Chapter 15: The Slithering Chaos

Inferno
Message
Author
User avatar
OGRE MAGE
First Gentleman
First Gentleman
Posts: 37473
Joined: Tue Mar 04, 2014 3:16 pm
Location: The Birthplace of RPG's

Re: Chapter 15: The Slithering Chaos

#81 Post by OGRE MAGE »

Bo gets the others safely over the crest of the hole, to flat ground, so nobody falls back in. He hears Ingrid's words, but isn't quite ready to give up so easily on those left below. He knows the zealot fighters wont retreat until they know the villagers have escaped. Since there was no signal discussed during the chaotic retreat, the lanky druid does the only thing he can think of that might help them realize they can follow. He pulls his cultists robes off and tosses them into the maw, urging the others to do so as well.

"Those fools will stay down there fighting forever unless we give them a sign that we've made it out!"

Looking around at the oncoming torches, Bo isn't sure if they will have time to escape or not. He searches around for a safe place for the townsfolk to run or hide.

"You better prepare that spell sooner than later! We can't fight off many more of these cultists, and they won't likely snap out of it until the thing thing possessing their minds is dead and buried!"

User avatar
AleBelly
Rider of Rohan
Rider of Rohan
Posts: 9029
Joined: Wed May 28, 2014 4:46 am
Location: Research Triangle Park, NC

Re: Chapter 15: The Slithering Chaos

#82 Post by AleBelly »

As the jagger spears pierce his flesh, Pelias teeters on the edge of death. Nonetheless, he continues to swing his sword.

Attack with magical sword +2, +3 vs chaos (THAC0 18) [1d20+2] = 10+2 = 12, damage [1d8+2] = 3+2 = 5

He turns to Grothnak, ever at his side. "Let us dispatch these f*ckers and climb up to the others! I am not afraid to die, but I do not wish to share my final resting place with these abominations!"

ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8013
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Chapter 15: The Slithering Chaos

#83 Post by ravenn4544 »

Mouser, emerging from the evil maw, scans the area for any threat with his sword ready. If not threat seems ready to assail him, he looks for large rocks to drop below.

As he peers into the darkness below - the screaming and screeching again claws at his sanity. Is that his comrades calling for aide, or is it the poisonous insanity of the depths calling him home...?

User avatar
DadsAngry
Ranger Lord
Ranger Lord
Posts: 2515
Joined: Mon Jun 09, 2014 7:39 pm
Location: Lawrenceville, GA

Re: Chapter 15: The Slithering Chaos

#84 Post by DadsAngry »

Hoom Feethos:

Stabs the cultist. "To the bottom of the pit with you."

Short Sword (THAC0 20) to hit [1d20+1] = 11+1 = 12 / Damage: S/M [1d6] = 6 - L [1d8] = 3

User avatar
SocraticLawyer
Ranger Lord
Ranger Lord
Posts: 2269
Joined: Sun Mar 18, 2012 7:48 pm

Re: Chapter 15: The Slithering Chaos

#85 Post by SocraticLawyer »

Urdur's frustration continues to mount. They've come all this way, freed these prisoners, with one last cultist standing between them and the surface.

He stabs again at the cultist, hoping to silence him forever.

Attack cultist with dagger [1d20] = 17

Damage from dagger [1d4] = 2

Urdur keeps climbing, and helping the others, if the cultist is dead.
How do we know you're not a donkey-brained man?

User avatar
Inferno
Rider of Rohan
Rider of Rohan
Posts: 21471
Joined: Thu Jan 01, 2015 11:05 pm
Location: 1977

Re: Chapter 15: The Slithering Chaos

#86 Post by Inferno »

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








Pip is dead. And fiendish, diabolical abominations from some unknowable place or time roil up from the darkest reaches of Hell to kill the rest of them.

All the heroes flee for their lives, except Grothnak and Pelias. Deep in the netherworld of unspeakable atrocities (at F), Grothnak's nameless blade savagely hacks apart another reptilian horror, from breastbone to bowels. (R12)

Aside the fearless half-orc, Pelias sheathes his sword in a fanged, shrieking mouth. It never speaks again. (R14)



Then another cultist plummets down from above! No, it's merely an empty vestment plunging down the waterfall. The serpentine atrocities see it too and snarl and hiss louder in their chilling approximation of human speech: "Bsna Nafl' N'gha Gotha' Shogg-Shuggli, Ftaghu'Nagha!"

