Chapter 13: Hell Mouth of the Dark Mother
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Re: Chapter 13: Hell Mouth of the Dark Mother
Telkis will guard the others as they descend, then shimmy down the rope last. He sincerely hopes this will not be the last hole he crawls into. Stinks. he thinks to himself as he descends. Worse than a Brassfang bunkhouse.
Re: Chapter 13: Hell Mouth of the Dark Mother
Grothnak takes a step into the passage and peers into the darkness while others join the group from above.
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Re: Chapter 13: Hell Mouth of the Dark Mother
Mouser gives the rope a once-over to make sure it's secure before descending to 2. As he descends he notes how likely it would be to climb back up without a rope - assuming it's not going to be there if they need it.
Re: Chapter 13: Hell Mouth of the Dark Mother
Pip will go down the rope with the others. Once he gets down, he will peer over the edge toward the lower cavern, where the arrow had landed. Is there maybe a rock up here and something down there that we could string a rope between to try to continue our descent...? Maybe there's a rock at either 1 or 2 that we could tie a rope around to descend into the darkness (as an alternative to the passage at 2). Can he see anything?
To the others, he'll comment "You guys up for a little more climbing? That's where the noise is coming from, I think..."
To the others, he'll comment "You guys up for a little more climbing? That's where the noise is coming from, I think..."
Re: Chapter 13: Hell Mouth of the Dark Mother
Grothnak, realizing that the provided rope appears to be safe, climbs up when a rope is free, retrieves his own rope, and climbs back down.
Re: Chapter 13: Hell Mouth of the Dark Mother
The Rushmoors, Gran March, Greyhawk
Day Ten. Early Afternoon. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy
The rest of the heroes descend the thick knotted rope into the dank hole of unimaginable horrors.
All surfaces are soggy black mud, not rock. Water trickles everywhere. The dampness is inescapable, as are the smells of rot, mold, swamp gas and the heinous serpent men.
The glowing phosphorescent mushrooms in the eastern shaft spoil Grothnak and Urdur's infravision, and the pair spy nothing alive in the shadows beyond the edge of the cliff to the west. But they do discover two branching shafts from the eastern tunnel as it curves northeast and stops in a dead end.
Urdur gets a torch alight, hissing and sputtering from the relentless subterranean precipitation. Brevos finds the muddy ground here covered with footprints leading east into the eerily glowing tunnel. His friend Pip finds no rocks on this side of the shaft. The slippery ground is comprised of thick, deep mud, as are the walls and ceilings of the eastern tunnel.
Once everyone is down, Grothnak climbs back up to retrieve his rope. By the time he returns, Ingrid's holy incantation of silence fades. Suddenly, beckoning pipes echo from all directions. The shrieking of the fungi above is but a low, faint moan down here. The sickly waterfall from the fetid pond softly roars into the maw hole and plummets down into the pitch shadows below.
Bo calls upon the Shalm for divine blessings with which to heal noble Pelias. Obad-Hai answers the druid's pleas (+6hp).
And so does something else.
Hooded figures suddenly enter the eastern tunnel from the southern spur, with clubs and staves poised to strike! (C1-7)
Actions?!
Cutaway Map:
West is left. East is right.
PCs are near the red "X." Hooded figures are at "C."
Map:
One square = 10 feet.
Black area to the west of the PCs is the cliff into the main shaft of the hell mouth.
Rolls and Rulings (non-required reading):
PC Status:
Day Ten. Early Afternoon. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy
The rest of the heroes descend the thick knotted rope into the dank hole of unimaginable horrors.
All surfaces are soggy black mud, not rock. Water trickles everywhere. The dampness is inescapable, as are the smells of rot, mold, swamp gas and the heinous serpent men.
The glowing phosphorescent mushrooms in the eastern shaft spoil Grothnak and Urdur's infravision, and the pair spy nothing alive in the shadows beyond the edge of the cliff to the west. But they do discover two branching shafts from the eastern tunnel as it curves northeast and stops in a dead end.
