
Zaladrel Orain |

Zal shakes his head in humor at the bard but is otherwise quiet.

DM Papa.DRB |

?: 1d20 ⇒ 151d4 ⇒ 1
Fixing dinner, and getting a good nights sleep, you take turns watching and when the morning comes, you finish off the remains of the dinner that Kit cooked the previous evening.
Soon after, Rexel and the children show up at the jail house. "Are you ready to go" asks the gnome, who looks to be recovered from the time he spent in the Manor.
You spend the day traveling up river to where you are able to enter Kaer Maga. Rexel tells you of places that you can sell any equipment that you wish to, as well as buy scrolls, potions, and equipment. He also recommends a good inn. He tells you that he is taking the children to his relatives home, and will see to their welfare.
Normal rules for selling stuff. What are you purchasing? I will pick this up when you finish your shopping trip and are headed back to the Inn that Rexel tells you about for the night.

Kit 'Skylark' Bridger |

Kit spends the day traveling still talking about troll generation with his companions. As they reach Kaer Maga and sell their goods, Kit likes the feel of 400gp in his nearly empty coin purse. He heads to the inn that Rexel mentioned and buys a round for his friends and the best meat the inn has and a room to boot.

Dilwyn Blevins |

Dilwyn will also take all the proceeds as cash, apart from making sure that he has the proper supplies for making scrolls, there aren't really any new supplies that he needs. He still goes along with everyone, partly to continue enjoying their company, and partly because as a man of the wilderness it can be a bit overwhelming to be in a big city like Kaer Maga all by himself. He does do his best to make sure that he has time to scribe himself a scroll of Shillelagh during the day.
Would like to spend 12.5gp and take 10 on the spellcraft check, no other shopping

DM Papa.DRB |

Been really sick the last few days. Getting better but still not feeling great.
Per the adventure, "the adventure begins with the an in media res introduction "
?: 1d20 ⇒ 141d4 ⇒ 1
After selling the equipment that you do not need, distributing the rest, splitting the proceeds and purchasing or creating items that you need, you all head back to the Inn that was recommended by Rexel.
The common area, was full for the dinner rush, and afterwards, the drinking was in full force. Everything was peaceful, and after you days in Holver Ferry and the Manor house, things seem to be getting back to normal. After dinner and drinking, for those who imbibe, you head to your rooms for the night. During your sleep you have a dream about the black flecks that seemed to enter your skin as you went thru the green wall of gelatin back at the manor, flaring into a dull light, then you stop dreaming and fall into a deep sleep.
You awaken to the sensation of something damp and viscous covering your face and body. Your first reflex is to wrench two, thin tubes from your nose and open your mouth to extract a small pipe which apparently kept you from drowning in the thick gel now draining through the bottom of an enclosed cylinder supporting your upright body. A harsh light shines from above as you wipe more of this unknown substance from your face and eyes, and your muscles feel weak and uncertain as you push open a transparent window-like door to release you into the room beyond.
Nine similar cylinders greet your eyes, all arranged along the room’s four, stone walls, forming an irregular octagon. Each one appears constructed of a thick, durable, organic material except for the transparent doors which swing open from the front. Fibrous roots snake down from the 15-foot ceiling overhead, attaching to the top of these cylinders, and a metal plate bolted above them illuminates the room. To the north stands a door bereft of hinges or handles, while a green, three-inch circle slowly blinks on the wall next to it.
Four creatures in the northern most pods are doing the same thing that you are, pulling tubes out and opening the transparent door.
Picture of Creatures They do not have their weapons, nor armor, nor gear.
.
You are only wearing your pants. No armor, weapons, gear, etc.
Next?
Prison Map Updated

Kit 'Skylark' Bridger |

When Kit awakes from this unusual situation, he thinks By Erastil's Stag! I should not have had that last mug of ale! While he has definitely woken up in better places, he has woken up in worse! At least he still had his pants this time. He looks around at his similarly attired companions and blushes when he see Hilde wearing the same. He shields his eyes from the harsh light as he tries to figure out what the other creatures are.
Knowledge (Nature): 1d20 + 5 ⇒ (7) + 5 = 12

