The party pauses at the western edge of an alpine meadow, where the tall pines part to let tall grass sway in a gentle breeze that tumbles down the steep incline from the northern peak. The snow-chilled air raises the fine hairs at the back of the neck. At the eastern extreme, just 60 yards distant, the lurching shapes of four figures turn to squint at you and your companions.
Instantly, you recognize them as ghouls or ghasts, disgusting undead creatures deserving nothing but utter destruction. The distance could be closed in a mere 10 seconds if both sides rushed at each other, but the ghasts pause, as if wondering if they might rather talk than fight.
The high ground is to your left, should you wish to circle around the edge of the meadow to gain advantage. If you wish to speak to the ghasts, they may angrily agree to eat just one of your number and let the rest retreat.

Original output from the St. Orlan Mountains generator:
While exploring, the party encounters figures wandering 60 yards (10 if surprised) to the east.
4 Ghasts AC 15, HD 2**, #At 2 claws/1 bite, Dam 1d4/1d4/1d4 + paralysis + stench, Mv 30′, Sv F2, Ml 9, XP 125, Tr BTheir attitude is that they must trust and verify. They are neutral and open to a fair exchange. Apply +4 to the next check. Any final offers are take-it-or-leave-it.
Their surprise roll is 3, and the party rolls 4.
The immediate area is an alpine field of grass with clear line of sight. The ground slopes steeply up to the the north (+2 AB from higher ground), and it is hard rock or packed dirt. No water features are nearby.
The general vibe is “anger”.

