
Kaloora Plimp |

Will: 1d20 + 1 ⇒ (15) + 1 = 16
Kaloora resists and moves, and at the end of his move tries to shoot at the doctor again - missing horribly, though.
Range Touch Attack (Jolt): 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d3 ⇒ 2

GM Charles Dexter Warden |

Freedom? and Death!
Perhaps because the bodies are human and not of their own race or perhaps because their anger burns so very hot, the prisoners are not effected by the decaying bodies of the room.
Grandl flings offal at the Dr. but his and Belrim's attack cancel each other as the dwarf strikes the arm of the victim instead of the arm of the Dr!
Thral though is on the Dr. like flies on shit. Once again his maw takes a chunk out of the villain.
The Dr. turns and strikes back as it is clear she will not simply get away she drops her knife and swings at Thral
both deadly swings miss high over the Kobolds head.
Thral make a fortitude save DC 12 having dived into the pile of dead bodies behind the Dr.
Initiative - Round 3
Kaloora - GO!
Initiative - Round 4
Grandl, Belrim, & Thral GO!
Dr. D
Kaloora.

Grendl Mistwalker |

Grendl again grabs a hunk of body part from the room and slings it at the doctor telekinetically.
to hit: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11
dmg if hits: 1d6 ⇒ 5
and though he comes closer than he has before, because the doctor is up close and personal with Thral, the attack misses by a good bit.

Belrim Ironbeam |

The dwarf continues to press the attack.
Handsaw: 1d20 - 1 ⇒ (19) - 1 = 18
Dmg.: 1d3 + 3 ⇒ (3) + 3 = 6

Kaloora Plimp |

Goblin is bad with these rays! - Kaloora says, not really remembering his own name, but making an effort.
Will try something else!
He then focus and casts something different - Lesser Confusion - trying to halt the doctor's movements for at least one round.
SR (If needed): 1d20 + 1 ⇒ (19) + 1 = 20 Of course now I roll decently
The DC is 16, Will

Belrim Ironbeam |

Smiling grimly from the success of his last attack, the dwarf continues the attack.
Handsaw: 1d20 - 1 ⇒ (14) - 1 = 13 Unsure if that hits, here's the damage if it does.
Dmg.: 1d3 + 3 ⇒ (1) + 3 = 4
Are we underground? if so Belgrim has +2 to initative due to Tunnel Fighting.

GM Charles Dexter Warden |

Freedom? and Death!
The DR. appears somewhat disoriented by Kaloora's spell. As she is trying to resist it, Belrim dives into the pile and this time successfully strikes the deranged woman. She slumps into the pile, another corpse for what appears to be a charnel pit.
Combat Over!
Belrim I'll take that second roll as a Fortitude save as you had to dive into teh pile to attack her. No ill effects you resist whatever foulness lurks in the pile.
The elation of victory is slowly overcome by the knowledge that the man who aided you in getting free is still strapped to a table and could be dying from the last wound he received.
Actions?

Belrim Ironbeam |

Fort. save: 1d20 + 4 ⇒ (13) + 4 = 17
As the dwarf looks down at the remains of the foul 'doctor', the kobold searches it's dead body.
Unable to look away, Belgrim's face hardens. Once the scaled one is done with his looting, the dwarf looks at the handsaw on his hand, shaking with rage.
The dwarf step forward and buries the handsawe deep within the 'doctor's face.
"Bastard."

Grendl Mistwalker |

Grendl toddles over to the table and checks on the health of the man on the table.
heal: 1d20 + 4 ⇒ (5) + 4 = 9
"I'm not even sure if he's still alive or not... can any of you heal him just in case he is?"

Kaloora Plimp |

The goblin tries to approach the man on the table and help check his health as well.
Heal: 1d20 + 1 ⇒ (3) + 1 = 4
Where's heart of longshanks? Where's his brain? - Kaloora is clueless about Human anatomy apparently.

GM Charles Dexter Warden |

Freedom? and Death!
The doctor had nothing but a scalpel on her person. As Thral searches her the body transforms into a formless grey faced creature! Belrim splits that face in two.
Meanwhile Kaloora and Grendl show absolutely no knowledge whatsoever of the human anatomy as the victim on the table continues to slowly bleed to death.
It seems the man's life is now in the hands of Thral and Belrim!

