The party ripostes, however, with Almo slashing the westernmost skeleton through the ribs, and bringing him down, while Gaven bludgeons the last skeleton hard with his club, dropping the foul thing to the floor in pieces.
As its head looks up from the floor, a faint, clean light returns to its eyes once more. It opens its mouth and raises a hand as if to speak, but the light disappears and its hand falls back to the flagstones as the glimmer goes out for good.
Now the bones of all the slain skeletons lie broken and still on the ground, barely distinguishable now from those in the catacomb slots along the walls.
There is neither any sight nor sound of the bulk of the creatures who fled through the door to the south. Through the open southern door you can clearly see the hallway in which you stood earlier leading north from the first catacomb chamber you entered.
A thorough examination of the room and the bones reveals nothing of note, except that the skeleton at Gaven's feet bears a pendant similar in shape to the graffiti you saw previously up in the church.
The pendant is heavy, about three inches in diameter, and is made of black-colored iron.
Blue Square = Party's Location
Current Torch Expires:16:10
Current HP totals:
All others are at full hp.
Binding wounds (I assume you'll do this) will automatically heal Duran back to full (11/11), and Jack as well (4/4) (no die roll needed since they were only down 1hp each) and will heal Almo back to 7/10 (unlucky die roll of "1").
Initiative: Skeletons 2 – Party 1
Skeleton Attacks Almo
d20 = 10 (miss)
Skeleton Attacks Jack
d20 = 15 (hit); d6 = 1 (Jack's HP: 3/4)
Duran Attacks Skeleton
d20: 4 + 1 (level 2) = 5 (miss)
d20 (Combat Machine): 2 + 1 (level 2) = 3 (miss)
Gaven Attacks Skeleton
d20 = 20 +1 (ribbon) = 21 (hit); d6 = 3 + 1 (ribbon) = 4 (skeleton killed)
Almo Attacks Skeleton facing Duran
d20 = 13 +1 (level 2) = 14 (hit); d6 = 1 (skeleton killed)