Dilwyn Blevins |

Dilwyn comes to consciousness feeling like he's choking or drowning, or both. Clawing the tubes out of himself he collapses to his knees wiping this weird oozy substance from his face. He can feel it all over, and tries casting create water to wash it off. Whether or not that works, he starts to feel a sense of claustrophobia come over him. He has no idea how deep he might be or how far away the sky is. The feeling is only exacerbated when he realizes that his symbol of Gozreh is missing.
"What is this?" he demands of nobody in particular. "How did we get here? Where is our stuff?!"

Zaladrel Orain |

Zal takes his feet cautiously as he enters the more common space. He wordlessly points at each person in the group to account for them. and then tracks his ets over to the other creatures, looking to see if they are as concerned with the proceedings as his allies are...

DM Papa.DRB |

?: 1d20 ⇒ 151d4 ⇒ 4
Looking around the room, Iskender sees four wooden poles on the southern wall, just behind you. These short devices are affixed with leather loops which tighten when placed over humanoid’s neck. They might be useful as clubs.
The four creatures get out of their cylinders, covered in what looks like the same goo that you are and look around. When they notice you, they begin to bark and growl to each other in a language that you do not understand. Claws extended, they appear to be ready to attack.

Zaladrel Orain |

Hoping his efforts are not in vain, Zal will attempt to gesture to his own group, the tubes and the goo they are all covered in. Hoping to make it clear that he and his allies are not responsible for the situation...
Diplomacy?: 1d20 + 6 ⇒ (8) + 6 = 14

Kit 'Skylark' Bridger |

Kit holds out his hands with the palm out and tries to help Zal with calming the animal creatures. Now, Now, it is like he said we are all in this together. he says soothingly relying more on the tone than the content of the words.
Wild Empathy: 1d20 + 2 ⇒ (19) + 2 = 21 17 if magical beast

DM Papa.DRB |

Dilwyn: 1d20 + 2 ⇒ (7) + 2 = 9
Hilde: 1d20 + 3 ⇒ (2) + 3 = 5
Iskender: 1d20 + 2 ⇒ (3) + 2 = 5
Kit: 1d20 + 1 ⇒ (10) + 1 = 11
Zaladrel: 1d20 + 3 ⇒ (12) + 3 = 15
Foe(s): 1d20 + 4 ⇒ (11) + 4 = 15
Foe: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 3 ⇒ (1) + 3 = 4 vs AC 11 - Kit
Foe: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 3 ⇒ (6) + 3 = 9 vs AC 11 - Kit
Foe: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 3 ⇒ (3) + 3 = 6 vs AC 11 - Hilde
Foe: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 3 ⇒ (4) + 3 = 7 vs AC 11 - Hilde
Iskender and Zaladrel try diplomacy against the foes, while Kit hopes that they are affected by his wild empathy ability, but this all fails as the four creatures move to attack Kit and Hilde, and they each get clawed once.
Next?
Level Map Updated
Zaladrel UP
Init (HP Cur/Max, AC)
Zaladrel 15 (15/15, 19)
Kit 11 (17/26, 19)
Dilwyn 9 (24/24, 16)
Hilde 5 (24/30, 14)
Iskender 5 (16/16, 17)
Foe(s) 15

Hilde Tuva |

Hilde, seemingly unaware of her half naked state, turns into her "feline" form as soon as she gets attacked, roar and attacks in turn with her claws,as hard as she can.
Raging Claw (Power Attack): 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Raging Claw (Power Attack): 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 8 ⇒ (6) + 8 = 14

Zaladrel Orain |

Zaladrel joins Iskender in aiding everyone with luck...
SOP - Fate Sphere - Consecration - Serendipity --> 20' radius, +1 luck to skills, attack rolls, skill checks, abilitiy checks, saving throws.