Realizing they've been deceived by a decoy, the wicked malefactors abandon Grothnak and Pelias, clawing up the bare cavern rock with hateful ferocity, passing beyond the reach of Grothnak's polearm or Pelias' sword. (R19, R20, and more. However, Pelias may take a free opportunity attack against R18 who withdraws from a melee to ascend the shaft.)

But the inhuman screaming of a thousand mouths emanating from below only grows louder! And with it, the charnel house stench of death!


Actions, Grothnak and Pelias?!


Sacristy Ledge Map, at "F":

X = Dead and falling from the ledge





High above the rising tide of serpentine demons, the dead, heinous slime quivers and writhes at Telkis' feet. The gnome warrior leaps back across the bottomless pit, grabs the rope in mid air and scrambles up, summiting a ledge (at C) in time to see his companions battling a hooded cultist (C8).



Urdur's dagger draws blood! Hoom's shortsword cannot pierce the iron armor beneath his foe's robes. And Brevos' long blade cuts only the air.

The hooded cultist (C8) retaliates against Urdur, slashing his merciless sword across the dark gnome's chest! (-5hp)

This armored swordsman is no villager.

"They're HEEEEERE!!!" he roars again. And his two hooded allies, having heard the shouting, emerge from the southeastern caverns! (C9, C10)


Actions, Brevos, Hoom, Telkis and Urdur?!


Upper Ledge Map, at "C":






Above that deadly fray, beneath the sickly moon (at A), Ingrid Esthof begs Bo and Mouser to take the freed prisoners to safety, adding, "I will hold off as long as I can... but at the first sign that anything evil emerges, I will have no choice."

Long Bo casts off his disguise and sends it down into the hellish maw. Then he leads the prisoners to higher, safer ground and they are suddenly attacked by the deafening, inhuman wails of the strange fungi that infest this region of the afflicted marsh.

Image

The merchant, Felicity and the children cover their ears.

By the light of torches mounted into the ground, four hooded figures emerge from beyond the gnarled trees to investigate with serpentine daggers drawn.



Queasy and sweaty, Mouser looks down for a moment and stares into the abyss.

Seeing the advancing cultists, little Sarah screams, joining the eerie chorus of alien fungi.


Actions, Bo, Ingrid and Mouser?!


Surface Map, at "A":

One square = 10 feet. North is the top of the map.
Prisoners are each marked by a single letter: Felicity, Sarah, Jeremiah, Merchant.
Lighter circles around PCs are shrieking fungi.
Bluer areas are darker, away from the torchlight.
South of the hell mouth is a stagnant pond that feeds the waterfall.






Cutaway View:

Lighter areas are illuminated. All else is pitch darkness.
A = Bo, Ingrid, Mouser
B = Sarah, Jeremiah, Felicity Gade and the Merchant
C = Brevos, Hoom, Telkis, Urdur and the Hooded Cultist (C8)
F = Grothnak and Pelias and the Serpent Man Horde
? = The Unimaginable
West is left. East is right.



Non-required Reading (Rolls and Rulings):


PC Status:
  • Brevos, Half-Elf Ranger 2: Move: 9", AC: 2(1), HP: 13/27
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC 5, HP 5/15, Spells: 0/2 1st lvl
    Grothnak Uthglukh, Half-Orc Fighter 3: Move: 9", AC: 3, HP: 19/28
    Ingrid Esthof, Human Cleric 4: Move: 6", AC: 3(1), HP: 13/22, Spells: 0/5 1st lvl and 1/4 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: 0/6 1st lvl, 1/3 2nd lvl and 0/2 3rd lvl
    Pelias Blanchflower, Human Paladin 3: Move: 6", AC: 2(0), HP: 3/30, Laying Hands: 0/1
    Telkis Brassfang, Gnome Fighter 2: Move: 9", AC: 0, HP: 9/26
    Urdur Shimmerstone, Gnome Illusionist 3: Move: 12", AC 6, HP 4/9, Spells: 0/2 1st lvl and 0/1 2nd lvl
PC Magic:
  • Protection from Evil (Pelias): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Pelias.
    Potion of Speed (Telkis): Doubles movement rate and number of attacks. Duration: 5 rounds
    Potion of Heroism (Grothnak): +18hp, +3 levels. Duration: 45 rounds
Player Resources:
Last edited by Inferno on Sat Nov 09, 2019 12:21 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.

