Glems eyes widen and he curses under his breath. He thinks and moves quickly, still stooping, to the nearest pile of undead corpses and jumps in, hoping that their aura will overpower his. If there is anything that could act as a barrier from the paladin, he uses it as well.
Out of Character:: Glem is Neutral Evil, and cleric lvl 1, giving a faint evil aura, if that's what your asking.
move silently: 17 (which I assume you want to add a penalty to for moving at normal speed)
The paladin casts his spell as sweat drops from Glem's forhead. "He should be just up ahead in the next room, nothing left but him..." The paladin says between deep breaths. Then him and the guards move forward.
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Krusten finds an old warrior who looks to be about 60+ years of age. He is sitting alone sipping some water. When she asks him about the raids he replies, "Ah, warlords. They usually hire peasants and thugs to follow them around and help them overtake small bands of travellers. There are plenty of them about here, they live to cause havok to peaceful people."
Krusten asks the old man who he knows that can tell her the specific hideout of one of the notorious warlords. If he does not know then she will return to the caravan and continue to the south. If he knows someone then she will act on the information.
The Paladin and Guards charge down the hallway and into the darkness, soon, the sounds of combat can be heard again.
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The old man shakes his head and says, "They are always on the move, I have no idea where any of them might be."
Glem pulls out his scythe and runs through the dimness.
Initiative: 15
He takes a little time to prepare his Magic Weapon and charges towards the nearest guardsman, attacking with a wide swing.
attack(+4+1): 23, 22, 11 (charge modifier not yet added)
damage(2d4 +6+1): 14, 12, 12
Glem considers using his command spell... (Out of Character:: but his player has no idea how to! Could you tell me what rolls you need and what bonuses to add?)
He also looks around the fight to find the necromancer and see how he/she's faring, as well as the position of the paladin and who he's fighting.
EDIT: Just read that you add 1.5 time your strength for damage rolls with a 2 handed weapon, so I fixed all the damage values by adding 2.
Edited: iCon on 15th Nov, 2011 - 4:53am
Glem rushes forward, but the guard he charges turns and gets the first swing. He blade digs deep into Glems chest, but Glem is able to power through it and his scythe sinks deep into the guardsmans chest. (Glem takes 6 damage.)
He turns to face the other guardsman. He attacks, but the guard is quicker and he is able to thrust his blade into Glems stomach as he raises his blade. Glem falls to his knees and drops his scythe. Suddenly everything goes black.
......
Glem wakes up with a start, but a voice tells him "Bee sstilll, y-your wwoounds are sssstill healing."
The man standing above Glem is obviously not a guard or the paladin, Glem can tell by the evil aura coming from him that he is a necromancer.
"Y-y-you came vvvery c-close to dying there ff-friend, as did I. I ff-fear that I will never fully recover..."
Glem notices that the necromancers left arm is missing from the shoulder down and that part of his face looks partially burned. Glem feels a sharp pain as he tries to move again. As Glem looks around a bit he can tell that he is in some kind of small wooden hovel.
(Well, basically the guards were too much for you. They defeated you in battle, but the Necromancer managed to take you with him when he teleported away. He looks terribly wounded, but your wounds will heal nicely. You still have all your gear and are at full health now.)