Urdur gets a torch alight, hissing and sputtering from the relentless subterranean precipitation. Brevos finds the muddy ground here covered with footprints leading east into the eerily glowing tunnel. His friend Pip finds no rocks on this side of the shaft. The slippery ground is comprised of thick, deep mud, as are the walls and ceilings of the eastern tunnel.
Once everyone is down, Grothnak climbs back up to retrieve his rope. By the time he returns, Ingrid's holy incantation of silence fades. Suddenly, beckoning pipes echo from all directions. The shrieking of the fungi above is but a low, faint moan down here. The sickly waterfall from the fetid pond softly roars into the maw hole and plummets down into the pitch shadows below.
Bo calls upon the Shalm for divine blessings with which to heal noble Pelias. Obad-Hai answers the druid's pleas (+6hp).
And so does something else.
Hooded figures suddenly enter the eastern tunnel from the southern spur, with clubs and staves poised to strike! (C1-7)
Actions?!
Cutaway Map:
West is left. East is right.
PCs are near the red "X." Hooded figures are at "C."
Map:
One square = 10 feet.
Black area to the west of the PCs is the cliff into the main shaft of the hell mouth.
Rolls and Rulings (non-required reading):
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: 4/5 1st lvl and 3/4 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: 1/5 1st lvl, 2/3 2nd lvl and 1/1 3rd lvl
Pelias Blanchflower, Human Paladin 3: Move: 9", AC: 2(0), HP: 21/30, 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: 1/2 1st lvl, Torch
- Protection from Evil (Pelias): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Pelias.
Detect Snares and Pits (Bo): Duration: 2 rounds.
Entangle x 2 (Bo): Duration: 3 and 2 rounds.
Last edited by Inferno on Sun Nov 17, 2019 2:04 pm, edited 1 time in total.
- OGRE MAGE
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Re: Chapter 13: Hell Mouth of the Dark Mother
Once again Bo finds himself underground. He hates being underground!
He knows that his magic will be greatly lessened in power down here, but he cant think about that right now. Seeing the phosphorescent plant life growing in the tunnel, the druid hopes for the best and pulls out his old faithful.
He tries to drop the spell right in front of the group, motioning for the others not to charge as he begins his spell.
"Stay put and let them come to us again, folks" he whispers through the darkness.
Casts: Entangle
He knows that his magic will be greatly lessened in power down here, but he cant think about that right now. Seeing the phosphorescent plant life growing in the tunnel, the druid hopes for the best and pulls out his old faithful.
He tries to drop the spell right in front of the group, motioning for the others not to charge as he begins his spell.
"Stay put and let them come to us again, folks" he whispers through the darkness.
Casts: Entangle
Re: Chapter 13: Hell Mouth of the Dark Mother
It takes every grain of Grothnak's self-control not to rush into combat. But he heeds the druid's call and stands his ground.
Staves. His attackers have staves. Speed is worth more than damage right now. He fires his bow twice at different targets.
Long bow (THAC0 18): [1d20] = 18, Dmg [1d6] = 1
Long bow (THAC0 18): [1d20] = 8, Dmg [1d6] = 4
Staves. His attackers have staves. Speed is worth more than damage right now. He fires his bow twice at different targets.
Long bow (THAC0 18): [1d20] = 18, Dmg [1d6] = 1
Long bow (THAC0 18): [1d20] = 8, Dmg [1d6] = 4
Re: Chapter 13: Hell Mouth of the Dark Mother
Hoom Feethos:
Hoom squeezes through the group and takes up a position to the south, thus freeing up a spot for party members with ranged weapons to occupy.
Hoom squeezes through the group and takes up a position to the south, thus freeing up a spot for party members with ranged weapons to occupy.