User avatar
DadsAngry
Ranger Lord
Ranger Lord
Posts: 2515
Joined: Mon Jun 09, 2014 7:39 pm
Location: Lawrenceville, GA

Re: Chapter 15: The Slithering Chaos

#87 Post by DadsAngry »

Hoom Feethos:

"Enough of this, sleep!"
Cast sleep on C8, C9, & C10.

wolfpack
Rider of Rohan
Rider of Rohan
Posts: 8595
Joined: Wed Oct 07, 2009 12:04 am

Re: Chapter 15: The Slithering Chaos

#88 Post by wolfpack »

Brevos continues to attack

ack die roller is awful lately
[1d20+1] = 7+1 = 8

User avatar
SocraticLawyer
Ranger Lord
Ranger Lord
Posts: 2269
Joined: Sun Mar 18, 2012 7:48 pm

Re: Chapter 15: The Slithering Chaos

#89 Post by SocraticLawyer »

Urdur dispatches the sleeping cultists before continuing up the rope. "Thanks," he says to Hoom.

EDIT: If only one of the cultists resists the Sleep spell, Urdur pulls out his scroll and casts Blindness on it. If exactly two resist, he attacks the nearest one with his dagger (assuming they are too close to throw). If all three resist, he drinks his potion of healing and starts praying.

If needed:

Attack cultist with dagger [1d20] = 17

Damage from dagger [1d4] = 3
How do we know you're not a donkey-brained man?


User avatar
OGRE MAGE
First Gentleman
First Gentleman
Posts: 37473
Joined: Tue Mar 04, 2014 3:16 pm
Location: The Birthplace of RPG's

Re: Chapter 15: The Slithering Chaos

#91 Post by OGRE MAGE »

Knowing full well that the hooded cultists are simply thralls doing "It's" work, Bo does not want them killed. He is still convinced that they can all be saved once the beast below is dead and buried.

The druid's first instinct is to flee from the advancing figures but he knows the frightened townsfolk cant hide from these damn shriekers and won't get far out here without help. Instead he moves northeast 5' and huddles all the commoners behind him in a tight group, behind the patch of grotesque toadstools, hoping he will be able to keep them safe if the cultists continue their advance. "Everyone stick together and hold hands. Slowly move away from the hole, towards that torch." He motions with his head towards the east. "I will cast a spell to increase this fog to hide us from those bad men! Don't worry children, they won't find us in here!" He lies.

He begins to cast the very last of his magical powers that remain inside him, hoping that the dampness and existing fog might enhance the power of the Shalms blessings.
Casting: Obscurement The idea is to get far enough away from the hole with the cloud to allow others to still see as they exit. Ingrid can stay hidden inside as long as necessary, but still pop out when it's time to read the scroll. I hope. :lol:
Last edited by OGRE MAGE on Sat May 12, 2018 4:00 pm, edited 1 time in total.

User avatar
AleBelly
Rider of Rohan
Rider of Rohan
Posts: 9029
Joined: Wed May 28, 2014 4:46 am
Location: Research Triangle Park, NC

Re: Chapter 15: The Slithering Chaos

#92 Post by AleBelly »

Pelias' opportunity attack (not including +4 bonus if applicable):
"They're not after us. Come with me to protect the innocent" the paladin implores Grothnak. He waits for the half-orc to climb the rope first, but will not tarry long. He will ascend.

User avatar
Zhym
Rider of Rohan
Rider of Rohan
Posts: 20567
Joined: Fri Jul 26, 2013 1:14 am

Re: Chapter 15: The Slithering Chaos

#93 Post by Zhym »

Grothnak nods once. There is no point in fighting if he is not actually protecting anyone. He climbs to where he is needed.

ravenn4544
Rider of Rohan
Rider of Rohan
Posts: 8013
Joined: Fri May 25, 2012 10:06 am
Location: Pennsylvania

Re: Chapter 15: The Slithering Chaos

#94 Post by ravenn4544 »

Mouser hears the voices whisper out of the abyss. He backs up as Bo suggests. He lashes out at the approaching cultists regardless.