Belrim Ironbeam |

The dwarf walks back to the operating room where the goblin and the webbed one try to help the horribly injured patient on the table. Having no skill in healing, the dwarf takes what left of the man's (?) hand in his.
"Thank you. And I'm sorry." Though the dwarf's expression is stoic, his eyes show some warmth and appreciation.
"May you leave the horrors behind and find peace at last."
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Looking around the room, the dwarf looks around and notices some items in the fireplace.
"Hey. What over there", says the dwarf, as he points to the fireplace.

Grendl Mistwalker |

Grendl follows the dwarf's gaze and blinks... utters a soft "Crrrrk" deep in his throat as he recognizes some of the items... "What are those? they seem familiar"
what are they?
He shrugs after a moment and turns his attention back to Thral and the man on the table. "Is he still alive?"

GM Charles Dexter Warden |

Freedom!
Thral manages to staunch the bleeding and the man begins to breathe, shallowly but he breathes. He will either heal naturally or he will die but at least now he has a chance!
As Belrim drifts towards the fireplace he does indeed see items that appear familiar.
See the Discussion thread.

Belrim Ironbeam |

The dwarf leaves the man on the table, draw to the items near the fireplace. Putting on the backpack felt natural. The breastplate armor fit him like a glove. The heavy pick in his hands felt like shaking the hand of an old friend.
"My..name is..Belgrim. Yes. Belgrim Ironbeam. I'm a dwarf, and a miner", said the smiling dwarf.

Grendl Mistwalker |

Grendl gathers up his own share of the gear, sighs at the weight of it all, grabs a few other things too, including a small white doctor's suit as well, donning that quickly.
He manages to croak out a soft, "Grendl... ?" as much question as answer... "That sounds right I think."

Thral Bitterbite |

Thral scampered over to the fireplace, standing near the dwarf and grippli. picking up his items triggered something in Thral's clouded mind.
"Thrall,Thral? Yes I am Thral, I'm also a Thrall. Thral of Blackfens." He said with confidence.
Donning his armor and falchion, Thral was complete. " I am Thral of blackfens, strongest of all kobolds."

GM Charles Dexter Warden |

The Basement
The equipment, standard issue all seems to be of the same make. The symbols on the backpacks too all the same. It is as if you all knew each other... once. Now you barely know yourselves.
As you each look at the blue liquid you all realize that these are potions that can bind and heal wounds.
Do you give one to the injured man or retain them for personal use? Or simply try and find a way out?
The Room of Death
The steps here seem like the most obvious exit from the cellar, but a fallen wall above has blocked the way out. Heaps of rubble choke the passage above making excavation difficult and dangerous.
This makes the chute the only surviving exit from the room. Despite the fact that the chute’s lowest point is 8 feet off the floor, the bodies heaped beneath make convenient, if morbid, stairs.
Note that Kaloora and Grendl will need to make Fortitude saves when, if, they enter the pile. Belrim and Thral already made theirs.
that many of the dead are wearing the same thing: a plain, white uniform that buttons in the front. It is a very similar to the doctor’s outfit.
The Furnace
As you explore the far corner of the room the group finds a cold, iron furnace hunkered in the corner of the basement, its four-foot-square door gaping half open. Nearby sprawls a heap of gory clothes and other dubiously flammable trash.

Grendl Mistwalker |

Grendl, now dressed like a diminutive doctor himself, walks over the to the injured man and carefully pours his potion of healing down the man's throat.
not sure if it's a clw or not (I assume since we're just 1st lvl, it is, but you never know), so I'll let you roll it, GM
After the man wakes up, Grendl greets him "Wakey, wakey.. time to get up now."... then goes over to the door and pokes his head in the charnel room and looks around, entering if it seems safe.
fort save dc ? rolled for when needed: 1d20 + 1 ⇒ (18) + 1 = 19

Belrim Ironbeam |

Charnel Pile Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Furnace Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Belgrim, saying his goodbye to the dying man, instead decided to explore the rooms, with the collapsed exit drawing his attention.
I wonder if I can clear that with a few hours work and my pick, thought the miner.
Perception (Stonecunning): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Kaloora Plimp |

