((Please remember that frost mage deals 2d2 damage in a 4-hex long cone, and can do so twice a dungeon. At your current and likely foreseeable movespeeds, you're likely to take exactly that.
For reference, here are the current damage calculations, with two entries for Teirra because I'm unsure if total damage is [(Base Damage - Defense) * Multiplier] or [(Base Damage * Multiplier) - Defense]:
| 25% | 50% | 25% |
Marks (4/4 HP) | 1 Dmg | 2 Dmg | 3 Dmg |
Boldbold (8/8 HP) | 2.5 Dmg | 3.75 Dmg | 5 Dmg |
Teirra (Base)(3/3 HP) | 1 Dmg | 2.5 Dmg | 4 Dmg |
Teirra (Total)(3/3 HP) | 0 Dmg | 1.5 Dmg | 3 Dmg |
Chaun (3/3 HP) | 2 Dmg | 3 Dmg | 4 Dmg |
I'm unsure of what to do with fractions, but I believe Nirur earlier said to always round up. As you can see, a single well-placed cone has the low but very real potential to one-shot half the party. Then the skeletons move in and/or they get to fire again. The only advantage here would be that they might not be willing to fire on their own skellies, but given that you're slow, the skellies only take an average of one damage, and the skellies aren't exactly weak themselves, I would strongly recommend not counting that as too much of an edge.
In fact, I would strongly recommend you flee north frantically and immediately. It'll take you three turns assuming a mad dash with no regard to the skeleton in your way, which would open one of you up to being one-shot in a different manner but prevent any skellies from catching you otherwise. The alternative is by my calculations being beaten to death.))