?). The damage was max and I rolled his HP and he only had 1. So he goes down. No death saves for NPCs but I'll give people 1 round if someone wants to save him (medicine to stabilize him or healing, obviously.)
- Newt makes her save....
3. Zombies double move, then zombie chickens launch themselves off the zombies towards the PCs
One attack on each Deidre, Benny and Max
Deidre, 1D20+5 = [12]+5 = 17 (miss)
Benny, 1D20+5 = [6]+5 = 11 (miss)
then Max:
1D20+5 = [19]+5 = 24 (Hit)
1D6+3 = [4]+3 = 7
Then Deidre again
Deidre: 1D20+5 = [6]+5 = 11 (miss)
Max has one attached to him. He needs to spend an action removing it, or he can attack it. I'm going to say that it makes it hard for him to fly too since they're about the same size.
Start Round 2