Re: Chapter 13: Hell Mouth of the Dark Mother
Pip, located at the back, scans the other side of the hole for signs anything over there has been alerted to our presence.
- Scott308
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Re: Chapter 13: Hell Mouth of the Dark Mother
Ingrid Esthof
Unable to see whatever is approaching, Ingrid will be ready to turn undead if that is what the threat reveals itself to be, or heal a party member if someone gets wounded.
Unable to see whatever is approaching, Ingrid will be ready to turn undead if that is what the threat reveals itself to be, or heal a party member if someone gets wounded.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
https://www.extra-life.org/participant/Scott Peterson
https://www.extra-life.org/participant/Scott Peterson
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Re: Chapter 13: Hell Mouth of the Dark Mother
Pelias concentrates on the advancing figures, hoping to detect if they are truly evil - or if they too are hapless townsfolk pressed into servitude to an evil god.
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Re: Chapter 13: Hell Mouth of the Dark Mother
Mouserholds himself back as the spells are thrown!
- SocraticLawyer
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Re: Chapter 13: Hell Mouth of the Dark Mother
Urdur remains in the back of the group. He draws his dagger but does not advance.
Not for the last time, he wishes his dog were here.
Not for the last time, he wishes his dog were here.
How do we know you're not a donkey-brained man?
Re: Chapter 13: Hell Mouth of the Dark Mother
The Rushmoors, Gran March, Greyhawk
Day Ten. Early Afternoon. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy
In the dank mud channel under the earth, the hooded cultists unhesitatingly charge with the same fearless ferocity as the other mentally enslaved villagers the heroes have encountered.
"RAAAAAAUUUUGHGHHH!!!"
"I'll go get help!" snarls one from the back.
"No!" barks another. "Help us push the invaders into the pit!"
"INTO THE PIT!" they roar savagely as they charge, weapons help parallel to the ground, crashing into the heroes, trying to drive them back, to their deaths!
Mighty Grothnak is an immovable object, forcefully holding his ground despite the slippery mud.
But diminutive Telkis is easily driven back with alarming speed, slamming into Hoom and Mouser behind him at the edge of the slippery precipice! (Hoom, Mouser and Telkis, please Save vs Dex on 1d20!)
Pelias, unwieldy in his heavy armor and off balance on the slick muck, is shoved backwards until he collides into Urdur and Long Bo, disrupting the druid's incantation!
Pip risks a quick glance away, into the pit at their backs and sees no sign in the darkness that others have been alerted to their presence. Yet.
Brevos, Grothnak and Telkis can't sling arrows in the fierce, wild crush!
As he slides toward the waiting hell mouth, Pelias grits his teeth and silently petitions his holy lord for the wisdom to see Truth. The paladin of Hookhill perceives no great evil among these hooded would be-murderers. They are but hapless pawns of the sinister powers that plague poor Briarsgate.
"INTO THE PIT!" they cry.
Actions?! Everyone please post one action. Brevos, Grothnak and Telkis may post two since their archery attempts were pre-empted this round; their first actions will preempt all others.
Map:
One square = 10 feet.
Black area to the west of the PCs is the cliff into the main shaft of the hell mouth.
Cutaway Map:
West is left. East is right.
PCs are near the red "X." Hooded figures are at "C."
Rolls and Rulings (non-required reading):
PC Status:
Day Ten. Early Afternoon. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy
In the dank mud channel under the earth, the hooded cultists unhesitatingly charge with the same fearless ferocity as the other mentally enslaved villagers the heroes have encountered.
"RAAAAAAUUUUGHGHHH!!!"
"I'll go get help!" snarls one from the back.
"No!" barks another. "Help us push the invaders into the pit!"
"INTO THE PIT!" they roar savagely as they charge, weapons help parallel to the ground, crashing into the heroes, trying to drive them back, to their deaths!
Mighty Grothnak is an immovable object, forcefully holding his ground despite the slippery mud.
