Chapter 13: Hell Mouth of the Dark Mother
Re: Chapter 13: Hell Mouth of the Dark Mother
Anger begins to overcome Brevos as he grimaces and spittle begins to fly from his mouth in silent curses.
A blue arc splits the air as he swing Brood once more
[1d20+1] = 13+1 = 14
Don't know if it hit and don't know if it is small or large
[1d8+1] = 5+1 = 6
http://www.unseenservant.com/default.as ... acid=11014
A blue arc splits the air as he swing Brood once more
[1d20+1] = 13+1 = 14
Don't know if it hit and don't know if it is small or large
[1d8+1] = 5+1 = 6
http://www.unseenservant.com/default.as ... acid=11014
- OGRE MAGE
- First Gentleman
- Posts: 37720
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Chapter 13: Hell Mouth of the Dark Mother
Bo panics when he sees that the second creature was not detained by his magic.
He knows he might be in trouble, but sees that the paladin is in much worse shape. He does the only thing he can think of to help him, by making the monster enveloping him easier to hit.
Glad to still remain out of the magical silence, he loudly shouts the word "Violet" at Pelias over the din of the shrieking shrooms, creating a deep purple outline around the swamp monster that glows softly.
He moves closer to the ongoing fight as far as he can.
He knows he might be in trouble, but sees that the paladin is in much worse shape. He does the only thing he can think of to help him, by making the monster enveloping him easier to hit.
Glad to still remain out of the magical silence, he loudly shouts the word "Violet" at Pelias over the din of the shrieking shrooms, creating a deep purple outline around the swamp monster that glows softly.
He moves closer to the ongoing fight as far as he can.
Re: Chapter 13: Hell Mouth of the Dark Mother
Hoom Feethos:
Hoom move position behind Mouser, keeping his companions back covered. Hoom continues to keep a look out for more foes.
Hoom move position behind Mouser, keeping his companions back covered. Hoom continues to keep a look out for more foes.
- SocraticLawyer
- Ranger Lord
- Posts: 2269
- Joined: Sun Mar 18, 2012 7:48 pm
Re: Chapter 13: Hell Mouth of the Dark Mother
Urdur does his best to keep S2 busy. He has the "elemental" attack S2, but "misses" deliberately so as not to break the illusion. Hopefully Urdur's more martially-inclined friends can dispose of the others before this one get too close....
How do we know you're not a donkey-brained man?
- Scott308
- Guy Who Gamed With The Famous People
- Posts: 7157
- Joined: Thu Oct 02, 2014 3:13 am
- Location: Oregon, WI
Re: Chapter 13: Hell Mouth of the Dark Mother
Ingrid Esthof
The cleric continues her assault on the plant creature holding Pelias.
The cleric continues her assault on the plant creature holding Pelias.
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
- ChubbyPixie
- Rider of Rohan
- Posts: 6116
- Joined: Sat Dec 08, 2012 12:07 am
Re: Chapter 13: Hell Mouth of the Dark Mother
"Nice work, Urdur! That's some good Gnomish magic." says Telkis and fires two more arrows at the thing as it (hopefully) hesitates a bit longer. Glancing back at the other fight is confusing as it afford a riot of motion but no sound. He can't tell how it's going over there exactly, but it seems to him they need at least one fighting type on this side, so he stays where he is. He prepares to switch to Cranach in a hurry if the thing somehow gets around the pseudo fire elemental.
Re: Chapter 13: Hell Mouth of the Dark Mother
The Rushmoors, Gran March, Greyhawk
Day Ten. Midday. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy
In the dread, stricken swamp, fell creatures arise, comprised entirely of their baneful environment. One massive, shapeless horror (S1) slowly smothers Pelias.
Pip of Hochoch continues north as Hoom slips behind Mouser.
Urdur Shimmerstone commands his unreal fire elemental (FE) to feign an attack, distracting a grotesque simulation of Man rendered in weeds, tendrils and slime. (S2)
Suddenly, from out of those illusory flames fly arrows from the bow of Telkis Brassfang. One impales the man-like anathema to the vegetable kingdom (S2), adding another feathered shaft to its arrow-riddled form. Mouser hurtles another rock into the same pestilence and, between slings and arrows, it succumbs, crashing hard to the swamp floor.
