The lock on the first door is warped and twisted by Roger's wordstrikes, but still holds the door closed. As the door to the stairs continues to be broken down, you can now see heads in the torn holes.
The first lock shatters, and the second begins to twist and crack, under the force of Roger's magical words. However, the prisoners seem uninterested in escaping, and simply meander around the cell. Meanwhile, the piano bursts into flames as Victor ignites the spilled wine. You hear shouts of surprise and panic from the other side of the door.
Jordon will move into the now unlocked cell and begin bodily herding any male prisoners out. He'll say to the others as he moves, "How the boggard are we supposed to know which one's the one we need?"
It looks to me like our list of options is rapidly reducing to "Kill all the bad guys and then walk out like we own the place" or "Die trying". I'm open to other suggestions.
You hear a squeal as your arrow flies into one of the undead on the other side of the door, followed by the sound of retreating footsteps. Then, only the crackle of the burning piano.
Jordon says, "Well, that was quite a bit easier than I thought it'd be. Now, how do we move this lot out of here if they won't move themselves?" He seems confident that the threat is over, despite what common sense might dictate.
Jordon struggles all he can against the horde he drops into, and prays rapidly to whatever god happens to be listening, Please don't let them eat me. Please don't let them eat me. Please don't let them eat me.
Rekkstuff jumps in after the rest of you (And some guy named Jim, apparently), and you all tumble into a large canvas sheet, which the undead quickly wrap around you. They carry you past forges that radiate their heat through the thick cloth, until they dump you onto a hard floor.
As the canvas sheet unwraps, you see that you are in a small office. Behind you is the door, packed full of undead ready to pounce on you if you make a move. In front of you is a skeletal creature, festooned with the remains of its own entrails, sitting in a plush chair. It regards you for a moment with its empty eyes, then crosses its legs inhumanly tight.
"Dahlings," it intones. "You've caused me quite a bit of trouble, you know chaps. Do you not know who I am?"
"Finally, someone can pronounce my name correctly. You may have come in just for the concert, so maybe you don't know. I run this town, and I don't take kindly to trespassers. What are you doing in my ironworks?"
As he's being pulled over, Jordon attempts to reach for the biggest bead on his necklace. Not sure how you want to do this; CMB maybe? If he can grab it, He drops it at his feet.
Since all of you presumably knew what Jordon was going for on his necklace, you get a surprise round. There are currently two zombies surviving in the room, along with the skeletal creature, while an entire horde is outside the door.
On Jordon's turn, I'll heal Victor using Cure Moderate Wounds for 2d8 + 4 ⇒ (1, 2) + 4 = 7 damage. Then, if I didn't have to use a move action to reach him, I'll use Godless Healing to recover 1d8 + 4 ⇒ (3) + 4 = 7 HP on self.
All I've used is a standard. Did a whole 3 points of damage to somebody. And technically, yes, Victor, you get a swift action, as you can have free actions, and anytime you can use a free action, you can use a swift.
Ah, you're right about the swift actions. I only looked at the rules for surprise rounds, where it says you get free actions, but didn't say anything about getting swift actions. Also, note that your weapons are lying on the ground where you were dumped, shortly before the door.
Rekkstuff takes advantage of the surprise and runs past the two zombies to stand in front of the door, barring the horde from entering.