
GM Mort |

Both of you stand in the Great Hall of Lord Mayor Barzillai Thrune's, after being sent for by messengers. The building is extensive and opulent, with its entire structure constructed of black marble. The furniture is of top grade ebony imported from the Mwangi forest, and the red carpets lining the floor are of the finest make.
Lord Mayor Barzillai - Thune, a stern faced bald man dressed in black and red robes, rests on his ornate ebony chair engraved with runic symbols like a emperor might sit upon his throne. Two guards, clad in black fullplate, with a mace hooked onto their belt and a longbow on strapped on their back stand at attention besides the Lord Mayor.
The Lord Mayor eyes the party with a raised eyebrow, then speaks. "Weren't there supposed to be three of you? Where's the one called Howard?" He makes a dismissive wave of his hand. "No matter. That means I only need to pay 2 mercenaries instead of three."
"I'll spare you the pleasantries."The Lord Mayor states bluntly."I've heard of your reputation as problem solvers, and I have a problem I need fixed." He beckons the party closer, and points his map of the region, at an island off Kintargo's coast. "We've been mining magically attuned crystals from the mines near Deepmar Penal colony. We've had a steady supply of those crystals, but one month ago, it was cut off. The captain of Deepmar Penal colony, one Elgin Ashferth, was supposed to send weekly reports, but we haven't heard from him since a month ago."
"Cardinal Corinstian Grivenner has been giving me hell over those crystals, saying his diabolists can't work without them."He grumbles. "And my Dottari have their hands full trying squash all those little rebellions that insolent upstart, Jilia Bainilus has been riling up."
He taps the table briskly to get party's attention. "I've taken the liberty in helping you arrange for passage to Deepmar Penal Colony, just look for Captain Faustus at the docks. You are authorized to investigate what has happened there and use any amount of force necessary to restore the supply of magically attuned crystals. You have a week to do so. I will reward you 5,000 gp each upon the completion of the deed. Any questions?"
"Captain Elgin Ashferth has a daughter who is currently crying her eyes out at the Grinning Devil after her father went missing."He sneers."You might want to speak to her."

Angus Elphinstone |
As they step into the office, Angus nods to Hastur and looks around at the opulent furnishings, noting the two guards and the bluntness of the Mayor.
'Yes where is Howard. Seems like, for good or bad, Hastur is on his own now.' Angus smirks slightly at the Mayor's comment about reputation, but listens attentively to the instructions. As the mayor finishes his rehearsed speech Angus inquires, "Two questions, what time is the good captains ship sailing? I assume it is with the tide, but tonight or in the morning. Second you said 5,000 gp. for a weeks work, what happens if it takes longer than a week?"

GM Mort |

"The captain is ready to set sail whenever you're ready.The journey itself should not take more then half a day."The Lord Mayor replies. "I will take it you have perished in the attempt and send for another group.There are adventurers a-plentry, afterall."The Lord Mayor gives an indifferent shrug.

Angus Elphinstone |
'The captain must sail a galley, I hate slave ships... little does the good mayor know' Angus raises an eyebrow, at the Mayor's indifference, Turning to leave, he pauses smiling at Hastur, then turning back to the Mayor he says "If we do not return in a week you may want to send more than just one group of so called adventurers."
As they leave Angus asks the doorman, slipping him a silver coin, "My good man where is the "Grinning Devil?"

Hastur the Ineffable |

Hastur inclines his head in recognition when he sees Angus.
He then listens attentively to the Mayor's little speech.
Foolish mortal. Such short-sighted goals. Still, 'magically attuned crystal' does sound interesting... I wonder whether it could be a suitable vehicle for the Yellow Sign?
Hastur nods.
"Visit the island. Find out what happened. Restore the flow of crystal via any means necessary. That certainly sounds like a problem we could solve."
He then shrugs.
"Assume what you must, be even if this vessel perishes, I will continue."
Depending on how things go, I might be tempted to pay him a visit upon our return...
Hastur then follows Angus to the Grinning Devil.

