Chapter 21: Pact With The Devil

Inferno
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ChubbyPixie
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Re: Chapter 21: Pact With The Devil

#41 Post by ChubbyPixie »

Telkis follows along, makeshift club in hand. His spirits rise at the thought that he may be reunited with his morningstar, Cranach, that at least there's a chance of recovering his most prized of belongings.

"I've been thinking just now," he says as he trudges along, "We should not return to the village, or any other settlement where we would only endanger others and spread our contamination. We'll never find a temple with the resources to heal us all, even if we were to return to Hochoch. And we'd be utter fools to return to Vicar's Head. ...No ...maybe it would be better to gather our things if we can, then continue on to the Hidden Temple where we might dispose of the big evil. We are doomed - I think we all know this. I've accepted it in a way. But maybe we can accomplish something worthwhile before we finally lose ourselves."
ravenn4544
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Re: Chapter 21: Pact With The Devil

#42 Post by ravenn4544 »

Mouser nods quietly "Telkis is right. Let's get our gear if we can and continue on..."
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OGRE MAGE
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Re: Chapter 21: Pact With The Devil

#43 Post by OGRE MAGE »

Bo calms himself enough to apologize for snapping at the others again. He keeps his head hung in embarrassment for a while, also looking around for useful plants.

He mentions to the others what he is looking for and gives them a short description of the plants if they don't know.

"Telkis is correct, of course. We should try to work together as best we can in order to help each other out. Alone we are doomed, but together we can remain strong. Even despite our current bleak situation. Lets find our things and then find this path leading to the evil temple. We may be able to rid ourselves of this curse if we can destroy the evil that plagues this area."
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Scott308
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Re: Chapter 21: Pact With The Devil

#44 Post by Scott308 »

Ingrid Esthof

Not knowing much when it comes to plants, the cleric nevertheless tries to keep an eye out for anything close to the descriptions.
On November 2nd I will 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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Inferno
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Re: Chapter 21: Pact With The Devil

#45 Post by Inferno »

The Haunted Wood of the Dark Mountains, Gran March, Greyhawk
Day Five. Dawn. Wednesday, November 16th, 576 CY
Cold, foggy, cloudy







Pyotr Whitetip the half-orc mariner has made a Pact with the Devil.

Seeing one of their own succumb to the same evil that tempts all men was shocking and yet, somehow expected. On some level they knew it would happen... and might yet happen again.

With Pyotr's glaring absence hanging over them like a shroud, the disquieted heroes agree to set out for the strange black altar of the dark mountains. If the great wolf spoke truth, it will take them a day to reach it. Brevos grimly leads the way as the cold, ragged, forlorn heroes begin their desperate journey through the haunted wood.



The dense overgrown forest is primeval and wild, far from the ordered world of gods-fearing men. The ever-present mist gives a spectral twilight cast across the quiet wood, limiting sight and concealing the sun's true position for hours at a time.

They find acorns and dead oak leaves in the mud and the melting snow.

The writhing trees tower over them; oppressive, foreboding, timeless. This unnatural realm fills them with a nameless dread, which is especially palpable for Ingrid, Mouser and Urdur.

By nightfall they believe they are getting close to their dreadful destination. It lies perhaps a quarter mile away now.



When last at the altar, they were beset by the unholy dead and other unimaginable horrors.

When they first underwent their ghastly transformations into unspeakable things not of this Oerth, they were perhaps a hundred yards to the east of the altar. Their lost possessions might still be there.

Darkness overtakes the land. The white moon is nearly full. None of the heroes change into their horrific other selves.

Suddenly, from the direction of the altar, they can barely hear fell voices on the wind, and the elf and the ranger smell a trace of smoke in the air.


Actions?! (Any light sources?)


Non-required Reading (rolls and rulings):


PC Status:
  • Brevos, Half-Elf Ranger 3: Move: 12", AC: 10, HP: 12/31
    Grey Mouser, Half-Elf Magic-User/Thief 3/4: Move: 12", AC: 7, HP: 13/19, Spells: 2/2 1st lvl, 0/1 2nd lvl
    Hothhil Thornbush, Elven Fighter 3: Move: 12", AC: 9, HP: 20/20
    Ingrid Esthof, Human Cleric 4: Move: 12", AC: 10, HP: 18/22, Spells: 4/5 1st lvl and 4/4 2nd lvl
    Long Bo, Human Druid 4: Move: 12", AC: 9, HP: 20/30, Spells: 6/6 1st lvl, 3/3 2nd lvl and 2/2 3rd lvl
    Rudolf Rassendyll, Halfling Thief 4: Move: 12", AC: 6, HP: 11/16
    Telkis Brassfang, Gnome Fighter 3: Move: 12", AC: 6, HP: 16/32
    Urdur Shimmerstone, Gnome Illusionist 3: Move: 12", AC: 7, HP: 1/9, Spells: 1/2 1st lvl and 1/1 2nd lvl
PC Magic:
  • None currently.
Player Resources:
Last edited by Inferno on Sun Nov 03, 2019 8:19 pm, edited 1 time in total.