Kit 'Skylark' Bridger |

Kit, finding himself unarmed and unable to turn into an animal like Hilde will try to reach behind him and grab one of the sticks with the collar.
If I am still able to make an attack.
Attack: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Are you deaf, we are all in the same situation! Kit shouts at his antagonists.

DM Papa.DRB |

Dilwyn: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 171d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Foe: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (4) + 3 = 7 vs Kit AC 11
Foe: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 3 ⇒ (5) + 3 = 8 vs Kit AC 11
Zaladrel concentrates on providing the group help with being able to hit and hurt the opponents. Kit grabs one of the "man catcher" sticks off the wall behind him and using it as a club, manages to hurt the foe in front of him. Dilwyn(bot) also grabs a "club" and steps up next to Hilde, where he wounds one of the creatures. Hilde becomes her feline self, and using her claws, finishes off the one that Dilwyn wounded, then kills the one in front of her. Iskender begins his bardic change, also helping the group against the remaining foes.
The two creatures both claw at Kit, but the wounded one misses however the other claws the ranger and damages him.
Next?
Level Map Updated
Zaladrel UP
Init (HP Cur/Max, AC)
Zaladrel 15 (15/15, 19)
Kit 11 (9/26, 19)
Dilwyn 9 (24/24, 16)
Hilde 5 (24/30, 14)
Iskender 5 (16/16, 17)
Foe(s) 15

Kit 'Skylark' Bridger |

Knowing his best bet is to finish off one of his foes, Kit strikes again.
Attack: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Seeing the one go down, Kit puts all his effort in attacking the other foe.
Cleave Attack: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Cleave Damage: 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8
-2 to AC

Hilde Tuva |

Hilde keeps attacking in her "feline" form, fast and unyielding. Blood spatters around of the combatants bodies, a growl floating from her mouth.
Raging Claw (Power Attack): 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Raging Claw (Power Attack): 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d6 + 8 ⇒ (4) + 8 = 12

DM Papa.DRB |

?: 1d20 ⇒ 161d4 ⇒ 4
Zaladrel(bot) keeps up his bit of luck for the group, while Kit, using the faux club kills the wounded beast in front of him, and the cleaves into the beast to his left. Dilwyn(bot) seeing the situation well in hand, and not wishing to get into Hilde way, looks around the room. Hilde, continuing to rage moves over and with one claw, kills the final creature.
Both Iskender and Zaladrel drop their luck and song, saving precious resources for later.
As you scan the room, besides the four improvised clubs (man-catchers) that were on the wall, there are nine of the semi organic pods, with tendrils connecting them to the room, and a closed door to the north.
(HP Cur/Max, AC)
Zaladrel (15/15, 19)
Kit (9/26, 19)
Dilwyn (24/24, 16)
Hilde (24/30, 14)
Iskender (16/16, 17)

Zaladrel Orain |

Zal rubs his chin as he listens to the bard, They seemed as confused as us about their arrival here. Its too bad we could not exchange information...
Zal will kneel and look over the creatures to see if there is anything identifying or at all illuminating about them...
Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Kit 'Skylark' Bridger |

As Hilde transforms back into her human self, Kit just laughs and says, Good Kitty...OW! His laughing causes his wounds to hurt. In response to Iskender he says, It is unfortunate they didn't have armor or worthwhile weapons! he says as he turns the man-catcher around in his hand.

DM Papa.DRB |

?: 1d20 ⇒ 41d4 ⇒ 3
Zaladrel looks over the strange fallen creatures. He decides that they most resemble gnolls, but not really. They appear to be roughly five feet tall. This creature resembles an upright canine with a pronounced snout, lolling tongue, and a mouth open clear to the jawbone.
Next?
Last post till Friday, December 30th.
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Christmas Eve with family; Christmas Day with friends; Monday thru Thursday trip to Boston, MA, to visit my wifes relatives without computer as my wifes Christmas present.
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Have a Merry Christmas, Happy Hanukkah to all.
.
-- david

Kit 'Skylark' Bridger |

They are about as ugly as gnolls! Kit chimes in. I guess we should try that door. I recommend until we find our things, everyone grabs one of these. Kit holds up his man-catcher.