Angus Elphinstone |
After quick instructions from the informative doorman they leave the Lord Mayor's great hall and take the shortest route possible to the "Grinning Devil."
Angus is quiet as he walks to the tavern, felt flop hat pulled low and his cloak covering most of his person out of habit from keeping his powder dry. Walking into the dark drinking establishment, Angus doesn't bother looking around, but walking up to the barkeep he places a silver on the bar and announces. "We are going to Deepmar Penal colony and have been instructed to speak to Captain Ashferth's daughter, would you direct us to her?"

GM Mort |

The mayor looks suitably disturbed by Hastur's pronouncement, but makes no comment.
”Go south to the end of the walkway, then turn left, 2 streets, and keep an eye on the right side of the road. It’s got a signpost of a grinning devil, you can't miss it."The doorman replies.
Hastur causes quite a stir in the streets as people try to get out of his way to avoid being crushed by his massive bulk. An elf in a red robe gives Hastur an irritated look as he walks by, ”Eidolons really should be banned from using the main roads during working hours. The congestion they cause.”He curses under his breath.
The inn has a signpost of a grinning devil outside it, but its interior is built out of oak and is lined with pastoral scenes, presenting a much warmer image then Barzillai's Great Hall. A middle aged woman calls out frantically to you,”Urm..good sir, could you please have your “friend” stay out?” She gestures at Hastur.”Or if he comes in, please tell him to be careful!”She adds.
"Oh poor Temara has been in her cups ever since her father went missing." The middle aged woman points out a young lady with long brown hair drinking in the corner, her voice sympathetic.

Angus Elphinstone |
'My Friend, what an interesting way to put it.' Angus looks at the woman curiously as he slides the silver coin across the bar to the her. "What makes you think I'm good or he's my friend, he goes where he wants." tipping his hat "Thank you for the information."
Approaching the young lady, Angus pulls up a chair and sitting down so he could still see the door he begins speaking. "We have been retained by the Mayor to fix the situation at Deepmar. He thought that speaking to you may be of some use. Is there something you can share that might be mutually beneficial?"

GM Mort |

"Well..both of you came together, and good-sir is just a greeting, sir." She replies.
Temara Ashfreth is a mousy young woman with long brown hair. Her eyes are red-rimmed, bloodshot and glassy, and she takes a long pull on her ale, her unsteady hand spilling half of the remaining contents on the table. She does not seem to notice the party approaching her. "Lev' m' alone. "She mumbles. "Lif' can't git any 'orse." She continues drinking. "I 'aven't 'erd from m' Da since a moon back. E 's suppos' ta send' letters by now but I’v ‘erd nuttin." She slurs, ”E runs the ‘enal colony ‘ines. Prisoners ‘et shorter ‘entences, w’ ‘et our gems. ‘veryone’s appy. cept ‘now cause ‘everyone’s gone wit'out a trace.” She breaks out into another fresh burst of tears.

Angus Elphinstone |
nice drunken slur, have you been practicing? ;)
Angus looks up at Hastur, and shrugs his shoulders, releasing his grip from his pistol he attempts to comfort the woman by reaching across the table and patting her on the shoulder, "There, There" rolling his eyes he continues, "We may be able to help you, is there anything you can tell us about your father or the island specifically?"
diplomacy: 1d20 - 1 ⇒ (14) - 1 = 13

GM Mort |

Thanks. It took me a night to prepare that. And no, I wasn't drinking to do it!
"E 'aid sum mines 'ere closed. Vermit or sumwat. Sometin 'bout 4 armed mutant 'pes comin outta da ground. But'e said e could 'andle it. 'Ll standard 'tuff. Then 'e 'n'eva 'rote back." She sobs, as she looks at you through her tear-stained face then grabs your forearm desperately. "Can ou 'elp me 'ind m' Da an'bring 'im 'ome safe?" She pleads.

Angus Elphinstone |
'Well I'm not planning on killing anyone that isn't part of the problem, but the four armed mutants sound interesting.' When the young lady mentions four armed mutants, Angus looks at Hastur, raising an eyebrow. Removing his hand from the woman's shoulder, he begins to stand. "Four armed mutants? That is certainly out of the ordinary. If we find your father we will attempt to bring him back to you. Thank you for the information." As he prepares to leave Angus again looks to his large associate to see if Hastur has anything to add.

