Gestalt No response from Deepmar (Inactive)

Game Master Just a Mort

Deepmar Penal colony

Deepmar colony surroundings

Exploration

Derro Lair


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? ?

Hastur grunts as he feels the creature's cursed attack siphoning away his life force.

"I can not be tamed!"

With renewed fury, he lays into the construct.

Slam: 1d20 + 16 ⇒ (7) + 16 = 23, for 2d8 + 12 ⇒ (1, 3) + 12 = 16 damage, +1d6 ⇒ 3 Acid damage.
Slam: 1d20 + 16 ⇒ (2) + 16 = 18, for 2d8 + 12 ⇒ (8, 6) + 12 = 26 damage, +1d6 ⇒ 2 Acid damage.
Bite: 1d20 + 15 ⇒ (19) + 15 = 34, for 1d8 + 10 ⇒ (2) + 10 = 12 damage, +1d6 ⇒ 5 Acid damage.
Gore: 1d20 + 15 ⇒ (3) + 15 = 18, for 1d8 + 10 ⇒ (8) + 10 = 18 damage, +1d6 ⇒ 3 Acid damage.

...and rolls complete and utter rubbish :-/


'hey look Hastur, we were napping on the island...now he's fighting a thing, why is my pistol jammed?' Angus starts to unjam his pistol, calling out to Hastur. "My pistol is jammed, was I shooting at that thing?" As he clears the pistol he moves counter clock wise to try and draw the thing off.

standard action, move action, not sure one shot will help, hope I'm not wrong.


? ?

Hastur lets out an exasperated sigh.

"Yes, you were very definitely shooting at the clay golem. Kindly continue to do so!"


Strange Aeons Grp 2 |

gunshot: 1d20 + 16 + 1 - 2 ⇒ (6) + 16 + 1 - 2 = 21
dmg: 1d8 + 7 ⇒ (8) + 7 = 15

Hastur only manages to bite the Golem on the arm, his teeth hurting from chomping on clay, inflicting minimal damage. Angus shoots the Golem, but with a single bullet, it also does minimal damage.

The golem begins to enrage, its eyes glowing with maniacal blue light as it continues pounding Hastur to the ground, catching him with 2 heavy slams on his ribs.

Using this:
After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell. Haste on, round 1

Slam: 1d20 + 20 ⇒ (11) + 20 = 31
Dmg: 2d10 + 7 ⇒ (5, 8) + 7 = 20
Slam: 1d20 + 20 ⇒ (11) + 20 = 31
Dmg: 2d10 + 7 ⇒ (10, 4) + 7 = 21
Slam: 1d20 + 20 ⇒ (9) + 20 = 29

Sorry its kinda dumb. It'll pound everything in front of it, then look for nearest target, pound some more.


? ?

Starting to get a little concerned, Hastur keeps up the pressure on the construct.

Slam: 1d20 + 16 ⇒ (6) + 16 = 22, for 2d8 + 12 ⇒ (8, 8) + 12 = 28 damage, +1d6 ⇒ 4 Acid damage.
Slam: 1d20 + 16 ⇒ (12) + 16 = 28, for 2d8 + 12 ⇒ (5, 8) + 12 = 25 damage, +1d6 ⇒ 3 Acid damage.
Bite: 1d20 + 15 ⇒ (8) + 15 = 23, for 1d8 + 10 ⇒ (7) + 10 = 17 damage, +1d6 ⇒ 1 Acid damage.
Gore: 1d20 + 15 ⇒ (13) + 15 = 28, for 1d8 + 10 ⇒ (3) + 10 = 13 damage, +1d6 ⇒ 5 Acid damage.

The main thing that is irritating about this encounter, is that we actually *can't* heal any of the damage that it causes...


Strange Aeons Grp 2 |

It still remains standing, shakily after one of Hastur's slams and his horns connect with it. It looks like a good blow would knock it over, though.


'did he say continue shooting? It looks like Hastur is having a rough time' Having cleared his gun again, seeing Hastur wounded; Angus, using his bane ability, continues firing at the clay thing.