DM Papa.DRB |

?: 1d20 ⇒ 51d4 ⇒ 2
Moving to the door, you find that there is a green circular disk next to it. There does not appear to be a keyhole, or anything else. Kit touches, then pushes on the disk, then he pushes on the door, but nothing happens. The door remains shut fast.
Next?
Init (HP Cur/Max, AC)
Zaladrel (15/15, 19)
Kit (9/26, 19)
Dilwyn (24/24, 16)
Hilde (24/30, 14)
Iskender (16/16, 17)

Dilwyn Blevins |

Dilwyn, confused and bewildered, but nonetheless happy that they won their little skirmish, finds his patience running out. He's feeling the mixture of adrenaline from the fight and anxiety from his mild claustrophobia. Seeing that the door isn't responding to Kit's attempts to open it in a reasonable manner, he takes the faux club he armed himself with and starts banging on the door with it, loudly demanding that somebody open it and explain what is going on.

Kit 'Skylark' Bridger |

Kit grunts in frustration as he is unable to open the door and spews forth every colorful obscenity he can think of (which is quite extensive!) He gives the door a final kick and lets Dilwyn try while still cursing out the door as if it was the greatest incarnation of evil that ever existed. He covers his eyes as Hilde moves Dilwyn aside and rushes the door not wanting to bear witness to the great impending collision.

Zaladrel Orain |

IS it safe to say the "green disc" is hand sized? Was there any kind of response to Kit having his hand on it?

DM Papa.DRB |

Yes, the green disc is hand sized. You do not know this: It is a "touch" open, if it is unlocked, however this door is locked so you need a special key to unlock the door. As you have no tools, daggers, etc. just the "clubs" there does not appear to be a way to "open lock" on the door.
Hilde+4: 5d20 ⇒ (7, 17, 3, 1, 4) = 32
Looking around the room more thoroughly. The ceiling of this chamber is about fifteen feet high - the walls look and feel like expertly-carved stone, but are oddly warm and have the slightest amount of give when touched. The main source of lighting in the room comes from the intact, empty tubes, with glow with enough luminescence to provide normal lighting throughout the chamber - there are no other sources of light here.
Hilde takes a run at the door, and finds that even though it looks like very well crafted green worked stone, it is a bit soft and gives just the slightest bit. Figuring it is the only way out, she tries several more times and on the third attempt the door is knocked open. Inspecting the now broken door, you see fibrous, muscle-like tissue which threads between the walls, hanging loosely to the door jam and to the broken door.
Looking at the area outside the room that you were locked into, you see five doors leading off a central area, as well as an enclosed small area with another door. All of them have a small round green disc just to the right of the door. The green disc on the door to the left, is glowing green, where as all the other discs, just like the one in the room you were in are not glowing.
Next?
Level Map Updated
Don't forget, you have injured folks with Kit badly injured.
.
(HP Cur/Max, AC)
Zaladrel (15/15, 19)
Kit (9/26, 19)
Dilwyn (24/24, 16)
Hilde (24/30, 14)
Iskender (16/16, 17)

Dilwyn Blevins |

Dilwyn starts to calm down a little as Hilde manages to make progress through the door. He's never seen anything like this material before, and it's weirding him out. As he regains his composure a bit, he realizes that Kit is injured. He steps over and casts his prepared cure light on his compatriot. Who knows how many more fights they'll get into before they see the sky again, they need to all be in as good of shape as possible.
Cure Light Wounds: 1d8 + 2 ⇒ (2) + 2 = 4
"I usually apply this to the wilderness," he starts looking at their plethora of new options, "but the first rule of not getting lost is to pick a direction and stick with it. So do we want to try the first door on the left, or right? I usually go with right, myself, but since Hilde is essentially our key, I'll defer to her preference if she has one."