Chapter 14: Abyss of the Damned

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Inferno
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Chapter 14: Abyss of the Damned

#1 Post by Inferno »

Chapter 14: Abyss of the Damned

Within the Hell Mouth, the Rushmoors, Gran March, Greyhawk
Day Ten. Nightfall. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy



Image




The heroes leave the rope and gather on the ledge at the mouth of a reeking tunnel high above the cavern of iron cages.

They look down at the doomed victims; imprisoned, forlorn, bereft of hope. Underlit by mounted torches far below, they are only vague, broken, inconsolable shadows. Pip sees the chains that suspend the hanging iron cages can be lowered by winches and pulleys mounted into the cavern rock.

Urdur gazes into the stinking maw of the tunnel and his gnomish eyes see it is colder there than in the central chasm. The dark gnome lights a torch and Brevos crouches down to search for tracks. The grim ranger finds what might be bootprints in the muddy rock floor of the ledge, but nothing that tells timing, direction or number.

Steadfast, the heroes advance into the rank channel.



It grows colder.

Eerie flutes and rushing water echo all around.

The tunnel divides into two paths.

The stench of death is unmistakable now.


Actions?!


Map:

One square = 10 feet. C5 = Pelias' unconscious, bound captive.

Cutaway View:

West is left. East is right. PCs' front rank is near the red "X."
Lighter areas are visible. All else is from memory.






PC Status:
  • Brevos, Half-Elf Ranger 2: Move: 9", AC: 4, HP: 19/27
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC 5, HP 9/15, Spells: 0/2 1st lvl
    Grothnak Uthglukh, Half-Orc Fighter 3: Move: 9", AC: 3, HP: 20/28
    Ingrid Esthof, Human Cleric 4: Move: 6", AC: 3(1), HP: 17/22, Spells: 2/5 1st lvl and 2/4 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 4: Move: 9", AC: 6, HP: 23/30, Spells: 1/6 1st lvl, 1/3 2nd lvl and 2/2 3rd lvl
    Pelias Blanchflower, Human Paladin 3: Move: 6", AC: 2(0), HP: 19/30, 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: 17/28
    Urdur Shimmerstone, Gnome Illusionist 3: Move: 12", AC 6, HP 9/9, Spells: 0/2 1st lvl and 0/1 2nd lvl, Torch
PC Magic:
  • Protection from Evil (Pelias): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Pelias.
Player Resources:
Last edited by Inferno on Sat Nov 09, 2019 1:09 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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AleBelly
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Re: Chapter 14: Abyss of the Damned

#2 Post by AleBelly »

Pelias takes a deep swig from his waterskin. Carrying around a limp body is tough work.

He attempts to detect the presence of evil down each of the two passages to help guide where the group might go next.


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Zhym
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Re: Chapter 14: Abyss of the Damned

#4 Post by Zhym »

Grothnak listens for even a hint of sound coming from either path. He sniffs the foul air, trying to determine whether any path is fouler. That is the way he must go, he knows.

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Inferno
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Re: Chapter 14: Abyss of the Damned

#5 Post by Inferno »

DM:

The paladin of Hookhill silently petitions his god for powers miraculous, and feels dread emanations of great evil faintly from both tunnels.

Telkis the gnome examines the twin maws beneath the swamp and finds them both structurally unsound. The channel on the right might be marginally more unsafe, being muddier and wetter.

Grothnak the half-orc can hear nothing over the relentless precipitation from the cavern roof, the echoing pipes and the waterfall behind them. He sniffs his wide nose and smells the charnel house stench in both tunnels, but slightly more strong on the left hand path.

Each quietly shares his findings with the party.
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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Zhym
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Re: Chapter 14: Abyss of the Damned

#7 Post by Zhym »

"Left," agrees Grothnak.

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Re: Chapter 14: Abyss of the Damned

#8 Post by SocraticLawyer »

Urdur follows the group down the left path.
How do we know you're not a donkey-brained man?

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Re: Chapter 14: Abyss of the Damned

#9 Post by Scott308 »

Ingrid Esthof

Barring a lack of good options, it appears left is the slightly less agreeable path, so I agree that it must be the way we go.
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

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Re: Chapter 14: Abyss of the Damned

#10 Post by wolfpack »

Brevos stops to see if either tunnel looks more traveled

[1d100] = 62

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Re: Chapter 14: Abyss of the Damned

#11 Post by Inferno »

DM:

The ranger crouches down and examines the ground for any secrets it will tell. The left hand tunnel shows more use, but Brevos still cannot determine number, direction or how long ago these marks were left. He quietly reports his findings.

Everyone can see the left hand path is less wide than the right hand path.
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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drpete
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Re: Chapter 14: Abyss of the Damned

#12 Post by drpete »

Pip follows along, agreeing that the left hand path seems like the most appropriate one to follow here in this place of darkness.

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Re: Chapter 14: Abyss of the Damned

#13 Post by OGRE MAGE »

Bo has a bad feeling about this situation.

"Perhaps we should rethink simply barging in here unaware. I do not like how it feels much colder in this area. That's unnatural underground. If people are being brainwashed or charmed by something beyond the living, Shalm forbid, we need to be prepared!"