Full Attack: +1 pistol, point blank, rapid shot, bane, cluster shot
attack: 1d20 + 16 + 1 - 2 ⇒ (3) + 16 + 1 - 2 = 18 for damage: 1d8 + 7 + 1 + 2d6 ⇒ (8) + 7 + 1 + (4, 1) = 21
attack: 1d20 + 16 + 1 - 2 ⇒ (8) + 16 + 1 - 2 = 23 for damage: 1d8 + 7 + 1 + 2d6 ⇒ (6) + 7 + 1 + (6, 6) = 26
attack: 1d20 + 11 + 1 - 2 ⇒ (17) + 11 + 1 - 2 = 27 for damage: 1d8 + 7 + 1 + 2d6 ⇒ (5) + 7 + 1 + (5, 4) = 22


Strange Aeons Grp 2 |

The first shot hits the golem in its already damaged knee joint. It looks as if it was going to take one step forward, then its knee breaks under the strain, and it collapses to the ground with a resounding crash, which makes the earth tremble.

On searching the remains of the clay golem, Hastur picks out two of the large, faceted sapphires that the golem had for eyes realizing they are worth 5,000 gp for the set.

Behind the golem, the party finds 4 piles of pulverized flesh, organ and bones. One pile vaguely resembles a half elf female in studded leather. The other pile, an elderly human male in robes, with wooden splinters sticking out of his flesh. The other pile resembles a human female in breastplate, with a bent symbol of a battered sundisc among her remains, and the last pile appears to be the remains of a human male in a breastplate. All the gear they had is damaged beyond repair, by repeated pounding.

Natural vegetation gives way to a large clearing dominated by a massive pit in the earth—one of the Deepmar mines. A wooden sign near the start of the path that winds its way down the sides of the gaping hole reads simply “Caina.” A nearby wooden shack surrounded by mining carts appears to serve as the foreman’s office.

The foreman's office contains a table with four chairs, two barrels of clean drinking water, a large stone box for storing food, and a meager supply of weapons such as spears, heavy crossbows, and swords. The stone box is stocked with various food items, most of which have already gone bad or are starting to spoil. Hastur spots a small dart that missed its target embedded in one of the walls, similar to what those bushmongers were using.

Hastur returns to Cania mines and finds a tunnel partially concealed by a large crystal column at the bottom of the mine. He also notices that someone or something has rigged poison crystals to fall on anyone trying to enter the tunnel.

Good luck in getting your human to....disable device ;) *toddles out of sight to roll on floor laughing*

The tunnels are 7 feet high and vary from 5 feet to 8 feet wide. The tunnel has been widened and made taller in places by *things that must not be named* to allow them to move freely through the tunnels while *things that cannot be said*. Sorry, Hastur, its squeeze time, as long as you're in the tunnels and rooms unless the description of the room says otherwise.

Angus:
Be patient, its wearing off soon. Next combat it'll be off, don't worry :P


'wow what a bloody mess, I wonder what caused that, I bet they were the other adventurers too bad ded ment tell no tales.' Angus continues to dutifully follow Hastur, 'This must be one of the mines, I must be sleepier than I thought the last thing I remember was laying down.' sitting down in the office momentarily, 'How odd, I went to sleep in a field and woke up here in a chair.' Standing up and yawning Angus turns to Hastur. "I know your big enough to carry me, but you could have woke me up, I can walk ok and I see in the dark as well as you."'I think!'


? ?

Hastur gives an exasperated sigh.

"Angus, you have been awake for hours. Your mind has been tainted; its aroma has been entirely altered, with a faint hint of Lethe - you are no longer forming new memories. Now, there is a trap just ahead; please try to disable it."

He then retreats to a safe distance, but keeps verbally reminding Angus that he is disabling a trap, so that he doesn't forget.

I will also provide Guidance.

Before entering the tunnels, Hastur also casts a selection of spells (Barkskin, See Invisibility, and Heroism), and downs his rag doll mutagen.


Strange Aeons Grp 2 |

Trap DC is 25, feel free to take 10


there's a trap, there's a trap. there's a trap. What was that? What was that? whatwas Hastur saying? there's a trap! Does he want me to disarm it? thers's a ... What's Hastur saying? There's a trap! oh what, that right I can deal with traps, What was that? There's a ...

yeah, he could do this all night...

