
GM Charles Dexter Warden |

Round 6
The Mist continues to nip at Kaloora's heels and cut at his back!
Despite the magical protection, the terror's attacks once again penetrate the Goblins back. This time the cut is too deep. 8 damage.
Kaloora falls forward and disappears into a plume of mist before the eyes of the terrified Grendl!
Grendl Will save DC 20.
Round 7
Grendl then the Attacker!

GM Charles Dexter Warden |

The creature, a Grippli, appears to be in the grips of a nightmare. However, you see a Dwarf awake standing near the bars of the cell struggling against them in vain but naught else.

Grendl Mistwalker |

will dc 20: 1d20 + 6 ⇒ (8) + 6 = 14
Grendl eeps and tries to run again...

GM Charles Dexter Warden |

Round 7
It seems no amount of bloodshed is enough for this Mistborn creature as it continues to pursue Grandl slashing with its razor.
Contact take 7 damage!
Finally, the alleyway deadends and Grendl is trapped...at that moment your nose as well as your back begin to bleed. As you look down you see your blood form a word 'Wake'.
Initiative Round 8
Grendl then the Foe.

Grendl Mistwalker |

Grendl casts telekinetic projectile and throws a loose cobblestone at the creature.
to hit: 1d20 + 3 ⇒ (13) + 3 = 16
dmg if hits: 1d6 ⇒ 1
He backpedals til his back is against the wall and wails in terror...

Belrim Ironbeam |

Belrim unknowingly uses the Strength Surge (Sp) Strength Domain ability on himself. Giving his next Str check on the cell door at +1.
As Belrim walks back up to the cell door, the dwarf can almsot feel his muscles rippling under his skin. Weird. I DO feel stronger!
Str Check: 1d20 + 4 ⇒ (5) + 4 = 9

GM Charles Dexter Warden |

Round 8
The cobblestone barely even registers in the creature's awareness as it strikes yet again at its cornered and terrified victim
though Grendl almost manages to duck out of the way he cannot and the knife slits his throat his scream is silent and he feels himself falling away....

GM Charles Dexter Warden |

In a Cell
The Grippli wakes from his nightmare to find himself in a grimy dungeon cell along with the others who were in his dream no nightmare!
The dwarf struggles with the cell bars as the Kobold and the Goblin stand over you Grendl.
Finally all together now. I'll give some RP time before I advance the plot further.

Grendl Mistwalker |

Grendl wakes with a croak followed by a stifled scream that ends in a choking croak. "Where are we? what are we doing here? I think I ... I *crrrkkkk* had a bad dream... and you and you and YOU were there, too.... oh... Ooooh, my head hurts." He gets up and looks around, panicked, for a way out.

Belrim Ironbeam |

Still struggling with the bars, the dwarf huffed, "Apparently we were all sharing the same dream." The dwarf cursed as he jumped down from the cell down, giving the others a headshake of 'no'.
The dwarf began to look around the room, looking for anything that could be used as a weapon.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
"Other than the dream, is everyone okay?"

Kaloora Plimp |

Kaloora was still paranoid, on his corner, but decided to speak. This was all very strange.
Goblin remembers you. Shortshanks, Lizard, Frog, all from dream. But Goblin don't know you. Or who Goblin is. Yet Goblin feels you're... Friends?
The small green goblinoid doesn't even quite remembers his name, yet there they are.

GM Charles Dexter Warden |

In a Cell
As Belrim struggles with the bar the twisted surgeon turns to you all an cackles, "Quiet! You will all have your turn soon enough!"
Behind her, the man on the table manages to slip a leg free and kicks her in the back, she loses her balance and falls into the bars. Her face enraged she begins to pull herself away.
Make a Sleight of Hand check or Dexterity check to try and lift the keys off of her belt (assuming you saw them) OR tray and take an action against her now that she is close.

Grendl Mistwalker |

Grendl, still a slug-a-bed, rises up on one arm and, not even sure how he knows how to do this, casts daze on the surgeon, hoping to give someone up by the bars more opportunity to grab her... or her keys.
will save dc 14 or dazed for one round

Thral Bitterbite |

Thral playing with the bars is suddenly spooked, as the torturer is suddenly in front of him.
'The time is now.'
"Please don't hurt me, take the frog. He has suffered far so much."
Bluff: 1d20 + 5 ⇒ (3) + 5 = 8
Sleight of hand: 1d20 + 3 ⇒ (9) + 3 = 12

Kaloora Plimp |

Dexterity: 1d20 + 5 ⇒ (1) + 5 = 6
Kaloora advances to try to help steal the surgeon's keys, but despite being quite agile, he's still far too paranoid and afraid to do his job correctly, and isn't much capable of succeeding at all.

