
GM Parrot |

The party retraces their steps to Saracek's ornate doors (I don't think you've actually dismantled them yet). Instead of entering them, you move back towards the mush room and attempt to open the secret door.
The eyes
Anzath underground: 1d20 + 15 - 3 ⇒ (2) + 15 - 3 = 14
The aids
Aurora and Nico: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Bedlam (auto-assist): 1d20 + 10 ⇒ (10) + 10 = 20
Lolly: 1d20 + 10 ⇒ (1) + 10 = 11
Talathel (unleveled as yet): 1d20 + 8 ⇒ (4) + 8 = 12
Tarapan: 1d20 + 3 ⇒ (13) + 3 = 16
Tragershen: 1d20 + 7 ⇒ (12) + 7 = 19
Working together, the party determines that there are probably no traps, even as you also notice that the door is... cold.
You open the door and see a sphere hanging in midair. You feel your body heat draining from every inch of exposed flesh (and aren't we glad we don't have a Calistrian in our retinue). Icicles hang from the ceiling, with counterpart stalagmites on the floor.

Anzath |

Anzath scratches her head. She has enough common sense to tell her not to approach the sphere. She simply points and asks "Vhat iz it?"

Tragershen |

Tragershen shivers as he looks at the sphere.
Spellcraft? 1d20 + 15 ⇒ (6) + 15 = 21.
Do we see scat or claw marks on the wall that indicate some frosty nasty lairs here?

GM Parrot |

Tragershen knows that this spell is related to Freezing Sphere but you also know that such a spell wouldn't be so stable (and it'd be a lot more painful).
The only hints about the purpose of the room is indeed a few scraps of meat impaled on the various icy spikes.

Aurora Fallowarc |

Aurora nods, sagely. "Back in Irrisen we had cellars lined with ice to preserve meat for eating or corpses that were not ready for obsequies. I don't think impaling any of it on spikes of ice was standard procedure, however..." The cleric squints. "But perhaps that is just a special touch the cultists here take."

Anzath |

Anzath shakes her head, disappointed "Sekret chamberz should be more revarding."

Tragershen |

"This does seem to be a utility level for the cultists. Meat storage, rat breeding, coffin production... Let's move on."
How about the other secret door next?

GM Parrot |

You open the secret door to the southwest. You see a rough-hewn, 20ft tunnel with a dark chamber at its end.
Inside, you find a star-shaped room. Each side of each point of the star is lined with four coffins, vertically attached to the wall. Each point contains a single black stone coffin.
If you're not entering the room, tell me if you're waiting in the tunnel or the hall.

Bedlam Bottomland |

Bedlam eyes the suspicious boxes with a grin. The dwarf begins taking out some oil, tindertwigs, and an old (well read) Goblin Tales novel.
He looks at everyone.
Wat? Be fer sum kindling.

Anzath |

Anzath explores the room. Seeing what she sees, she draws both scimitars.

Tragershen |

Is the 20' tunnel big enough for us to stand in? If so, I'll stay with the rearguard in the tunnel (I'm assuming Gelver and Ippolit will be with me).

Aurora Fallowarc |

Aurora, as per her usual, stays near the squishy wizard in case something happens.

