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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9631636" data-attributes="member: 27780"><p>Back into action this week, although one person called off in advance and another no-showed, leaving 5/7 of the group present. Having hit a lull in the fighting, the sniper skittered around on the outside wall of the prison and looked inside. He rolled pretty well on his spot check and caught a glimpse of the similarly skittery and climby Plugoo wandering around the ceilings inside gecko style. One even better diplomacy roll later and they managed to get through Plugoo's insanity enough to get some exposition (punctuated by lots of praise to Blibdoolpoolp) about the layout of the city and the timeline of the funguses takeover. This was then interrupted by another wave of fungus-infected kuo-toa from the south. Most of the party took them on, but several looked at the fungus-covered water to the east, worried attacks might come from that. Another good spot check later and they were aware that there were indeed fungus sharks lurking in the water, ready to chomp anyone who tried swimming across. The priestess laid into them with her shiny new new acidic whip and they tried to infect her back with their fungus tendrils, but the combination of glitterdust induced blindness and her high fort save meant nothing got through. Before long, the sharks, kuo-toa and the chuul lurking in area 12 had all been reduced to negative HP and shocked or corroded into oblivion. Having reached another lull and impressed their latest hanger-on that they might actually have a chance of pulling this off, the binder sent her bird familiar up to scout around the cavern and figure out their next move. Noting that there were plenty more Kuo-toa on their way, but the temple of Blibdoolpoolp was the only place untouched by the fungus, they decided to investigate there rather than just sit around and fight everything in the city the long way. </p><p></p><p>And so, after popping all the nonfliers into their extradimensional space and making sure they stayed well above the water on the jaunt over, they headed into the temple. They let Plugoo lead the way, and upon hearing the voices of the ghosts whispering in the walls, were suitably conciliatory. This meant they managed to get through the first three levels of the temple without incident, letting him go past the shell golem to explore the second floor while they stayed on the stairs and pass through the electrically warded doors to the balcony on the third floor while they explored the rest. (except the Binder who followed and tanked the damage knowing she could now regenerate it trivially out of combat time) Their luck ran out on the top floor when they encountered the gibbering mouther in the pool of area C21. They could see the closet beyond the pool that presumably contained something valuable, but didn't want to do anything desecrationey while Plugoo was present. So they bustled him (and the priestess, who was the only one who failed the will save against its confusion power) out the door and shut it behind them to investigate the other rooms. But the hungry mouther wouldn't take no for an answer and started oozing under the bottom of the door. To keep the charade up, they asked Plugoo to go back down the stairs and ask the spirits for guidance, then shredded the mouther once he was out of sight. Now the party wants to rest up here and consider their next move, since they seem to be in no immediate danger from the fungus-infested hordes, but with the main thing keeping the ghosts from attacking temporarily out of the picture, it's not going to be that simple for them. Will they think to put on the water-breathing cloaks and go down the central tube to the underlevels to get the sealing macguffins like the adventure intended, or is this adventure going to be resolved more messily in a big battle? Still plenty of room for this game to surprise me even now.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9631636, member: 27780"] Back into action this week, although one person called off in advance and another no-showed, leaving 5/7 of the group present. Having hit a lull in the fighting, the sniper skittered around on the outside wall of the prison and looked inside. He rolled pretty well on his spot check and caught a glimpse of the similarly skittery and climby Plugoo wandering around the ceilings inside gecko style. One even better diplomacy roll later and they managed to get through Plugoo's insanity enough to get some exposition (punctuated by lots of praise to Blibdoolpoolp) about the layout of the city and the timeline of the funguses takeover. This was then interrupted by another wave of fungus-infected kuo-toa from the south. Most of the party took them on, but several looked at the fungus-covered water to the east, worried attacks might come from that. Another good spot check later and they were aware that there were indeed fungus sharks lurking in the water, ready to chomp anyone who tried swimming across. The priestess laid into them with her shiny new new acidic whip and they tried to infect her back with their fungus tendrils, but the combination of glitterdust induced blindness and her high fort save meant nothing got through. Before long, the sharks, kuo-toa and the chuul lurking in area 12 had all been reduced to negative HP and shocked or corroded into oblivion. Having reached another lull and impressed their latest hanger-on that they might actually have a chance of pulling this off, the binder sent her bird familiar up to scout around the cavern and figure out their next move. Noting that there were plenty more Kuo-toa on their way, but the temple of Blibdoolpoolp was the only place untouched by the fungus, they decided to investigate there rather than just sit around and fight everything in the city the long way. And so, after popping all the nonfliers into their extradimensional space and making sure they stayed well above the water on the jaunt over, they headed into the temple. They let Plugoo lead the way, and upon hearing the voices of the ghosts whispering in the walls, were suitably conciliatory. This meant they managed to get through the first three levels of the temple without incident, letting him go past the shell golem to explore the second floor while they stayed on the stairs and pass through the electrically warded doors to the balcony on the third floor while they explored the rest. (except the Binder who followed and tanked the damage knowing she could now regenerate it trivially out of combat time) Their luck ran out on the top floor when they encountered the gibbering mouther in the pool of area C21. They could see the closet beyond the pool that presumably contained something valuable, but didn't want to do anything desecrationey while Plugoo was present. So they bustled him (and the priestess, who was the only one who failed the will save against its confusion power) out the door and shut it behind them to investigate the other rooms. But the hungry mouther wouldn't take no for an answer and started oozing under the bottom of the door. To keep the charade up, they asked Plugoo to go back down the stairs and ask the spirits for guidance, then shredded the mouther once he was out of sight. Now the party wants to rest up here and consider their next move, since they seem to be in no immediate danger from the fungus-infested hordes, but with the main thing keeping the ghosts from attacking temporarily out of the picture, it's not going to be that simple for them. Will they think to put on the water-breathing cloaks and go down the central tube to the underlevels to get the sealing macguffins like the adventure intended, or is this adventure going to be resolved more messily in a big battle? Still plenty of room for this game to surprise me even now. [/QUOTE]
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