Once everyone is ready, Mal climbs down the ladder...
Part 7: Return to the Moathouse Dungeon
Once everyone is ready, Mal climbs down the ladder...
The wizard, who had been looking around, turns to find the Dwarf already climbing down the ladder. Subverted once again.
The dwarf stows her weapon to free her hands and grabs the top rungs, places her feet on the rungs below, and begins her descent.
Turuko, seeing Mal already descending looks to Eltrezar. "Too late for that torch, I'm afraid. Hand me your lantern and I'll go next, if you like."
Rolls
Secret Roll
*paranoia intensifies*
Mal reaches the bottom and looks around, the others waiting for her to tell of the coast in clear. Looking southward, she peers down a long, narrow corridor. Only five-foot wide, at the end of its fifty-foot length, it appears to end at a T-section, diverting east and west.

Rolls
Secret Roll
"Let's make it to the intersection first and see what we see."
Once everyone is down, Mal leads the way down the hall, inspecting for traps in the stone work as she goes...
Rolls
Traps 1-2 - (1d6, 1d6, 1d6, 1d6, 1d6)
1d6 : (4) = 4
1d6 : (1) = 1
1d6 : (5) = 5
1d6 : (1) = 1
1d6 : (3) = 3
For only a split second she sees what lies beyond the hallway: A room, the hallway opening into it from its northeast corner. The walls, lined at regular intervals with small five-foot by five-foot alcoves. A splintered coffin resting open in one, floor littered with a number of piles of bone. Directly to her left, one of these alcoves adjacent to her, a quick glance at the darkened shape of a man standing inside it. Something's off. To her right, about thirty feet away, another alcove and another figure within. Something's wrong, her mind shouts...
The figures! They're not visible in her Infravision, but the the same color as the chiseled stone behind them!

Before Maloria can take this information, process it, and make an appropriate response they're on her! The one to her right attack first as the one to her left rushes forward, along with two more spilling from other alcoves!
1. Ghoul #1, Ghoul #3 (3)
2. Ghoul #2 (2)
3. Ghoul #4 (1)
Make note that the Attacks from "Ghoul #3" are actually from "Ghoul #4" directly to Mal's left; #3 cannot get at Maloria at the moment because this corner is a tight 5'x5' squeeze.
Rolls
Surprise Check (1-2) - (1d6)
Ghoul #1 Initiative roll - (1d6)
(3) = 3
Ghoul #2 Initiative roll - (1d6)
(2) = 2
Ghoul #3 Initiative roll - (1d6)
(3) = 3
Ghoul #4 Initiative roll - (1d6)
(1) = 1
Ghoul #1 Attack roll #1 (Claw); Damage roll - (1d20, 1d3)
1d20 : (8) = 8
1d3 : (1) = 1
Ghoul #1 Attack roll #2 (Claw); Damage roll - (1d20, 1d3)
1d20 : (7) = 7
1d3 : (1) = 1
Ghoul #1 Attack roll #3 (Bite); Damage roll - (1d20, 1d3)
1d20 : (19) = 19
1d3 : (2) = 2
Ghoul #3 Attack roll #1 (Claw); Damage roll - (1d20, 1d3)
1d20 : (5) = 5
1d3 : (1) = 1
Ghoul #3 Attack roll #2 (Claw); Damage roll - (1d20, 1d3)
1d20 : (6) = 6
1d3 : (1) = 1
Ghoul #3 Attack roll #3 (Bite); Damage roll - (1d20, 1d3)
1d20 : (16) = 16
1d3 : (3) = 3
--> 1. Gilly, Maloria , Bors (7)
2. Kobort (5)
3. Eltrezar (4)
4. Ghoul #3 (3)
5. Turuko, Ghoul #1, Ghoul #2, Ghoul #4 (2)

It should be noted that Maloria's surrounded on both sides by Ghoul #1 and Ghoul #4. The other two Ghouls can't get at her yet because of the narrowness of the corridor. Likewise, the PC's will have difficulty getting past Maloria at this time to attack the ghouls, judging by how everyone is positioned on the battlemap.
That means nobody can see the Ghouls yeat, due to the hallways narrowness, and likely just see some arms and a quick head bob in and back out from each side of the cleric.
I do allow PCs and NPCs to pass through an ally's space unimpeded, but they cannot finish their move on an occupied space, so if one wishes to use some of their Movement this turn to move forward, Attack, and use the rest to Move back to an open square again, and they have enough Movement to do that (remember to check your Movement Rate on the Encumbrance Tracking spreadsheet first), that's fine.
Ranged attacks are possible in this hallway, though there is likely to be some cover penalties of anywhere between -1 to -4 depending on where your are in the lineup and how many companions you must shoot past (Maloria's shorter than her enemy, so let's say, -1 if for every ally you're shooting past but it maxes out at -4 for those in the very back... For now).
In any case, for this encounter, it will be important to pay attention to your Movement Rate (remember you can move 1/3 your Movement Rate per Turn during an encounter) and your PCs' surroundings, because this is a narrow hallway fight at the moment and positioning could make or break the party during this battle.
Don't forget that Maloria must make a Save vs Paralysis Saving Throw first or she goes down...
Rolls
Gilly Initiative roll - (1d6+2)
(5) + 2 = 7
Eltrezar Initiative roll - (1d6-1)
(5) - 1 = 4
Maloria Initiative roll - (1d6+1)
(6) + 1 = 7
Bors Initiative roll - (1d6+1)
(6) + 1 = 7
Turuko Initiative roll - (1d6+1)
(1) + 1 = 2
Kobort Initiative roll - (1d6+1)
(4) + 1 = 5
Ghoul #1 Initiative roll - (1d6)
(2) = 2
Ghoul #1 Initiative roll - (1d6)
(2) = 2
Ghoul #1 Initiative roll - (1d6)
(3) = 3
Ghoul #1 Initiative roll - (1d6)
(2) = 2
She shakes off the cold that spreads through her veins and calls on her holy patron to rebuff the walking corpses that press her.
"Vile abominations be gone from my sight! Saint Cuthbert, holy host of righteous vengeance commands it!"
Rolls
Paralysis save - (1d20)
(11) = 11
Turn check, turn HD - (2d6, 2d6)
2d6 : (62) = 8
2d6 : (34) = 7

Meanwhile, Round 1 continues! Turn order is as follows:
--> 1. Gilly, Maloria, Bors (7)
2. Kobort (5)
3. Eltrezar (4)
4. Ghoul #3 (3)
5. Turuko, Ghoul #1, Ghoul #2, Ghoul #4 (2)
No pained sound is returned as the arrow disappears into the dark, and so Gilly shuffles awkwardly, hoping that no one noticed her foolish endeavor.
Rolls
Shot +3 -4 - (1d20-1)
(4) - 1 = 3
Heavily laden in plate armor, Kobort is unable to press forward, attack, and return to his spot in the narrow corridor, and can only stand in the hall waiting some break in the lineup to occur. For now, like the fighter behind him, he must wait for some space to open up.
Round 1 continues! Turn order is as follows:
1. Gilly, Maloria, Bors (7)
2. Kobort (5)
--> 3. Eltrezar (4)
3½. Bors (7)
4. Ghoul #3 (3)
5. Turuko, Ghoul #1, Ghoul #2, Ghoul #4 (2)
5½. Kobort (5)