Chapter 13: Night of the Walking Wet

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Inferno
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Chapter 13: Night of the Walking Wet

#1 Post by Inferno »

Chapter 13: Night of the Walking Wet

The Withered Forest, Island of Xygax the Wizard, Land of One Thousand Towers
Sunset. April 11th, 912 CY







Image

Following memories that are not their own, the explorers of the Forbidden Island set out in search of a fallen star.

During their journey they leave the blasted, withered forest and enter a primeval jungle lush with life.

Image

There, Ko-Nan hunts plentiful game. (no need for anyone to use rations)

One dawn, they find giant tracks left by one of the towering thunder-lizards that inhabit the island!




Careful to avoid the path of the terrifying apex predator, they continue on, dwarfed by a landscape fantastic, verdant and otherworldly.


Image


At dusk the second day, they discover a cave mouth in the jungle!


Image

Could it be that of the friendly primitives thought to live near the star fall?


Actions?


Map:
Image
The white X marks the PCs' position.





PC Status:
Connak: Cat-Man Fighter/Thief 3/4: Move: 9", AC: 5, HP: 24/24
Draupadi: Human Cleric 5: Move: 9", AC: 2, HP: 41/41, Spells: 5/5 1st lvl, 5/5 2nd lvl, 2/2 3rd lvl
Fiefo LeBratt: Rat-Man Fighter 4: Move: 9", AC: 1, HP: 29/29
Finver Karstlander: Dwarven Fighter 4: Move 6", AC: 2(1), HP: 35/35
Ko-Nan: Human Barbarian 4: Move: 12", AC: 4, HP: 51/51
Maskelyn: Gnome Illusionist 4: Move: 9", AC: 7, HP: 18/18, Spells: 3/3 1st lvl, 2/2 2nd lvl
Mungo: Mole-Man Cleric 5: Move: 9", AC: 7, HP: 39/39, Spells: 5/5 1st lvl, 5/5 2nd lvl, 2/2 3rd lvl

PC Magic:
None currently.

Player Resources:
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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Rex
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Re: Chapter 13

#2 Post by Rex »

Draupadi

"Should we enter now or rest and wait until morning?"

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Urson
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Re: Chapter 13

#3 Post by Urson »

Maskelyn
I ain't the one ta say- I'm not so good at sneaking and searching. But I'd rather have a roof overhead while I'm sleepin'
FA FO

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redwarrior
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Re: Chapter 13

#4 Post by redwarrior »

Connak suggests that we explore at least a little way in, and maybe find a defensible room or cave to rest in.

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Rex
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Re: Chapter 13

#5 Post by Rex »

Draupadi

"A good idea Connak."

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jemmus
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Re: Chapter 13

#6 Post by jemmus »

I wouldn't mind giving my eyes a little rest from all this sunlight, moleman Mungo says. But we should watch for something that has the same idea.
You know, something with claws, fangs, weapons, venom, noxious breath, ray-shooting eyes, etc.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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SilverBen
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Re: Chapter 13

#7 Post by SilverBen »

The paint applied to FInver's face cracks a bit to accomodate his wide satisfying smile. He seems quite satisfied with the party's discovery, "Finally, a place ta feel like I'm right at home. All this surface travel is gettin' on my nerves. Ya, ya, ya, I'll go in there and check it out. Connak, ya seem willin'. Comin' in ta back me up?"

Before entering the cave, he momentarily dons his magic spectacles to examine the area and surroundings. "Hold on just a blink 'er two. Wonder if these fancy things work outside tha Sleestak city?"

If nothing appears out of the ordinary, he'll advance into the cave mouth using his dwarven senses to assess the area. He moves cautiously, half speed and tries to be silent with his footsteps to hear any noises.

If any of these are useful, please let me know:
  • Hear noise
  • Detect grade or slope in passage, upwards or downwards = 75% probability (d4, score 1-3)
  • Detect new construction or passage/tunnel = 75% probability
  • Detect sliding or shifting walls or rooms = 66 2/3% probability (d6, score 1-4)
  • Detect traps involving pits, falling blocks and other stonework = 50% probability (d4, score 1-2 or d6, score 1-3)
  • Determine approximate depth underground = 50% probability
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”

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redwarrior
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Re: Chapter 13

#8 Post by redwarrior »

Connak is down for it. Chance to maybe use some of his thief skills!

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Urson
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Re: Chapter 13

#9 Post by Urson »

Maskelyn
Maskelyn finds a concealed spot- probably a few feet up an overgrown shrub- and waits. While he does, he attempts an experiment: He relaxes thoroughly and searches his memory- there is a (very small) possibility that some of the absorbed memories may give a clue to what's in the cavern.
FA FO

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Re: Chapter 13

#10 Post by ravenn4544 »

Ko-Nan enters unafraid. Night is the same above ground or below it. Life and death is the same. Let them each come to face his axe.

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ChubbyPixie
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Re: Chapter 13

#11 Post by ChubbyPixie »

Fiefo waits outside while the scouting group goes ahead.

"They probably never saw a rat man before. I bet they'd shoot me on sight. Makes diplomacy harder," he says in explanation.

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Inferno
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Re: Chapter 13: Night of the Walking Wet

#12 Post by Inferno »

Primeval Jungle, Island of Xygax the Wizard, Land of One Thousand Towers
Sunset. Friday, April 13th, 912 CY
Warm, overcast







Image

Following memories that are not their own, the explorers of the wizard's island discover a cave mouth in the jungle! Could it be that of the friendly primitives thought to live near the starfall they seek?