GM Parrot |

Gonna bot Terapin and Tal this time...
Terapin, curious but cautious, put his invisible self where he can see into the room, but is still in the tunnel. Tal is next to Anzath.
I'll go ahead and reveal the spoiler above:
"Inside, you find a star-shaped room. Each side of each point of the star is lined with four coffins, vertically attached to the wall. Each point contains a single black stone coffin"
As Bedlam begins to whistle, you hear groaning in one of the coffins. Then, they all burst open. Ghouls swarm towards you from every point of the star--each of the stone coffins contains a bigger, scarier ghoul.
Yes, that does mean 25 smart, wise, and charismatic undead are shambling towards the fighters in the center of the room.
Aurora and Nico: 1d20 + 1d3 ⇒ (10) + (1) = 11
Anzath underground: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Bedlam: 1d20 + 6 ⇒ (18) + 6 = 24
Gelver: 1d20 + 0 ⇒ (18) + 0 = 18
Ippolit: 1d20 + 1 ⇒ (19) + 1 = 20
Lolly: 1d20 + 6 ⇒ (1) + 6 = 7
Talathel: 1d20 + 7 ⇒ (8) + 7 = 15
Terapin: 1d20 + 2 ⇒ (14) + 2 = 16
Tragershen: 1d20 + 10 ⇒ (15) + 10 = 25
Ghast: 1d20 + 4 ⇒ (1) + 4 = 5
Ghast: 1d20 + 4 ⇒ (8) + 4 = 12
Ghast: 1d20 + 4 ⇒ (11) + 4 = 15
Ghast: 1d20 + 4 ⇒ (11) + 4 = 15
Ghast: 1d20 + 4 ⇒ (14) + 4 = 18
Ghoul: 1d20 + 2 ⇒ (8) + 2 = 10
Ghoul: 1d20 + 2 ⇒ (8) + 2 = 10
Ghoul: 1d20 + 2 ⇒ (13) + 2 = 15
Ghoul: 1d20 + 2 ⇒ (5) + 2 = 7
Ghoul: 1d20 + 2 ⇒ (6) + 2 = 8
Ghoul: 1d20 + 2 ⇒ (4) + 2 = 6
Ghoul: 1d20 + 2 ⇒ (20) + 2 = 22
Ghoul: 1d20 + 2 ⇒ (3) + 2 = 5
Ghoul: 1d20 + 2 ⇒ (11) + 2 = 13
Ghoul: 1d20 + 2 ⇒ (9) + 2 = 11
Ghoul: 1d20 + 2 ⇒ (14) + 2 = 16
Ghoul: 1d20 + 2 ⇒ (10) + 2 = 12
Ghoul: 1d20 + 2 ⇒ (1) + 2 = 3
Ghoul: 1d20 + 2 ⇒ (16) + 2 = 18
Ghoul: 1d20 + 2 ⇒ (14) + 2 = 16
Ghoul: 1d20 + 2 ⇒ (4) + 2 = 6
Ghoul: 1d20 + 2 ⇒ (11) + 2 = 13
Ghoul: 1d20 + 2 ⇒ (19) + 2 = 21
Ghoul: 1d20 + 2 ⇒ (15) + 2 = 17
Ghoul: 1d20 + 2 ⇒ (3) + 2 = 5
Anzath
Tragershen
Bedlam
Ghoul
Ghoul
Ippolit
Gelver
Ghast
Ghoul
Ghoul
Ghoul
Ghoul
Terapin
Ghoul
Ghoul
Talathel
Ghast
Ghast
Ghast
Ghoul
Ghoul
Ghoul
Ghoul
Aurora
Ghoul
Ghoul
Ghoul
Lolly
Ghast
Ghoul
Ghoul
Ghoul
Ghoul
Ghoul
Anzath, Tragershen, and Bedlam may act! I consider this a classic Rappan Athuk encounter--good luck!

Tragershen |

Seeing the undead flowing out into the room, Tragershen acts quickly.
"Gelver, make sure none are circling behind us! Ippolit, block the opening of the tunnel!" He looks to Aurora and Tarapin and says "The elves should be immune to their paralysis; help the others if you can!"
In his own attempt to help, Tragershen throws out a spell on his allies to aid their melee (or hasten their retreat).
Casting haste on Anzath, Bedlam, Talathel, Aurora, Lolly, Ippolit and himself. Seven round duration; he used his extended haste earlier.

Bedlam Bottomland |

Bedlam recalls a day in the distant--and missed--past, when he did not need to smell dirty, rotten, dead ghouls!
E'cuse me; but fer dis da men's room?
The dwarf accesses the situation (dire by the way), before reaching for a Tanglefoot bomb. He directs it at those in their star.
Range bomb touch, Tanglefoot Ref DC 17, splash weapon mastery, precise bombs, Unstable Accelerate, splash 9: 1d20 + 6 ⇒ (19) + 6 = 254d6 + 4 + 1d6 ⇒ (5, 4, 1, 6) + 4 + (3) = 23
He then moves to block any egress into their star from the others.
AC 24 from Haste! Gonna need it!

