
Vesilyx |

Vesilyx still has his sword drawn as he enters the room with the rest of his party.
"Magic, you say? I might actually be of some use here now."
He studies the black alter from afar. He'd heard of this religion before. Vesilyx racks his brain to see if he can remember hearing any stories about this place and these alters from all his travels around.
history: 1d20 + 6 ⇒ (12) + 6 = 18

GM Axolotl |

As Vesilyx ponders the past of the Nethyrians, a crackling sound from each of the altars attracts everyone's attention. Suddenly, two skeletons wreathed in auras of eternal (and deadly!) flame, appear; the one at the altar of destruction charred to a dull black, and the one at the altar of protection the pristine color of bleached bone, which is what it is. They carry broken-looking scimitars menacingly and open their jawbones in soundless screams.
Initiative!
Andrea: 1d20 + 4 ⇒ (5) + 4 = 9
Auric: 1d20 + 2 ⇒ (3) + 2 = 5
Imendri: 1d20 + 1 ⇒ (3) + 1 = 4
Vesilyx: 1d20 + 3 ⇒ (17) + 3 = 20
Black: 1d20 + 6 ⇒ (17) + 6 = 23
White: 1d20 + 6 ⇒ (17) + 6 = 23
Round 1! Fight! Well, get attacked first...
Black Skelly
White Skelly
Vesilyx
Andrea
Auric
Imendri

GM Axolotl |

Black: 1d20 ⇒ 17
for: 1d6 ⇒ 5
White: 1d20 ⇒ 12
for: 1d6 ⇒ 4
The caliginously charred skeleton slashes at Velsilyx, dealing him a vicious cut. -5 hp. :( The heat of the flames is immense at this close range; Vesilyx is certain that if he remains adjacent to the skeleton he will surely be burned severely.
The bleached skeleton swings its scimitar at Imendri, but the cagey barbarian is not that easily hit, and the blade only cuts the air. Imendri is no less affected by the intense heat of the skeleton, and knows he will surely burn at this range if he does not move.
Party is Up!

Imendri Hears-the-Old-Ones |

Imendri brings his longsword down on the pale undead frame before him, and takes a hop skip and a jump away to cool off.
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
DMG (if I hit): 1d8 + 2 ⇒ (8) + 2 = 10
Because of the way turns are situated, reverse my order of actions if someone attacks and kills my baddie before I get to it (I move toward the other, then swing my sword and wizard hat)

GM Axolotl |

Vesilyx and Auric are up! After that, our heroes' actions will resolve...one way..or...another...ha, ha, muahahahaHAHAHA...ok, just attack, I'm kidding.

Auric Angelesblood |

Damage The First: 1d8 + 3 ⇒ (8) + 3 = 11
Damage The Second: 1d8 + 3 ⇒ (7) + 3 = 10
BAM.
-Posted with Wayfinder

GM Axolotl |

Before we resolve, Vesilyx--if you stay near the skeleton to attack, you will get burned. Your other option is to retcon and say you moved away. Let me know! You did write that you stumble back, but in Pathfinder it's either you're adjacent, or you're 5' away, at least with a non-reach weapon. If you had a reach weapon, you could attack from 10' away, but that's another story.

Imendri Hears-the-Old-Ones |

If you want, you're able to drop your sword as a free action, and draw your bow as you move (standard = swing, move = move + draw weapon), but that's only if you have a base attack bonus of +1 or greater. Might not be able as a Bard.