GM Charles Dexter Warden |

In a Cell
Grendl summons forth magic... somehow.
The Dr. shakes its head resisting the Daze and turns to look back at the cell. As the Dr. shakes its head, Thral is able to pull the keys from the loop.
The Dr. stares at Kaloora who fumbles into the cell bars, "Move again and I'll pull you out next!" She states in a female voice. The Dr's face momentarily twists into Kaloora's visage. She then turns back to her "patient" side stepping his next kick. "I think it's time to get a better look into your mind..."
What do you do!

Grendl Mistwalker |

Grendl, not sure what if anything just happened, blinks and watches those up by the bars, pushing himself slowly up to sit on the edge of the bed.
I'm assuming he probably didn't see the actual key-snatch since he was watching the dr.'s face

Thral Bitterbite |

The cravenous kobold will whimper and wipe the tears pooling at his eye sockets, clutching the keys in his hand as hard as he could preventing them from jingling.
Whispering to the rest of them,"I don't know who you all are, but we're stuck here. Let's work together for now. Flashing the keys to the rest of the inmates.

GM Charles Dexter Warden |

I'm assuming he probably didn't see the actual key-snatch since he was watching the dr.'s face
Correct.

Belrim Ironbeam |

Whispering to the rest of them,"I don't know who you all are, but we're stuck here. Let's work together for now. Flashing the keys to the rest of the inmates.
"Of course, you scaled idiot", Belrim murmured.
With no other weapon other than his defiance, the dwarf walked to stand between the goblin and the 'doctor', folding his muscular arms.In the back of his mind, Belrim had a sense that turning your back on a goblin was about the worst thing you can do, but did it anyway.

Grendl Mistwalker |

When he sees Thral brandish the keys for a moment, his eyes open bigger than they were, which was pretty big already and gets a lopsided grin on his face.... "Ooooh... open, yes?" He hops off the bed and toddles over toward the door.

Kaloora Plimp |

Hee hee! - the Goblin now laughs almost silently. He's still quite afraid of everything, but as pieces starting falling into place, he's somehow excited with the prospect.
Yes, yes. - he completes, agreeing to work together to get out of there.
GM: Since I cast Mage Armor on a "dream", I assume it's not active and I have the slot? Or am I assuming wrong?

GM Charles Dexter Warden |

In a Cell
Correct Kaloora, any spells used in the Dream have returned and none of the damage currently effects any of you.
The Kobold has the keys, the Dr. appears distracted and the strangers have agreed to work towards a mutual goal.
Actions?

Grendl Mistwalker |

Grendl peers at the doctor thru the bars, then looks down at Thral's hand with the keys in it, then at the door. He grins and nods at Thral. he whispers, "Open?"

Kaloora Plimp |

Kaloora closes his eyes and focus, and again conjures a magic piece of armor around his frail body.
Mage Armor
We charge and attack!

Belrim Ironbeam |

"I'll distract, whispers the dwarf.
And with that Belgrim jumps at the cell wall, trying to grab and pull the 'doctor' to him, in hopes of breaking one of it';s limbs.

GM Charles Dexter Warden |

In a Cell
The DR. does not ven turn around at the sound of the Dwarf bellowing so intent is she on attacking her victim. She plunges her razor down at the tied down poor soul.
Surprise Round!
Thral opens the lock with the key freeing the rest of you to act!
I'll have a map up in about 10 minutes.

Belrim Ironbeam |

The dwarf rushes out of the cell, and up to the surgical table, also looking for anything that can use be used as a weapon.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Grendl Mistwalker |

Grendl steps just outside the cell, making sure he doesn't stop in anyone's way, and grabs something sharp like a scalpel or pointy like a syringe and tries to hit the doctor with it, using his telekinetic projectile spell.
to hit: 1d20 + 3 ⇒ (12) + 3 = 15
dmg if hits: 1d6 ⇒ 4

Kaloora Plimp |

Kaloora runs outside, as fast as he can. Stopping at a wall, he turns to the enemy doctor and shoots her with a bolt of pure electricity.
Range Touch Attack (Jolt): 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d3 ⇒ 2
He's probably not too impressive, but a Goblin can learn.

