We drastically underestimated the powers of the being known as Mae. Father C is on a choke point and Dan and Harold can't get past. The monsters want to get past the preacher, though, which means they're more likely to go after him. There's nothing we can do about that, at the moment. We can try and pull this back, though.
@rocketrobie2 On your turn, I recommend trying to get closer to the enemies and using your Shockwave Judgement. You can't use it if you've moved, and you'll take Corruption if you succeed, but it gets all the guys within two squares. Other than that, get healing and use your shotgun or your fists. The void hounds are at their weakest when it's your turn; if you reckon you can deal with them, please do.
@Duthguy See if you can't knock out a few with your Rapid Shot - ones with less health and defence, preferably, but getting some heavy hitters out would help as well. That's why I recommend determination for your Desperation; you can get a lot more of them in your line of sight if you get some bonus movement, even if you don't use all of it. You also have one dynamite in your inventory, I think, but I don't know if you've used it already.
@DeadBeatWalking If you will, keep shooting with your Peacekeeper. And perhaps be a little looser with your Deadeyes - we may need the extra damage. Your melee isn't so good, so maybe keep your distance. You and Duthguy should probably see about handing the dynamite to you, for more spread out damage, since their Rapid Shot requires a two-handed gun, and I don't believe Dan's got a grenade launcher.
I put Jamie in Room A to try and quell the darkness, since there were seven spiders, and there's still four left, plus two stranglers and a tentacle. Each of those adds two points to the darkness if they get out of the mine - that's fourteen. She hopefully has enough sanity to stay in there a few rounds, and she's got Whiskey as well, but she needs to knock at least one of the Stranglers out. The Spiders are practically a lost cause, so that's eight points already.