Eventually realizing the Hastur was talking about the crytal "Fall" trap, Angus carefully disarms it, nodding to Hastur as he returns to his side. "The trap is clear. How did we get down here? I was asleep, did you carry me down? It's been years since anyone carried me when I was asleep." 'I don't know what to think of that, my dad used to carry me, but I didn't think Hastur and I had that close of a relationship...this must be one of the mines, how did we get here?'

oh, Angus takes 10(25) on disable device...thanks!
EDIT: After the trap Angus does draw his pistol.


Strange Aeons Grp 2 |

Chunks of crystal jut from the walls and hang from the ceiling of this tall cave, reflecting light in a dazzling display of rainbow-hued colors. A series of narrow ledges marks the southern entrance to the chamber—a passage some forty feet above the cavern floor. Two narrow passages lead out of the area to the north and west. Both Angus and Hastur notice small handholds and foot holds have been carving out of the rock.DC 15 climb check to get downThey also notice one large rocky humanoid and two small humanoids at the bottom, looking at them nastily.

Ok Poison duration wore off, you're normal now, Angus :)

Also, no squeeze in this room for Hastur

Large humanoid init: 1d20 + 1 ⇒ (17) + 1 = 18
Small humanoid init: 1d20 + 6 ⇒ (18) + 6 = 24
Hastur Init: 1d20 + 12 ⇒ (10) + 12 = 22
Angus Init: 1d20 + 13 ⇒ (20) + 13 = 33

See Derro lair - each square = 10 ft, Angus, Small guys, Big Guy, Hastur.


according to "the Pythagorean Theorem" if the wall is 40 ft and the little nastily looking humanoids are 40 ft away from the wall then from the top of the wall it's a 56 ft shot. If you feel it should take more than 60 ft let me know and I will subtract a second grit point and subtract two more from the attack.

'Well however I got here, I'm here now; and those small humanoids look nasty. Angus, momentarily steps in front of Hastur, pistol in hand, "I don't like the look of those two at all." Using bane and dead eye, his fingers moving quickly from pistol to bandolier, he shoots at the little fellow on the right until he is down, and then aims at the one on the left with any shots remaining.

Full Attack: +1 pistol, point blank, rapid shot, bane, dead eye
attack: 1d20 + 16 + 1 - 2 - 2 ⇒ (20) + 16 + 1 - 2 - 2 = 33 for damage: 1d8 + 7 + 1 + 2d6 ⇒ (2) + 7 + 1 + (2, 5) = 17
attack: 1d20 + 16 + 1 - 2 - 2 ⇒ (8) + 16 + 1 - 2 - 2 = 21 for damage: 1d8 + 7 + 1 + 2d6 ⇒ (4) + 7 + 1 + (3, 5) = 20
attack: 1d20 + 11 + 1 - 2 - 2 ⇒ (14) + 11 + 1 - 2 - 2 = 22 for damage: 1d8 + 7 + 1 + 2d6 ⇒ (7) + 7 + 1 + (5, 3) = 23

confirm crit: 1d20 + 16 + 1 - 2 - 2 ⇒ (18) + 16 + 1 - 2 - 2 = 31 for damage: 3d8 + 21 + 3 + 2d6 ⇒ (8, 3, 7) + 21 + 3 + (5, 5) = 52
it looks like he might be keeping a grit point


Strange Aeons Grp 2 |

They both collapse to the ground, with flowers of blood splattering on their foreheads, a testament to Angus's deadly accuracy with his pistol.


? ?

Hastur, perfectly happy for Angus to destroy foes from on high, delays.

The big thing can climb the wall if it wants to close with us, as far as I am concerned.


Strange Aeons Grp 2 |

The large rocky humanoid starts climbing the cliff face, while growling, "Ó, több élelmet Gruk"

Giant:

Oooh, more food for Gruk

Climb v Dc 15: 1d20 + 11 ⇒ (10) + 11 = 21

See you in 2 rounds :p


I don't like the look of him anymore than I do the others. Angus shrugs his shoulders looking down the wall at the giant, he turns to Hastur and says, "No need to be quiet, shooting the other two let them know we are here. If that one makes It up here he belongs to you." he then begins firing, looking down at the climber. After squeezing off the first two round the gun jambs, Angus rolls his eyes. "Blast, I need to invent metal cartridges, I bet they wouldn't get wet like this."

