Chapter 17: The Thing in the Woods

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Inferno
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Re: Chapter 17: The Thing in the Woods

#241 Post by Inferno »

The Strange Black Altar in the Woods, The Haunted Mountains, Gran March, Greyhawk
Day Two. Midday. Sunday, November 13th, 576 CY
Cold, foggy, cloudy, damp








As half the heroes watches the fog for any sign of the bloodthirsty pack of wolves that hunts them, the rest cautiously inspect the strange black altar in the woods.

Ingrid Esthof steps back with a shudder, "This...this altar is pure, unadulterated evil..."

Long Bo notes the eerie silence. There are no noises of animals here, nor birds. But the druid finds claw marks on a nearby tree trunk; those of a wolf.

The gnomes, Telkis and Urdur, search the ground around the unholy altar and find no trapdoor leading down to subterranean warrens of certain death. They breath a sigh of relief.

Mouser searches the altar itself and finds tiny holes in its top surface, pitted within the lines of the blasphemous inscriptions. Holes that drain away the blood of the altar's victims? Draining the blood into the altar? But why?!

Suddenly, the top of the stone altar opens like a coffin and out leap nightmarish horrors!

Image

Howling like demons escaped from Hell, four living corpses; heinous, depraved and accursed by all the gods; lunge forth with dead grey flesh, dirty claws and fanged mouths smeared with crimson blood! The loathsome, iniquitous horrors reek of the stench of death! (Everyone at the altar please roll a Save on 1d20. You want high. Please post your actions regardless of the roll's outcome.)

Wide-eyed, Mouser peers into the open maw of the black altar and sees that beneath it is a cavern whose walls and floor are violated with the thick roots of the many gnarled, twisted trees all around them. Tree roots stained with the blood of innocents. He wonders what that would do to them. But not for long.

The trees answer the bloodcurdling screams of the noxious undead atrocities!



Their deep moans sound like a mixture between those of tortured men and the crack of breaking tree limbs. Bo, Brevos and Hothhil believe them to be the fabled Ents of legend. Or at least, that's what they once were.

Rudolf and Hothhil feel the branches beneath their feet suddenly sway! The trees that they had taken to are alive!


Actions?


Map:

One square = 10 feet. Darker areas are visible in the fog.


Non-required Reading (rolls and rulings):
The PCs were wary and on watch, so they are not surprised, I will rule.



PC Status:
  • Brevos, Half-Elf Ranger 3: Move: 9", AC: 2(1), HP: 9/31
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC: 5, HP: 6/15, Spells: 2/2 1st lvl
    Hothhil Thornbush, Elven Fighter 3: Move: 9", AC: 3, HP: 12/20
    Ingrid Esthof, Human Cleric 4: Move: 6", AC: 3(1), HP: 15/22, Spells: 2/5 1st lvl and 0/4 2nd lvl
    Long Bo, Human Druid 4: Move: 9", AC: 4(3), HP: 17/30, Spells: 4/6 1st lvl, 1/3 2nd lvl and 1/2 3rd lvl
    Mondegreen Cindereye, Human Magic-User 2: Move: 9", AC: 9, HP: 4/12, Spells: 0/2 1st lvl
    Pyotr Whitetip, Half-Orc Fighter 3: Move: 9", AC: 4, HP: 8/30
    Rudolf Rassendyll, Halfling Thief 3: Move: 9", AC: 3, HP: 4/12
    Telkis Brassfang, Gnome Fighter 3: Move: 9", AC: 0, HP: 9/32
    Urdur Shimmerstone, Gnome Illusionist 3: Move: 12", AC: 4, HP: 3/9, Spells: 0/2 1st lvl and 0/1 2nd lvl, Torch
PC Magic:
  • None currently
Player Resources:
Last edited by Inferno on Sun Nov 03, 2019 2:42 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 17: The Thing in the Woods

#242 Post by Scott308 »

Ingrid Esthof

Seeing creatures emerge from the altar, the cleric raises her triskelion, already in hand, attempting to force the undead beings to submit to the power of Tritherion. Unfortunately, Tritherion seems unconcerned with the goings-on in these evil woods.
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 17: The Thing in the Woods

#243 Post by Urson »

Pyotr
[1d20] = 3

Pyotr's harpoon almost leaps from his hand as he throws at the creature. (z3)

[1d20] = 4+1

Yvan feels the branches underfoot move, and squawks loudly, taking to the sky.
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Re: Chapter 17: The Thing in the Woods

#244 Post by SocraticLawyer »

"Skít!" Urdur swears in Gnomish. He throws his flask of oil at the nearest zombie Z3.

Requested Save:
Requested roll [1d20] = 2

Throw oil at zombie [1d20+2] = 2+2 = 4
Oh come on!
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Re: Chapter 17: The Thing in the Woods

#245 Post by wolfpack »

Brevos will light his last flask of oil and throw it at the tree hoping to burn it to the ground.

[1d20] = 1

oh good lord, the dice roller is determined this group should die.

