
GM Goblin King |
Between all of you, the most unique thing about the creatures' hairless hides is the blue color. That could have some appeal to someone wanting a different looking outfit.
The shards of the spheres are quite small, but 2d6 ⇒ (1, 6) = 7 pieces are sharp enough to use like a knife for fine cutting and crafting.
1d4 ⇒ 4 pieces are big enough to be made into a small dagger, which could be crafted and enchanted to make a blade with the agile property.
You could cook the carcasses, but who knows how they'd taste? Hard to say. You've got plenty of meat, already.

-Gurk- |

Gurk leaves the carcasses to the others for now, instead looking around the current area of the cave for anything else of note, to make sure they haven't missed anything.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

GM Goblin King |
You can never have too much meat!
Speak for yourself! lol
Most of the things in here are pretty busted up, but Gurk does find a small gourd with a strange liquid inside it.

GM Goblin King |
I should hasten to add, 4 hours later, that Gurk found it. If he wants to not tell you, he can.
Do the Wayne and Garth and do that thing with Alice Cooper.

GM Goblin King |
No. It took me 4 hours to realize Gurk found it, and he can decide what to do with it.
Very little time passes before you hear odd noises from the back of the cave.
Perception!

GM Goblin King |
Only Kraull sees it in the darkness beyond your dim light.
It's a freaky-looking zombie, with 2 long tongues.
Blask: 1d20 + 0 ⇒ (5) + 0 = 5
Gurk: 1d20 + 4 ⇒ (20) + 4 = 24
Mourntel: 1d20 + 2 ⇒ (12) + 2 = 14
R'kellor: 1d20 + 3 ⇒ (8) + 3 = 11
Kraull: 1d20 + 4 ⇒ (11) + 4 = 15
me: 1d20 + 1 ⇒ (17) + 1 = 18
Gurk
me
Kraull
Mourntel
R'kellor
Blask
Only Kraull can see it, right now.

GM Goblin King |
Yes, if you tell him about the zombie. Of course, unless he's got a light source, he can't attack it very well.
Who's got the light spell up?

GM Goblin King |
Gurk delays. R'kellor's torch illuminates the zombie as it quickly approaches him, and attempts to give him a tongue lashing!
licky: 1d20 + 5 ⇒ (18) + 5 = 23
dmg: 1d6 + 4 ⇒ (5) + 4 = 9 Add 2 bleed damage, too.
Kraull's turn. He sees more coming.

Kraull |

"More of these monsters are coming!" Kraull announces with a booming echo as he takes a 5' step forward and attacks the zombie with battleaxe and bite.
Battleaxe+PA: 1d20 + 7 ⇒ (7) + 7 = 14
Battleaxe damage: 1d12 + 9 ⇒ (11) + 9 = 20
Bite: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

GM Goblin King |
Kraull cuts the thing nearly in half, but it's still up.
Mourntel might be able to finish it off.

Mourntel |

Seeing the terrible undead creature, Mourntel rushes forward and flings yet another orb of acid at the zombie engaged with Kraull. "How many do you see?"
Ranged Touch Attack: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8
Acid Damage: 1d3 ⇒ 3
Acid Splash!

GM Goblin King |
R'kellor makes a bloody stew out of the shattered zombie. Miraculously, it doesn't impede movement.
I will take for granted that Kraull lets the party know that multiple zombies will flood out of the hole to the south.
You can't run away. They're faster than you. Kraull would know that because he saw it move and attack.
Blask is up.
They're coming!

Blask |

Blask, hearing that more creatures of the unnatural are coming; thinks about what can be done. He has never dealt with such creatures and isn't sure what can be done. He loads his sling, for the first strange creature to appear.
sling: 1d20 - 3 ⇒ (2) - 3 = -11d4 - 1 ⇒ (3) - 1 = 2 add +4, if not firing into melee

GM Goblin King |
The old shaman just can't swing like he used to. With R'kellor injured and a ton of zombies on the way, Gurk knows you need to block that bottleneck.
Gurk starts the next round.

-Gurk- |

Based on the map, no one is near the zombies, but two people already attacked them with melee, so...
If there is room to attack the strange beings, Gurk moves in to attack them.
Otherwise, he gets as close as possible and waits for an opening.
Melee Attack, Daggers: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d3 + 1 ⇒ (3) + 1 = 41d3 + 1 ⇒ (1) + 1 = 2

GM Goblin King |
One zombie saw you and rushed in, and they killed it. These zombies are just now seeing you guys.
Without a light source, you'll have to wait until you can see them to attack. You could maybe get in a position to flank somebody, but they'll all attack you.

GM Goblin King |
Gurk <
me
Kraull
Mourntel
R'kellor
Blask
Actually, if Gurk went to that square first, he'd block the zombiefest that will occur if he doesn't. He'd be in the dark, but hey.
He's gonna need some help, though.

GM Goblin King |
Gurk hits with one dagger. The zombie in front of him tries to return the favor.
slam: 1d20 + 5 ⇒ (11) + 5 = 16
tongue: 1d20 ⇒ 1
Gurk's too quick for it.
Kraull's up!

Blask |

waiting on Mourtnel, but will post to keep things going.
Blask, not knowing what to do will load another sling billet and fire it at the nearest unnatural creature.
1d20 + 1 ⇒ (17) + 1 = 181d4 - 1 ⇒ (4) - 1 = 3 -4 if into melee

Mourntel |

Sorry guys, I had a rather busy weekend. Worked Saturday and then the family and I got sick Sunday and Monday.
Mourntel moves closer to the melee, though his lack of skill of firing at a target actively engaged in combat makes him worry about his ability to assist with this battle. Regardless, he tosses another globe of acid over his comrades shoulders at the nearest zombie.
Ranged Touch Attack: 1d20 + 3 - 4 - 4 ⇒ (15) + 3 - 4 - 4 = 10
Acid: 1d3 ⇒ 1

GM Goblin King |
Gurk takes a 5' step. The zombie follows and full attacks Kraull.
slam: 1d20 + 5 ⇒ (3) + 5 = 8
slam: 1d20 + 5 ⇒ (4) + 5 = 9
lick: 1d20 ⇒ 18
The tongue hits, doing 1d6 ⇒ 1 damage. Kraull also loses 2 points of strength from bleed damage.
Hurt, but not down, it's Kraull's turn.

GM Goblin King |
The warriors demolish the strange zombie.
Blask already missed. Mourntel, then next round.
Gurk
me
Kraull
Mourntel
R'kellor
Blask