Despite Dopey's warning, Karl scarcely has time to fire into the oncoming foe. None the less his aim is good; his arrow punches through a skeletal eye socket, spinning the awful head around and catching there, but not slowing the crypt horror in the least. And then they are on top of him! Dopey the Hobbet, fighting valiantly at Karl's side in the cramped corridor, deals one of them a serious stab but it doesn't even flinch; Karl manages to change to his sword without being overwhelmed.
Behind them in the arc of the passage there is confusion. Arian backs herself down the fork in the passage way adjacent to her position--creating a modicum of maneuvering space--while Leudigar yells something up the line; Faengol the elf proclaims something about Tree Keepers, but it's difficult to make out over the tight-quarter fighting, and the ghastly skeletons don't seem to be listening...
Owing to the curve of the passage nobody ahead of Leudigar can even see the fighting, let alone any enemy, but the unmistakable ring of battle carries as far as the pantry door. Even in the kitchen, Fried gets a notion of what must be happening, and makes off toward the mess hall via the servery door...
Combat Turn 1
Movement Segment: Dopey retreats as far back as Karl, who can backpeddle no further because Arian is right behind him, Gerhard is right behind her, Leudigar is right behind him, Wetzel is right behind him, and so on.
The skeletons had 3" to reach Dopey, but because he has moved back 1" they must cover 4". Their movement rate is 6", so 4" is greater than half their move. Thus Karl is allowed a bow show at 1" range, momentarily before melee is joined.
Meanwhile those at the other end of the column are alerted to the ruckus going on out of sight, around the corner of the passage; Leudigar's warning carries to them and they at least stop advancing forward. Fried makes 6" (half a move) across the kitchen to the servery door.
Missile/Magic Segment: Karl has just enough time to fire an arrow from his bow: (Man+1 @+2) d20+3 =15 hits; but does no damage (skeletons are unaffected by normal missiles). No other missiles, spells, or spell-like powers are thrown.
Melee Segment: Skelies had to move 4" (more than half) so there will be only one round of melee attacks. Attackers have the initiative:
Two skellies (Man) 2d20=3, 3 (!) two misses.
Dopey (Man+1) d20+1=15, hit; 1d6=3hp damage.
Karl switches weapons and attacks last (Man+1) d20+1=5, miss.
Ref rolls hp for 8 skeletons 8d6=
41, 6, 6, 4, 2, 1, 3, 6.
End of turn.
What orders for combat turn two?
the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern
; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch