Turn 3!
Korgan - 4
You head right down the hallway. You see that at the end of it, it turns left. You peek around the corner down into the next hall, and see two large men in black shirts and pants running towards you at the end of the hall.
Dreepy - 3
(plus Jedvagenij [gosh I hate that name, have to copy paste every time!] gets a 6)
You manage to help Jedvagenij down to the end of the hall where Korgan is, and you see the two men for yourself.
Frelock - 2 (+1)
You work on your fighting skills near the doorway to the starting room, but don't remember all too much. You don't really do much other than punch and kick at the air. You do feel pretty good afterwards, though. Your +1 strength bonus will last 2 more turns.
Auburn - 2
You can't do much with the sheets and bits of wood, and once you give up and ask the men outside, all of them have either already left or are preoccupied.
Errol - 3
You find a good piece of wood and try to slim it down to a more manageable form. You can't seem to break it, though, so you decide to simply the carry the chunk of wood as a club of sorts.
Jedvagenij - 6 (see Dreepy's action for more info)
Dreepy carries you down the hall. Your ankle still hurts pretty awful, but it isn't quite as bad as when you first sprained it. The bruise on your forehead only hurts when you touch it now.
Statuses
Korgan - wearing white pajamas
Dreepy - wearing white pajamas, helping Jedvagenij walk
Frey - wearing white pajamas, +1 strength bonus (2 turns left)
Auburn - wearing white pajamas
Errol - wearing white pajamas, holding a large piece of broken door
Jedvagenij - wearing white pajamas sprained ankle, bruised forehead
Remember that even though some of the characters have been down the hall and seen the men coming, not everyone is alerted just yet. Frey, Auburn, and Errol do not know about the men yet, and should not act alarmed until they are told or see for themselves.