GM Mort |

"Oh thank ye!" Then exhausted by all that weeping, she laid herself on the table in a drunken stupor.

Hastur the Ineffable |

When the red-robed elf mutters under his breath, Hastur lets out a deep, mirthless chuckle.
"Little mortal, I have no master; I am here by my own will. Tell me, Have you seen the Yellow Sign?"
Upon entering the inn, Hastur sighs.
"Very well. Give me a moment."
He then casts a spell, and with a horrible sucking noise, his body collapses in upon itself, contorting its bulk down into a more human-sized shape.
"We will need to be quick - this will only last a matter of minutes..."
Once the woman has given her speech, and drifts off into a drunker stupor, Hastur shrugs.
"Well, we retrieved *some* information from her, but it was more tantalizing than specifically useful. We should keep moving."

Angus Elphinstone |
Angus nods his head in agreement with Hastur, leaving the establishment behind, Angus pulls his cloak up around himself and heads for the docks.
After a few quick inquires and odd looks, they find Captain Faustus and his vessel. Upon asking for permission to come aboard Angus does the introductions. Tipping his hat to the Captain. "Captain Faustus, I am Angus Elphinstone," then turning and toward his companion, "And this is my associate Hastur, you have been retained by the mayor to transport us to Deepmar. Where are our quarters so we may rest and refresh ourselves?"

GM Mort |

"Urm no, what rubbish are you talking about? And if you've no master, how in the nine hells are you here?"Then he takes in Hastur's size and decides that he has a pressing engagement elsewhere.
The innkeeper averts her eyes at Hastur's terrifying transformation and refuses to look in the direction Hastur is.
The party heads towards the docks, to find Captain Faustus, a Cheliaxian man with a curly locks and a neatly trimmed moustache, wearing a brilliant red cloak. "The HMS Fury is ready to set sail. If we get a good wind, we'll be using the sails, otherwise I'll get the slaves to man the oars. "He gestures to the quarters below.
Your quarters consist of a single bed, a desk and a pile of brown rugs(which could probably be made into a makeshift mattress for Hastur). At the start of the voyage yoy hear the cries of pain from the slaves as thet are whipped to man the oars. Thankfully as the ship reaches open water, she catches a good wind, and the Captain Faustus decides to conserve the slaves.
Midway through the journey, the ship is caught in a storm, and sways violently from side to side. After a while, the storm abates as the crew calls out that the island of Deepmar is within sight. Over the prow, the island is just visible through the rain. Although not large, looking to be no more than thirty miles across at its widest point, the island is quite lush, covered in wind-lashed trees and shrubs. Sitting at the island’s southernmost point is a small colony, surrounded by a wooden palisade in front of a single, long dock. The iron doors to the colony appear closed, but no guards can be seen. Indeed, as the boat draws closer, no one can be seen moving about the island.
Captain Faustus docks the ship at the Deepmar Penal colony docks. "That's as far as I'll be taking you. We'll be waiting for you here. If you don't return within a week, we'll be setting sail without you two."He reminds Angus. "Good luck, you'll need it."He says as a farewell,"The last three groups I've ferried here never made it back."