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Re: Chapter 17: The Thing in the Woods

#246 Post by ravenn4544 »

Mouser tries to attack the vicious shapes before him... futilely.

Scalpel (THACO 20) To Hit [1d20] = 4, S/M/L Dam. [1d8] = 1

Save [1d20] = 7

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Re: Chapter 17: The Thing in the Woods

#247 Post by ChubbyPixie »

“Aach!”

Telkis grimaces at the cloud of stench billowing from the opened tomb: Save: [1d20] = 16
He then, without thinking, swings Cranach at one of the creatures threatening their best chance of surviving this new horror, their cleric of Tritherion. He hopes, whoever Tritherin is, that he’s paying attention: (Attack on Z4) Morningstar +1 (THAC0 19): To Hit:[1d20+1] = 12+1 = 13, Damage: vs s/m [2d4+1] = 2+1 = 3, vs L [1d6+2] = 4+2 = 6

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Re: Chapter 17: The Thing in the Woods

#248 Post by OGRE MAGE »

Bo sees the trees moving and suddenly gets an idea. Trees are plants, right? And plants, like humans, are constructed mostly of water, right?

Moving 5' towards E2, he starts casting a spell that he hopes will cleanse this spirit tree form the evil that its absorbed over the long years.

Casting: Purify Water (and praying this might actually work?)

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Re: Chapter 17: The Thing in the Woods

#249 Post by Rusty Tincanne »

Hothhil is deeply saddened that the first (and likely last) time he gets to meet an ent, it has been corrupted. He take advantage of being so close to the ent and tries to smash a flask of oil in the trunk.

Oil [1d20+1] = 5+1 = 6

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Re: Chapter 17: The Thing in the Woods

#250 Post by rredmond »

Rudolph shakes his head and says "just as I thought they've gone and awakened some fell eldritch evil." Then Rudolph shrugs and leaps from the tree to the ground, to get as much distance from it as he can. "Attercrop, attercrop, Old Man Willow," he yells at the tree after he lands, but before he takes off to hide in the brush, hoping to cause some confusion with his taunt whatever the heck enemy is headed their way.
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.
Alethan: I'm good with NOT pressing our luck this time.
mjulius: That's how I know I'm home.
Pulpatoon: The whole point of PbP is to take the scheduling pressure off the game. We're just chatty because we're so eager!
Scott308: ...everyone should be reminded of just how wonderful the people they play games with here can be in real life.
Leitz: Quality and quantity wise, I think US is the best I've seen.
Paladin: I can promise terror, glory, and riches...or a quick and brutal death.
Inferno: Come on! That's was Vicar's Head, a completely different doomed village!
Rex: I can move to the wait list to let someone else into the game.

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Re: Chapter 17: The Thing in the Woods

#251 Post by Inferno »

The Strange Black Altar in the Woods, The Haunted Mountains, Gran March, Greyhawk
Day Two. Midday. Sunday, November 13th, 576 CY
Cold, foggy, cloudy, damp








Ancient things, long fed on human blood harvested from the black altar in the woods, suddenly lunge at the heroes.

The putrid, obscene stench of a charnel house emanates from the altar's gaping maw, compelling Mondegreen, Mouser, Pyotr and Urdur to wretch convulsively. (each suffer a -2 to hit for this combat)

Then depraved undead fiends savage the heroes near the unholy altar with demoniac ferocity and malice!



Mondegreen and Urdur fall victim to gruesome claws and nightmarish fangs! (-4hp and -6hp respectively) Ripped asunder, they fall to the frozen ground. But Telkis withstands the horrific onslaught (-2hp, but still needs to Save vs Paralyzation, please).

The heroes try to mount a counterattack. But whether it be the dread curse of these evil lands, the heroes' unspoken fear, or the bitter cold that numbs fingers and faces, something unseen thwarts their valiant attempts. No hero can land a blow. Ingrid's pleas to Trithereon, to drive back these vile perverse abominations, go unanswered. And Long Bo's magic spell, cast upon one of the violated Ents (E2), has no effect. Rudolf the hobbit leaps down and clear from his suddenly dangerous perch! (E2)

Towering oak creatures, whose roots have drank deep the blood of slaughtered innocents, strike back at the heroes that remorsefully attacked them.



Thick strong branches (of E1 and E3) bludgeon Hothhil and Brevos hard as the tormented Ents groan in agony and fear. (-12hp, -3hp respectively) The elvish fighter is battered unconscious and plunges from his branch, smashing hard into the cold ground eight feet below.

Long Bo notes that the third blighted Ent (E2) does not attack Rudolf as he flees and hides.


Actions?!


Map:

One square = 10 feet. Darker areas are visible in the fog.