Full Attack: +1 pistol, point blank, rapid shot, bane
attack: 1d20 + 16 + 1 - 2 + 2 ⇒ (16) + 16 + 1 - 2 + 2 = 33 for damage: 1d8 + 7 + 1 + 2d6 ⇒ (6) + 7 + 1 + (4, 2) = 20
attack: 1d20 + 16 + 1 - 2 + 2 ⇒ (11) + 16 + 1 - 2 + 2 = 28 for damage: 1d8 + 7 + 1 + 2d6 ⇒ (3) + 7 + 1 + (3, 3) = 17
attack: 1d20 + 11 + 1 - 2 + 2 ⇒ (1) + 11 + 1 - 2 + 2 = 13 for damage: 1d8 + 7 + 1 + 2d6 ⇒ (7) + 7 + 1 + (3, 3) = 21


Strange Aeons Grp 2 |

Climb to stay up v DC 15: 1d20 + 11 ⇒ (17) + 11 = 28
Climb to stay up v DC 15: 1d20 + 11 ⇒ (3) + 11 = 14

Attempt to catch self v DC 25: 1d20 + 11 ⇒ (4) + 11 = 15

The second shot dislodges the rocky humanoid and it crashes to the floor with a loud thud, and a loud howl of pain.

dmg: 3d6 ⇒ (6, 3, 1) = 10

To Angus's horror, he sees the hide of the rocky creature mend and push one of his bullets out. The creature doggedly stands up and tries again to scale the cliff.

Climb v DC 15: 1d20 + 11 ⇒ (14) + 11 = 25


not wasting the grit point, so full standard action

Angus starts to un-jamb his pistol, watching in disbelief as the rocky creature pushes one of the bullets out. Angus turns to Hastur and asks "Are they supposed to be able to do that?"


? ?

Hastur sighs.

"Trade places with me."

He then picks Angus up, and switches places with him, ready to engage the creature when it reaches the top.


Strange Aeons Grp 2 |

Climb: 1d20 + 11 ⇒ (8) + 11 = 19

With a growl the creature clambers up the cliff and attempts to rip Hastur's face off.

CLAW: 1d20 + 12 ⇒ (5) + 12 = 17

Hastur doesn't seem to really care as the blow bounces off a magical forcefield around him.


? ?

"There we go!"

Hastur attempts to return the favour.

Slam: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23, for 2d8 + 12 ⇒ (6, 2) + 12 = 20 damage, +1d6 ⇒ 3 Acid damage.
Slam: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31, for 2d8 + 12 ⇒ (3, 3) + 12 = 18 damage, +1d6 ⇒ 3 Acid damage.
Bite: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29, for 1d8 + 10 ⇒ (4) + 10 = 14 damage, +1d6 ⇒ 2 Acid damage.
Gore: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27, for 1d8 + 10 ⇒ (3) + 10 = 13 damage, +1d6 ⇒ 2 Acid damage.


Strange Aeons Grp 2 |

As Hastur attacks the large rocky humanoid with his fists dripping acid, there is a momentary flicker of fear on its face, as if seeing for once something that can bring about its ultimate demise. Then Hastur pulverizes it into mush, as all four blows connect with a sickening thud.

Sorry, you were dealing with (regen 5)/acid here. That's why I wanted Hastur to finish off...

Which way, now?


? ?

Hastur helps Angus down the cliff face, then heads purposefully down the tunnel to the north.


Strange Aeons Grp 2 |

On the large humanoid, the party finds 10 medium-quality gemstones (each worth 100 gp), and an adamantine shortsword. On each of the small humanoids, the party finds 10 bolts dripping with a green fluid, and a hook like weapon(an aklys)

Dripping green fluid Craft alchemy DC 14:

Medium Spider Venom -injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

This sodden cavern reeks of decay. Stagnant greenish-brown water fills much of the chamber, while bones, splintered wood, rotting bits of cloth, and broken weapons and armor—all covered in fungus and mold—choke other areas. A makeshift path, made up of little more than adjacent dry spots of ground, meanders across the cavern, connecting the tunnels leading into the area from the east and west. There are 4 tangles of purple-capped mushrooms growing out of the mould on the cavern floor.

