
Thorgrym the Tracker |

Round One
The ranger pulls out his new club and silently congradulates himself for finally having a proper bludgeoning weapon to smash a skeleton with. Grym rushes forward to cover Odric as Mork's magic missles are whizzing over head.
The ranger ends in the square just south of Odric and he smacks the southern of the pair of skeletons with all the speed his body can muster.
Attack 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
freshly whittled club 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Bucho moves in his master's wake. Space being too tight to move forward to attack.

Dungeon Master S |

Morkeleb and Odric draw first "blood" Grym can't quite connect. Ferox!
1: 11
2: 3
3:

Ferox Kerr |

Ferox stands firm and lets loose a volley at the fungal skeletons, starting with L1.
Arrow, blunt: 1d20 + 10 + 1 - 2 - 2 ⇒ (4) + 10 + 1 - 2 - 2 = 11
Damage: 1d8 + 2 + 1 + 4 ⇒ (7) + 2 + 1 + 4 = 14
Arrow, blunt: 1d20 + 10 + 1 - 2 - 2 ⇒ (20) + 10 + 1 - 2 - 2 = 27
Damage: 1d8 + 2 + 1 + 4 ⇒ (8) + 2 + 1 + 4 = 15

Ferox Kerr |

Confirm Crit: 1d20 + 10 + 1 - 2 - 2 ⇒ (18) + 10 + 1 - 2 - 2 = 25
Crit Damage: 2d8 + 14 ⇒ (1, 6) + 14 = 21

Dungeon Master S |

Ferox flat out shatters the creature's skull.
Meanwhile, both skeletons do things that skeletal warriors don't typically do. One vanishes from sight, and the other enlarges itself.
1: DEAD
2: 3
3: 0

Morkeleb the Mighty |

Morkeleb blinks in surprise, and tries to discern the nature of these abilities.
Spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23
Knowledge (Arcana): 1d20 + 15 ⇒ (4) + 15 = 19
Knowledge (Dungeoneering): 1d20 + 10 ⇒ (14) + 10 = 24

Dungeon Master S |

It's not the fungus giving them this power, and it was a simple Enlarge Person and Invisibility spell, though sans somatic components. You have no clue as to the origin of these creatures.

Sandor Stouthammer |

Round 1
Sandor moves to block the bridge(s) and readies his shield and Dwarven Maulaxe to combat these skellies.
DM Readied action to attack anything that comes within range. Please make a perception roll for me if needed

Thorgrym the Tracker |

Round 1
Sandor moves to block the bridge(s) and readies his shield and Dwarven Maulaxe to combat these skellies.
DM Readied action to attack anything that comes within range. Please make a perception roll for me if needed
Im pretty sure that is a lower ledge 10 ft down where Sandor moved his guy.
The only bridge that can be accessed is by going all around the room.
Dungeon Master S |

I double checked the map. Phil is correct. Sandor is readied for an impossible action. Sorry about the lack of clarity. I'd have done this in 3D at a table.

Gaius Lirsiiv |

Gaius steps back against the wall and concentrates on defense. He looks and listens for any hint that might reveal the invisible skeleton--shifting ground or bridges, shimmers in the air, sounds of movement.
Perception:1d20 + 14 ⇒ (6) + 14 = 20

Thorgrym the Tracker |

Posting for Joe
Round 1 Sandor
Rattling and clanking the walking dwarven WarTank that is Sandor moves forward brandishing his maul and shield.
The dwarf pauses half a moment as the skeleton Odric is battling suddenly grows into a massively huge skeleton. Seeing the two human warriors in greater danger Sandor moves forward to help.
The dwarf passes near Odric to end on the north side of the skeleton setting up a flank with Grym. Though not his favorite weapon, the dwarf hefts his maul to smash some bones.
1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Maul 1d6 + 2 ⇒ (4) + 2 = 6

Dungeon Master S |

Sandor's attack isn't forceful enough and the skeletal warrior turns the blade aside.
Begin Round 2
Mork: TBD
Odric: TBD
Grym & Bucho: TBD
Ferox: TBD
Fungal Skeletons: TBD
Gaius: TBD
Sandor: TBD
1: DEAD
2: 3 Large
3: 0 Invisibile

