Chapter 13: Hell Mouth of the Dark Mother

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Inferno
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Chapter 13: Hell Mouth of the Dark Mother

#1 Post by Inferno »

Chapter 13: Hell Mouth of the Dark Mother

The Rushmoors, Gran March, Greyhawk
Day Ten. Dawn. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy



Image


A cold, bleak dawn illuminates the cloudy sky enough that the resolute heroes may resume their terrible journey to the unknown.



They slowly push further into the eerie, unearthly marsh, through deep mud and deeper water.

Long hours pass laboriously. The ground mist burns off, but the grey gloom that shrouds the sky endures.

After a wearisome trek through the endless fetid sea, the heroes finally find a large land mass in the center of the swamp.




Brevos picks up the cultist trail and they trudge on for hours more across the silent landscape.





The druid and the ranger note with quiet alarm the stark changes the flora here has undergone.





Something has caused the old swamp to mutate into a mockery of what it once was.





An unusual amount of mushrooms, molds and fungi grow upon everything.





Strange, unnatural things...




...almost human in their way.

A foul stench lingers.

According to the the hidden map of the dead, necromantic priestess, they've reached their final destination. It should be here.

Image

Suddenly, eerie flute music is heard.

With the sickening rush of deja vu, they instantly remember last night's dream. The same melody!

Are they still dreaming? Still asleep?!

Then they see, over one hundred yards away, a huge sinkhole gaping wide into the dank, sodden ground.



Stagnant water leaks down its terrible gullet. Surrounding the maw are legions of strange mushrooms and phalanxes of warped trees.

The surreal, otherworldly piping from their dreams beckons powerfully to them from deep within the mouth of Hell.


Actions?!





PC Status:
  • Brevos, Half-Elf Ranger 2: Move: 9", AC: 4, HP: 23/27
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC 5, HP 15/15, Spells: 2/2 1st lvl
    Grothnak Uthglukh, Half-Orc Fighter 3: Move: 9", AC: 3, HP: 24/28
    Ingrid Esthof, Human Cleric 4: Move: 6", AC: 3(1), HP: 17/22, Spells: 5/5 1st lvl and 4/4 2nd lvl
    Hoom Feethos, Elven Magic-User/Thief 2/3: Move: 9", AC 3, HP 11/12, Spells: 2/2 1st lvl
    Long Bo, Human Druid 3: Move: 9", AC: 6, HP: 18/22, Spells: 5/5 1st lvl, 3/3 2nd lvl and 1/1 3rd lvl
    Pelias Blanchflower, Human Paladin 3: Move: 9", AC: 2(0), HP: 30/30, Laying Hands: 0/1
    Pip, Human Monk 2: Move: 16", AC: 9, HP: 11/12
    Telkis Brassfang, Gnome Fighter 3: Move: 9", AC: 0, HP: 22/28
    Urdur Shimmerstone, Gnome Illusionist 2: Move: 12", AC 6, HP 6/6, Spells: 2/2 1st lvl
PC Magic:
  • Protection from Evil (Pelias): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Pelias.
PC Resources:
Last edited by Inferno on Sun Nov 17, 2019 1:23 pm, edited 1 time in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

wolfpack
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Re: Chapter 13: Hell Mouth of the Dark Mother

#2 Post by wolfpack »

Looking around Brevos takes on a brooding look

This place is nothing but a twisted evil abomination to all of nature. Its blight rips at my very core.

he examines the area around the sink hole looking for tracks or a way down.

Tracking roll [1d100] = 13


I have 50' of rope and spikes.

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drpete
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Re: Chapter 13: Hell Mouth of the Dark Mother

#3 Post by drpete »

Pip looks out at the sinkhole, glumly.

"The piping sounds were said to affect minds. It may not be a good idea to dangle above the pipers. This hole may be a direct way down, but it's not likely to be the only way. How do they get out...? Should we look around a bit, first?"

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Re: Chapter 13: Hell Mouth of the Dark Mother

#4 Post by AleBelly »

"Yes, they must have some manner of egress other than this" agrees Pelias. "We are well provisioned enough to wait for a day or two. We should let them come to us. Or perhaps wait until tomorrow, when one of our holy folk could commune with their god to determine if there are other entrances?"

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Re: Chapter 13: Hell Mouth of the Dark Mother

#5 Post by OGRE MAGE »

Bo is already nodding his head before Pip finishes. He keeps his distance from the gaping hole and tries to keep the others from getting too close as well.

"Pip is correct. This hole can't be their normal means of entrance. There must be another way in. Brave Brevos, I suggest you lead us in a track finding mission instead of trying to enter that hell hole. Your skills are obvious since you've gotten us this far. Let us not let our guard down here just because we are on drier land. We will need to use all of our skills to outsmart these dangerous adversaries. Do not forget the many innocent people we are helping by putting an end to this evil out here. Let's be smart and think carefully about every move we take from here on out. If the powers we face can turn nature to its will, then we might be in over our heads here."