GM Mort |

Tall, stout timbers topped with inward-facing hooks and barbs surround a small settlement of single-story wooden buildings with thatch roofs. Towers stand to either side of a large gate leading out to the docks. Chickens wander here and there, pecking at the ground—the only evidence of life within the colony.
Both gates are 20 feet tall and consist of 3-inch-thick crisscrossed iron bars, functioning as huge double doors with a massive locking mechanism in the center where the two doors connect. The wooden palisade surrounding the colony is made of 1-foot-thick reinforced timber and treated with a slick resin, making it difficult to climb. DC 30 Disable device to open the gates leading out from A1
A wooden ladder ascends twenty-five feet to a simply fortified guard tower offering a clear view of the colony and the surrounding terrain. Two heavy crossbows are propped neatly against the wall, and a nearby box holds a sizable supply of crossbow bolts(60). The party notices a dark brown smudge on the north eastern tower. The tower also has 3 less crossbow bolts then the rest.
The party hears the muffled sound of a woman screaming from A4.
This fenced-in area contains a large fruit and vegetable garden, though it appears it hasn’t been tended in a while, judging by the many weeds competing with the plants. The party spots some traces of blood and feathers, as well as 2 crossbow bolts embedded in the feathers. The crossbow bolts look like they were shot from the north eastern tower. The party also discovers a small tunnel sloping downwards about 3-5 ft in diameter. Medium creatures need to squeeze to explore
A wood-and-wire chicken coop occupies a space here along the outer wall. Only a pair of chickens now remains of what must have once been dozens. Others can be seen outside the coop, wandering through the colony.
A placard hanging above the door to this building depicts a helmet over a pair of crossed swords. Several bunk beds occupy the interior. Pegs on the wall hold a few well-used cloaks. A collection of spears, swords, and a few crossbows hangs from a locked weapon rack on the far wall, next to a door leading to another room. The party finds a ring of keys hanging from a hook, unmade beds, and a set of playing cards on a small table set up between two of the bunks. The cards on the table and the two sets of five cards lying facedown on opposite lower bunks indicate at least two of the occupants were here playing a card game and suddenly left off in the middle of it.
There are 10 bunk beds in the room, each with a footlocker. Angus teases each footlocker open and in total they yield 850 gp in loose silver, gold, and copper coins, a pair of platinum-plated earrings worth 150 gp, a jeweled silver letter opener worth 75 gp, a dragon-tooth necklace worth 100 gp, and a black leather book of Asmodean scripture with silver-and-gold filigree worth 300 gp. Angus also twiddles with the locked weapon rack, and opening it reveals four light
crossbows, four spears, and eight longswords.
The ring of keys from A7 opens this buiding. This long building has numerous small, barred windows along its exterior walls and a covered entrance at each end. Within, a series of doors line each side of a long central corridor.
Hastur notices that the door to the tool shed is warded by an Alarm spell. Touching it is going result in the alarm being set off.
This building is cheerily painted, in contrast to the rest of the structures in the colony. A variety of potted plants sit alongside the building. The door is ajar, revealing a room furnished with a table and four chairs, a bookshelf, and a simple stone fireplace. Two doors lead to comfortably furnished private sleeping chambers. One of the private sleeping chambers contains two simple beds, a pair of armoires, pegs on the walls, a simple desk, and a brazier for cold nights. A small connecting room separated by a curtain serves as their washroom, and contains a wooden tub, shelves with towels and other toiletries, and a table holding a washbasin and urn. A few personal decorations round out the room’s furnishings. The armoires contain a collection of silver, gold, and copper coins totaling 80 gp, and a small platinum brooch in the shape of a happy winged cat worth 25 gp.
The other sleeping chamber is similarly furnished, except for a few more medicinal plants are in this room, and several diagrams hang on the wall detailing human anatomy, with a locked cabinet at the back. Angus opens the locked cabinet to reveal 10 potions of cure light wounds and a healer’s kit, as well as several bottles of ointments and tinctures made from the plants around this building useful for treating diseases and poisons(+2 alchemical bonus on Heal checks against disease and secondary saves against poison if applied quickly enough).
A group of small, five-foot-wide wooden shacks with shingled roofs occupies an area well away from the other buildings. They reek and attract swarms of flies.
Six wagons and several mining carts are parked next to what appears to be a stable.
This open stone building contains a stone forge at its center, surrounded on three sides by slab-topped worktables, as well as numerous hooks on the walls for tools. A small building connected to it appears to serve as living quarters.
The pegs and hooks on the wall where tools would be kept are all conspicuously empty.
The adjacent building is simply furnished with a bed, a table with two chairs, a washroom with a small wooden tub, a small stove that serves both for heating the room and cooking meals, and a large collection of paintings and sketches of scantily clad figures hanging on the walls.
This stone building is surrounded by a tall fence. It occupies a spot of land well away from the other buildings in the colony. Its door is also made of stone and has no apparent latch or lock. Large red letters painted multiple times on every side of the fence spell out, “Danger—Keep away!” Hastur spots that the stone building is guarded against theft by a heightened stinking cloud trap that reacts to any living creature coming within 5 feet of the building without first speaking the password. DC 31 Disable device to disarm the trap, then another DC 30 disable device to go "persuade" the door to open
This building is constructed of wood and stone. Though simple in design, it appears opulent compared to the other buildings in the colony. A sign over the porch depicts a pair of white swords on a field of red and black. The large front chamber contains a couch, a dining table that seats eight, a stone fireplace, bookshelves full of military curios and a few books, and paintings of pastoral settings. Aside from the decorations in the front room, the quarters are spartanly furnished. An armoire contains several changes of clothing, but
little more than that. The back of the building serves as sleeping chambers, with an adjacent washroom similar to the others in the colony. Next to the bed, on a small table, is a half-finished letter to his daughter Temara describing rather routine events at the prison. Hastur spots a loose flagstone under the captain’s bed which conceals a shallow hole in which there is a leather sack with 340 gp in mixed coins and three medals worth 25 gp each.
State which areas you wish to explore next, A3, A4, A13, or A16, or open doors/explore at various locations stated above.