Kaloora collects his belonging, instinctively knowing he owned them, somehow.
Me Plimp! - says the Goblin - Kaloora Plimp! We know each other!
And, then, he starts poorly searching around.
Fortitude: 1d20 + 2 ⇒ (9) + 2 = 11
Perception (Charnel Pile): 1d20 + 1 ⇒ (2) + 1 = 3
Perception (Furnace): 1d20 + 1 ⇒ (13) + 1 = 14

Grendl Mistwalker |

Grendl looks around as well, both locations.
perc charnel pile: 1d20 + 10 ⇒ (3) + 10 = 13
perc furnace: 1d20 + 10 ⇒ (5) + 10 = 15
but apparently he's not feeling very observant.

Thral Bitterbite |

Thral leaves the room last waiting for the man to say something. He soon leaves the room to meet up with the other
Passing through the charnel room, Thral takes the time to look at the corspes.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
'We're the lucky ones, master would be proud of Thral.'
Now in the room with the other, he investigates the furnace.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
"The doctor was cooking or getting rid of subjects here."
Thral notices the vent and he begins to climbs up inside it.
"Freedom, we can be free!" echos out of the vent.

Grendl Mistwalker |

"They all have white coats on... does that mean he killed all the doctors?"

GM Charles Dexter Warden |

The Basement
Grendl pours the potion down the man's throat.
CLW 1d8 + 1 ⇒ (5) + 1 = 6
The man coughs and tries to sit up but he is still strapped to the table. "Water..." he gasps.
Belrim, it seems unlikely that you could safely excavate the stairway from down here at least with the tolls at hand.
As he considers the stairs he hears the Kobold's voice echoing oddly from the far chamber, "Freedom, we can be free!"

Belrim Ironbeam |

Rushing back to the strapped man, Belgrim takes his waterskin and begins to slowly pour it's contents into the man's mouth.

Grendl Mistwalker |

Grendl toddles back to the strapped man and while he's drinking, unstraps him, or if that's not possible, he cuts the straps.

Kaloora Plimp |

Who are you? - Kaloora finally asks, with the subtlety of a dragon at the back table of a small inn - What we doing here? What happening here?
The Goblin looks around, frenetically, almost as if trying to keep tabs on his companions and the man while searching for bugs.
Kaloora hungry!

GM Charles Dexter Warden |

The Basement
The man groans and sits up, drinking the water from Belrim's waterskin greedily. "I am Campre Linweigh. I am... was an orderly at Briarstone. Until things became strange. Thank you for saving my life. That... that thing was torturing me. It never asked me anything other than nonsense. I am afraid I do not know what any of you are doing here. But if you are here you were either orderlies, which I do not believe you were or visitors, or..." He swallows a bit of fear in his eyes, "Patients..."

Belrim Ironbeam |

Belgrim considers what Campre says. The dwarf takes off his backpack and shows the symbol emblazed on it to the injured man.
"Is this the symbol of the orderies?"

GM Charles Dexter Warden |

The Basement
Belrim, Kaloora, and Grendl
The man shakes his head, "No. That is a symbol fro the mainland but I do not know what it stands for. Do you not remember?"
----
Up the Shaft
Thral
You stick your head up through the vent. At the top you find yourself looking out from an old boiler.

Grendl Mistwalker |

Grendl looks over at the backpack, reaches over and traces the symbol with a finger as if fascinated by it... his eyes burning with curiosity and desire to know more..... but nothing comes to him and finally he scowls as his hand drops to his side... "I... I ... just . don't. remember! STOP trying to make me! I can't do it, I tell you!" His tongue snaps out of his mouth and gives the former orderly, Campre, a flick with the tip. After the tongue lashing though, Grendl looks a little distressed and says, "I.. I'm sorry... I'm just overwrought... this place is making me mad, I tell you! MAD!"

Belrim Ironbeam |

Belgrim swats the grippli's tongue away from Campre.
"Knock it off!" shouts the dwarf. "We are ALL getting out of here!"
"Now, it looks like the only way out is up the ventilation shaft. The kobold is scouting ahead, I think. Gather what you need, and let's get out of here."