Long Bo steps south into the shrieking colony of fungi and weaves a fourth incantation, magically illuminating the unnatural leviathan that is smothering Pelias to death (S1). The gargantuan scourge begins to glow with an eerie phosphorescent light, helping the heroes strike true. Brevos, Ingrid and Grothnak soundlessly hack, smash and chop the thing to death, shearing it open in a gruesome spray of sap.
Pelias falls out of the dead, sundered creature, silently gasping for air, still alive.
The three abominations against nature and man are dead or restrained. How many more await the heroes below?
Actions?! (No verbal communication is possible this round for Bo, Brevos, Grothnak, Ingrid and Pelias. All others can shout to be heard. Brief messages only please. Thanks.)
Map:
S1 and S2 are Dead. S3 is Entangled.
One square = 10 feet. Pip is 150 feet north of the map's NW edge.
Lighter, circular areas are shrieking.
Darker, circular area around Ingrid is silence.
Pink circular areas are entangling mushrooms.
Rolls and Rulings (non-required reading):
PC Status:
Day Ten. Midday. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy
In the dread, stricken swamp, fell creatures arise, comprised entirely of their baneful environment. One massive, shapeless horror (S1) slowly smothers Pelias.
Pip of Hochoch continues north as Hoom slips behind Mouser.
Urdur Shimmerstone commands his unreal fire elemental (FE) to feign an attack, distracting a grotesque simulation of Man rendered in weeds, tendrils and slime. (S2)
Suddenly, from out of those illusory flames fly arrows from the bow of Telkis Brassfang. One impales the man-like anathema to the vegetable kingdom (S2), adding another feathered shaft to its arrow-riddled form. Mouser hurtles another rock into the same pestilence and, between slings and arrows, it succumbs, crashing hard to the swamp floor.
Long Bo steps south into the shrieking colony of fungi and weaves a fourth incantation, magically illuminating the unnatural leviathan that is smothering Pelias to death (S1). The gargantuan scourge begins to glow with an eerie phosphorescent light, helping the heroes strike true. Brevos, Ingrid and Grothnak soundlessly hack, smash and chop the thing to death, shearing it open in a gruesome spray of sap.
Pelias falls out of the dead, sundered creature, silently gasping for air, still alive.
The three abominations against nature and man are dead or restrained. How many more await the heroes below?
Actions?! (No verbal communication is possible this round for Bo, Brevos, Grothnak, Ingrid and Pelias. All others can shout to be heard. Brief messages only please. Thanks.)
Map:
S1 and S2 are Dead. S3 is Entangled.
One square = 10 feet. Pip is 150 feet north of the map's NW edge.
Lighter, circular areas are shrieking.
Darker, circular area around Ingrid is silence.
Pink circular areas are entangling mushrooms.
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: 5/5 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, 3/3 2nd lvl and 1/1 3rd lvl
Pelias Blanchflower, Human Paladin 3: Move: 9", AC: 2(0), HP: 12/30, 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: 7 rounds.
Silence, 15' Radius (Ingrid): Duration: 5 rounds.
Entangle x 2 (Bo): Duration: 8 and 7 rounds.
Dancing Lights (Urdur): Duration: 2 rounds.
Last edited by Inferno on Sun Nov 17, 2019 1:46 pm, edited 1 time in total.
Re: Chapter 13: Hell Mouth of the Dark Mother
Realizing that the thing he was running from is dead, Pip turns around and runs toward the pit, trying to avoid the areas of entangling plants.
- Scott308
- Guy Who Gamed With The Famous People
- Posts: 7157
- Joined: Thu Oct 02, 2014 3:13 am
- Location: Oregon, WI
Re: Chapter 13: Hell Mouth of the Dark Mother
Ingrid Esthof
Ingrid will throw the silenced coin in the direction of the cave opening so that she may heal Pelias.