Sling (THACO 20) [1d20+2] = 3+2 = 5, damage [1d4+1] = 4+1 = 5

User avatar
Scott308
Guy Who Gamed With The Famous People
Posts: 7124
Joined: Thu Oct 02, 2014 3:13 am
Location: Oregon, WI

Re: Chapter 15: The Slithering Chaos

#95 Post by Scott308 »

Ingrid Esthof

Seeing Bo cast a spell enabling them to try hiding, the cleric will follow along with the others.
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

User avatar
Inferno
Rider of Rohan
Rider of Rohan
Posts: 21471
Joined: Thu Jan 01, 2015 11:05 pm
Location: 1977

Re: Chapter 15: The Slithering Chaos

#96 Post by Inferno »

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








In the long deep shadow of night without end, the heroes desperately claw up the rope to escape the nightmarish hell mouth with their lives!

Pelias' blessed sword wounds a hideous, hateful reptile man (R18) as it joins a handful of other repellent fiends scrabbling past them up the cavern wall of the abysmal pit. Grothnak and Pelias follow after them, laboring up the thick line, every moment wondering if the rope would be cut above them, sending them hurtling down to their dooms!

Somehow, Grothnak summits the next ledge (at E) with Pelias close behind him (at F). Their path to the surface world would next take them back through the heinous shrine of maimed, undead victims and other dreadful, skincrawling atrocities. (The rope between E and C is now gone, but Grothnak and Pelias were never aware of its existence)

Grothnak and Pelias risk a glance down into the abyss. They strain to comprehend what their eyes behold.

Through the howling maelstrom of sound, light and darkness below, they capture alarming glimpses of two tentacled horrors covered in eyes and screaming mouths, slowly slithering up the cavern walls! (at H)




More unimaginable, they witness in disbelief the writhing, immense, loathsome mass of the unspeakable Abomination God itself slowly, impossibly rising up the center of the hell mouth shaft!!! (at G)





Actions, Grothnak and Pelias?!





High above the ever-rising tide of hell borne blasphemy and madness (at C), Hoom the sorcerous rogue utters Elvish words of power, commanding the three hooded cultists to fall into a magical slumber. Only one of the armored swordsmen succumbs! (C9)

Brevos' glowing blade swings wide again as Telkis savagely bludgeons the cultist that injured his fellow gnome, Urdur! (C8) Urdur stabs again with his dagger, although not deeply due to his faltering strength!

The hooded acolytes of evil (C8, C10) strike back with fervent malice!



Hoom and Telkis are both pierced by slashing, cruel swords (-2hp and -7hp respectively), but not in time to disrupt Hoom's enchantment.

Telkis is lightheaded from blood loss. Then things take a turn for the worse.

Suddenly comes the clawing of talons on rock, and a sickening, nauseating stench. Behind them, ascending their ledge are four disgusting, twisted reptilian atrocities (R18-21), each uniquely warped by their faithful proximity to the unnatural blight of evil that festers here.




Actions, Brevos, Hoom, Telkis and Urdur?! (Each of you, please Save on 1d20. You want high. Please post your actions regardless of the outcome. Good luck.)


Upper Ledge Map, at "C":

S = Asleep.





40 feet above that life and death struggle, in the unhealthy swamp of the eerie, shrieking fungi, Bo the druid shouts over the wailing mushrooms, trying to convince four more cultists to abandon their unholy master.

They are unmoved. One commands, "If you want to live, drop your weapons and crawl back down into the hole! NOW!!"



The children tremble, clinging closely to Felicity Gade, who swallows her own overwhelming fear to calm them.

Mouser's response is to hurl a sling stone at them, but his shaking, clammy hands betray his aim.

Long Bo shepherds the group together and weaves one last magic spell. It summons an impenetrable fog out of thin air.



The grey druid's miraculous sorcery forms a mist so thick that the escapees believe they are unseen. But the spectral shroud obscures their own vision as well. Suddenly blind, they don't know where the cultists are. Then, to the north, comes a sudden screaming of the toadstools...
...getting closer... closer!


Actions, Bo, Ingrid and Mouser?!


Surface Map, at "A" and "B":

One square = 10 feet. North is the top of the map.
C11-14 are the cultists' last known positions.
Prisoners are each marked by a single letter: Felicity, Sarah, Jeremiah, Merchant.
Bluer areas are darker, away from the torchlight.