GM Axolotl |

Sorry, life got in the way!
Black blow: 1d6 ⇒ 1
White blow: 1d6 ⇒ 3
Andrea smashes the black skeleton to within an inch of its undead "life", but it remains on its feet, seemingly resisting much of the blade.
Auric deals a devastating blow with his sword; despite the blade being turned unnaturally by the flaming white bones, he destroys the pale guardian utterly. A moment later the white skeleton explodes in a fiery burst! Auric is pelted with fragments of burning bone.
3 HP damage! DC11 Reflex save to halve this.
Imendri strides across the room,, and brings his longsword (the favored weapon of this group?!) down on the black skeleton, also collapsing the dark guardian. Again, he and Andrea are struck by a fiery explosion as the negative energy bursts from the disintegrating corpse.
1 HP damage! DC11 Reflex save to halve. I have to consult rules, but I think that takes it to 0. Otherwise no point, right?
And sorry...due to the way I run combat, actions are committed once taken. One could argue Imendri wouldn't attack after the Auric-explosion, but that's the heat of battle. Hope everyone's ok with that. Anyhow, only one 1hp.
HOLD THE PHONE IMENDRI CAN'T GET THAT FAR THIS ROUND
Imendri, you can actually amend your actions. You can't get to black skelly in 40' of movement. Or 30', I think you are encumbered. Let us know what you do. You can double move, but then not attack. And then you'll have to use a new roll next round... :(

Imendri Hears-the-Old-Ones |

Encumbrance should be light - I dropped my pack by the door like I usually do (so just armor, shield, sword on me). Regardless, I'm more than 40 feet away, so there's that limitation. I can charge though, can't I? I know there's not an exact diagonal series of squares, but there is space and a straight line between Auric and Andrea, or so it appears on the map. If so, I do that, charging and then smashing that there skelly to bits.
Reflex save in the event that this works and it booms: 1d20 + 1 ⇒ (3) + 1 = 4

GM Axolotl |

Yes...I measured it and your charge works, so your attack stands (and you get a +2 to hit...and -2 AC...immaterial...
Retcon!
Imendri swoops through the room and smashes the black skeleton to flaming bits.
Imendri is caught in the explosion. -1 HP of skelly shrapnel. DC11 Reflex for Andrea to avoid the damage.
Combat is BOOM! OVER!
Each of you get 100 XP for defeating those flaming undead guardians of Nethys.

Imendri Hears-the-Old-Ones |

Imendri searches through the rubble of the skeletons, and then around the base of the altars, and finally the walls, looking for anything left behind by the assumed priests of Nethys.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16

GM Axolotl |

Each altar has a silver altar service; together, the two are worth 100 gp. Imendri also finds a scroll on each altar.
Finally, he notes a hidden door on the wall near Andrea and the white altar. It looks like it would be a secret door on the other side, but from this side the door is more apparent.

Imendri Hears-the-Old-Ones |

"Meh, det's fings in me, yeah." Imendri pulls a few bone shards from his cheek and neck.
Smearing a bit of blood on his cheek as he scratches the little itchy shrapnel wounds, he walks over to the wall by the altar and feels it.
"We haff a dor heer. Eet's a secret one. See?"

GM Axolotl |

Andrea finds that the door has a lock and unlocks it. It opens easily to her push, swinging out into another double chamber, the same dimensions as the Temple of Nethys. The nearest area is like the second floor--the walls on several sides are demolished, revealing an even higher view of the darkening Cairnlands, and a warm dusk breeze.
To the west, in the unbroken part of the chamber, a living, moving fabric seems to cover the ceiling, which stretches northwest into darkness. The pungent smell of ammonia rises from the droppings that litter the floor.

Andrea Leftwood |

Andrea backs up a bit nearer Imendri.
"Ummmm, I think maybe our librarian had better come up here before we start poking around. I don't know about this magic stuff. And this looks like magic stuff. Wait, is that a beastie?"
Dungeoneering: 1d20 - 1 ⇒ (3) - 1 = 2
Andrea accidentally lets a, "Duuuhh," slip out before putting her hand over her own mouth.

Vesilyx |

"That's Mr. Archaeologist, pretty. But you can call me Handsome." Vesilyx seemingly appears out of nowhere, right next to the ranger. He tries to flash a smile but winces as he does.
"Does that magic wand of yours have a limit? I might need a pick-me-up soon."
He teeters on the edge of the opening, trying to get a better visual of the fabric.
Mother, Calistria. Is it breathing?
local: 1d20 + 7 ⇒ (16) + 7 = 23

GM Axolotl |

Checked your position. You are still in the Nethyrian area. Your check does not reveal any other exit, save for the staircase.
Any other actions, folks?