Morkeleb the Mighty |

ROUND 2
Morkeleb fires another bolt at the enlarged skeleton from his wand. He then discards the spent item, now nothing but a worthless stick. A flick of his wrist later and another wand appears in the same hand, as he takes a bead on the battle, preparing to unleash fire.
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

Odric the Stout |

Round the Second
Odric attacks with a vengeance!
Attack 1: Power Attack (Furious Focus) with Earthbreaker: 1d20 + 11 ⇒ (19) + 11 = 30 for 2d6 + 8 + 6 ⇒ (6, 6) + 8 + 6 = 26 damage.
Attack 2: Power Attack (Furious Focus) with Earthbreaker: 1d20 + 6 ⇒ (8) + 6 = 14 for 2d6 + 8 + 6 ⇒ (2, 5) + 8 + 6 = 21 damage.
The first strike smashes bones, the second hits the ground between the skeleton's enlarged bony feet.

Thorgrym the Tracker |

Round 2
Grym's footwork is smooth as silk as he side steps 5 ft. The ranger directs Bucho to go past behind him and guard the way.
Animal handling to "push" an animal 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22
Grym brings his club and dagger to bear on the giant skeleton arms blurring in speed.
Attack 1d20 + 10 + 2 + 2 ⇒ (18) + 10 + 2 + 2 = 32
club 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Offhand attack 1d20 + 10 + 2 + 2 ⇒ (2) + 10 + 2 + 2 = 16
sharkslayer 1d4 + 4 + 2 + 2 ⇒ (1) + 4 + 2 + 2 = 9
2nd attack 1d20 + 5 + 2 + 2 ⇒ (18) + 5 + 2 + 2 = 27
club 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Dungeon Master S |

Morkeleb slams another missile into the creature's necrotic body. When Odric adds his earthbreaker the body shatters into a thousand pieces. It is only after the follow through of the swing is complete when the final slivers of bone and fungus land on the garden floor.
Grym. Odric killed your target. There's one invisible bad guy left. I'll give you your action back.
1: DEAD
2: DEAD
3: 0 Invisibile

Thorgrym the Tracker |

Round 2 (redo)
As Odric's mighty blow smashes the skeleton into pieces, Grym brings his left hand up to cover his head while his right hand uses the club to bat aside a particularly large chunk of pelvis that came careening at his body.
Coming back to the problem at hand the ranger calls his trusty canine over. Grym gives the dog the command to seek, knowing Bucho uses his nose more then his eyes anyway he figures the dog should be abke to orient in on the invisible skeleton.
The dog's muzzle goes up in the air and it begins moving it back and forth nose sniffing...
Bucho's scent perception 1d20 + 16 ⇒ (17) + 16 = 33

Ferox Kerr |

Ferox steps from the edge and readies an arrow to shoot the skeleton as soon as it appears.

Dungeon Master S |

Bucho barks viciously, and even snaps his jaws down in anger. 1d100 ⇒ 96. You hear him crush a bone. Bite: 1d20 + 10 ⇒ (9) + 10 = 19 and a tibia becomes visible as he tears his jaws away. 1d8 + 5 ⇒ (1) + 5 = 6. Unfortunately the main part of the skeleton remains invisible. A split second later, that all changes. A large scimitar comes crashing down, not on poor Bucho, but on Grym 1d20 + 13 ⇒ (3) + 13 = 16. The ranger deftly avoids the blow, which also gives Ferox his opening to shoot. The skeleton (assuming it survives this arrow) swings again at the ranger. 1d20 + 8 ⇒ (10) + 8 = 18 and misses again.
Ferox's readied action, then Gaius.
1: DEAD
2: DEAD
3: 6 Invisible

Ferox Kerr |

Ferox lets loose the arrow as the skeleton's scimitar slices through the air.
Arrow, blunt: 1d20 + 10 + 1 - 2 ⇒ (3) + 10 + 1 - 2 = 12
Damage: 1d8 + 2 + 4 ⇒ (1) + 2 + 4 = 7

Dungeon Master S |

That's a miss from Ferox. He expected it elsewhere.

Dungeon Master S |

Gaius, you just barely miss. These are no ordinary skeletons. That's such a cool idea, but the roll is just shy. Are you missing any temporary modifiers?

