CHAPTER 3: Across the Gam’A Zone
Re: CHAPTER 3: Across the Gam’A Zone
Oor-Zak breaks his long silence with a grunt. "Find stuff. Not find stuff. All same. Better than being in hot sun do nothing."
Re: CHAPTER 3: Across the Gam’A Zone
...
The Gam'A Zone, Day 30, Mid Afternoon
The bold chiropteran jumps into the air and takes flight, circling the 35 foot high hill. The top of the hill is open, exposing a metal cylinder around 10 feet in diameter. The cylinder is similar to the well that was explored under the hatch in the first hill, but appears to have been sheared off ages ago. This cylindrical well has been stripped of the ladder, decks and all attachments. Rusted attachment points are still visible on the surface of the well. Loose sand and silt fills the well approximately 10 feet below the top edge of the cylinder & hill.
Two more hills are visible from Bruze’s vantage point, one 2 miles to the southeast and another 3 miles to the southwest. A valley or canyon sits to the east, running in a north-south direction.
Actions?
...
The Gam'A Zone, Day 30, Mid Afternoon
The bold chiropteran jumps into the air and takes flight, circling the 35 foot high hill. The top of the hill is open, exposing a metal cylinder around 10 feet in diameter. The cylinder is similar to the well that was explored under the hatch in the first hill, but appears to have been sheared off ages ago. This cylindrical well has been stripped of the ladder, decks and all attachments. Rusted attachment points are still visible on the surface of the well. Loose sand and silt fills the well approximately 10 feet below the top edge of the cylinder & hill.
Two more hills are visible from Bruze’s vantage point, one 2 miles to the southeast and another 3 miles to the southwest. A valley or canyon sits to the east, running in a north-south direction.
Actions?
...
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Re: CHAPTER 3: Across the Gam’A Zone
Jack "Lets just go check the last two of these hills. I think they used to be something like windmills or maybe watch towers. Likely scrapped for the metal."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: CHAPTER 3: Across the Gam’A Zone
Bruze Whane, mutant bat:
The young bat creature reports everything he saw. "Should we search the bottom of this shaft first?" he asks with hesitation and deference.
The young bat creature reports everything he saw. "Should we search the bottom of this shaft first?" he asks with hesitation and deference.
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Re: CHAPTER 3: Across the Gam’A Zone
Cthul Hand Luke, mutant
Luke studies the ground for ant tracks or droppings.
"We're here, so might as well search the shaft."
Luke studies the ground for ant tracks or droppings.
"We're here, so might as well search the shaft."
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Re: CHAPTER 3: Across the Gam’A Zone
Jack "Very well yes lets search the shaft."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: CHAPTER 3: Across the Gam’A Zone
Bruze Whane, mutant bat:
On leathery wings, Bruze flaps up to the top of this tower and scouts around as he waits for the others to summit.
"SKRAA!" he cried, using his echolocation to better 'see' what was up there.
On leathery wings, Bruze flaps up to the top of this tower and scouts around as he waits for the others to summit.
"SKRAA!" he cried, using his echolocation to better 'see' what was up there.
Re: CHAPTER 3: Across the Gam’A Zone
...
...
The only additional detail you are able to determine through echolocation is that the soil in the pit is relatively loose, not compacted over the years like the dirt of the hill surrounding the cylinder.Inferno wrote:Bruze Whane, mutant bat:
On leathery wings, Bruze flaps up to the top of this tower and scouts around as he waits for the others to summit.
"SKRAA!" he cried, using his echolocation to better 'see' what was up there.
...
Re: CHAPTER 3: Across the Gam’A Zone
Bruze Whane, mutant bat:
The big furry chiropteran glides down into the shaft, lands on the loose soil and has a closer look. He inspects everything he sees in there, including reaching under the soil.
The big furry chiropteran glides down into the shaft, lands on the loose soil and has a closer look. He inspects everything he sees in there, including reaching under the soil.
Re: CHAPTER 3: Across the Gam’A Zone
...
The Gam'A Zone, Day 30, Mid Afternoon
The pious acolyte of Dhee Zhee Khamix & adherent to the cult of Bhatt Mhann, throws caution to the wind as he dives into the pit hoping to find clues for the lost vaults of See-Ghee-See.
The chiropteran lands on the loose soil and immediately begins to sink up to his calves. Before he is able to adjust his footing, the entire area explodes with force and shoots soil up into the air and out of the pit. A monster with 5 barbed, chitin tentacles and a mouth having 5 serrated mandibles lives in the soil of this pit, waiting to ambush curious animals and travelers.
Bruze must Save vs. Death, 12 or greater on 1d20+2 (DEX bonus), to determine if he’s caught in the mandibles (fail) or latched with the tentacles (save). Bruze’s action this round is his save.
Initiative and Actions!
...
The Gam'A Zone, Day 30, Mid Afternoon
The pious acolyte of Dhee Zhee Khamix & adherent to the cult of Bhatt Mhann, throws caution to the wind as he dives into the pit hoping to find clues for the lost vaults of See-Ghee-See.
The chiropteran lands on the loose soil and immediately begins to sink up to his calves. Before he is able to adjust his footing, the entire area explodes with force and shoots soil up into the air and out of the pit. A monster with 5 barbed, chitin tentacles and a mouth having 5 serrated mandibles lives in the soil of this pit, waiting to ambush curious animals and travelers.
Bruze must Save vs. Death, 12 or greater on 1d20+2 (DEX bonus), to determine if he’s caught in the mandibles (fail) or latched with the tentacles (save). Bruze’s action this round is his save.
Initiative and Actions!
...
