OldMan says. "Men we are on a somewhat time constraint looking for an invisible but injured wizard. Let's leave these weapons here. We could even re lock the door and we can retrieve them at a later time once we have dispensed the scourge of this manor. Let's press on with the hunt."
As the party presses on to the south, presumably led by Tubard, you slowly swing open the door and see three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate. How would you like to proceed?
(Galben yells to the group while he is in the weapons room)
"Remember what Droop said...There are many secret doors throughout the dungeon and a pit trap on the east side of the crypt, or was it in the Trapped Hall? Yes, yes, maybe the latter, so step lightly and keep an eye out. The slave pens are through the crypt, and there's sure to be a couple of guards in there."
Remembering Droops warning of a trap in the crypt room ,OlMan carefully walks past Tubard to investigate the room for traps or anything hidden. Also keeping aware of a sneak attack from an invisible wizard. Also trying to keep quiet as to not alert any guards of the slaves. Investigation roll 12+6=18. Stealth roll 10+4=14.
Skeleton A swing its shortsword toward OldMan (17 to hit), causing 4 points of piercing damage. OldMan, bleeding profusely, collapses to the ground unconscious.
Tubard's eyes turn completely black and his tattoos start glow and he enters a fury of RAGE. He stabs his javelin into the coffin to vault over skeleton A (8+5=13 athletics) and swings his great axe at Skeleton C (7+5=12 to hit). He slightly misjudges the angle of attack and just whiffs landing behind Skeleton C. Tubard lets out a deafening roar, waiting for his next opportunity of revenge.
Jake shouts in the hallway "Ilmater commands you skeletons, BACK!" As he invokes his cleric ability, Turn Undead. (WIS DC 13).
He then purposefully strides just past the fallen body of OldMan, and with a careful whisper casts as a bonus action healing word to rouse him from his sleep. (9HP healing.)
(Bearkiller draws his rapier and uses his 30ft of movement to move right next to OldMan in the room (So he is standing between OldMan and Thallan))
(Standing toe to toe with Skeleton C, who I believe is there from attacking OldMan, He jabs at the Undead with his blade. Attack roll Natural 1. He swings the blade and the skeleton ducks. Bearkiller spins around from the force of his swing and hits the stone wall with his sword, the impact cause the rapier to fall to the floor.)
After Jake heals him Oldman regains consciousness. He opens his eyes and sees the melee. From the ground he casts chill touch at skeleton B 11+6=17 hit for 4 damage and the skeleton has disadvantage on it's next attack.
For Jake, the skeletons did not succeed on their wisdom saves for Turn Undead (2, 5, & 3 respectively).
OldMan, Skeleton B was already dead - did you want that damage directed at Skeleton A or C?
Regula, seeing the swarm of undead bone and sinew and OldMan's blood, rushes once more unto the breach but trips over OldMan in his haste to battle, falling forward into the room in a tumble, taking 2 bludgeoning damage from the fall (natural 1 womp womp).
(Galben grabs another arrow from his quiver and fires again at Skeleton A, The arrow strikes the leg bone and the skeletons leg gives a little causing it to lean to one side)
(Attack roll 12+7=19, hit. Damage roll 4+3= 7 piercing damage)
Turn Undead causes skeleton A and C to run away from Jake for 1 minute, using dash, no attacks or reactions. If they take damage, they stop running (spells over.) If OldMan cast chilltouch on A, A has taken enough damage to destroy it. Then C would use its turn to flee.
If Oldman casts chilltouch on C instead, spell is broken on both skeletons, and A is still up and fighting.
OldMan says. "Men we are on a somewhat time constraint looking for an invisible but injured wizard. Let's leave these weapons here. We could even re lock the door and we can retrieve them at a later time once we have dispensed the scourge of this manor. Let's press on with the hunt."
(Galben yells to the group while he is in the weapons room)
"Remember what Droop said...There are many secret doors throughout the dungeon and a pit trap on the east side of the crypt, or was it in the Trapped Hall? Yes, yes, maybe the latter, so step lightly and keep an eye out. The slave pens are through the crypt, and there's sure to be a couple of guards in there."
OldMan says to the leaders. "I have great skill in finding traps and hidden items. Would you like me to investigate?"
Remembering Droops warning of a trap in the crypt room ,OlMan carefully walks past Tubard to investigate the room for traps or anything hidden. Also keeping aware of a sneak attack from an invisible wizard. Also trying to keep quiet as to not alert any guards of the slaves. Investigation roll 12+6=18. Stealth roll 10+4=14.
(Galben holds his turn until after OldMan's turn)
(Bearkiller holds his turn until after Jake)
(Thallan uses his movement to move diagonal of skeleton B. With a two handed grasp he swings his sword. With one powerful strike the undead falls)
(Attack roll 17+6=23, hit. Damage roll 9+4=13)
"Hello puppet, haha"
Tubard's eyes turn completely black and his tattoos start glow and he enters a fury of RAGE. He stabs his javelin into the coffin to vault over skeleton A (8+5=13 athletics) and swings his great axe at Skeleton C (7+5=12 to hit). He slightly misjudges the angle of attack and just whiffs landing behind Skeleton C. Tubard lets out a deafening roar, waiting for his next opportunity of revenge.
Jake shouts in the hallway "Ilmater commands you skeletons, BACK!" As he invokes his cleric ability, Turn Undead. (WIS DC 13).
He then purposefully strides just past the fallen body of OldMan, and with a careful whisper casts as a bonus action healing word to rouse him from his sleep. (9HP healing.)
(Bearkiller draws his rapier and uses his 30ft of movement to move right next to OldMan in the room (So he is standing between OldMan and Thallan))
(Standing toe to toe with Skeleton C, who I believe is there from attacking OldMan, He jabs at the Undead with his blade. Attack roll Natural 1. He swings the blade and the skeleton ducks. Bearkiller spins around from the force of his swing and hits the stone wall with his sword, the impact cause the rapier to fall to the floor.)
After Jake heals him Oldman regains consciousness. He opens his eyes and sees the melee. From the ground he casts chill touch at skeleton B 11+6=17 hit for 4 damage and the skeleton has disadvantage on it's next attack.
(Galben steps into the hallway (where Jak was standing) and sees Skeleton A standing over OldMan. He nocks an arrow and let's it fly.)
(Attack roll 7+7=14, hit. Damage 1+3=4 piercing)
"OldMan why are you laying around, I guess your name is showing your lack of stamina, haha."
Regula, seeing the swarm of undead bone and sinew and OldMan's blood, rushes once more unto the breach but trips over OldMan in his haste to battle, falling forward into the room in a tumble, taking 2 bludgeoning damage from the fall (natural 1 womp womp).
(Galben grabs another arrow from his quiver and fires again at Skeleton A, The arrow strikes the leg bone and the skeletons leg gives a little causing it to lean to one side)
(Attack roll 12+7=19, hit. Damage roll 4+3= 7 piercing damage)
"That was a hit, no bones about it!"
Turn Undead causes skeleton A and C to run away from Jake for 1 minute, using dash, no attacks or reactions. If they take damage, they stop running (spells over.) If OldMan cast chilltouch on A, A has taken enough damage to destroy it. Then C would use its turn to flee.
If Oldman casts chilltouch on C instead, spell is broken on both skeletons, and A is still up and fighting.