Cutaway View:

Lighter areas are illuminated. All else is pitch darkness.
A = Bo, Ingrid, Mouser and Hooded Cultists
B = Sarah, Jeremiah, Felicity Gade and the Merchant
C = Brevos, Hoom, Telkis, Urdur and the Hooded Cultists
D = Serpent Men
E = Grothnak
F = Pelias
G = The Abomination God
H = Tentacled Screaming Horrors
West is left. East is right.



Non-required Reading (Rolls and Rulings):


PC Status:
  • Brevos, Half-Elf Ranger 2: Move: 9", AC: 2(1), HP: 13/27
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC 5, HP 5/15, Spells: 0/2 1st lvl
    Grothnak Uthglukh, Half-Orc Fighter 3: Move: 9", AC: 3, HP: 19/28
    Ingrid Esthof, Human Cleric 4: Move: 6", AC: 3(1), HP: 13/22, Spells: 0/5 1st lvl and 1/4 2nd lvl
    Hoom Feethos, Elven Magic-User/Thief 2/3: Move: 9", AC 3, HP 9/12, Spells: 1/2 1st lvl
    Long Bo, Human Druid 4: Move: 9", AC: 6, HP: 23/30, Spells: 0/6 1st lvl, 0/3 2nd lvl and 0/2 3rd lvl
    Pelias Blanchflower, Human Paladin 3: Move: 6", AC: 2(0), HP: 3/30, Laying Hands: 0/1
    Telkis Brassfang, Gnome Fighter 2: Move: 9", AC: 0, HP: 2/26
    Urdur Shimmerstone, Gnome Illusionist 3: Move: 12", AC 6, HP 4/9, Spells: 0/2 1st lvl and 0/1 2nd lvl
PC Magic:
  • Protection from Evil (Pelias): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Pelias.
    Potion of Speed (Telkis): Doubles movement rate and number of attacks. Duration: 4 rounds
    Potion of Heroism (Grothnak): +18hp, +3 levels. Duration: 44 rounds
    Sleep (Hoom): Target: C9. Duration: 9 rounds
    Obscurement (Bo): Duration: 15 rounds
Player Resources:
Last edited by Inferno on Sat Nov 09, 2019 12:31 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.

wolfpack
Rider of Rohan
Rider of Rohan
Posts: 8595
Joined: Wed Oct 07, 2009 12:04 am

Re: Chapter 15: The Slithering Chaos

#97 Post by wolfpack »

save [1d20] = 7

Brevos attacks the closest enemy

attack [1d20+1] = 9+1 = 10

[1d8+1] = 5+1 = 6

User avatar
SocraticLawyer
Ranger Lord
Ranger Lord
Posts: 2269
Joined: Sun Mar 18, 2012 7:48 pm

Re: Chapter 15: The Slithering Chaos

#98 Post by SocraticLawyer »

Saving throw: Saving throw [1d20] = 4
Bonuses not included (+4 I think) but I doubt it matters....


Urdur pulls out his scroll and casts Blindness on the nearest cultist (C8).
How do we know you're not a donkey-brained man?

User avatar
Zhym
Rider of Rohan
Rider of Rohan
Posts: 20567
Joined: Fri Jul 26, 2013 1:14 am

Re: Chapter 15: The Slithering Chaos

#99 Post by Zhym »

Grothnak runs up the path to his allies, who must now be in need of his aid. He wonders if Ingrid has reached the surface yet, and if so, what she is waiting for.

Attack roll, if needed:
Halberd +2 (+3 v. Evil) (THAC0 18): [1d20+3] = 20+3 = 23, Dmg [1d10+5] = 7+5 = 12 (S/M) [2d6+4] = 9+4 = 13 (L)

With a roll like that, he should have found something to fight. ;)

User avatar
ChubbyPixie
Rider of Rohan
Rider of Rohan
Posts: 6107
Joined: Sat Dec 08, 2012 12:07 am

Re: Chapter 15: The Slithering Chaos

#100 Post by ChubbyPixie »

"Glittergold's beard!" says Telkis. He shakes his head. His vision wavers. He feels this might be it for him but he'll be damned if he's to go down without taking some more of these spawn with him.... He swings in two vicious, blurring arcs at the mutant reptilian arrivals in an attempt to knock them back down into the hell they came from: "Don't fail me, Cranach!" he yells.

Locked

Return to “The Horror at Briarsgate (1e)”