"I know that vampires use creepy, dark, damp places like this where they can wait out the daylight. If we are up against one of those, or something even worse, we need to concern ourselves about one of our own group becoming charmed."


The druid will follow the others up the left passage, hoping the combined power of the holy warrior and the cleric will be enough to conquer anything powerful enough to freeze the very air around it.

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Re: Chapter 14: Abyss of the Damned

#14 Post by DadsAngry »

Hoom Feethos:

Hoom following right behind Bo. "I don't like this place one bit. How can anyone think to live down here. It's so dark and cold. Not to mention that smell. It's like its traveling along with us; right in front of me."

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Re: Chapter 14: Abyss of the Damned

#15 Post by Inferno »

Within the Hell Mouth, the Rushmoors, Gran March, Greyhawk
Day Ten. Nightfall. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy






Pelias lays down his bound burden momentarily. The heroes cautiously creep down the drier, cramped passageway on the left.

Soon, sickly, flickering light is visible ahead.



The temperature drops. The stench of death is oppressive. Those in the front ranks can hear faint chanting.

The tunnel opens into a dimly lit cave. Only Telkis, Grothnak and Pelias can see the sacristy of the profane.

Three hooded figures, their backs to the heroes, face a small altar, preparing for some blasphemous ritual, intoning, "'Ai! 'Ai! y'gatu l'il ro'kanah Shub-Niggurath!"



Hooded vestments hang on hooks.

The altar is adorned with unspeakable objects of abominable veneration.




Two of the wicked acolytes appear subservient to the central figure (C2). They remove his hooded robes, revealing a human male underneath. They wash him in unholy water to desecrate his flesh. Then they crown him with a great, goat-headed mask.




Unaware of the intruders, their chanting builds to a crescendo.

"'Ai! 'Ai! Shub-Niggurath!"


Actions?!
(Hoom and Mouser, please see PMs.)


Map:
Image
One square = 10 feet. C5 = Pelias' unconscious, bound captive.

Cutaway View:
Image
West is left. East is right. PCs' front rank is near the red "X."
Lighter areas are visible. All else is from memory.






PC Status:
  • Brevos, Half-Elf Ranger 2: Move: 9", AC: 4, HP: 19/27
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC 5, HP 9/15, Spells: 0/2 1st lvl
    Grothnak Uthglukh, Half-Orc Fighter 3: Move: 9", AC: 3, HP: 20/28
    Ingrid Esthof, Human Cleric 4: Move: 6", AC: 3(1), HP: 17/22, Spells: 2/5 1st lvl and 2/4 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 4: Move: 9", AC: 6, HP: 23/30, Spells: 1/6 1st lvl, 1/3 2nd lvl and 2/2 3rd lvl
    Pelias Blanchflower, Human Paladin 3: Move: 6", AC: 2(0), HP: 19/30, 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: 17/28
    Urdur Shimmerstone, Gnome Illusionist 3: Move: 12", AC 6, HP 9/9, Spells: 0/2 1st lvl and 0/1 2nd lvl, Torch
PC Magic:
  • Protection from Evil (Pelias): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Pelias.
Player Resources:
Last edited by Inferno on Sat Nov 09, 2019 1:17 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 14: Abyss of the Damned

#16 Post by OGRE MAGE »

Bo is uneasy once he starts hearing the blasphemous chanting. The comment from Hoom causes him to spin around quickly, his filthy robes swaying in the breeze that the sudden movement creates.

He waves his spear towards the half-elf in an obviously exaggerated fashion and whispers.

"I heard that, just so you know!"

He carefully studies the movements and facial expressions of the two affected earlier by the evil book as the chanting grows louder.

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Re: Chapter 14: Abyss of the Damned

#17 Post by ChubbyPixie »

Telkis looks up over his shoulder to catch Grothnak's eye, then head motions towards the cultists and mimes knocking them out. They've got to act before whatever's about to happen happens. He rushes in and attempts to clock the leader with Cranach in a non-lethal way: "Surprise!" he yells, just before smacking the goat-man-wannabe.

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Re: Chapter 14: Abyss of the Damned

#18 Post by Zhym »

Grothnak nods to Telkis and rushes into the room behind him, swinging the iron halberd. He will try to disable, not kill, if he can, but he is determined to stop the ritual.

Mystery Halberd (THAC0 18): [1d20+1] = 16+1 = 17, Dmg [1d10+3] = 3+3 = 6 (S/M) [2d6+3] = 3+3 = 6 (L) Does not include any bonus the halberd has.

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Re: Chapter 14: Abyss of the Damned

#19 Post by AleBelly »

Pelias charges too, attacking whichever foe is nearest him.

Charge with long sword +1 (THAC0 18) [1d20+3] = 1+3 = 4, damage [1d8+1] = 6+1 = 7

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Re: Chapter 14: Abyss of the Damned

#20 Post by DadsAngry »

Hoom Feethos:

Hoom, a full blooded elf, grins wildly at Bo and wonders what he has against Mouser the half-elf. Perhaps he has a problem with elven kind of any blend like many humans. Humans are such an insecure race; so frail and impulsive. But Hoom guesses if he has such a short lifespan he would be just as eager to rush through life, with what little there was of it. "Never mind him Grey. He's been grumpy since his pet left him." Hoom stays to the rear of the group as the front advances on the cultists.

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