Ingrid will throw the silenced coin in the direction of the cave opening so that she may heal Pelias.
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
- OGRE MAGE
- First Gentleman
- Posts: 37720
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Chapter 13: Hell Mouth of the Dark Mother
Bo does not want to leave the last walking abomination of nature behind. It must be put down.
He moves around the edge of the entangling shrooms and takes a poke at the creature with his spear.
Spear Attack [1d20] = 15 Damage [1d6] = 5
He mumbles to himself as he advances.
"You can come out of your hiding places little thieves. The path should be safe for you now."
He moves around the edge of the entangling shrooms and takes a poke at the creature with his spear.
Spear Attack [1d20] = 15 Damage [1d6] = 5
He mumbles to himself as he advances.
"You can come out of your hiding places little thieves. The path should be safe for you now."
- SocraticLawyer
- Ranger Lord
- Posts: 2269
- Joined: Sun Mar 18, 2012 7:48 pm
Re: Chapter 13: Hell Mouth of the Dark Mother
Urdur causes his elemental to turn towards the last entangled plant monstrosity. If he can this round, Urdur makes the elemental feign attack again.
He hopes that the others put the foul thing down before it escapes.
He hopes that the others put the foul thing down before it escapes.
How do we know you're not a donkey-brained man?
Re: Chapter 13: Hell Mouth of the Dark Mother
Brevos joins Bo in dispatching the last beast, swinging Brood in a long arc.
[1d12+1] = 12+1 = 13
[1d8+1] = 5+1 = 6
[1d12+1] = 12+1 = 13
[1d8+1] = 5+1 = 6
Re: Chapter 13: Hell Mouth of the Dark Mother
Hoom Feethos:
"Come Gray, safety in numbers." Hoom says to Mouser as he moves off towards the larger of the two groups (BR, GU, PB, IE).
"Come Gray, safety in numbers." Hoom says to Mouser as he moves off towards the larger of the two groups (BR, GU, PB, IE).
Re: Chapter 13: Hell Mouth of the Dark Mother
Grothnak moves around the area of entanglement to help put down the surviving plant thing.
Vadok (Halberd +1) (THAC0 18): [1d20+2] = 3+2 = 5, Dmg [1d10+4] = 10+4 = 14 (S/M) [2d6+4] = 7+4 = 11 (L)
But he is so preoccupied trying not to get himself entangled that his swing sails far wide.
Vadok (Halberd +1) (THAC0 18): [1d20+2] = 3+2 = 5, Dmg [1d10+4] = 10+4 = 14 (S/M) [2d6+4] = 7+4 = 11 (L)
But he is so preoccupied trying not to get himself entangled that his swing sails far wide.
Re: Chapter 13: Hell Mouth of the Dark Mother
The Rushmoors, Gran March, Greyhawk
Day Ten. Midday. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy
Inhuman voices from the writhing fungi of the accursed marsh fills the heroes' ears.
Hoom joins Ingrid and she tosses the sound-devouring coin to the edge of the pit, smothering the eerie, beckoning pipes. Then she petitions Trithereon with divine orisons of healing for the paladin Pelias. (+3hp)
The Mouser slings another stone and whips it at the last living abomination that is bound by screaming mushrooms. (S3)
Telkis follows it with an arrow whose point impales its chest and explodes from out its back.
Urdur's simulacra of dancing flames menaces the alien horror as Bo and Brevos stab and hack it to death.
Pip returns, but finds no silent passage through the colony of screeching toadstools. As he advances to the hell mouth, he is soon surrounded by peals of dreadful shrieking like the broken, tormented souls of perdition.
Pip sees fetid stagnant water pouring down the maw's gullet from its southern edge. A thick grimy rope descends into the pit on its eastern side.
Actions? (No verbal communication is possible this round for everyone except Urdur, Telkis and Mouser, who must shout to be heard. Brief messages only please. Thanks.)
Map:
S1, S2, S3 are dead.
One square = 10 feet.
Lighter, circular areas are shrieking.
Darker, circular area by the hole is silence.