Re: CHAPTER 3: Across the Gam’A Zone
Bruze Whane, mutant bat:
Startled, the foolish teen mutant twists and flaps up into the air, avoiding the thing's deadly mandibles as he cries to the others, "Help!"
Save vs. Death: (12): [1d20+2] = 18+2 = 20
Startled, the foolish teen mutant twists and flaps up into the air, avoiding the thing's deadly mandibles as he cries to the others, "Help!"
Save vs. Death: (12): [1d20+2] = 18+2 = 20
Re: CHAPTER 3: Across the Gam’A Zone
...
The Gam'A Zone, Day 30, Mid Afternoon
Current hit points:
Bruze = 51, healed 6 points
Bruze Heal = [1d3+3] = 3+3 = 6
Belial = 53, healed 6 points
Belial Heal = [1d3+4] = 2+4 = 6
All others are at maximum after factoring in the new healing rules retroactively.
Attacks:
[1d20+10] = 1+10 = 11
[1d20+10] = 6+10 = 16, [1d20+10] = 9+10 = 19, [1d20+10] = 15+10 = 25, [1d20+10] = 10+10 = 20
Damage:
[1d6] = 1, [1d6] = 5, [1d6] = 6, [1d6] = 4
Avoiding the grasp of the creature’s mandibles, Bruze struggles to fly out of the pit, but is attacked by tentacles. Four out of Five strike the young mutant for a total of 16 points of damage!
...
The Gam'A Zone, Day 30, Mid Afternoon
Current hit points:
Bruze = 51, healed 6 points
Bruze Heal = [1d3+3] = 3+3 = 6
Belial = 53, healed 6 points
Belial Heal = [1d3+4] = 2+4 = 6
All others are at maximum after factoring in the new healing rules retroactively.
Attacks:
[1d20+10] = 1+10 = 11
[1d20+10] = 6+10 = 16, [1d20+10] = 9+10 = 19, [1d20+10] = 15+10 = 25, [1d20+10] = 10+10 = 20
Damage:
[1d6] = 1, [1d6] = 5, [1d6] = 6, [1d6] = 4
Avoiding the grasp of the creature’s mandibles, Bruze struggles to fly out of the pit, but is attacked by tentacles. Four out of Five strike the young mutant for a total of 16 points of damage!
...
Re: CHAPTER 3: Across the Gam’A Zone
Blixx
Blixx flies up to see what the disturbance is. Then with a look of utter horror, he fumbles his musket up for a shot at this monster!
Initiative [1d10+1] = 8+1 = 9
To Hit [1d20] = 3
Blixx flies up to see what the disturbance is. Then with a look of utter horror, he fumbles his musket up for a shot at this monster!
Initiative [1d10+1] = 8+1 = 9
To Hit [1d20] = 3
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
"Little surprises around every corner, but nothing dangerous!" WW
Namárië
"Little surprises around every corner, but nothing dangerous!" WW
Namárië
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Re: CHAPTER 3: Across the Gam’A Zone
is there a way up for those of us that cannot fly?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: CHAPTER 3: Across the Gam’A Zone
Yes. The hill is easily negotiated.GreyWolfVT wrote:is there a way up for those of us that cannot fly?
It is 35ft. high, so those with a 60ft. movement or better can make it up in one round. They will not be able to act until the next round.
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Re: CHAPTER 3: Across the Gam’A Zone
Jack rushes to see if he can assist Bruze.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: CHAPTER 3: Across the Gam’A Zone
Bart, MH
Bart clambers up the hill cursing bats and men.
Maybe, we should have chosen the Ant-men path.
Bart clambers up the hill cursing bats and men.
Maybe, we should have chosen the Ant-men path.

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Re: CHAPTER 3: Across the Gam’A Zone
Cthul Hand Luke
"Varmint!"
Luke climbs up and opens fire.
Luke Initiative [1d10+3] = 1+3 = 4
Pistol [1d20+3] = 18+3 = 21, damage [1d10] = 10
"Varmint!"
Luke climbs up and opens fire.
Luke Initiative [1d10+3] = 1+3 = 4
Pistol [1d20+3] = 18+3 = 21, damage [1d10] = 10
Re: CHAPTER 3: Across the Gam’A Zone
Bruze Whane, mutant bat:
Seeing the others readying to open fire, Bruze keeps climbing higher into the sky to give them a clear shot at the tentacled horror.
If he can attack and move, then:
If possible to attack and move, then: Claws: To Hit: [1d20+2] = 20+2 = 22, Damage: [1d10+2] = 10+2 = 12 Natural 20 for max damage!
If he can't attack and move, then move only. Thanks
Seeing the others readying to open fire, Bruze keeps climbing higher into the sky to give them a clear shot at the tentacled horror.
If he can attack and move, then:
If possible to attack and move, then: Claws: To Hit: [1d20+2] = 20+2 = 22, Damage: [1d10+2] = 10+2 = 12 Natural 20 for max damage!

If he can't attack and move, then move only. Thanks
Re: CHAPTER 3: Across the Gam’A Zone
There is enough space between you, trapped in the tentacles, and the body of the Saktrap for a clear shot.Inferno wrote:Bruze Whane, mutant bat:
Seeing the others readying to open fire, Bruze keeps climbing higher into the sky to give them a clear shot at the tentacled horror.
You may still attack, but this monster hit with three or more barbed tentacles, so you are currently captured in its grasps and cannot fly out.If he can attack and move, then:
If possible to attack and move, then: Claws: To Hit: [1d20+2] = 20+2 = 22, Damage: [1d10+2] = 10+2 = 12 Natural 20 for max damage!![]()
If he can't attack and move, then move only. Thanks