The group takes out two of the skeletons.
The one nearest Shad rips itself free of the entangling vines and and the bear trap, leaving behind one of its limbs, and stagger-hops closer to attack the fighter. Its attack fails, however, talons snagging the rings of her mail.
The two other skeletons caught in the traps do the same, ripping free heedless of the bones they leave behind. Their movement is slow and erratic, but they seem to hopping determinedly towards the heroes fighting in the courtyard. And even as the fight rages on, four more skeletons spill over the top of the wall. The ones nearest the gate overextend their ragged glide to avoid the entangling vines, and land prone in the courtyard.
Beatrice fires up a magical flare from the wall; from the keep, siege weapons and magical batteries that were aimed into the bay or at the unloading ships turn their fire to the field before the gate, shattering the ranks of skeletons.
Spoiler: Summary
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ACTIONS: Skeletons 4 and 5 are destroyed by your attacks. Skeleton 2 makes the save to escape Entangle; Skeleton 3 does not. Skeletons 1, 2, and 6 lose half their HP to escape the bear traps and move. Skeleton 2 attacks Shad and misses with a 9.
Four more skeletons come over the wall. Skeleton 7 lands fine. Skeletons 8, 9 and 10 overextend their glide to miss the Entangle and fall prone.
You have advantage on 3 (still entangled), 8, 9 and 10 (prone). 1, 2 and 6 are badly damaged.
DAMAGE:
Birdfolk Skeleton 1 - 7 dmg, hobbled
Birdfolk Skeleton 2 - 6 dmg, hobbled
Birdfolk Skeleton 3 - 0 dmg, entangled
Birdfolk Skeleton 4 - destroyed
Birdfolk Skeleton 5 - destroyed
Birdfolk Skeleton 6 - 7 dmg, hobbled
Birdfolk Skeleton 7 - 0dmg
Birdfolk Skeleton 8 - 0 dmg, prone
Birdfolk Skeleton 9 - 0 dmg prone
Birdfolk Skeleton 10 - 0 dmg prone
INITIATIVE:
20 - Aupti
10 - Birdfolk Skeletons, Connor, Shad, Hasgraek