SHROOM INIT: 1d20 ⇒ 8
Hastur init: 1d20 + 12 ⇒ (14) + 12 = 26
Angus init: 1d20 + 13 ⇒ (2) + 13 = 15

Hastur, squeeze mode on


? ?

Hastur extrudes himself from the passageway, and takes a swing at one of the fungi.

Slam: 1d20 + 16 ⇒ (2) + 16 = 18, for 2d8 + 12 ⇒ (3, 1) + 12 = 16 damage, +1d6 ⇒ 5 Acid damage.

I believe that I am no longer squeezing, since each square is 10'.


Strange Aeons Grp 2 |

It's the height. Remember what I said about 7 ft high tunnels? =(


alchemy: 1d20 + 11 ⇒ (12) + 11 = 23

'Maybe Hastur did carry me around in my sleep, strangely that is not a comforting thought.' Angus watches Hastur dismantle the odd giant, then again feeling like a rag doll gets carried down the cliff face. At the bottom of the cave, Angus helps examine the odd little creatures and their gear. After taking a moment to inspect their weapons, pointing to the quarrels and then nodding back at the giant; "Spider venom, these folks keep odd pets."

As the progress through the tunnels Angus keeps his pistol drawn, when he sees Hastur immediately attack the first mushroom Angus opens fire on the shroom on the right, hid gun jamming after the first shot. "I really need to do something about this."

using bane, one on the front right first, if Hastur didn't drop his then he shoots at it, if Hastur did drop his, back right with the extra distance; so shooting at AC, @ -2, no +1 attack or +1 damage for point blank never mind, gun jammed on second shot

Full Attack: +1 pistol, point blank, rapid shot, bane
attack: 1d20 + 16 + 1 - 2 + 2 ⇒ (7) + 16 + 1 - 2 + 2 = 24 for damage: 1d8 + 7 + 1 + 2 + 2d6 ⇒ (3) + 7 + 1 + 2 + (2, 2) = 17
attack: 1d20 + 16 + 1 - 2 + 2 ⇒ (2) + 16 + 1 - 2 + 2 = 19 for damage: 1d8 + 7 + 1 + 2 + 2d6 ⇒ (3) + 7 + 1 + 2 + (6, 1) = 20
attack: 1d20 + 11 + 1 - 2 + 2 ⇒ (9) + 11 + 1 - 2 + 2 = 21 for damage: 1d8 + 7 + 1 + 2 + 2d6 ⇒ (3) + 7 + 1 + 2 + (5, 2) = 20


Strange Aeons Grp 2 |

The punctured and badly battered mushroom staggers backwards and spits a glob of acid at Hastur.

Acid (touch): 1d20 + 5 ⇒ (1) + 5 = 6

The blob of acid falls short of Hastur. The rest of the mushrooms slowly shuffle up and follow launch their acid globs at Hastur.

Acid (touch): 1d20 + 5 ⇒ (2) + 5 = 7
Acid (touch): 1d20 + 3 ⇒ (7) + 3 = 10
Acid (touch): 1d20 + 3 ⇒ (15) + 3 = 18
dmg: 2d6 ⇒ (3, 4) = 7

One blob lands at Hastur's feet, one whizzies right over him, while the other two blobs singe him slightly.
Hastur, I need 1 Fort save DC 15 from you

On Failure of the first DC 15 Fort save:

Con dmg: 1d2 ⇒ 2

Sorry Hastur, no squeeze. I didn't read the second part of the paragraph, "A third tunnel from the south enters this cavern far above the surface of the murky water, near the ceiling about 70 feet up". My bad.


? ?

Fort: 1d20 + 16 ⇒ (16) + 16 = 32.

Hastur hisses in annoyance, and then steps forward, ripping into the two fungi next to him.