Odric the Stout |

Round 2 SANDOR
Sandor shouts, Look out ye durned Ranger! and charges through the melee. He swings half heartedly at the skeleton as his passes through the creature's area, but his true focus is on gaining control of the far area, beyond the creature's position.
Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
Move to M7

Dungeon Master S |

Sandor's attempt not only fails, but draws an attack during his tumbling: AoO: 1d20 + 16 ⇒ (3) + 16 = 19, but it only succeeds in bouncing off the dwarf.
Morkeleb's spell strikes true, REF: 1d20 + 8 ⇒ (3) + 8 = 11. The fire, however, seems to bother the creature very little, only scorching it a bit.
1: DEAD
2: DEAD
3: 8 Invisible

Gaius Lirsiiv |

Gaius, you just barely miss. These are no ordinary skeletons. That's such a cool idea, but the roll is just shy. Are you missing any temporary modifiers?
I wish. Darn. I was feeling pretty good about that roll.

Thorgrym the Tracker |

Round 2
Once attacking the dog the hounds the skeleton biting ferociously.
power attack 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12
bite 1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15
The ranger brings his weapons to bare before stepping back 5 ft diagonally to end his round behind his trusty dog.
Attack 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
club 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
off hand 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
sharkslayer 1d4 + 2 + 4 + 2 ⇒ (4) + 2 + 4 + 2 = 12
2nd attack 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
club 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Odric the Stout |

Round the Second
Odric tumbles into the spot vacated by Thorgrym and hefts the massive Earthbreaker over his head, bringing it down in a crushing blow on the gigantic skeleton with a primal grunt of effort and aggression.
Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8
Power Attack (Furious Focus) with Vorpal Earthbreaker: 1d20 + 11 ⇒ (7) + 11 = 18 for 2d6 + 8 + 6 ⇒ (3, 3) + 8 + 6 = 20 damage.
Odric takes a step back after his massive hammer crashes down.
Ferox!
Init dedux
Morkeleb: 23
Grym & Bucho: 22
Odric: 22
Fungal Skeleton: 14
Ferox: 21 <--currently up!
Gaius: 7
Sandor: 6

Dungeon Master S |

he map area by the baddie is crowded, and I didn't follow the action. I'm just moving people such that the attacks that hit it result in being adjacent.
The fungal skeleton reels from Grym's blows. The creature then shakes and gives a battle cry. T A cloud of spores erupts from its body:
FORT Saves:
Sandor: 1d20 + 13 ⇒ (9) + 13 = 22
Grym: 1d20 + 8 ⇒ (5) + 8 = 13 take 1 STR and DEX damage
Odric: 1d20 + 9 ⇒ (8) + 9 = 17 take 1 STR and DEX damage
Bucho: 1d20 + 10 ⇒ (19) + 10 = 29
1: DEAD
2: DEAD
3: 28

Dungeon Master S |

Ah... Didn't key in to that. You can fix the map.

Dungeon Master S |

Technically I could autopilot Ferox to get to Gaius's turn, but I'll just let Sandor and Gaius post and give Rich a bit more time.

Ferox Kerr |

Ferox takes aim and lets loose another volley.
Arrow, blunt: 1d20 + 10 + 1 - 2 - 2 ⇒ (6) + 10 + 1 - 2 - 2 = 13
Damage: 1d8 + 2 + 1 + 4 ⇒ (7) + 2 + 1 + 4 = 14
Arrow, blunt: 1d20 + 10 + 1 - 2 - 2 ⇒ (8) + 10 + 1 - 2 - 2 = 15
Damage: 1d8 + 2 + 1 + 4 ⇒ (3) + 2 + 1 + 4 = 10

Dungeon Master S |

Neither of Ferox's arrows penetrate the skeleton's defenses.

Gaius Lirsiiv |

Rod of Wonder! Target: Fungal Skeleton.
Percentile:1d100 ⇒ 90
A long stream of inexpensive looking gemstones flys forth from the outstretched wand!
How many gems you ask?5d4 ⇒ (1, 1, 3, 3, 3) = 11
Each gem hits the skeleton (and possibly Odric... DM's call). One point of damage each.
Skeleton takes 11 blud. Damage!

Dungeon Master S |

Line does, in fact, also strike Odric AND Sandor.