GM Parrot |

Clarification/status check--if you look at the map, you'll see that the star room is connected to the tunnel, which is connected to the secret door, which opens onto the hall. The fighter-types and Bedlam were already in the middle of the star room. Each point of the star contains four ghouls and one ghast, bursting from coffins. The summoner Terapin is in the tunnel, but Tragershen and Aurora are in the hall. Gelver and Ippolit are with them. I'm ok with Haste being cast on through the tunnel to the party inside.
I now have Bedlam bombing a point of the star and moving to block the tunnel to cover the wizard, cleric, summoner, and NPCs.
Sound ok?
Anzath may act!

Anzath |

Anzath sheaths her golden blade and plucks off a golden bead from her necklace.
Tossing a 6d6 fireball at a grouping of ghoulz.
Fire Dmg: 6d6 ⇒ (4, 2, 4, 5, 2, 6) = 23

GM Parrot |

23 damage appears to be the flavor of the month. Anzath: if you want to blow up the whole room, you can throw your fireball at your feet. Otherwise, I'll run as below with you clearing a point of the star.
Anzath and Bedlam each attack a point of the star with explosives.
Anzath's blast envelops (at least) every foe in the north point of the star:
Ref Ghast: 1d20 + 4 ⇒ (2) + 4 = 6
Ref Ghoul: 1d20 + 2 ⇒ (15) + 2 = 17
Ref Ghoul: 1d20 + 2 ⇒ (9) + 2 = 11
Ref Ghoul: 1d20 + 2 ⇒ (16) + 2 = 18
Ref Ghoul: 1d20 + 2 ⇒ (7) + 2 = 9
One weakened ghoul still moves among the smoke.
Bedlam's bomb hits the ghast at the west point and catches two ghouls as well:
Ref Ghast: 1d20 + 4 ⇒ (3) + 4 = 7
Ref Ghoul: 1d20 + 2 ⇒ (7) + 2 = 9
Ref Ghoul: 1d20 + 2 ⇒ (2) + 2 = 4
The ghast is dead, and the ghouls are badly scorched and entangled.

GM Parrot |

Ippolit holds back Gelver.
The wounded ghouls surge forward, meeting Talathel's flashing spear:
Branched Spear: 1d20 + 16 ⇒ (20) + 16 = 361d8 + 4 ⇒ (8) + 4 = 12
Branched Spear: 1d20 + 16 ⇒ (4) + 16 = 201d8 + 4 ⇒ (4) + 4 = 8
Branched Spear: 1d20 + 16 ⇒ (13) + 16 = 291d8 + 4 ⇒ (3) + 4 = 7
Tal finishes them.
Anzath
Tragershen
Bedlam
Ippolit
Gelver
Terapin
Ghoul
Ghoul
Talathel
Ghast
Ghast
Ghoul
Ghoul
Ghoul
Ghoul
Aurora
Ghoul
Ghoul
Ghoul
Lolly
Ghast
Ghoul
Ghoul
Ghoul
Ghoul
Ghoul
Terapin may act!

Anzath |
1 person marked this as a favorite. |

GM, I don’t think she’s that far gone to go down the road of ensured mutual destruction.

Terapin |

Terapin takes a few hesitant steps backwards down the hall, intimidated by the sheer numbers of the creatures. He mutters, “Too many teeth, too many teeth. Got to break some teeth.”
Terapin uses Summon Monster IV as a spell-like ability to summon 1d3 Foo Dogs.
Summon Monster: 1d3 ⇒ 1
I’ve got to quit trying to summon multiple weaker options.
The stone wall next to the room’s door seems to ripple for a moment, and a statue of a dog-lion-oni-thing bounds eagerly into the room, the scrape of stone claws on stone floor reverberating off the walls.
Bite: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 4 ⇒ (2) + 4 = 6
The Foo Dog attempts to bite and trip the nearest ghoul, and then uses its Stony Defense ability to gain Hardness 8 for the round. Hopefully some of these geniuses decide to bite back?

