Chapter 13: Hell Mouth of the Dark Mother

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

#61 Post by wolfpack »

Brevos follows the others to the hole.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#62 Post by OGRE MAGE »

Bo moves forward as well, preferring the magical silence over the annoying wailing of the unnatural fungus. He looks closely at the ground around the hole and at the dangling rope, trying to determine if there has been any recent use or movement here.

He picks the enchanted coin up out of the muck, points to it, and then points to the rope.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#63 Post by DadsAngry »

Hoom Feethos:

Hoom follows behind Ingrid to the hole.

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

#64 Post by Inferno »

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








Resolute and undeterred, the heroes advance on the sinkhole in the unnatural marsh. The screaming of the fungi is suddenly smothered when they approach Ingrid's coin of enchanted silence. Inhuman screeching instantly becomes an eerie void of sound that still leaves them deafened.

A thick wet rope is secured on the worn, trampled, eastern edge of the gaping maw to the underworld. Knots are tied intermittently to aid in climbing.

An execrable stench rises from the 15 foot diameter pit. Most of the heroes recognize the foul odor from beneath the abandoned Foaming Mug Inn in Briarsgate.

The slack rope and the dank, muddy chasm descend forty feet before they are swallowed up by a darkness chilling and absolute.




Actions? (No verbal communication is possible this round.)


Cutaway Map:

West is left. East is right.
Heroes are depicted near the Red "X".






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
PC Magic: PC Resources:
Last edited by Inferno on Sun Nov 17, 2019 1:53 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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drpete
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Re: Chapter 13: Hell Mouth of the Dark Mother

#65 Post by drpete »

Pip mimics tossing something into the pit and watching it fall. The he mimics shooting into the pit with an arrow.

Then he shrugs and moves over near the rope, preparing to climb down.

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

#66 Post by AleBelly »

Pelias follows. The effort causes him to wince as he lowers himself down. Did the swamp things break a rib? Does he even know what ribs are?

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OGRE MAGE
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Re: Chapter 13: Hell Mouth of the Dark Mother

#67 Post by OGRE MAGE »

Pocketing the coin, Bo looks at Ingrid and pantomimes using his healing touch on Pelias. The druid knows his magic wont work in this magically silenced area, but he wants to make sure the group can still function well once it gets down the rope.

Not wanting to stress the rope to the point of breaking, he gives the pair in front of him a little time to descend before also grabbing onto the rope and heading down into the darkness. He spends a few more seconds searching the skies and nearby branches for his avian friend Sephus before dropping below the surface of the swampland.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#68 Post by ChubbyPixie »

Telkis will wait for the mushrooms to cease their entanglement, and then attempt to gather his loosed arrows: He then follows the others to the edge of the hole. No matter how bad it smells, at least he's not armpit deep in water anymore...

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

#69 Post by wolfpack »

brevos will go down last keeping an eye out to see if they are being watched.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#70 Post by Scott308 »

Ingrid Esthof

The cleric will descend.
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.

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

#71 Post by Zhym »

Grothnak ties his rope to the nearby tree. He points to the other end and anyone else's rope and makes a tying motion. He then lowers any combined ropes into the hole. When the ropes are down, he climbs down those instead of the one provided.

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

#72 Post by DadsAngry »

Hoom Feethos:

Hoom watches and waits for his turn at the rope. "Boy you are a reckless lot; not knowing how far the pit goes. What if your or the existing rope is not long enough? At the very least before you descend, you could have pulled up the existing rope to at least check it's condition."
OOC: Can we see bottom? Do we know how deep the hole descends? What is the condition of the rope currently in place that we can view? What is it tied to?

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Re: Chapter 13: Hell Mouth of the Dark Mother

#73 Post by SocraticLawyer »

Urdur nods at Grothnak's suggestion, adding his own rope if necessary. Then he climbs down.
How do we know you're not a donkey-brained man?

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

#74 Post by drpete »

Seeing several people lining up behind him to go down, Pip shakes his head and wags a finger, trying to wave them off from descending.

He goes behind Bo, and tries to take a torch out of his pack and light it. He points at Grothnak, Pelias and Brevos, and mimes shooting down into the sinkhole with a bow.

If this gains traction, he'll toss a torch into the sinkhole so we can see what is down there, and how deep it is.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#75 Post by wolfpack »

Seeing pips gesture Brevos will put some oil on a arrow light it on pips torch and fire down the hole.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#76 Post by Inferno »

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








In the swamp of atrocities, the grey druid finds no sign of Sephus, or any other animal life. Bo, Ingrid and Pelias descend the muddy knotted rope into the maw of hell. Grothnak and Urdur secure a second line near the thick noose that strangles the trunk of a withered tree, and descend into the pit alongside the others. All are consumed by the darkness and Ingrid's supernatural silence.

Above, Telkis collects arrows from the field of battle, setting more alien fungi writhing but not screaming. Unable to speak, Hoom waits his turn on the rope as Pip signals that the others should wait for light. Brevos fires a flaming arrow down into the gaping sinkhole and it crashes 50 feet below, on a ledge on the massive shaft’s western face. It briefly illuminates the dank, muddy cavern before going out. Suddenly, peals of shrieking fill their ears and the eerie melody of pipes beckons from the pit below.

Those fearless heroes that willingly left behind the sunlit world of Men descend into the underworld and find the secured rope ends after 40 feet, onto a cliff that juts out. They see the wide, yawning hole descends further down in the direction of Hell. The muddy ground here hungrily swallows their feet to the ankles. A wet, craggy shaft extends east, flickering with an eerie green glow.



The muddy tunnel is filled with phosphorescent subterranean fungi... and the unmistakable stench of the reptilian abominations.


Actions?! (No verbal communication is possible this round between Bo, Grothnak, Ingrid, Pelias and Urdur.)



Cutaway Map:

This map includes the area illuminated by the flaming arrow. Now, below ground, only the tunnel east of "2" is illuminated.
West is left. East is right.
Brevos, Hoom, Mouser, Pip and Telkis are near the red "X".
Bo, Grothnak, Ingrid, Pelias and Urdur are near the red “2.”
Brevos’ flaming arrow crashed into the ledge at the red “1.”






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
PC Magic: Player Resources:
Last edited by Inferno on Sun Nov 17, 2019 2:00 pm, edited 2 times 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

#77 Post by SocraticLawyer »

Urdur looks around the strange cave, both with his regular vision and his infravision. Then he lights a torch and waits for others to come down.
How do we know you're not a donkey-brained man?

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

#78 Post by wolfpack »

Brevos climbs down to the level2 area with the others

Oncee down he will look on the ledge to see if there are any noticeable tracks
Last edited by wolfpack on Thu Oct 12, 2017 7:30 pm, edited 1 time in total.

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Re: Chapter 13: Hell Mouth of the Dark Mother

#79 Post by DadsAngry »

Hoom Feethos:

Hoom take his turn on the rope and descends carefully.

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OGRE MAGE
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Re: Chapter 13: Hell Mouth of the Dark Mother

#80 Post by OGRE MAGE »

Bo is not pleased that he cant find his feathered friend. Looking around, he points down to the next ledge where the arrow landed. He then looks to the others and shrugs his shoulders, not liking the idea of leaving the unchecked ledge at our backs.

The druid looks upon the injured paladin with pity. He doesn't think it is a good idea to leave a major part of our fighting force so depleted. So, once the magical silence has abated, he prays for the powers of the Shalm to heal the worst of the man's wounds.

CLW [1d8] = 6

I know he cant do that this round, but I don't want to keep forgetting to get our fighters healed up. So, please ignore that action if something should prevent it within the next 2 rounds. :D Thanks!

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