The druid begins using an old trick he learned years ago that might help locate any immediate dangers. Casts: Detect Snares and Pits.

He begins looking around the area for any other evidence of movement or passage, all while combing the area for any man made deterrents.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#6 Post by SocraticLawyer »

Urdur nods at the others' suggestions. "At least two of us should stay near this sinkhole. I don't want whatever is making that foul music jumping out at us while our backs are turned."

Urdur volunteers to stay by the sinkhole while others search.
How do we know you're not a donkey-brained man?

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Re: Chapter 13: Hell Mouth of the Dark Mother

#7 Post by ChubbyPixie »

Telkis will hang out with Urdur by the sink hole. "I'll tell you what. Let's stand just far enough away from it that we can run if something unmanageable comes out. Better yet, let's hide behind a log or something. I got a bad feeling."

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Zhym
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Re: Chapter 13: Hell Mouth of the Dark Mother

#8 Post by Zhym »

Grothnak stands guard as the others deliberate.

"This is our entrance. Hoping for a safer way into Hell is folly. So is waiting for our enemies to come to us. But I will wait and watch while you confirm the obvious."

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Re: Chapter 13: Hell Mouth of the Dark Mother

#9 Post by DadsAngry »

Hoom Feethos:

Hoom make no comment about the hole in the ground and moves with the remaining troop to find another entrance.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#10 Post by Inferno »

The Rushmoors, Gran March, Greyhawk
Day Ten. Midday. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy








Deep within the old swamp, the heroes find Nature itself has been warped and twisted by some unimaginable occult power.

Animals have long since fled this terrible place, leaving behind only the mutated, altered, sickened vegetation.



In that corrupted landscape, the heroes are surrounded by strange flora and stranger music.

Many of them pause, wondering if this foe is beyond their abilities or understanding.



Long Bo the nature priest casts an enchantment that will reveal snares and pits to his arcane eyes. None are discovered.

Brevos continues to scout ahead, leading the group closer to the terrifying portal beneath the earth. Among the unwholesome spores, molds and fungi that defile the area, he finds footprints walking toward the hell pit. All the prints are shod. Some are child-sized.

100 feet out, the eagle-eyed ranger spies a rope line going down into the sinkhole. He doesn't get any further.

Suddenly, the piping grows louder. No, wait. It isn't the flutes from the pit. It's something else!

It's the infestation of fungi itself!

Eyeless, they sense him!
Limbless, they move!
Mouthless, they scream!



Dozens of insensate, alien growths near Brevos somehow shriek an ear-piercing chorus of horrific voices that are disconcertingly human!

The druid and the ranger have heard of subterranean species of screeching fungi. These must be a newly sullied strain, mutated by the same desecrating force that has perverted these blighted lands.

A ring of them, surrounding Brevos in a 20 foot diameter, writhe and screech in bloodcurdling wails. The rippling ring is growing, spreading! More and more toadstools and mushrooms join the eerie chorus as the inhuman screams grow louder!


Actions?!


Map:

One square = 10 feet. Lighter area around Brevos is screaming.





PC Status:
  • Brevos, Half-Elf Ranger 2: Move: 9", AC: 4, HP: 23/27
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC 5, HP 15/15, Spells: 2/2 1st lvl
    Grothnak Uthglukh, Half-Orc Fighter 3: Move: 9", AC: 3, HP: 24/28
    Ingrid Esthof, Human Cleric 4: Move: 6", AC: 3(1), HP: 17/22, Spells: 5/5 1st lvl and 4/4 2nd lvl
    Hoom Feethos, Elven Magic-User/Thief 2/3: Move: 9", AC 3, HP 11/12, Spells: 2/2 1st lvl
    Long Bo, Human Druid 3: Move: 9", AC: 6, HP: 18/22, Spells: 4/5 1st lvl, 3/3 2nd lvl and 1/1 3rd lvl
    Pelias Blanchflower, Human Paladin 3: Move: 9", AC: 2(0), HP: 30/30, Laying Hands: 0/1
    Pip, Human Monk 2: Move: 16", AC: 9, HP: 11/12
    Telkis Brassfang, Gnome Fighter 3: Move: 9", AC: 0, HP: 22/28
    Urdur Shimmerstone, Gnome Illusionist 2: Move: 12", AC 6, HP 6/6, Spells: 2/2 1st lvl
PC Magic: PC Resources:
Last edited by Inferno on Sun Nov 17, 2019 1:29 pm, edited 1 time in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#11 Post by OGRE MAGE »

Bo takes a few steps back, hoping the fungus calms and quiets.

"This is an early warning system. We would be wise to step away and hope that they fall silent again. If that doesn't work, we will need to find a way to silence these things before we can advance any further. If they all begin to wail, it will certainly be heard from down inside the hole."