Maskelyn hides among the foliage and searches his absorbed remembrances for first hand knowledge of this place and finds none. Finver scans the area with his bizarre spectacles from the City of the Sleestaks. Nothing hidden is revealed.

The sun sets and it begins to drizzle. The cool rain on the warm ground creates a thin mist as Connak, Finver and Ko-Nan enter the cave.

Image

They venture beyond the failing daylight into pitch darkness. Finver hears nothing ahead but can feel a downward slope beneath his feet. The inhuman vision of the catman and the dwarf perceive no warmth within. If they would venture deeper, they will need to get a torch alight.

Meanwhile outside, unbeknownst to the scouting party, Draupadi, Fiefo, Maskelyn and Mungo suddenly behold strange shapes lumbering towards them from out of the jungle!

Shambling travesties of human life, completely coated in a thick, viscous slime! (S1-4)

Image


Actions?!


Map:
Image
Cave mouth is in NW corner of map. One square = 5 feet.





PC Status:
Connak: Cat-Man Fighter/Thief 3/4: Move: 9", AC: 5, HP: 24/24
Draupadi: Human Cleric 5: Move: 9", AC: 2, HP: 41/41, Spells: 5/5 1st lvl, 5/5 2nd lvl, 2/2 3rd lvl
Fiefo LeBratt: Rat-Man Fighter 4: Move: 9", AC: 1, HP: 29/29
Finver Karstlander: Dwarven Fighter 4: Move 6", AC: 2(1), HP: 35/35
Ko-Nan: Human Barbarian 4: Move: 12", AC: 4, HP: 51/51
Maskelyn: Gnome Illusionist 4: Move: 9", AC: 7, HP: 18/18, Spells: 3/3 1st lvl, 2/2 2nd lvl
Mungo: Mole-Man Cleric 5: Move: 9", AC: 7, HP: 39/39, Spells: 5/5 1st lvl, 5/5 2nd lvl, 2/2 3rd lvl

PC Magic:
None currently.

Player Resources:
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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Rex
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Re: Chapter 13: Night of the Walking Wet

#13 Post by Rex »

Draupadi

"Quick into the cave." Draupadi follows her companions into the cave, preparing a torch as she moves.

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Urson
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Re: Chapter 13: Night of the Walking Wet

#14 Post by Urson »

Maskelyn
Sonitus Falsum! Maskelyn casts Audible Glamer, centered just North of (S3). He's creating the sounds of rustling leaves, snapping branches, and muttering people.
FA FO

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jemmus
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Re: Chapter 13: Night of the Walking Wet

#15 Post by jemmus »

By all that's holy, what the heck are those things? Mungo cries. Yes, quick, into the tunnel! He moves as fast as his short legs can carry him.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Re: Chapter 13: Night of the Walking Wet

#16 Post by Inferno »

Cave in the Primeval Jungle, Island of Xygax the Wizard, Land of One Thousand Towers
After Sunset. Friday, April 13th, 912 CY
Warm, raining







Image

Frightful ooze creatures emerge from the ebon shadows of the jungle!

Maskelyn the conjurer quickly weaves a cunning deception that distracts the shambling, wet horrors long enough for he, Draupadi, Fiefo and Mungo to flee into the cave!

They plunge headlong through a rough-hewn tunnel into pitch blackness and crash into Connak, Finver and Ko-Nan in the dark!


Actions?!


Behind the DM Screen:
No initiative roll needed. These creatures always move last in a round.
Maskelyn may move 1" after casting. Outdoors, that equals 30 feet.




PC Status:
Connak: Cat-Man Fighter/Thief 3/4: Move: 9", AC: 5, HP: 24/24
Draupadi: Human Cleric 5: Move: 9", AC: 2, HP: 41/41, Spells: 5/5 1st lvl, 5/5 2nd lvl, 2/2 3rd lvl
Fiefo LeBratt: Rat-Man Fighter 4: Move: 9", AC: 1, HP: 29/29
Finver Karstlander: Dwarven Fighter 4: Move 6", AC: 2(1), HP: 35/35
Ko-Nan: Human Barbarian 4: Move: 12", AC: 4, HP: 51/51
Maskelyn: Gnome Illusionist 4: Move: 9", AC: 7, HP: 18/18, Spells: 2/3 1st lvl, 2/2 2nd lvl
Mungo: Mole-Man Cleric 5: Move: 9", AC: 7, HP: 39/39, Spells: 5/5 1st lvl, 5/5 2nd lvl, 2/2 3rd lvl

PC Magic:
None currently.

Player Resources:
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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Rex
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Re: Chapter 13: Night of the Walking Wet

#17 Post by Rex »

Draupadi

Whispering, "It is us, there are ooze creatures outside the cave."

ravenn4544
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Re: Chapter 13: Night of the Walking Wet

#18 Post by ravenn4544 »

Ko-Nan listens intently as darkness embraces them once more. With nothing but the sounds of the group, he will employ his survival skills as best he can to fashion a torch before moving on while any of the others produce some light.

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Urson
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Re: Chapter 13: Night of the Walking Wet

#19 Post by Urson »

Maskelyn
Maskelyn is his normal, irrepressable self. What a buncha maroons! he laughs. He fumbles a moment, making sure his 'magic' goggles from the Sleestak city are in place.
FA FO

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Re: Chapter 13: Night of the Walking Wet

#20 Post by redwarrior »

Connak whispers back anyone know how to kill ooze? as he readies his bow and takes aim down the corridor.

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