GM Parrot |

The foo dog's ghoul fool attacks the beast!
Imagine how powerful the ghouls would be if someone would take a rank in Spellcraft.
bite: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 1 ⇒ (2) + 1 = 3
Its attacks futile, it hollers "Don't bother with thisss one, brethren and sistren!"
The next ghoul heeds the warning and attacks Talathel, weaving to dodge under his spear:
Acro vs AOO: 1d20 + 4 ⇒ (19) + 4 = 23
Talathel's spear drops precisely into the skilled dodge of the ghoul,
Spear AOO: 1d20 + 16 ⇒ (3) + 16 = 191d8 + 4 ⇒ (5) + 4 = 9
And then it bites: Bite: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 1 ⇒ (3) + 1 = 4
As Tal twists away from snapping jaws, they shout, "This one is quickkk!"
Anzath
Tragershen (Haste 7/7 rounds)
Bedlam
Ippolit
Gelver
Terapin and a Foo Dog
Ghoul (foo fighting)
Ghoul (d9 vs Tal)
Talathel
Ghast
Ghast
Ghoul
Ghoul
Ghoul
Ghoul
Aurora
Ghoul
Ghoul
Ghoul
Lolly
Ghast
Ghoul
Ghoul
Ghoul
Ghoul
Ghoul
Tal may act!

Anzath |

Perhaps blasting the room WAS the wiser of the two options...
Also, FYI, since she put one blade away to use the fireball, Anzath loses her shield bonus, and with Haste, her AC is at 20 this round.

GM Parrot |

Checked on Tal: still not feeling good enough to play, so I'll keep rolling him for now! You gotta win so I don't hand him a dead character when he gets back!
Talathel deadpans back at the ghoul, "The quick and the dead."
He stabs: Branched Spear: 1d20 + 16 ⇒ (17) + 16 = 331d8 + 4 ⇒ (8) + 4 = 12
The ghoul crumbles. Tal uses a foot to shove the corpse off his spear, then moves to stand between the party and a point of the star that hasn't been bombed. Yet. "I'll hold them here, blast a different corner, Bedlam!"
Then, two ghasts advance. Those in the center of the room are suddenly overwhelmed by an awful stench:
Fort Save x 2 Anz: 1d20 + 8 ⇒ (10) + 8 = 181d20 + 8 ⇒ (6) + 8 = 14
Fort Save x 2 Bed: 1d20 + 9 ⇒ (2) + 9 = 111d20 + 9 ⇒ (20) + 9 = 29
Fort Save x 2 Lol: 1d20 + 11 ⇒ (8) + 11 = 191d20 + 11 ⇒ (8) + 11 = 19
Fort Save x 2 Tal: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (17) + 5 = 22
Anzath and Bedlam are Sickened for at least five minutes! "The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks." If this combat somehow goes 30 rounds, remind me that it might be over and I'll roll the d6...
Tal tries to remember what he knows about ghasts: Elven Sunday School Check: Know Religion: 1d20 + 9 ⇒ (19) + 9 = 28
He nervously reminds everyone, "The big ones can paralyze elves, too! I'll try to keep them at a distance!"
Trip AOO vs Ghast 1: 1d20 + 15 ⇒ (17) + 15 = 32
Trip AOO vs Ghast 2: 1d20 + 15 ⇒ (16) + 15 = 31
He sweeps evil off its feet at a safe 5 ft distance from himself and his comrades. If he didn't have such command over his emotions, he'd be looking sorta smug right now.
But there's more trouble than that. Four regular ghouls rush the fighters!
How many can Tal AOO?: 1d4 ⇒ 4
Talathel swirls in a whirlwind of precise attacks, choosing to try to kill the weaker of the ghouls that can't paralyze him and... someone...
Branched Spear: 1d20 + 16 ⇒ (15) + 16 = 311d8 + 4 ⇒ (6) + 4 = 10
The first breaks through and attacks 1 anz 2 bed 3 lol 4 tal: 1d4 ⇒ 3
Bite vs Lol: 1d20 + 3 ⇒ (2) + 3 = 5
Branched Spear: 1d20 + 16 ⇒ (17) + 16 = 331d8 + 4 ⇒ (2) + 4 = 6
The second breaks through and attacks 1 anz 2 bed 3 lol 4 tal: 1d4 ⇒ 3
Bite vs Lol: 1d20 + 3 ⇒ (1) + 3 = 4
Branched Spear: 1d20 + 16 ⇒ (3) + 16 = 191d8 + 4 ⇒ (6) + 4 = 10
The third breaks through and attacks 1 anz 2 bed 3 lol 4 tal: 1d4 ⇒ 3
Bite vs Lol: 1d20 + 3 ⇒ (2) + 3 = 5
Branched Spear: 1d20 + 16 ⇒ (12) + 16 = 281d8 + 4 ⇒ (4) + 4 = 8
The fourth breaks through and attacks 1 anz 2 bed 3 lol 4 tal: 1d4 ⇒ 1
Bite vs Anz: 1d20 + 3 ⇒ (13) + 3 = 16
...for some reason, this wave of ghouls is attracted to Lolly, for the most part. Anz has one in her face, too. Neither the dark slayer or the jolly barbarian are ever in any real danger, though.
Talathel has landed 7 attacks this (extended) turn--he looks pleased, but he warns the party, "I don't have any more attacks in me just now. Someone do something, please!"

