Chapter 13: Night of the Walking Wet

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jemmus
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Re: Chapter 13: Night of the Walking Wet

#21 Post by jemmus »

Mungo pans the lamp on his pith helmet around. It's unfortunate that he's only as tall as a dwarf, because a lot of the time he's only illuminating the taller members backsides. He shines the beam on Ko-Nan's torch-making project to give him some light, his forge hammer ready. To smite the slime things, that is.
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PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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Rex
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Re: Chapter 13: Night of the Walking Wet

#22 Post by Rex »

Draupadi

Whispering back, "No idea, thought it best to avoid them for now."
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SilverBen
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Re: Chapter 13: Night of the Walking Wet

#23 Post by SilverBen »

Finver attempts to silence the noisy group: "Hush, hush, don't give us away with all yer clamoring around! Now that yer all here, set up a rear guard as our group moves ahead. If ya see the slimies comin' after us, ya know its a good time ta put up a fight and call us back. If them slimies aren't comin' in after us, then ya got ta wonder what's in here that they're afraid of..." He chuckles aloud for a moment and admits with some hestiation, "Probably somethin' that's bigger and nastier than them. Not sure which I prefer."

"We'll move in ta find out what's in here b'fore somethin' finds us with our backs ta tha slimies." and advances into the cave with his shield raised.
Finver concentrates on detecting any signs of danger ahead:
  • 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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Re: Chapter 13: Night of the Walking Wet

#25 Post by Inferno »

Cave near the Starfall, Primeval Jungle, Island of Xygax the Wizard, Land of One Thousand Towers
Nightfall. Friday, April 13th, 912 CY







Image

The adventurers collide in the pitch darkness of the cave tunnel!

Maskelyn's strange spectacles from the City of the Sleestaks do not pierce the gloom.

Connak and Draupadi whisper as Ko-Nan blindly rummages through his possessions for anything that might be fashioned into a torch.

Then Mungo gets his ingenious lantern-helm alight, illuminating the natural channel!

Image

Connak nocks an arrow as Finver advances down a few steps set into the floor.

Suddenly, Finver hears from the darkness ahead of them, and Fiefo hears from the darkness behind them, a wet, slithering, slopping sound!

Growing louder!

Louder!


Actions?!


Map:
Image





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, Lantern

PC Magic:
None currently.

Player Resources:

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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Rex
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Re: Chapter 13: Night of the Walking Wet

#26 Post by Rex »

Draupadi

"We need more light if we have to fight." She prepares to casts Continual Light on a cp, but will hold off until they are committed to combat.
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Re: Chapter 13: Night of the Walking Wet

#27 Post by SilverBen »

Finver grips his shield anxiously hearing the revolting sounds echo off the cave walls. He hugs the cave wall to his right, and peers over his shield into the darkness ahead with his infravision. Finver whispers to Connak, "Catman, ready yer bow but wait ta make sure its unfriendly before ya shoot. Can ya see what's makin' the noise?"
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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jemmus
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Re: Chapter 13: Night of the Walking Wet

#29 Post by jemmus »

Mungo pans his headlamp front and back and readies his rarely used sling.
PCs
PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
ravenn4544
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Re: Chapter 13: Night of the Walking Wet

#30 Post by ravenn4544 »

Konan moves deeper into the cavern.
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redwarrior
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Re: Chapter 13: Night of the Walking Wet

#31 Post by redwarrior »

Connak will move with the rest of the party, letting them and the light get a little ahead of him. 15 ft or so With his bow out and an arrow fitted but not string not drawn he will make a full 360 every 10-15 feet, to make sure nothing is sneaking up on us.
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Urson
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Re: Chapter 13: Night of the Walking Wet

#32 Post by Urson »

Maskelyn
Maskelyn mutters a spell, casting Phantasmal Force behind the group, putting a Wall of Fire between the group and the Squishys behind us.
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Inferno
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Re: Chapter 13: Night of the Walking Wet

#33 Post by Inferno »

Cave near the Starfall, Island of Xygax the Wizard, Land of One Thousand Towers
Nightfall. Friday, April 13th, 912 CY







Image

The adventurers flee into a mysterious cave near the starfall they seek! Suddenly, from the darkness ahead and behind, there comes a wet, slithering, slopping sound! Growing louder! Louder!