GM Charles Dexter Warden |

Freedom!?
Belrim and Thral spot a table which does indeed contain instruments for surgery that have become the implements of torture. Belrim grasps a surgical handsaw while Thral grabs a scalpel.
Both weapons are improvised weapons and have the accompanying penalties. Both will deal 1d3 damage.
A smaller scalpel flies off of the table at the deranged Dr's head, it only misses by a hair. Unfortunately so does Kaloora's bolt.
Kaloora 1d20 + 2 ⇒ (1) + 2 = 3
Thral 1d20 + 1 ⇒ (19) + 1 = 20
Belrim 1d20 + 1 ⇒ (18) + 1 = 19
Doppelganger 1d20 + 1 ⇒ (6) + 1 = 7
The bloody Dr. sneers, "So you wish to all play at once eh? Very well!" She? It? starts to lunge but she is not as fast as some in your little band...
Initiative - Round 1
Grandl, Kaloora, & Thral GO!
Dr. D
Kaloora.

Grendl Mistwalker |

Grendl grabs another instrument off thetable with his telekinetic projectile attack and tosses it at the doctor, blade first.
to hit: 1d20 + 3 ⇒ (1) + 3 = 4
dmg if hits: 1d6 ⇒ 5
but this time, instead of missing by a hair, he fumbles around with the projectile and telekinetically drops it unceremoniously onto the floor not far from the table his telekinesis picked it up from.
*clatter clatter clatter*

Belrim Ironbeam |

The dwarf advances past the goblin to strike the 'Doctor' with the surgical handsaw.
Handsaw: 1d20 - 1 ⇒ (8) - 1 = 7

GM Charles Dexter Warden |

Freedom!?
As the prisoners strike out at the Dr. only one is on the mark but Thral's attacks cut accurately and deep!
She screeches as for once, she is the one who is damaged. She feints a strike back at Thral and instead leaps over the instrument tale heading to the closed door to the east!
Initiative - Round 1
Kaloora - GO!
Initiative - Round 2
Grandl, Belrim, & Thral GO!
Dr. D
Kaloora.

Grendl Mistwalker |

Grendl tosses another object at the doctor...
to hit: 1d20 + 3 ⇒ (5) + 3 = 8
dmg if hits: 1d6 ⇒ 5
this one clatters into the wall, missing the doctor completely. He moves forward to keep the doctor in range.

GM Charles Dexter Warden |

oops, read that too quickly. My bad guys.
No worries its block initative Kaloora's action would take precedence but better to have an action in so I know how to adjudicate!

Belrim Ironbeam |

The dwarf gives chase to the 'doctor'. Scrambling around the table foiled any attempt to bull rush, but Belgrim is content to stay on the 'doctor"'s heels for the moment.

Kaloora Plimp |

Kaloora shoots again his Jolt.
Range Touch Attack (Jolt): 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d3 ⇒ 2

GM Charles Dexter Warden |

Freedom? and Death!
The Dr. whimpers in pin, true pain, she flings the door open and charges into the room. Withdraw action.
As you all peer into the room you see a broad chute extends diagonally through one of this cellar’s half-crumbled stone walls. Beneath it lies heaped more than a dozen mutilated humanoid bodies. Nearby, a flight of rickety, wooden steps climbs toward the high ceiling—an escape none of the room’s current occupants seem capable of employing. The smell of rot and decay in the room is nearly overwhelming, and the buzz of flies hangs in the air.
The DR. dives into the pile and begins clawing up it towards the chute.
Make a will save DC 13 to chase the Dr. into this horrific charnel pile.
Initiative - Round 2
Kaloora - GO!
Initiative - Round 3
Grandl, Belrim, & Thral GO!
Dr. D
Kaloora.

Grendl Mistwalker |

will save dc 13: 1d20 + 6 ⇒ (15) + 6 = 21
Grendl chases after the doctor, moving about thirty feet and then grabbing a body part and smacking the doctor with it from a distance.
telekinetic projectile to hit: 1d20 + 3 ⇒ (5) + 3 = 8
dmg if hits: 1d6 ⇒ 4

Belrim Ironbeam |

The dwarf puts on some speed and charges the doctor into the cell door.
Handsaw (charge): 1d20 - 1 + 2 ⇒ (3) - 1 + 2 = 4 And miss! Fu<K these dice!!

Thral Bitterbite |

Thral full of rage as his ancient black forefathers of tepid black swamps, rushes the "good doctor" with a mouth agape, filled with his own sharp instruments.
will save: 1d20 + 3 ⇒ (15) + 3 = 18
dragonmaw: 1d20 + 4 ⇒ (18) + 4 = 221d4 + 1 ⇒ (4) + 1 = 5