((Right, it's been over 24 hours since our last turn so I'm just going to make TCM's character follow the group. If any of you have an objection to this and would rather I wait for everyone to post in the future, just say so and it shall be done.))
>Kick open the gate, if it's closed. If I'm unable to open it, climb over a low point on the fence or something.
>Head for that figure wearing the 'blanket'. Cut down any unfriendly zombies that get in my way, but my main goal is the suspected necromancer.
You heft you might foot and kick the gate with your considerable might. The rusty iron gate shatters at the lock and swings open violently, the right side falling from its hinges onto the ground. That busniess concluded, you start going over to the blanket guy at a brisk pace. The zombies seem to be content on leaving you alone for the most part, but one of them stand right on your path to the crypt. You put your hand on your weapon and [6+1] heft the heavy cleaver into the air and bring it down right ontop of the zombie's head. The cleaver splits the skull easily, but now it's stuck inside of the zombie and its body is weighing it down. It takes you a second to free your weapon from its skull with a wet plop, but it doesn't seem any worse for wear.
Take a position to oppose the armed zombies.
After Moskar has brutally made an end to the menace that is the iron fence, you take a step inside and prepare for glorious battle. You face the area where most of the zombies are and take a fighting stance, making sure you're balanced and putting your hand on the grip of your sword hanging at your side. You stand like that for a second, but the zombies don't really seem all that interested in any of you.
Perform mighty leap (posterior first, limbs hanging near-limp, as is clown tradition) over the fence, landing in a backwards roll.
You ignore the fact that Moskar opened the gate, because such a boring entrance is not becoming fo a clown of your stature. You have a reputation to uphold, after all. You pick a somewhat lower section of the wall and take a running start. [9+1] You run towards the wall and jump towards it, putting your hands on the surface and pushing yourself further up, conserving momentum. From you perspective, the world goes topsy-turvy for a moment. From the perspective of those standing inside the graveyard a beardless dwarf dressed in bright colours just came hurtling over the wall, his bright red ass leading the charge, before landing in a double backwards roll and getting upright like a world-class gymnast. You hear a faint applause in the distance and, turning around, you see the man inside of the blanket clapping his hands.
"Whoa...I mean..Uh....WHOOOooOOO I'm a ghost"
Egen stands behind Seanna and blasts the hooded man with fire magic.
You stand behind Seanna who is seems like a viper, coiled up and ready to strike. You try to remember some of the basics of fire magic you read in the book you've got with you. You focus your breathing and splay your hands. [1+1] You kind of just stand there, sweating and breathing heavily into Seanna's neck. You weirdo.
Follow Moskar in: if I pick up on any familiar magical energies, follow them to their source; otherwise, strike up a friendly conversation with the guy covered in the sheet, ideally before he gets hacked up or immolated. Blithely ignore the zombies unless I am directly attacked.
You waltz over towards the hooded figure, passing Moksar who seems to have some trouble getting his cleaver out of a dead zombie. You don't really feel any familiar magics, unless you count the feeling of death and necromancy, feelings you are quite familiar with. Your short journey is uneventful, as the zombies don't really seem to take interest in your group, but are simply content in shuffling and stumbling amongst the gravestones. You stand right in front of the hooded figure and speak.
"Hello, Mr. Ghost!""Hello there young miss, beautiful day today, isn't it?" He seems to remember something, and sighs deeply. The next words come out of him with great reluctance, and his voice is dripping with boredom.
"I mean, tresspassers, mortals, you do not belong here. Before you stands a ghost summoned by the great necromancer Kenneth, and in all his blah blah blah, yada yada yada. I am bound to his service until the words of chaining are spoken aloud." He's quiet for a moment, then resumes speaking in a more normal tone.
"The words of power are 'Kenneth is awesome', by the way. If one of you would be so kind as to release me from this pathetic spell, even being dead wasn't as boring as this."