The party moves deeper into the shaft, down stone steps cut into the living rock, as the slithering echoes all around them!

Draupadi prays for light that they may better see their doom! The shadows retreat and frightful things stand revealed, surrounding them! Shambling travesties of human life, completely coated in a thick, viscous slime! (S1-8)

Image

Fiefo looses two arrows south and one sinks deep into a viridian muck creature that takes no notice! (S1)

Maskelyn weaves an illusion of towering flame that shields the adventurers' rear flank!

Image


By bright light of lantern, magic and fire, the adventurers see for the first time what horror lies beneath the translucent gelatinous slime!


Image



Actions?!


Map:
Image
One square = 10 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, 1/2 3rd lvl, Continual Light
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, Lantern

PC Magic:
Phantasmal Force (Maskelyn): Wall of flame

Player Resources:

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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redwarrior
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Re: Chapter 13: Night of the Walking Wet

#34 Post by redwarrior »

Connak sends two arrows pointlessly bouncing off the walls of the cavern.


Short Bow THAC0 18 [1d20+2]=6+2=8 Damage [1d6]=2
Short Bow THAC0 18 [1d20+2]=1+2=3 Damage [1d6]=1
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Re: Chapter 13: Night of the Walking Wet

#35 Post by Rex »

Draupadi

Draupadi moves towards Fiefo and Maskelyn and attempts to turn the slime creatures.

Turn Undead [1d20]=4

Edited my post to attempt to turn them.
Last edited by Rex on Tue Apr 12, 2022 2:34 pm, edited 1 time in total.
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Re: Chapter 13: Night of the Walking Wet

#36 Post by ravenn4544 »

Ko-Nan recoils at the living slime - some new creation of the coward wizardy that plagues them! He shakes off his repugnance and attacks!

Attack: THACO (18): [1d20+2]=2+2=4 / Damage: (S/M: [2d4+3]=7+3=10 / L: [3d4+3]=8+3=11)
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Re: Chapter 13: Night of the Walking Wet

#37 Post by Urson »

Maskelyn
This ain't good, Doc. Maskelyn holds position, maintaining the illusionary flames
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Re: Chapter 13: Night of the Walking Wet

#38 Post by SilverBen »

Finver watches the arrow (from Fiefo) sink into the creature and continue approaching undeterred. He flinches as more arrows (from Connak) ricochet off the walls. He turns back to the party to report in dismay, "Arrows do nothin! I'll try blunt force, an' try not ta get wet from all that slime."

He turns back towards the approaching enemy party and moves to the (left side) wall. He withdraws his war hammer from its loop and follows the (left side) wall up to the leading creature in the pack (S5). He swings with two hands and a snarl of effort to connect with the target.

Finver attacks in melee with two handed war hammer [1d20+2]=10+2=12 doing [1d6+2]=5+2=7 of bludgeoning damage
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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Re: Chapter 13: Night of the Walking Wet

#39 Post by ChubbyPixie »

Fiefo looks down at his bow, trying to discern what is wrong with it. "That didn't work at all..." he says.

Dropping his bow, he pulls out his scimitar and shield and braces himself. These freaks don't care about arrows, he thinks, they may not care about fire, either. His cybernetic eye glows red.

If one of the gooletons steps through the fire, he'll attack:

Attack with Scimitar (THAC0 17): To Hit: [1d20+1]=15+1=16 Damage, s/M/L: [1d8]=5
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jemmus
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Re: Chapter 13: Night of the Walking Wet

#40 Post by jemmus »

Mungo loads a lead bullet into his rarely used sling. He spins it mightily over his head, whipping the bullet ever faster... faster... faster! He releases it and it bounces off a wall near where one of Connak's arrows did.

THAC0 18 1d4+1/1d6+1 [1d20]=5 [1d4+1]=1+1=2 [1d6+1]=3+1=4
PCs
PCs
Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger
Horror at Briargate (AD&D 1E) - Faron, droll human thief
Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian
Ghostal (Dungeon Goons) - Delx, canny musical wanderer
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