OOC:
Right as discussed in the Discord, Ty's not fighting being grabbed and pulled along, but neither is he helping. So a few things at play here:
To grab Ty and move both yourself and him 15' past the flaming, unmoved tomb denizen and the vile serpent that still writhes in its chest, you'll need to make a
Strength check, DC 10. Ty's dead weight makes this more difficult, so the roll will be at -1d.
If You Pass
The serpent, due to the Withdrawal rules, will get to strike at Dufgal as he muscles past. (In the Discord you mentioned positioning to protect Ty.) If you both move their the fire, you'll both need to make
DC 10 FORT Saves or suffer
1 damage. If Dufgal takes the brunt there as well, say putting himself between Ty and the flaming ghouly, he'll risk
1d3 fire damage and a 3 might set him alight. If you have
armor, take +1d to the save.
You'll both end up past the serpent in the tunnel, on the way out.
If You Fail
You'll
stop at the serpent, getting hung up in the flaming ghoul body. You won't move pass (and won't get attacked), but both of you will need to make DC 10 FORT saves and there will be no benefit from wearing armor.
Damage is 1 point if you fail the save, but at the end of the round you'll
test luck at +1d to see if you catch fire.
Cool?
And after all this, of course, it's the serpent's turn.