DM:
Current Games:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery

Completed Games:
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl

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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rredmond
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Re: Chapter 21: Pact With The Devil

#46 Post by rredmond »

Rudolph sighs a long quiet sigh. "I fear my eyes and stature make me most likely to succeed in sussing out what is going at that fell altar. I feel a surprising new surge in vigor and skill. With no torch's heat to ruin my sight, and no {ahem} large feet to ruin my stealth, I can crawl right up the altar's perimeter with nary an issue." He'll wait to see if anyone has any better ideas, or wants to track or even BFA the evil altar-eers. But Rudolph will be impatient to get his things, and get on with ridding themselves of this curse, "I can move while you all are doing what you think needs to be done. And I won't go far from the party, I've seen the evils of splitting us! While I grew up mainly in large towns and perfected my craft in cities, my race is quite comfortable in the woods. I can be so silent a sentry wouldn't know from which direction the dagger in his back came from," he finishes with more bravado than he feels.

Rudolph will want to scope out the area sooner than later Inferno. It's not that he's itching to pull the lever, or press the button, but you know. :D But he will be over-cautious in sneaking up and getting a look, and will never enter into torchlight or any situation that will engage him in battle alone. Please let me know if I need to roll anything, I'm guessing I won't know what peril I'm putting myself in. ;)
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.
ravenn4544
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Re: Chapter 21: Pact With The Devil

#47 Post by ravenn4544 »

Mouser, having some ability to see in the dark, could also ply his skills and sneak up and see what's what.
Rusty Tincanne
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Re: Chapter 21: Pact With The Devil

#48 Post by Rusty Tincanne »

Hothhil recommends the party avoid the altar completely until they have retrieved their belongings.Our things were to the east of the altar, so they may not have been discovered. Let's go look there first. I can see in the dark as well and can come with you. We can bring everything back here and move forward from there.

Obviously, Hothhil thinks: Stuff first, then check out the voices. If Rudolph wants to check out the voices, Hothhil will lead the party through the moonlit forest around the altar to where he believes their things are.
ravenn4544
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Re: Chapter 21: Pact With The Devil

#49 Post by ravenn4544 »

Mouser agrees "We need our stuff back first.."
wolfpack
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Re: Chapter 21: Pact With The Devil

#50 Post by wolfpack »

I agree things first then we deal with cultists
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rredmond
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Re: Chapter 21: Pact With The Devil

#51 Post by rredmond »

”Wait, where’s our stuff? Oh yes let’s go there. My offer stands about sneaking in the shadows to check out and possibly get our equipment. “
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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Scott308
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Re: Chapter 21: Pact With The Devil

#52 Post by Scott308 »

Ingrid Esthof

I do have one...concern...about retrieving our equipment. That...terrible, beautiful, horrible necklace...When we transformed, I was able to slip free of the hold that accursed item had on me. I ...I was too weak and could not resist the call of evil before, when I was an untainted human. Now that I am...something else...I am afraid I will not be able to withstand its siren song. I really do not wish to see what effect that combination could have. I cannot touch it. Under any circumstances. I don't even want to be near it. I don't know if we can destroy it, but we could bury it. If my holy symbol is with the rest of my gear, I can use it to bless some water that we can pour on the ground we bury it in. It won't be holy water, but I'm afraid it is the best we can do, unless someone else is willing to carry it and risk falling under it's sway. Remember, I pushed hard to enter the woods when all common sense said not to, because the necklace ...No, I'll not blame the necklace. I felt a powerful need to enter the woods. Yes, I was under the influence of the necklace, but it did not propel my legs forward, or cause my tongue to speak words without my control. Perhaps one of you will be stronger than I was.

Also, if there are others about, some of us are in need of some healing. I would like to quickly heal those of us who could use it before we find ourselves in combat and wish we would have taken a moment to prepare.


Ingrid will cast CLW on Urdur, Brevos, and Telkis.
Cure Light Wounds [1d8] = 1
Cure Light Wounds [1d8] = 3
Cure Light Wounds [1d8] = 1
And she still seems to be out of Tritherion's favor. :cry:
On November 2nd I will 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
wolfpack
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Re: Chapter 21: Pact With The Devil

#53 Post by wolfpack »

Stay away form the necklace, perhaps we can find a way to destroy it.
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Inferno
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Re: Chapter 21: Pact With The Devil

#54 Post by Inferno »

DM:

The survivors of the Hell Mouth of the Dark Mother know the alien, beautiful necklace of which Ingrid speaks. The blasphemous artifact was taken from the unholy sacristy of The Abomination, deep beneath the dread marsh.

