Right...let's move to the other doors when you're done Wavewarden.
Chapter 2: Into The Temple...
Right...let's move to the other doors when you're done Wavewarden.
Before joining Scags in front of door #6, he addresses the party, "Pits can contain clues to what they were used for. Let's not forget to examine it after we make sure this area is safe."
When he reaches Scags, he says, "There is no need to skulk in the darkness and I don't want to endanger any torch bearers." Krenmuth casts a Light cantrip on the head of his warhammer.
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Melianne opens the door at the end of the corridor with hardly any sound. She peeks inside.
A small portion of the room is illuminated by Hjalmar's torch and Krenmuth's shining warhammer.
Rubble covers the portion of the room she can see. Some of the rubble is strewn accros the floor, a bit of it is piled up to small heaps but other than that she can't make out any details. At least she can't spot any enemies
With that, Scags sheathed his long sword and started to go to the back of the room where the rubble is thickest and began to sift through it.
Just as Scags makes his way through the rubble he can hear something in the far end of the room.
Krenmuth holds his shining warhammer high into the air and reveal a large pile of bones in the far edge of the room besides a door in the northernmost wall (Door No 7).
But not only this, he also reveals that some of the bones are actually axe wielding skeletons. One of the creatures still has quite a lot of flesh on its bones.
It lets out a terrifying scream and charges at you along with four skeletons.
As Korrin specifically said that he'll stand at the far end of the corridor I let him stay there, but you can also decide that you moved into the room along with the others
Combat time! Please roll initiative
EDIT: Ouch! Tough luck with the initiatives for you. If you rolled higher than the ghoul you can go make your first move in combat

Rolls
Initiative skeletons - (1d20+2)
(16) + 2 = 18
Initiative ghoul - (1d20)
(20) = 20
Rolls
Initiative - (1d20+2)
(3) + 2 = 5
Rolls
Initiative - (1d20+3)
(4) + 3 = 7
Rolls
Initiative - (1d20)
(11) = 11
Ah bollocks, The mercenary captain-turned-guard sighed as he readies his halberd into position.
Rolls
Initiative - (1d20+0)
(9) = 9

Scags, Krenmuth, Annika and Melianne each have to face off against their adversaries. Korrin hears the scream and dashes through the corridor into the room
The enemies use the dash action to get to you quickly. The grid in the room is 5 feet for each square. The rubble piles are difficult terrain
You can act now...
Rolls
Initiative Korrin - (1d20+3)
(11) + 3 = 14
Bonus: Bardic Inspiration (d6) -> Sardonius
Move: is skeleton engaging me? If not, then climb onto the rubble pile. If yes, then no movement.
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Rolls
Attack main hand - (1d20+3)
(2) + 3 = 5
Attack off hand - (1d20+3)
(20) + 3 = 23
Damage + Crit damage - (2d6)
(12) = 3
Action: Cast Green-Flame Blade and attack the ghoul with her rapier
If the ghoul is hit, the skeleton next to Melianne will also suffer 4 fire damage.
Rolls
Rapier (attack, piercing damage, necrotic damage) - (1d20+6, 1d8+4, 1d6)
1d20+6 : (11) + 6 = 17
1d8+4 : (3) + 4 = 7
1d6 : (1) = 1
Temp HP: 0
AC: 16
Actions: Attack Skeleton on my left
Reactions: N/A
Bonus Actions: N/A
Rolls
Halberd to hit - (1d20+5)
(18) + 5 = 23
Halberd damage - (1d10+3)
(4) + 3 = 7

Meliannes spell doesn't seem to affect the undead. Krenmuth's call on divine power on the other side at least drives away the ghoul.
Korrin hacks into the hip of the skeleton threatening Melianne and chips away some of the bone there.
Annika thrusts her rapier into the ghoul just before it runs away and a green flame leaps to the skeleton next to Melianne.
Korrin tries to hit the fleeing ghoul but only hits a scrap of cloth that's hanging off of it.
Scags hacks at one of the skeletons next to him. He hits the ripcage, breaking a few rips which flie across the room.
While the ghoul runs away and cowers in a corner of the room, the skeletons attack.
Sardonius is hit by both skeletons, one of them sinking its axe into Scags' flank.
Krenmuth can duck just in time to avoid being hit while Melianne can clearly see where the attack of the skeleton is headed and just makes a step to the side to avoid it.
While Astrid just makes a small step backwards, Hjalmar lets out a series of gasps and grunts as the battle goes on
Annika can use her reaction try to hit the fleeing ghoul with an opportunity attack but doing so will result in the ghoul stopping (I'd retcon that if Annika's attack hits)
Next turn...
Rolls
Bane - CHA saving throw skeletons - (1d20-3)
(17) - 3 = 14
Bane - CHA saving throw ghoul - (1d20-2)
(19) - 2 = 17
Turn Undead - WIS saving throw skeleton - (1d20-1)
(17) - 1 = 16
Turn Undead - WIS saving throw ghoul - (1d20)
(3) = 3
Skeleton #1 attack on Scags - (1d20+4)
(16) + 4 = 20
Skeleton #2 attack on Scags - (1d20+4)
(20) + 4 = 24
Skeleton #3 attack on Krenmuth - (1d20+4)
(11) + 4 = 15
Skeleton #4 attack on Melianne - (1d20+4)
(1) + 4 = 5
Opportunity attack Korrin - (1d20+3)
(4) + 3 = 7
Skeleton #1 attack damage - (1d6+2)
(1) + 2 = 3
Skeleton #2 attack damage + Crit damage - (2d6+2)
(46) + 2 = 12
Action: Rapier --> Skeleton #4 (...rapier doesn't sound like a best weapon against animated bones, but alas...)
Move: none.
Rolls
Healing Word - (1d4+2)
(3) + 2 = 5
Rapier (piercing) - (1d20+4, 1d8+2)
1d20+4 : (18) + 4 = 22
1d8+2 : (4) + 2 = 6
Rolls
Warhammer attack - (1d20+3, 1d8+1)
1d20+3 : (15) + 3 = 18
1d8+1 : (1) + 1 = 2
With another burst of green fire, she attacks in unison with the Wavewarden.
Action: Cast Green-Flame Blade, attacking the skeleton in front of Krenmuth. If it hits, the skeleton in front of Scags will also take 4 damage.
Rolls
Rapier (attack, piercing damage) - (1d20+6, 1d8+4)
1d20+6 : (14) + 6 = 20
1d8+4 : (7) + 4 = 11