GM Parrot |

Anzath
Tragershen (Haste 7/7 rounds)
Bedlam
Ippolit
Gelver
Terapin and a Foo Dog
Ghoul (foo fighting)
Ghoul (d9 vs Tal)
Talathel
Ghast (prone)
Ghast (prone)
Ghoul (d10 vs Lol)
Ghoul (d6 vs Lol)
Ghoul (d10 vs Lol)
Ghoul (d8 vs Anz)
Aurora
Ghoul
Ghoul
Ghoul
Lolly
Ghast
Ghoul
Ghoul
Ghoul
Ghoul
Ghoul
Aurora may act!

Aurora Fallowarc |

"Might I strongly advise a tactical retreat?" Aurora calls out.
Drawing a pinch of flint and silvery powder between her fingers, she utters the incantation of a spell: a burst of brilliant white light appears in the midst of the largest group of ghouls not engaging her allies just yet.
Burst of Radiance — This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not. 10ft. radius burst, DC 15 Reflex
Duration: 1d4 ⇒ 1
Damage (assuming ghouls are evil): 5d4 ⇒ (1, 4, 1, 1, 4) = 11

Tragershen |

GM Parrot wrote:Its attacks futile, it hollers "Don't bother with thisss one, brethren and sistren!"
OH MY GOD THEY TALK
Yeah. If you get one down in a pit, they're actually quite chatty.

GM Parrot |

Damage (assuming ghouls are evil)
Safe assumption, but you'll have to walk to the doorway of the room to shoot into a star point... assuming that's ok with you!
Aurora moves up, perhaps jostling the invisible Terapin, then fires a spell into one of the corners where the ghouls have yet to move.
[dice=Ref Save Ghast: 1d20 + 4 ⇒ (7) + 4 = 11
Ref Save Ghoul: 1d20 + 2 ⇒ (18) + 2 = 20
Ref Save Ghoul: 1d20 + 2 ⇒ (4) + 2 = 6
Ref Save Ghoul: 1d20 + 2 ⇒ (13) + 2 = 15
Ref Save Ghoul: 1d20 + 2 ⇒ (11) + 2 = 13
Ref Save Ghoul: 1d20 + 2 ⇒ (6) + 2 = 8
A burst of light washes over the creatures in the corner. Some are blinded--others dazzled--all are scorched.