Slam: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24, for 2d8 + 12 ⇒ (2, 2) + 12 = 16 damage, +1d6 ⇒ 6 Acid damage.
Slam: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21, for 2d8 + 12 ⇒ (3, 4) + 12 = 19 damage, +1d6 ⇒ 4 Acid damage.
Bite: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27, for 1d8 + 10 ⇒ (8) + 10 = 18 damage, +1d6 ⇒ 5 Acid damage.
Gore: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36, for 1d8 + 10 ⇒ (5) + 10 = 15 damage, +1d6 ⇒ 2 Acid damage.

He then comments to Angus:

"Maybe you should just use a bow - that contraption seems to break down with surprising regularity..."


Strange Aeons Grp 2 |

Hastur smashes one of the purple mushshrooms into a tiny pieces, then slams the other purple mushroom into the wall and stabs and takes a bite out of it. It tastes absolutely foul, but it does stop moving.

The remaining mushrooms continue trying to spit acid globs at Hastur.

Acid Glob: 1d20 + 5 ⇒ (17) + 5 = 22
Dmg: 2d6 ⇒ (5, 5) = 10
Acid Glob: 1d20 + 5 ⇒ (2) + 5 = 7

One acid glob splatters on Hastur, while the other splatters on the wall behind him.DC 15 Fort save pls

DC Fort save 15 fail:

Con dmg: 1d2 ⇒ 1


'Use a bow, It couldn't have been that bad could it?' Angus, steps back behind the gentle giant scowling at Hastur while he clears the gun.

move action, moves behind Hastur, standard action :clears gun


? ?

Heh. It just seems that by round 2 of every combat thus far, Angus' gun has jammed ;-)

Fort: 1d20 + 16 ⇒ (7) + 16 = 23.

Hastur glides forward, and attempts to pulverise the two remaining fungi.

Slam: 1d20 + 16 ⇒ (9) + 16 = 25, for 2d8 + 12 ⇒ (3, 2) + 12 = 17 damage, +1d6 ⇒ 2 Acid damage.
Slam: 1d20 + 16 ⇒ (19) + 16 = 35, for 2d8 + 12 ⇒ (2, 6) + 12 = 20 damage, +1d6 ⇒ 2 Acid damage.
Bite: 1d20 + 15 ⇒ (20) + 15 = 35, for 1d8 + 10 ⇒ (3) + 10 = 13 damage, +1d6 ⇒ 5 Acid damage.
Crit Confirmation: 1d20 + 15 ⇒ (11) + 15 = 26, for 1d8 + 10 ⇒ (2) + 10 = 12 *ADDITIONAL* damage.
Gore: 1d20 + 15 ⇒ (16) + 15 = 31, for 1d8 + 10 ⇒ (5) + 10 = 15 damage, +1d6 ⇒ 1 Acid damage.


Strange Aeons Grp 2 |

Hastur pounds a mushroom into a purple mush, then continues to bite the disgusting mushroom and impales it on his horns, slaying it. In the rubble, the party finds a decanter of endless water.

Going which way?


Hastur the Ineffable wrote:
Heh. It just seems that by round 2 of every combat thus far, Angus' gun has jammed ;-)

And it's irritating as all get out! I'm not sure Golarion is ready for guns. Of course that's what I get for trying to fire a flintlock pistol three times in six seconds. Even the dice gods no chemistry cannot be cheated.

After finishing unjamming and reloading his pistol, Angus looks at Hastur, "You doing ok big guy? Which way do you want to go next?"


Strange Aeons Grp 2 |

Come on, Guns have their advantages - like dealing with Spawns of Yog Sothoth. You can't miss except for misfires...

Hastur probably needs a mouthwash. I certainly did after biting into ghasts while wildshaped...yuck!


? ?

Hastur uses the Decanter of Endless Water to give himself a deep gum cleaning.

He then starts swigging some of the healing potions that the party found back at the main site.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.

"I need something juicier to get that taste out of my mouth..."

With a resigned sigh, he starts squeezing down the tunnel to the west.


'Maybe I should have offered to go first. Angus follows Hastur down the western tunnel, pistol in hand.


Strange Aeons Grp 2 |

At the centre of this large cavern, a wood-and-rope bridge spans a thirty foot-wide chasm, that is 60 ft deep. Tunnels in the north and south walls lead out of the cavern. The passageway on the north side of the room leads steeply down and is choked with debris and webs. Aka out of the module

The party notices a black quivering jelly lurking at the bottom of the chasm, as well as something glimmering in the black quivering jelly. Also, the bridge is rigged to collapse if more then 30 pounds of weight goes on it. DC20 disable device to fix the bridge up.