Angus Elphinstone |
After the stormy journey Angus is glad to see land, nodding as the captain explains the transportation back to the city Angus smiles, ”Do not worry, they didn’t have these,” as he pats his pistols, and then nods toward Hastur, ”Or Him!” Climbing down the ladder to the skiff he prepares to leave the HMS Fury.
At the docks Angus shoulders his pack, a hand on each pistol. He takes a quick look around for anything unusual. Once he is certain there is no ‘surprise party’ he heads to the large iron barred gates nearest the dock, taking a careful look at the gates and the area just past. Once her is sure it’s safe he pulls out his lock picks he makes short work of the lock.
take 10 (24) on perception and 10 (30) on the lock, assuming the area is free of traps and such
Once inside they carefully inspect the two towers, then turns and asks Hastur ”Any opinion where to start?”

GM Mort |

Open the spoilers in the order, then decide at various spots if you want to do anything. State at A5 if you want to explore the tunnel or move to A4 straight

Hastur the Ineffable |

A2:
"They are appear to have neatly left their weapons at the guard post. That implies there was no struggle..."
Hastur stops, briefly, to investigate the stain.
Craft(Alchemy): 1d20 + 4 ⇒ (4) + 4 = 8.
Heal: 1d20 + 2 ⇒ (3) + 2 = 5.
Assuming it is blood, or alchemical residue...
A11:
Hastur sniffs in disappointment.
"Those reek like poorly-maintained outhouses. I am not going to squeeze in there!"
A7:
"They left without their weapons, or valuables. Something odd definitely happened..."
He pockets the set of keys, and continues on his way.
A8:
Hastur extrudes himself through the entrance door, and starts checking out the small rooms off the central corridor.
A6:
Hastur shrugs in disinterest at the contents of the chicken coop.
A5:
The vegetable garden, on the other hand, proves more interesting.
"So, someone was digging, and it looks like there might have been a fight; the question is, did someone dig *down*, or did something dig *up*?"
Hearing the screaming, he then heads for A4...

GM Mort |

A4 accessed by A3, I'll give you A3 first.
The door to this long building is ajar. A sign hanging over the doorway depicts a frothy mug, a plate, and eating utensils. Within, broken plates, forks and spoons, and a few wooden mugs lie scattered about the floor around several long trestle tables. The party sees a 8 ft white chested four armed gorilla trying to batter down a crudely made barricade. The screaming comes from behind the barricade.
Hastur knowledge arcana: 1d20 + 15 ⇒ (10) + 15 = 25
Girallon init: 1d20 + 7 ⇒ (1) + 7 = 8
hastur init: 1d20 + 12 ⇒ (1) + 12 = 13
Angus init: 1d20 + 13 ⇒ (13) + 13 = 26
The 4-armed Gorilla is a Girallon, one of the jungle's most dangerous predators. They are aggressive, carnivorous, highly territorial, and incredibly strong. They can do alot more damage if they can latch their claws on you. They climb, despite their large size, incredibly well.
The chairs and tables are DT, each square represents 10 ft. Angus, Hastur, Girallon

Hastur the Ineffable |

Hastur frowns.
"That thing is a Girallon... a jungle native. It is definitely far from home!"
I assume the squares are 10' across, since the (large) girallon only takes up one square?
He then leisurely strides forward, and punches it.
Slam: 1d20 + 16 ⇒ (9) + 16 = 25, for 2d8 + 12 ⇒ (5, 4) + 12 = 21 damage, +1d6 ⇒ 2 Acid damage.