DM:
Current Games:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery

Completed Games:
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl

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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OGRE MAGE
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Re: Chapter 21: Pact With The Devil

#55 Post by OGRE MAGE »

Bo follows the lead of the groups priestess, offering up his wisdom where he can.

He casts a prayer of healing on Urdur, CLW [1d8] = 3 saving the rest of his magic in case of trouble with the voices.

"If the evil of the necklace was enough to lure us out here, perhaps we could us it to our advantage? It might be possible to use it to find the area we seek, as long as none of us actually put it on ourselves?"
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SocraticLawyer
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Re: Chapter 21: Pact With The Devil

#56 Post by SocraticLawyer »

Urdur nods at Ingrid's words. "The foul dagger will be there as well, should we find our gear. I fear to carry it again. I hope that Ingrid will be able to bless the infernal things, that we may be rid of them."

The gnome thanks Ingrid and Long Bo for their healing.

Urdur approves of letting Rudolph scope out ahead (briefly!) to make sure there are no baddies hanging about near their stuff.....
How do we know you're not a donkey-brained man?
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ChubbyPixie
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Re: Chapter 21: Pact With The Devil

#57 Post by ChubbyPixie »

Telkis smiles weakly, but looks genuinely thankful. “Thanks for trying, Ingrid. I feel a little better,” he says. “As for the necklace or the dagger, let them lie where they are and rot, I say. I for one won’t be touching either, no matter how useful they may be.”
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Inferno
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Re: Chapter 21: Pact With The Devil

#58 Post by Inferno »

The Haunted Wood of the Dark Mountains, Gran March, Greyhawk
Day Five. Night. Wednesday, November 16th, 576 CY
Cold, foggy, cloudy







Far from civilization, deep in the thick ancient wood, the wind moans in the trees as if from the tormented souls of Hell itself.

Ingrid and Urdur make terrible confessions. Then the priestess and the grey druid call upon their gods for mercy in this darkest of places, and heal Urdur, Brevos, and Telkis. (+4hp, +3hp, +1hp respectively)

Meanwhile, by the sickly light of the pale moon, Rudolf, Mouser and Hothhil scout ahead in the direction where they were first overtaken by the Curse of the Beast and consumed, mind, body and soul, by a fell primal force.

The unnatural voices near the black altar, in no known tongue that can be discerned, grow louder with every step, and so does the dreadful sense of lurking peril.

In time, in the darkness, the three scouts believe they have reached their destination, a hundred yards east of the altar. They quickly search the ground and find nothing. Their hearts sink. Either they are wrong about their position, or their things have been taken.

Then Mouser trips over a morningstar.


Actions? (light sources?)






PC Status:
  • Brevos, Half-Elf Ranger 3: Move: 12", AC: 10, HP: 15/31
    Grey Mouser, Half-Elf Magic-User/Thief 3/4: Move: 12", AC: 7, HP: 13/19, Spells: 2/2 1st lvl, 0/1 2nd lvl
    Hothhil Thornbush, Elven Fighter 3: Move: 12", AC: 9, HP: 20/20
    Ingrid Esthof, Human Cleric 4: Move: 12", AC: 10, HP: 18/22, Spells: 1/5 1st lvl and 4/4 2nd lvl
    Long Bo, Human Druid 4: Move: 12", AC: 9, HP: 20/30, Spells: 6/6 1st lvl, 2/3 2nd lvl and 2/2 3rd lvl
    Rudolf Rassendyll, Halfling Thief 4: Move: 12", AC: 6, HP: 11/16
    Telkis Brassfang, Gnome Fighter 3: Move: 12", AC: 6, HP: 17/32
    Urdur Shimmerstone, Gnome Illusionist 3: Move: 12", AC: 7, HP: 5/9, Spells: 1/2 1st lvl and 1/1 2nd lvl
PC Magic:
  • None currently.
Player Resources:
Last edited by Inferno on Sun Nov 03, 2019 8:20 pm, edited 1 time in total.

DM:
Current Games:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery

Completed Games:
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl

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.
Rusty Tincanne
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Re: Chapter 21: Pact With The Devil

#60 Post by Rusty Tincanne »

Hothhil is heartened by the presence of Cranach. He is content to use his infravision and the light of the nearly-full-moon to avoid drawing the attention of whomever is at the altar. I'll keep watch over the voices while you two keep searching. If I notice anyone, I will draw them off so you can get back to the others.
Basically he is keeping watch so the trio won't get surprised by anything. Can he make anything out about the voices? A rough number, what they are saying? Their race? Are there wolves? Here are a few d20 rolls:
INT 10/WIS 9 vs [1d20] = 3
Random [1d20] = 9
I mentioned before that we should try and play this game based on with ability scores. :roll:
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