Pink circular areas are entangling mushrooms.
Rolls and Rulings (non-required reading):
PC Status:
Day Ten. Midday. Tuesday, October 25th, 576 CY
Cloudy, damp, cold, foggy
Inhuman voices from the writhing fungi of the accursed marsh fills the heroes' ears.
Hoom joins Ingrid and she tosses the sound-devouring coin to the edge of the pit, smothering the eerie, beckoning pipes. Then she petitions Trithereon with divine orisons of healing for the paladin Pelias. (+3hp)
The Mouser slings another stone and whips it at the last living abomination that is bound by screaming mushrooms. (S3)
Telkis follows it with an arrow whose point impales its chest and explodes from out its back.
Urdur's simulacra of dancing flames menaces the alien horror as Bo and Brevos stab and hack it to death.
Pip returns, but finds no silent passage through the colony of screeching toadstools. As he advances to the hell mouth, he is soon surrounded by peals of dreadful shrieking like the broken, tormented souls of perdition.
Pip sees fetid stagnant water pouring down the maw's gullet from its southern edge. A thick grimy rope descends into the pit on its eastern side.
Actions? (No verbal communication is possible this round for everyone except Urdur, Telkis and Mouser, who must shout to be heard. Brief messages only please. Thanks.)
Map:
S1, S2, S3 are dead.
One square = 10 feet.
Lighter, circular areas are shrieking.
Darker, circular area by the hole is silence.
Pink circular areas are entangling mushrooms.
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, 3/3 2nd lvl and 1/1 3rd lvl
Pelias Blanchflower, Human Paladin 3: Move: 9", AC: 2(0), HP: 15/30, 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: 6 rounds.
Silence, 15' Radius (Ingrid): Duration: 4 rounds.
Entangle x 2 (Bo): Duration: 7 and 6 rounds.
Dancing Lights (Urdur): Duration: 1 round.
Last edited by Inferno on Sun Nov 17, 2019 1:50 pm, edited 1 time in total.
Re: Chapter 13: Hell Mouth of the Dark Mother
Pip goes to the edge of the pit, by the rope, and looks down, checking to see if anything below has been alerted to their presence and decided to come up after them.
- Scott308
- Guy Who Gamed With The Famous People
- Posts: 7157
- Joined: Thu Oct 02, 2014 3:13 am
- Location: Oregon, WI
Re: Chapter 13: Hell Mouth of the Dark Mother
Ingrid Esthof
The cleric will cover her ears in an attempt to protect her hearing from the shrieking fungi as she skirts the western edge of the entangling plants on her way to the cave mouth and the blessed silence to be found there.
The cleric will cover her ears in an attempt to protect her hearing from the shrieking fungi as she skirts the western edge of the entangling plants on her way to the cave mouth and the blessed silence to be found there.
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
- SocraticLawyer
- Ranger Lord
- Posts: 2269
- Joined: Sun Mar 18, 2012 7:48 pm
Re: Chapter 13: Hell Mouth of the Dark Mother
Urdur knows that it is too late to start killing the screaming mushrooms now. If there are any other hostiles about, they have surely been alerted to the party's presence by now.
He too heads towards the pit. On the way, he gives a slight bow of his head in thanks to his "elemental," which bows in return before winking out of existence.
He too heads towards the pit. On the way, he gives a slight bow of his head in thanks to his "elemental," which bows in return before winking out of existence.
How do we know you're not a donkey-brained man?
- AleBelly
- Rider of Rohan
- Posts: 9157
- Joined: Wed May 28, 2014 4:46 am
- Location: Research Triangle Park, NC
Re: Chapter 13: Hell Mouth of the Dark Mother
Pelias nods in acknowledgement to Ingrid for her healing. He coughs a fine spray of blood, wincing at the damage the swamp thing did to his internal organs. He heads towards the hole, following his companions, glaring at Hoom. If he hides during battle and does not stealthily scout ahead, why is he accompanying the party? The paladin's suspicion grows.
Re: Chapter 13: Hell Mouth of the Dark Mother
Grothnak heads for the cave mouth.