But diminutive Telkis is easily driven back with alarming speed, slamming into Hoom and Mouser behind him at the edge of the slippery precipice! (Hoom, Mouser and Telkis, please Save vs Dex on 1d20!)
Pelias, unwieldy in his heavy armor and off balance on the slick muck, is shoved backwards until he collides into Urdur and Long Bo, disrupting the druid's incantation!
Pip risks a quick glance away, into the pit at their backs and sees no sign in the darkness that others have been alerted to their presence. Yet.
Brevos, Grothnak and Telkis can't sling arrows in the fierce, wild crush!
As he slides toward the waiting hell mouth, Pelias grits his teeth and silently petitions his holy lord for the wisdom to see Truth. The paladin of Hookhill perceives no great evil among these hooded would be-murderers. They are but hapless pawns of the sinister powers that plague poor Briarsgate.
"INTO THE PIT!" they cry.
Actions?! Everyone please post one action. Brevos, Grothnak and Telkis may post two since their archery attempts were pre-empted this round; their first actions will preempt all others.
Map:
One square = 10 feet.
Black area to the west of the PCs is the cliff into the main shaft of the hell mouth.
Cutaway Map:
West is left. East is right.
PCs are near the red "X." Hooded figures are at "C."
Rolls and Rulings (non-required reading):
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: 4/5 1st lvl and 3/4 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: 0/5 1st lvl, 2/3 2nd lvl and 1/1 3rd lvl
Pelias Blanchflower, Human Paladin 3: Move: 9", AC: 2(0), HP: 21/30, 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: 1/2 1st lvl, Torch
- Protection from Evil (Pelias): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Pelias.
Detect Snares and Pits (Bo): Duration: 1 round.
Entangle x 2 (Bo): Duration: 2 and 1 rounds.
Last edited by Inferno on Sun Nov 17, 2019 2:07 pm, edited 1 time in total.
Re: Chapter 13: Hell Mouth of the Dark Mother
Pip will try to brace himself and take a step north, putting a hand on Urdur's back, expecting to need to "hold the line" against a shove.
If Mouser looks like he's going down, Pip would try to grab him, if that's possible.
How far is it to the other ledge? From the drawing, it looks like someone who jumped would make it, but maybe not somebody who just slipped off the edge.
If Mouser looks like he's going down, Pip would try to grab him, if that's possible.
How far is it to the other ledge? From the drawing, it looks like someone who jumped would make it, but maybe not somebody who just slipped off the edge.
Re: Chapter 13: Hell Mouth of the Dark Mother
Any arms that try to push Grothnak or his companions quickly feel the blade of Vadok.
Vadok (Halberd +1) (THAC0 18): [1d20+2] = 18+2 = 20, Dmg [1d10+4] = 5+4 = 9 (S/M) [2d6+4] = 7+4 = 11 (L)
Vadok (Halberd +1) (THAC0 18): [1d20+2] = 17+2 = 19, Dmg [1d10+4] = 4+4 = 8 (S/M) [2d6+4] = 5+4 = 9 (L)
Vadok (Halberd +1) (THAC0 18): [1d20+2] = 18+2 = 20, Dmg [1d10+4] = 5+4 = 9 (S/M) [2d6+4] = 7+4 = 11 (L)
Vadok (Halberd +1) (THAC0 18): [1d20+2] = 17+2 = 19, Dmg [1d10+4] = 4+4 = 8 (S/M) [2d6+4] = 5+4 = 9 (L)
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Re: Chapter 13: Hell Mouth of the Dark Mother
Mouser, as graceful as he is, does not expect the small little form to upset his balance
Dex (17):[1d20] = 19
If his distraction forces him over the edge he'll jump the sinkhole to the lower ledge (where the fire arrow is i think).
Dex (17):[1d20] = 19
If his distraction forces him over the edge he'll jump the sinkhole to the lower ledge (where the fire arrow is i think).