Like Everlin, Eldreth was able to spot the red-glowing eyes, but could  not react quickly enough to initiate combat before the next set of  goblins and skeletons attacked.  Eldreth just hoped she could get  upstairs in time to keep Arshaka from being splintered into tiny  fragments of crystal! (well... ones that could not reform into his  current shape anyway)
"RESERVES AT FIFTY PERCENT; REPLENISHMENT NEEDED TO ENSURE OPTIMAL FUNCTIONS"
Kruor  smelled...flesh from the floor above them.  It was difficult to  distinguish it from all of the blood pooling around his feet, but there  is something slightly...tangy (perhaps...metalic?) about the smell of  blood still in the body, being pumped through the air-breather's veins  by that wonderfully delicious heart muscle.  It's that tang that Kruor  detected.  With the assault Kuror had displayed against the Hobgoblin,  Kruor 
was feeling a might peckish... and a new meal selection  would solve that issue nicely!  Rushing up the stairs, the mechanical  monstrosity hits the landing just in time to witness Arshaka's psionic  assault against the goblins in the south east corner.  The majority of  them are completely obscured from sight by the roaring flames.  Kruor  also saw a few animated skeletons just west of his current position, but  if at all possible, those will be avoided, as they won't be providing a  tasty meal...or would they?  Looking down at his needle hand, he  wondered if he could take in a skeletons liquid bone marrow... if they  still had any.  Perhaps he should break a few of their limbs to find  out.  Charging into the mass of skeletons, the vampire robot slams his  metalic fist into the closest skeletons' skull.  It easily fractures and  then crumbles into powder as the necrotic energies animating it were  released from its form.  The bones fall to the ground in a heap.  If  Kruor could frown, he would, as he was now sure that the skeletons  weren't providing him a meal, and wouldn't have for a long time.
[sblock=Eldreth Perception 14, Initiative 11]
Rolls[/sblock][sblock=Kruor Perception 19, Initiative 21]
Rolls[/sblock][sblock=Kruor Actions]
--  Minor: Kruor uses Burst of Speed;  This gives him a +2 bonus to speed  for the current turn.  As well, until the start of his next turn,  running does not cause Kruor to grant combat advantage or take penalties  to attack rolls after running.
-- Move: Kruor uses the Run action to  give himself a further +2 bonus to speed, increasing his speed for this  turn to 10.  He moves from D3 on the 1st floor, to H20 on the 2nd  floor.
-- Standard: Kruor charges Skeleton 3, hitting reflex 
25, killing the minion skeleton.
[/sblock]
[sblock=Eldreth's Stats]
Eldreth Forgemark - Dwarf Knight 1
Passive Perception 10, Passive Insight 10
AC 20, Fort 17, Reflex 12, Will 10
HP 32/33, Bloodied 16, Surge Value 8, Surges 12/13
Speed 5, Initiative +0
Action Points: 1, 
Second Wind []
MBA - +8 vs AC, 1d10(b2)+7 damage RBA - +8 vs AC, Range: 5/10, 1d6+7 damage 
At-Will Powers: 
Defender Aura, 
Battle Guardian , 
Defend the Line, 
Cleaving Assault
Encounter Powers: 
Power Strike [], 
Stone Panoply [], 
Dwarven Resilience [][/sblock]
[sblock=Kruor's Stats]
Kruor - Robot Vampire 3 (reskinned Warforged)
Passive Perception: 11, Passive Insight: 11
AC: 19, Fort: 15, Ref: 18, Will: 16
Initiative: +5; Speed: 6
HP: 37/37, Temp HP:
Bloodied: 18, Surge Value: 9, Surges left: 1/2
Powers:
Dark Beckoning
Taste of Life
Vampire Slam
Blood Drinker []
Warforged Resolve []
Surprise Strike []
Burst of Speed [x]
Feral Assault []
Second Wind []
Action Point []
Swarm of Shadows [ ]
Cascading Strikes Ki Focus [ ]
[/sblock]
[sblock=Note to Grimmjow]
To  alleviate issues of whether or not a surprise round will happen due to  some spotting badguys and some not, and players posting their actions  that will need to be retconned, etc, I generally recommend that the DM  rolls initiative for the PCs for play-by-post games, and then just let  those who are not surprised and who have beat the badguys init to take  their turns.  That way if there IS a surprise round, you can say so (to  let us know of the limited actions we can take <aka, one standard,  move, or minor> ), and you won't have to retcon anything.  
In  the current case, for example, we do not YET have a surprise round  (because we don't know the inits/perceptions rolls for the others), but  if one of us DOES fail the perception check, there should be a surprise  round.  Not a big deal if we skip the surprise round, though, as  honestly, I find them to be a much bigger hassle than they're worth.  [/sblock]