No squeeze for Hastur. It's a - do you want to kill the black jelly for lewts? You'll need to climb down to get the lewt after you kill the black jelly.


'well that bridge looks like something I can handle.' Angus moves forward to the bridge, tucking his pistol in his belt, he draws out his thieves tools and starts to work on the trap, asking Hastur. "What is the Jelly like thing down there?"

disable: 1d20 + 20 ⇒ (8) + 20 = 28


Strange Aeons Grp 2 |

Knowledge dungeoneering...


? ?

I see no need - if the jelly can't get out, I say we just fix the bridge, and then move on.


Strange Aeons Grp 2 |

Fixing the bridge isnt required to move on, South is on. I'll move you till next encounter


? ?

Hastur shrugs.

"No idea, Angus. Still, it doesn't look actively hostile (or at least able to reach us), so I say we leave it, and move on."

He then continues down the passage to the south.


Strange Aeons Grp 2 |

The party enters a large oddly shaped cavern illuminated by soft blue glow emanating from patches of fuzzy fungal growths along the ground, walls and celling. Numerous tunnels lead off in all directions. There are 2 extremely large blue-violet glowy centipedes, mounted by the small humanoids you saw earlier.

Bright light - this place illuminated by fungus. Hastur, squeeze mode on

Small humanoids: 1d20 + 9 ⇒ (12) + 9 = 21
Centipede: 1d20 + 5 ⇒ (18) + 5 = 23
Hastur: 1d20 + 12 ⇒ (20) + 12 = 32
Angus: 1d20 + 13 ⇒ (20) + 13 = 33

Angus:

You recognize the fungus as cytillesh fungus. A patch of cytillesh provides bright light in a 20 ft radius and dim light in a 10 ft radius beyond that. A creature within the illumination of cytillesh requires a DC 15 Will save (+1 for each previous save) every 24 hrs to avoid taking 1d4 points of wisdom damage to a minimum wisdom of 5. If a creature's Wisdom is reduced to 5 and it fails three more consecutive saving throws, then the wisdom damage is permanent and the creature is affected as if by an insanity spell.

The module writers are cheesy. Those silly centipedes are 3 and a half foot high, so they don't NEED to squeeze >.< Angus, Hastur, bad guys.


'might come back latter and introduce it to the dragon pistol and a couple of dragons breath cartidges.' angus shrugs his shoulders and follows the gentle giant.


? ?

Ah, but that's not how the rules work - technically, *all* large creatures occupy a 10' x 10' cube ;-)

With a frustrated sigh, Hastur squeezes forward, and takes a swing at a rider.

Slam: 1d20 + 16 ⇒ (19) + 16 = 35, for 2d8 + 12 ⇒ (6, 5) + 12 = 23 damage, +1d6 ⇒ 4 Acid damage.


Strange Aeons Grp 2 |

Unfortunately, that was how the module was written(saying that these jokers made the tunnels so they could move freely), so I take it as Specific > General, and apply accordingly. Take it up with the mod writers :P That's why all those Squeeze warnings.


sorry Mort inja'd my post and I didn't see GM Morts last post, it was at the top.

will: 1d20 + 11 ⇒ (7) + 11 = 18
since Hastur has moved forward I assume Angus can step forward 5 ft,

Seeing the large bug and the small humanoid Angus warns Hastur, as he steps forward. "the fungus is cytillesh fungus, it will mess up your decision making process." He begins to fire first at the nearest rider and then it's pet bug.

5 ft step, Full Attack: +1 pistol, point blank, rapid shot
attack: 1d20 + 16 + 1 - 2 ⇒ (10) + 16 + 1 - 2 = 25 for damage: 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13
attack: 1d20 + 16 + 1 - 2 ⇒ (10) + 16 + 1 - 2 = 25 for damage: 1d8 + 7 + 1 ⇒ (7) + 7 + 1 = 15
attack: 1d20 + 11 + 1 - 2 ⇒ (18) + 11 + 1 - 2 = 28 for damage: 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13

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