GM Parrot |
1 person marked this as a favorite. |

GM Parrot wrote:Its attacks futile, it hollers "Don't bother with thisss one, brethren and sistren!"
OH MY GOD THEY TALK
Dude, ghouls and ghasts are smarter, wiser, and cooler people than... people! Check out the ghast statline: Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18. I can't figure out why the ghasts aren't running everything.

GM Parrot |

Anzath
Tragershen (Haste 7/7 rounds)
Bedlam
Ippolit
Gelver
Terapin and a Foo Dog
Ghoul (foo fighting)
Ghoul (d9 vs Tal)
Talathel
Ghast (prone)
Ghast (prone)
Ghoul (d10 vs Lol)
Ghoul (d6 vs Lol)
Ghoul (d10 vs Lol)
Ghoul (d8 vs Anz)
Aurora
Ghoul
Ghoul
Ghoul
Lolly
Ghast (d11, blind)
Ghoul (d11, blind)
Ghoul (d11, blind)
Ghoul (d11)
Ghoul (d11)
Ghoul
Three ghouls move in on the fighter-types. With Talathel's AOOs exhausted, they swarm in unopposed, taking flanking positions.
1 anz 2 bed 3 lol 4 tal: 1d4 ⇒ 11d4 ⇒ 31d4 ⇒ 2
Bite Anz: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 171d6 + 1 ⇒ (6) + 1 = 7
Bite Bed: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 181d6 + 1 ⇒ (2) + 1 = 3
Bite Lol: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 101d6 + 1 ⇒ (3) + 1 = 4
Nothing gets through the defenses of the party.
Lolly may act!

Lolygert " Lolly " Endeferr |

Lolygert frowns as the ghouls and ghasts emerge, then scowls as they attempt to scratch and bite him. The worst thing is the ones that speak, "Stop yammering...it hurts my ears!" he shouts as the rage consumes him...
Raging, Hasted, Attack 1, : 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 2d6 + 13 ⇒ (2, 5) + 13 = 20
Raging, Hasted,Attack 2, : 1d20 + 17 ⇒ (1) + 17 = 18
Damage: 2d6 + 13 ⇒ (1, 1) + 13 = 15
Raging, Hasted,Attack 3, : 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d6 + 13 ⇒ (4, 1) + 13 = 18
AC is 19, hp: 55

GM Parrot |

Lolly dispatches the three ghouls closest to him with little effort. The next, biggest wave blindly stumbles into combat! The keen senses of the ghouls and ghast make up for the loss of vision, to some extent, but the party will benefit from full concealment in that thickest of fog spells.
The last ghast brings its stench to bear:
don't roll a 1, Lolly: 1d20 + 15 ⇒ (3) + 15 = 18
Tal: 1d20 + 5 ⇒ (16) + 5 = 21
Lolly and Talathel are used to fouler stenches. But will they be so successful avoiding claws? The ghouls move into flanking positions with their brethren and sistren:
1 anz 2 aur 3 bed 4 tal 5 lol: 1d4 ⇒ 11d4 ⇒ 21d4 ⇒ 11d4 ⇒ 21d4 ⇒ 4
The ghast moves on Anzath, its jaws dripping with gross:
Ghastd2 concealment 1 misses: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 251d6 + 3 ⇒ (5) + 3 = 81d2 ⇒ 1
anz fort vs paralysis: 1d20 + 8 ⇒ (10) + 8 = 18
She also has to deal with a standard ghoul's less paralytic attentions:
Bite, concealment: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (6) + 1 = 71d2 ⇒ 1
The blind monsters fail to bite their nimble prey, as Anzath easily anticipates their moves and gets out of the way.
One normal ghoul makes a stumbling break for Aurora in the doorway, blindly (literally) seeking revenge:
Bite: 1d20 + 3 ⇒ (13) + 3 = 161d2 ⇒ 2
Another lunges forward:
Bite: 1d20 + 3 ⇒ (11) + 3 = 14
Neither pierces the cleric's defenses.
One shoves its way through the crowd around Talathel, leaping over its ghast-ly commanders:
Bite: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Tragershen's magic gives the elf just enough speed to twist away.

