While the weaker skeleton moves behind Goldenhorn, the other two switch to their melee weapons. The one on the ground draws its sword as it stands, leaving its bow on the ground. The other stows its weapon more carefully, then both of them strike at Goldenhorn.
[sblock=Enemy Actions]
Skeleton 3
Minor: Shift to K8
Standard: Flail ineffectually with sword.
Skeleton X
Move: Stand Up
Minor: Draw Sword
Standard:
Short Sword vs. Goldenhorn (1d20+8=20, 1d6+4=6) -5 from Moment of Glory: 1 damage!
Skeleton Y
Minor: Stow Longbow
Move: Draw Sword
Standard:
Short Sword vs. Goldenhorn (1d20+8+2=20, 1d6+4=9) - 5 from Moment of Glory: 4 damage.[/sblock][sblock=map]
Stairs are considered difficult terrain.
Rubble is difficult terrain. If the middle of a square is occupied by rubble, it is considered difficult terrain. A bit of rubble at the edges is just artistic license.
The altar in the center is an extra square of movement to move into an altar space. Moving from one to the other is not an issue.
The altar also provides partial cover against ranged attacks.
The pillars in the alcoves are solid and tall. It could be possible to squeeze behind one.
The fallen pillar in L-M14 is difficult terrain.
In H7 and Q12 are big holes in the floor, leading down to the chapel undercroft, which is normally entered through the structure at E7.
The brown circles outside the chapel are trees.
The grey thing at the upper left is a big rock.
The thing at the lower right is a well with a low wall around it. If you move into this square and can't fly, it's an extra square of movement to get in, and you need to make a DC 15 acrobatics check to avoid falling into the well.[/sblock][sblock=status]All PCs (plus Mallaby) have DR5 all from Moment of Glory.
Goldenhorn: K7 HP
30/37, Surges 10/10, AP 1, second wind unused
Spider: J7 HP
31/39, Surges 10/10, AP 1, second wind unused
Tyris: L7 HP
17/29, Surges 7/7, AP 1, second wind unused
Zardi: I7 HP
27+3/48, Surges 10/11, AP 1, second wind unused
Mallaby: G16 HP
26/26, Surges 5/5, second wind unused
Skeleton X J6 HP
17 Damage Taken
Skeleton Y K6 HP
14 Damage Taken
Skeleton 2 J8 HP
0/1 dead
Skeleton 3 K8 HP
1/1[/sblock][sblock=Mallaby]
Lord Adelin Mallaby
AC: 15, Fort: 12, Ref: 13, Will: 14

Rapier +6 vs. AC, 1d8+4
Speed 6
HP: 26, Surge Value 6, Surges per day 5
Second Wind: unused
Mallaby is not a fully trained fighter. He will only defend himself on his own. He will however, follow orders.
As a minor action, any character can have Mallaby spend an action. He can't use more than the usual complement (standard, move, minor) in one turn, but a PC's minor action can be used for any of them.[/sblock][sblock=Enemies]
Swarm of Rats
AC: 18 Fort: 16 Ref: 15 Will: 13
Immune to disease & poison
Half damage from melee and ranged attacks
Vulnerable 10 from area and close attacks
May not be pushed, pulled, or slid by melee or ranged attacks
Passive Perception 18

Swarm of Teeth +9 vs. AC; 1d8+5, ongoing 3 damage (save ends)
Aura 1: the swarm makes a Swarm of Teeth attack as a free action against any enemy that starts its turn within the aura.
May occupy the same space as another creature. Enemies may enter its space as difficult terrain
[sblock=Nature 14/Religion 14]
Skittering Corpse Rat Swarm
Level 4 Skirmisher
medium natural animate (swarm, undead)
[sblock=Nature 21/Religion 21]
When a character fails the saving throw against the ongoing damage from the swarm's attack for the first time, the character contracts Filth Fever, which has no mechanical effect until an extended rest.[/sblock][/sblock]
Shadowy Figure
AC: 15 Fort: 14 Ref: 15 Will: 14
Immune to dazing, disease & poison
Resist 10 necrotic
Insubstantial: takes half damage from any damage source, including ongoing damage
Passive Perception 14

Maddening Touch +5 vs. Will; 1d8+6 psychic damage and the target is knocked prone and can't stand up (save ends)
Aura 2: Each enemy that ends its turn in the aura is slowed and takes a -2 penalty to Will until the end of its next turn.
[sblock=Dungeoneering 13/Religion 13]
Sliver Wraith Seeker
Level 3 Controller
medium aberrant humanoid (undead)
[sblock=Dungeoneering 21/Religion 21]
Recharge attack close burst 5 which slides the target 5 squares to a square witin the aura.
Speed is fly 6, and can hover and phase.[/sblock][/sblock]
Zombies
AC: 17 Fort: 15 Ref: 17 Will: 14
Immune to disease & poison
Resist 10 necrotic
Vulnerable 5 radiant
Passive Perception 16

Slam +8 vs. AC; 1d6+5 damage
+2d6 damage to any target it has CA against
[sblock=Nature 13/Religion 13]
Skulk Zombie
Level 3 Skirmisher
medium natural animate (undead)
[sblock=Nature 21/Religion 21]
Zombie has an at-will mobile attack where it moves up to half its speed (speed 6), can make a melee attack at any point during this move, and does not provoke OA from the target of its attack while moving away from it.
Can climb (spider climb) at full speed.[/sblock][/sblock]
Longbow Skeletons (X and Y)
AC: 16 Fort: 14 Ref: 16 Will: 15
Immune to disease & poison
Resist 10 necrotic
Vulnerable 5 radiant
Passive Perception 15

Short Sword +8 vs. AC; 1d6+4 damage (both have swords drawn)
[sblock=Nature 13/Religion 13]
Skeletal Archer
Level 3 Artillery
medium natural animate (undead)
[sblock=Nature 21/Religion 21]
Gets a +1 bonus to ranged attack rolls against the closest enemy.
Encounter Double Shot for massive damage.[/sblock][/sblock]
Shortbow Skeletons
AC: 16 Fort: 13 Ref: 14 Will: 13
Passive Perception 12

Longsword +6 vs. AC; 4 damage (all remaining have swords drawn)
[sblock=Nature 12/Religion 12]
Decrepit Skeleton
Level 1 Minion Skirmisher
medium natural animate (undead)
[sblock=Nature 19/Religion 19]
Can shift 1 square before melee or ranged attacks.[/sblock][/sblock][/sblock]