Kaloora Plimp |

Kaloora grows increasingly paranoid as the man speaks, touching his arms and legs searching for needle holes. Yet, on the top of his distraction, he's brought back to reality by the screams of Belrim towards Grendl.
Kaloora has what Kaloora needs already. We run!

Grendl Mistwalker |

Grendl grabs his gear, abashed by the verbal rebuke by Belrim... he moves toward the ventilation shaft and starts climbing up it, following Thral, but at a good distance, giving the kobold plenty of room to scout quietly. While he gives Thral plenty of lead, he still attempts to move silently behind him...
stealth: 1d20 + 6 ⇒ (11) + 6 = 17

GM Charles Dexter Warden |

The Basement
Belrim, Kaloora, and Grendl
Campre seems shaken by the idea of heading up a ventilation shaft. He coughs softly, "Can you explore for me and come back to get me once you have found some shelter? I fear I need to rest and though I would not call this area safe, for a time I suppose it will at least be secure".
Thral has one round of actions as the rest of the group gathers and heads up through the shaft.
----
A Boiler Room Don't look for a right hand glove with knives for fingers beneath it!
Thral
The Kobold manages to push past his nervous tension and silently climbs out of the shaft. He hears the sound of what must be rats underneath the boiler. The light he can see more clearly now comes from the back of the room through a grate... To the east is a door.
You have one round to act as the rest of the party begins to climb through the ventilation shaft. A new map is up.

Thral Bitterbite |

One-two, copy right infringement is coming for you.
Thral takes a brief look under the boiler, hearing the sound of life. Curious to if there is any key to unlocking the mystery of his mind from under or a threat that lingers in the dark.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
These dice, they're hot for me ;)
LLike an insect drawn to a bright flame, Thral wanders into the towards the light, as if some force is pulling him towards it. Falchion ready in hands, he examines the light.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Belrim Ironbeam |

"Come on, Campre", coaxed the dwarf. "You can't possible want to stay here any longer than you have to?"
Seeing no change in the human, the dwarf shrugs and begins to make his way up the ventilation shaft.
The dwarf made sure to go last, if for some reason, somebody fell, and Belrim might have to catch them.

Kaloora Plimp |

Kaloora runs ahead, hopping as a rabbit, and tries to climb the ventilation shaft. The goblin was worried with Belrim and Grendl, but not so much with Campre.

GM Charles Dexter Warden |

A Boiler Room
Thral
As you move to investigate the light you catch a glimpse of glowing eyes and writhing face tendrils then whatever that creature is and its two rat companions charge at you from under the boiler!
Kaloora 1d20 + 2 ⇒ (5) + 2 = 7
Thral 1d20 + 1 ⇒ (19) + 1 = 20
Belrim 1d20 + 1 ⇒ (4) + 1 = 5
Dire Rats (2) 1d20 + 3 ⇒ (10) + 3 = 13
Zoog1d20 + 2 ⇒ (5) + 2 = 7
Initiative - Round 1
Thral - GO
Dire Rats (2) & Strange Creature
As the companions begin to climb up they hear the sound of screeching from the room, it seems that Thral has disturbed the occupants before any of you even had a chance to introduce yourselves!
Grendl, Belrim, and Kaloora you all spend Round 1 getting through the ventilation shaft and may act normally in Round 2.
Initiative - Round 2
Thral & Grendl
Dire Rats (2) & Strange Creature
Kaloora & Belrim

GM Charles Dexter Warden |

A Boiler Room
Thral's Falchion strikes more floor than Rat as the foes swarm at him.
While both Rats miss, the other creature leaps over them and lands on you, its wicked teeth biting you on the face.
Take 1 damage + Bleed 1 for each round thereafter.
Initiative - Round 2
Thral & Grendl - GO!
Dire Rats (2) & Strange Creature
Kaloora & Belrim

Thral Bitterbite |

I'm going to update my character shortly to have his vitals out, makes it easier to track info.
Thral winces as blood start trickling down his face, he raises his falchion upon the mysterious creature.
Falchion: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 2 ⇒ (3) + 2 = 5