Non-required Reading (rolls and rulings):



PC Status:
  • Brevos, Half-Elf Ranger 3: Move: 9", AC: 2(1), HP: 6/31
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC: 5, HP: 6/15, Spells: 2/2 1st lvl
    Hothhil Thornbush, Elven Fighter 3: Move: 9", AC: 3, HP: 0/20
    Ingrid Esthof, Human Cleric 4: Move: 6", AC: 3(1), HP: 15/22, Spells: 2/5 1st lvl and 0/4 2nd lvl
    Long Bo, Human Druid 4: Move: 9", AC: 4(3), HP: 17/30, Spells: 3/6 1st lvl, 1/3 2nd lvl and 1/2 3rd lvl
    Mondegreen Cindereye, Human Magic-User 2: Move: 9", AC: 9, HP: 0/12, Spells: 0/2 1st lvl
    Pyotr Whitetip, Half-Orc Fighter 3: Move: 9", AC: 4, HP: 8/30
    Rudolf Rassendyll, Halfling Thief 3: Move: 9", AC: 3, HP: 4/12
    Telkis Brassfang, Gnome Fighter 3: Move: 9", AC: 0, HP: 7/32
    Urdur Shimmerstone, Gnome Illusionist 3: Move: 12", AC: 4, HP: -3/9, Spells: 0/2 1st lvl and 0/1 2nd lvl
PC Magic:
  • None currently
Player Resources:
Last edited by Inferno on Sun Nov 03, 2019 2:46 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 17: The Thing in the Woods

#252 Post by ravenn4544 »

Mouser hears death and discord all around him. Perhaps it's in his head? He stabs out again and again...

Scalpel (THACO 20) To Hit [1d20] = 18, S/M/L Dam. [1d8] = 7

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Re: Chapter 17: The Thing in the Woods

#253 Post by SocraticLawyer »

Urdur lays on the ground, his life force slowly draining.
How do we know you're not a donkey-brained man?


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Urson
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Re: Chapter 17: The Thing in the Woods

#255 Post by Urson »

Pyotr

The half-orc fisherman fights down his bile, remembering the long afternoon cleaning out the gut sump where the offal from the fish was dumped.

He throws his harpoon, aiming for Z3.

[1d20] = 13-1
[1d8] = 6

Umeret', urodlivyy ublyudok!!
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Re: Chapter 17: The Thing in the Woods

#256 Post by wolfpack »

we can't stand and fight, into the tunnels under the alter. the ents can't follow and perhaps we can limit how many of the others can get to us.

Brevos will dart towards the gazebo attacking a ghoul on the way

[1d20+1] = 2+1 = 3

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Re: Chapter 17: The Thing in the Woods

#257 Post by rredmond »

Rudolph moves away from the quiescent but previously violent tree, but SWW, so somewhat toward the fracas... though not too close.
He sends a sling stone at the undead wretch that took down Mondegreen, hoping to get within the extreme medium range of his abilities. To hit with the sling [1d20] = 11 + 6 = 17

Rudolph, wide eyed, doesn't need a failed save to know when to hightail it out of the barrows. He's hoping to do some damage and run away to live another day. "A dark and unpleasant ending won't do, but this crew seems intent on finding one," he murmurs in a frightened manner to himself.

[If he has to, Rudolph moves forward to attack to get within Medium range of the sling, but he's hoping to keep his distance from both the tree and the undead, and then running and hiding in the brush if he has to, but not leaving the party... yet. Not sure how he'll join them at this point though.]
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.
Alethan: I'm good with NOT pressing our luck this time.
mjulius: That's how I know I'm home.
Pulpatoon: The whole point of PbP is to take the scheduling pressure off the game. We're just chatty because we're so eager!
Scott308: ...everyone should be reminded of just how wonderful the people they play games with here can be in real life.
Leitz: Quality and quantity wise, I think US is the best I've seen.
Paladin: I can promise terror, glory, and riches...or a quick and brutal death.
Inferno: Come on! That's was Vicar's Head, a completely different doomed village!
Rex: I can move to the wait list to let someone else into the game.

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Re: Chapter 17: The Thing in the Woods

#258 Post by Rusty Tincanne »

Hothhil lies, broken, on the ground.

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Re: Chapter 17: The Thing in the Woods

#259 Post by Scott308 »

Ingrid Esthof

The cleric moves next to Pyotr, placing her hand on his shoulder, channeling the healing energy of mighty Tritherion, who has not forsaken her completely...yet.
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 17: The Thing in the Woods

#260 Post by OGRE MAGE »

Bo watches as one by one his friends fall to these tainted monsters. He curses the fact that he allowed the others to wander out here yesterday with little resistance. And now, once again, they might all die because of it.

The druid knows that the fighting elf may have resistances to the horrid undead, so he prepares his last healing prayer and makes his way towards the fallen Hothhil.

As he advances, he keeps his trained eyes on the 2 ents closest to him, the one he is approaching and the one that didn't attack the fleeing Halfling. He tries to distinguish any odd mannerisms, hoping to predict the tree monsters intentions or next moves.

If the ent he is approaching starts towards him, he will attempt to lead it away from the fight a little ways before doubling back to heal the elf.

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