GM Mort |

Yeah ye right, on spacing.
The Girallon roars in pain as Hastur gives it a good uppercut.
Mind you, all buffs are off unless you tell me they are on...I'm anal that way. Or do a morning mage armor ritual.

Angus Elphinstone |
going to post quickly, will do more “character reaction” later.
Angus follows Hastur around, pistol drawn, ready to shoot anything. As they walk in the door, ’Well that is one ugly creature.’ Angus raises an eybrow, as he steps into the buiding and quickly fires four shots; moving his hands at blinding speed from bandolier to pistol and back again, loading and firing his expensive paper cartridges.
Five foot step, Full attack Numbers: + 8 base, + 6 Dex + 1 weapons focus + 1 magic weapon: Damage 1d8 + 6 dex + 1 magic
Full Attack: +1 pistol, point blank, rapid shot
attack: 1d20 + 16 + 1 - 2 ⇒ (20) + 16 + 1 - 2 = 35 for damage: 1d8 + 7 + 1 ⇒ (7) + 7 + 1 = 15
attack: 1d20 + 16 + 1 - 2 ⇒ (2) + 16 + 1 - 2 = 17 for damage: 1d8 + 7 + 1 ⇒ (2) + 7 + 1 = 10
attack: 1d20 + 11 + 1 - 2 ⇒ (4) + 11 + 1 - 2 = 14 for damage: 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9
confirm crit: 1d20 + 16 + 1 - 2 ⇒ (17) + 16 + 1 - 2 = 32 for damage: 3d8 + 21 + 3 ⇒ (5, 8, 4) + 21 + 3 = 41
Edit: Just noticed the squares are 10 ft, the point blank doesn't count!

GM Mort |

Going to have you declare deadeye deed - you'll get back the grit from crit anyway.
Angus takes a while to gather focus, then fires 2 shots at the chest of the Girallon. The party can see red flowers of blood blossoming on the Girallon's chest, and it collapses onto the ground, shattering the barricade.
Figured you would want to save bullets and cartridges. Also, how are you getting 4 attacks in a round?

Angus Elphinstone |
assuming the creature is still dead, or close to it
'Well the bigger they are the harder they fall.' Seeing the large apelike creature drop, Angus quickly clears his pistol and reloads it. Not seeing the beast move, shifting his now loaded pistol to his bucklered left hand and drawing his shortsword, he coupe de grass the large creature by placing the tip of his sword under the chin and pushing into the creatures brainpan.
Looking to Hastur he asks, "Far from home, you say. How do you reckon it got here?" After putting the creature out of it's misery Angus begins to look around the room looking for anything unusual.

GM Mort |

The Girallon convulses violently as the sword penetrates its brain, then lies motionless.
This large kitchen is furnished with a pair of stoves, preparation areas, hanging cookware, and shelves stocked with enough food supplies to feed the entire population of the colony for several weeks. The party sees a haggard woman with raggedy hair and frightened eyes trying to hide in one of the cupboards. "Get away from me!" She screeches.

Angus Elphinstone |
Realizing that he is still holding the bloody shortsword, Wipes it off quickly on a rag he keeps for cleaning his pistol, scabbarding the sword he raises his hand attempting to calm her down. "calm down, we are here to return things to normal, can you tell us what happened?" Angus listens carefully to see if he can perceive any extra motives.
diplomacy: 1d20 - 1 ⇒ (7) - 1 = 6
sense motive: 1d20 + 16 ⇒ (3) + 16 = 19

GM Mort |

She shuts the cupboard door, hides inside and refuses to come out.
She's just scared out of her wits. Wouldn't you be with someone approaching you after wiping off a bloody short sword and a pistol in his other hand? Also...maybe not quite right in the head as well, there seemed to be a certain vagueness the way she looked at you.
Angus notices the Girallon has a web of veinlike strands of violet fungus on its scalp.

