[sblock=Initiative]Alrighty then, here we go:
Karananak:
1d20+2=22
Kaelen:
1d20+7=24
Colgrave:
1d20+3=12
Thalin:
1d20+2=7
Experiment 354b:
1d20+2=9
Baddies:
1d20+8=23 1d20+6=7
Baddies got 2 rolls due to special circumstances behind some of the monsters. I wasn't sure the best way to work it with everything going in blocks and decided this made the most sense.
Final order is:
Kaelen
Baddies
Karananak
Colgrave
354b
Thalin
So, Kaelen can take his turn, then the monsters will move.
I've included the monster knowledge blocks below in case people feel like making the rolls. If you do, link them and use the knowledge gained however you like. If you don't, that's cool, but I see no reason not to put the info out there so you have the option if you want it.

[/sblock]
[sblock=Terrain and other Environment Info]
Trees & Rocks: Provide cover in the normal way. You can stand in the squares that have branches in them, but not the actual rocks or tree trunks, unless the rock is in only a tiny fraction of the square.
The Mist: Is a bit like a thick fog. Any creature more than 20 feet away is considered to have concealment unless you have blindsight.
There is no difficult terrain or anything. Just a road with a lot of low, dead grass around it. The map is attached. I apologize for my abysmal drawing skills. If you need clarification on what anything is, please ask.[/sblock]
[sblock=Monster Knowledge Check: Dungeoneering 15]These are all aberrant creatures. You recognize the tentacle covered humanoid as something called a dolgaunt. The small, 2-headed creatures appear to be dolgrim, and you've heard that warriors of their ilk lurk in The Mournlands. The large ooze is more of a mystery, but you think it may be what the stories refer to as living darkness. It is certainly large an black enough to have earned the name.
[sblock=Dungeoneering 20]You've heard that the dolgaunt can suck the life from a person with its long tentacles.
The dolgrim are simple creatures, from what you remember, but very strong. You also remember a story about each head seeming to act on its own.
Living darkness isn't something many people have encountered and lived to tell about. You suspect that, like most other ooze creatures you've encountered in your travels, it will attempt to absorb its prey.
[sblock=Dungeoneering 25]Living darkness is immune to gaze and poison effects, and it's jelly-like nature seems to make most attacks less effective than normal. It is known to be vulnerable to radiant damage.
The dolgrim, with their warring heads, are likely weak against psychic attacks.[/sblock][/sblock][/sblock]
[sblock=Monster Status]
Tentacles:
HP: ?? AC: ?? Fort: ?? Ref: ?? Will: ??
Conditions:
2-Heads 1:
HP: ?? AC: ?? Fort: ?? Ref: ?? Will: ??
Conditions:
2-Heads 2:
HP: ?? AC: ?? Fort: ?? Ref: ?? Will: ??
Conditions:
Ooze:
HP: ?? AC: ?? Fort: ?? Ref: ?? Will: ??
Conditions:
[/sblock]
[sblock=Player Status]
Kaelen:
HP: 41/41 Surges: 9/9 AP: 1 MI Daily Uses: 1
Conditions:
Karananak:
HP: 45/45 Surges: 11/11 AP: 1 MI Daily Uses: 1
Conditions: Beast Form
Thalin:
HP: 43/43 Surges: 10/10 AP: 1 MI Daily Uses: 1
Conditions:
Colgrave:
HP: 32/32 Surges: 6/6 AP: 1 MI Daily Uses: 1
Conditions:
Experiment 354b:
HP: 40/40 Surges: 9/9 AP: 1 MI Daily Uses: 1
Conditions:
[/sblock]