GM Parrot |

Anzath
Tragershen (Haste 7/7 rounds)
Bedlam
Ippolit
Gelver
Terapin and a Foo Dog
Ghoul (foo fighting)
Ghoul (d9 vs Tal)
Talathel
Ghast (prone)
Ghast (prone)
Ghoul (d8 vs Anz)
Aurora
Ghoul
Ghoul
Ghoul
Lolly
Ghast (d11, blind)
Ghoul (d11, blind)
Ghoul (d11, blind)
Ghoul (d11)
Ghoul (d11)
Ghoul
Top o' the 'nitiative to ye! Anzath, Tragershen, Bedlam, the NPCs, Terapin, and his dog may act!

Bedlam Bottomland |

Bedlam begins laughing! The dwarf hoots, hollers and even giggles; as he dances amongst the ghouls and ghasts!
Feral Mutagen claw, power attack, heroism, hasted: 1d20 + 10 - 2 + 2 + 1 ⇒ (7) + 10 - 2 + 2 + 1 = 181d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Feral Mutagen claw power attack, heroism, hasted: 1d20 + 10 - 2 + 2 + 1 ⇒ (10) + 10 - 2 + 2 + 1 = 211d6 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Feral Mutagen bite power attack, heroism, hasted : 1d20 + 10 - 2 + 2 + 1 ⇒ (3) + 10 - 2 + 2 + 1 = 141d8 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Hasted Feral Mutagen bite power attack, heroism, hasted : 1d20 + 10 - 2 + 2 + 1 ⇒ (2) + 10 - 2 + 2 + 1 = 131d8 + 5 + 4 ⇒ (4) + 5 + 4 = 13
The dwarf yells
Ye can't be handling da truth!

Tragershen |

Tragershen frowns as he surveys the scene and catches sight of Bedlam. Is he trying to bite them? He shook his head. No, I must have seen that wrong.
The elf steps out of the cave, behind the relative safety of the Nethys cleric. He pulls a bit of black spongy material from his pouch and flicks it out into the fray.
I believe our warriors have undead on all four sides of them. The flash went off on one side (the far side, I believe). Trag will pick another side (not the side between the melee and the cave entrance) and cast black tentacles in that space. This round (and the next six rounds) are attacked with a grapple this round: 1d20 + 7 + 4 + 1 ⇒ (5) + 7 + 4 + 1 = 17 and take 1d6 + 4 ⇒ (4) + 4 = 8 damage. If they try to escape the grapple, it is against CMD 22.

Anzath |

Anzath grips Kritfisher in two hands and tries to match Lolly’s fury.
Kritfisher+Haste-Sickened: 1d20 + 11 + 1 - 2 ⇒ (12) + 11 + 1 - 2 = 22
dmg: 1d6 + 5 - 2 ⇒ (4) + 5 - 2 = 7
Kritfisher+Haste-Sickened: 1d20 + 11 + 1 - 2 ⇒ (10) + 11 + 1 - 2 = 20
dmg: 1d6 + 5 - 2 ⇒ (4) + 5 - 2 = 7
Kritfisher+Haste-Sickened: 1d20 + 6 + 1 - 2 ⇒ (13) + 6 + 1 - 2 = 18
dmg: 1d6 + 5 - 2 ⇒ (6) + 5 - 2 = 9

GM Parrot |

As black tentacles erupt opposite the door, the fighters take their vengeance, focusing first on the closest ghast, then on non-blinded immediate threats. Bedlam knocks out the blind ghast with his first swipe. His second kills a healthy ghoul in one blow. He then... bites one... so hard that it is nearly dead-dead.
Anzath finishes the one attacking her, then finishes what Bedlam had started with his bite. She steps over to the one attacking Talathel, finishing that one, too.
Tragershen's tentacles find fewer targets than they may have before that mayhem. Stay tuned for the results!