Angus Elphinstone |
'Should I keep asking...Nah.. at least she is out of the way.' Angus reaches toward the cabinet, thinking to knock, then deciding against it.
He walks past the Girallon one last time and notices strands of violet on its scalp.'That's really odd.' Stopping near the creature he points at it's scalp with his pistol, "Hastur, look at this thinks scalp, have you ever seen anything like that?"
just in case a knowledge: religion or engineering will help ;)
knowledge: religion: 1d20 + 4 ⇒ (18) + 4 = 22
knowledge: engineering: 1d20 + 11 ⇒ (8) + 11 = 19

GM Mort |

Try a heal check. Also, surrounding this penal colony is some jungle, so really the Girallon isn't too far away from home.

GM Mort |

It looks like someone experimented on the girallon - they injected growth of violet fungus on its head, increasing its strength and health but decreasing its ability to think and reason clearly. Your alchemical knowledge makes you think that the violet fungus is actually cytillesh, a fungus with memory altering properties.

Angus Elphinstone |
also, this place is a mine, right? We haven't even seen the mine yet.
'Well that's just about wrong.' After carefully looking at the creatures head, Angus steps back and pointing explains what he believes happened. "It looks like someone injected the fungus." pointing with the pistol, "Here and here, made it stronger and dumber all at the same time." Stepping back smiling, "Your Howard would have gotten a kick out of this, they were using alchemy the fungus is actually cytillesh, which alters memories." Looking around the room one last time he asks, "Shall we head on?"
OK, a little confused here, is A4 the other door around the building or is there a door on the combat map I don't see heading into A4?

GM Mort |

You're in A4 here now, and no, the mines are some distance away from the colony. You can open spoilers in the order stated, and state if you want to do anything, for those spoilers that have actions. If you just want to move to the next spoiler that I did not list...its a combat scene.

GM Mort |

A 16
A flag bearing the Chelish coat of arms flutters in the sea breeze over this small wooden building.
This building is the colony’s mining office. Ledgers, correspondence, pens, and ink bottles clutter a large desk. A tall candelabrum with a continual flame where each candle should stand serves to illuminate the office. The walls are covered with maps of the various mines, each designated with the name of one of the layers of Hell.
In addition to these, a simple, scantily detailed map of the island itself shows the locations of each mine in relation to Deepmar as a whole. A search by the party of the papers and ledgers reveals a few helpful bits of information. Dig sites Avernus, Dis, and Erebus have not been mined in some time. A note about dig site Phlegethon states that there were problems with large, aggressive apes led by a four-armed mutant ape with white fur that resulted in the mine being shut down and filled in.
Dig sites Malebolge and Cocytus have had pockets of vermin unearthed that poisoned some of the miners. Dig sites Stygia and Caina were the current sites of mining before everyone went missing. They are also the farthest sites from the colony.
The rest of the paperwork contains tedious accounts of daily production at the mines, supply lists and requisition orders, inventory, and other information about the daily administration of Deepmar’s operations.

Angus Elphinstone |
After digging through piles of papers, Angus holds a couple up to Hastur, "Stygia and Caina were where they were digging when things went south. Once were done here at the compound, if we don't learn anything else we can search there next." Looking at the maps on the wall Angus makes a mental note of where those sights are at.
Leaving the office, Angus heads to the next building, A 13 carefully checking the door before he goes in pistol in hand.

GM Mort |

A painted sign depicting a horse hangs from the eaves of this long, tall building, just above a pair of large double doors. A foul stench wafts from inside the structure.
Open door?

GM Mort |

The stable contains stacks of hay bales across from six sturdy stalls—too sturdy, in fact. Each stall contains the rotting carcass of a horse and a dried watering trough. With the disappearance of the miners, these poor animals, unable to break free from their stalls, slowly succumbed to dehydration and died. The building is full of flies buzzing around the decaying bodies, and the scent is overwhelmingly nauseating. There is a horse shaped shadow at the back of the stable floating slightly off the ground, glaring at the party with malovent red eyes.
DC 12 Fortitude save or become nauseated while you're inside, on sucess, you're sickened instead
Angus knowlege religion: 1d20 + 4 ⇒ (18) + 4 = 22
horse shadow init: 1d20 + 5 ⇒ (1) + 5 = 6
Hastur init: 1d20 + 12 ⇒ (18) + 12 = 30
Angus init: 1d20 + 13 ⇒ (2) + 13 = 15
You recognise the horse shadow as a greater shadow. They are undead, and incorporeal.
Hastur, Angus, shadow. Each square 10 ft on map.