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Re: Chapter 13: Hell Mouth of the Dark Mother

#12 Post by DadsAngry »

Hoom Feethos:

"Why don't we just chop them up?" Hoom says as he draws out his short sword. "They have already alerted anyone within hearing distance."

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Re: Chapter 13: Hell Mouth of the Dark Mother

#13 Post by AleBelly »

Pelias looks around for any large rocks...say, the size of a man's head. If he finds them readily, he will stand guard over the hole, hoping to throw it down at any nasties that come up.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#14 Post by wolfpack »

Brevos quickly moves back to the group.

we should retreat back to the water, we could dip below the surface if need be to avoid detection.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#15 Post by drpete »

Pip stares at the pit, and readies his quarterstaff.

"If this screaming continues to spread, we need to make for the rope. Either yo get down it fast, or to cut it and prevent them from coming up.

Pip will listen through the screaming to hear if the horrible piping is interrupted.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#16 Post by wolfpack »

If there are more walking dead around this will be sure to bring them.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#17 Post by Zhym »

Grothnak growls. Which, granted, is as common for him as it is for a human to clear his throat.

"I want to slice this singers open too," he tells Hoom. "But mushrooms might explode into spores. The damage is done. Leave them alone."

"We have lost whatever surprise we had. But we cannot retreat into the swamp. We should wait here a moment for anything foolish enough to come out to meet us, then descend."

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Re: Chapter 13: Hell Mouth of the Dark Mother

#18 Post by ChubbyPixie »

"At the very least we might back up a bit and circle around to the right for left to hide and wait. As it is, whoever comes out will be able to pinpoint our direction by following the sound. We might at least gain some measure of surprise if we aren't where they expect us to be." says Telkis.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#19 Post by Inferno »

The Rushmoors, Gran March, Greyhawk
Day Ten. Midday. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy








Deep within the forsaken marsh, mindless fungoids scream in voices all too human. An eerie wave of sound and squirming expands outward from Brevos in an unsettling harmony to the enticing flutes that continue to emanate from the hellmouth at the edge of the stagnant pond.

The heroes quickly suggest what to do: Withdraw! Cut the toadstools apart! Retreat to the waterline! Enter the pit! Wait here! Run and hide!
Despite the plethora of advice, few take action.

Brevos the ranger retreats as Pelias finds the largest stone he can carry. The paladin of Hookhill pries it up from the sodden loam and slowly walks toward the pit, causing further unwholesome vegetation to shriek in his wake!

The heroes can't hear anything now but the deafening screams of the loathsome infestation.

Ingrid Esthof readies a spell of silencing when suddenly, more hideous screeching erupts, far from the heroes! In the distance, dank camouflaged figures rise up from the swamp floor in answer to the mushroom cacophony.

Image

Three shambling mockeries of Men, forged entirely of fetid swamp growth, impossibly take shape. Sinews of stem form. Muscles of root accumulate. Hair of weed and creeper grows. Flesh of briar and moss materializes. Tentacles of vine undulate. Each are different, but all are afflicted with toadstools, fungus and mold.

Seven feet tall and withered by the same blight that twists and plagues all plantlife in this accursed domain, the stricken, slimy abominations of Nature slowly arise and lumber toward the heroes!




Actions?! (No verbal communication is possible this round due to shrieking.)


Map:

One square = 10 feet. Lighter, circular areas are shrieking.





PC Status:
  • Brevos, Half-Elf Ranger 2: Move: 9", AC: 4, HP: 23/27
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC 5, HP 15/15, Spells: 2/2 1st lvl
    Grothnak Uthglukh, Half-Orc Fighter 3: Move: 9", AC: 3, HP: 24/28
    Ingrid Esthof, Human Cleric 4: Move: 6", AC: 3(1), HP: 17/22, Spells: 5/5 1st lvl and 4/4 2nd lvl
    Hoom Feethos, Elven Magic-User/Thief 2/3: Move: 9", AC 3, HP 11/12, Spells: 2/2 1st lvl
    Long Bo, Human Druid 3: Move: 9", AC: 6, HP: 18/22, Spells: 4/5 1st lvl, 3/3 2nd lvl and 1/1 3rd lvl
    Pelias Blanchflower, Human Paladin 3: Move: 9", AC: 2(0), HP: 30/30, Laying Hands: 0/1
    Pip, Human Monk 2: Move: 16", AC: 9, HP: 11/12
    Telkis Brassfang, Gnome Fighter 3: Move: 9", AC: 0, HP: 22/28
    Urdur Shimmerstone, Gnome Illusionist 2: Move: 12", AC 6, HP 6/6, Spells: 2/2 1st lvl
PC Magic: PC Resources:
Last edited by Inferno on Sun Nov 17, 2019 1:34 pm, edited 1 time in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

wolfpack
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Re: Chapter 13: Hell Mouth of the Dark Mother

#20 Post by wolfpack »

brevos will fire arrows at one of the creatures.

[1d20] = 3

[1d20] = 1

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