Hastur the Ineffable |

Hastur nods thoughtfully.
"Fungus that alters memories? What a fascinating idea..."
I will definitely have to find out who was experimenting with this; I dare say it will have absolutely scintillating applications...
In A16:
Hastur looks at the map thoughtfully.
"Well then, we should probably look at the two sites that were 'active' when this place went silent. Stygia looks closer, so I suppose we should start there."
At the stables...
Fort: 1d20 + 16 ⇒ (11) + 16 = 27.
"It would appear that wherever they went, they did not need horses," Hastur notes dryly.
Upon the appearance of the shadowy beast, however, Hastur quickly reacts, and pounces forward.
Slam: 1d20 + 16 + 2 - 2 ⇒ (13) + 16 + 2 - 2 = 29, for 2d8 + 12 - 2 ⇒ (4, 3) + 12 - 2 = 17 damage +1d6 ⇒ 2 Acid.
Slam: 1d20 + 16 + 2 - 2 ⇒ (5) + 16 + 2 - 2 = 21, for 2d8 + 12 - 2 ⇒ (2, 5) + 12 - 2 = 17 damage +1d6 ⇒ 1 Acid.
Bite: 1d20 + 15 + 2 - 2 ⇒ (5) + 15 + 2 - 2 = 20, for 1d8 + 10 - 2 ⇒ (5) + 10 - 2 = 13 damage +1d6 ⇒ 5 Acid.
Gore: 1d20 + 15 + 2 - 2 ⇒ (4) + 15 + 2 - 2 = 19, for 1d8 + 10 - 2 ⇒ (6) + 10 - 2 = 14 damage +1d6 ⇒ 5 Acid.

GM Mort |

The blows Hastur makes diminishes the horse shadow, but somehow Hastur can't help but have the feeling his blows don't have full effect, like the creature isn't quite here...
Its still up

Angus Elphinstone |
'not needed horses, was that an attempt at humor?' Angus smiles at Hastur's dry comment, Seeing the gentle giant slam into the horse shadow, Angus flinches, when he sees the shadow is still standing. 'Maybe I should have told him it was incorporeal.' stepping forward using his Domain power he fires his pistol at the spirit, his hands moving from bandolier to pistol in a blur. As Angus pulls the trigger on the third shot, he hears the pan fizzle out instead of igniting, Blast! and he begins to clear his barrel.
5 ft step, appears to put him within 30 ft. Full attack: + 1 Pistol, point blank, rapid shot, domain: touch the spirit world
attack: 1d20 + 16 + 1 - 2 ⇒ (20) + 16 + 1 - 2 = 35 [ooc]for damage: 1d8 + 7 + 1 ⇒ (3) + 7 + 1 = 11
attack: 1d20 + 16 + 1 - 2 ⇒ (9) + 16 + 1 - 2 = 24 for damage: 1d8 + 7 + 1 ⇒ (4) + 7 + 1 = 12
attack: 1d20 + 11 + 1 - 2 ⇒ (1) + 11 + 1 - 2 = 11 for damage: 1d8 + 7 + 1 ⇒ (4) + 7 + 1 = 12
confirm crit: 1d20 + 16 + 1 - 2 ⇒ (10) + 16 + 1 - 2 = 25 for damage: 3d8 + 21 + 3 ⇒ (7, 7, 7) + 21 + 3 = 45

GM Mort |

An Su ability requires a standard action to use. *throws a CRB at Angus for a blatant disregard of rules* I'll run it as you shot the thing, and misfired.
Angus fires 2 shots at the creature, which do not seem to fully affect the creature, then his gun jams up.
The shadow soundlessly reaches out to touch Hastur, which bounces off an invisible shield.
touch: 1d20 + 11 ⇒ (1) + 11 = 12
It then slips into the nearby water trough and disappears. 5ft step
Using this ability:An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside.
An incorporeal creature inside an object has total cover.