Chapter 13: Night of the Walking Wet

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jemmus
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Re: Chapter 13: Night of the Walking Wet

#121 Post by jemmus »

Mungo see Finver and Draupadi run right past his defensive flanking position. He thinks, "By Verne and Wells, they've done the exact opposite and formed an outward parabolic offensive line!" He answers Connak. Yes, I'll just leave them here. He leaves two flasks of oil on the ground where he's standing, raises his forge hammer, and charges to a position on Draupadi's right.

Not sure if he can do all of that in one turn. And I guess Draupadi would have to shift to the left to let him onto the line.
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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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redwarrior
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Re: Chapter 13: Night of the Walking Wet

#122 Post by redwarrior »

Connak sends 2 more arrows flying straight into the slime things! Quick! Someone spread that oil on the ground and get ready with a torch! The rest of you, fall back though the opening! Be ready with the torch!!

Short Bow THAC0 18 [1d20+2]=13+2=15 Damage [1d6]=6
Short Bow THAC0 18 [1d20+2]=18+2=20 Damage [1d6]=1
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Re: Chapter 13: Night of the Walking Wet

#123 Post by Rex »

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Urson
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Re: Chapter 13: Night of the Walking Wet

#124 Post by Urson »

Maskelyn
Maskelyn darts over, collects the oil flasks, and begins spreading it across the bottleneck.
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Re: Chapter 13: Night of the Walking Wet

#126 Post by SilverBen »

Finver flails his flaming torch in a wide arc, "Back! Back!!" he bellows and finally swings at the unrelenting slime creature ?2 before him.

Finver attacks Slime Creature with flaming torch [1d20]=8 doing damage at DM's discretion
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Re: Chapter 13: Night of the Walking Wet

#127 Post by Inferno »

Caveman Dwelling near the Starfall, Island of Xygax the Wizard, Land of One Thousand Towers
Night. Friday, April 13th, 912 CY







Image

The hideous legion of slime and skeletons shambles toward the stranded explorers of Xygax's Island!

Trapped in the grip of loathing and revulsion, Draupadi, Fiefo, Finver and Ko-Nan cannot strike true!

Connak fires two more arrows into the staggering, unformed atrocity already feathered with one of his missiles! The gelatinous thing splashes dead to the ground in a sickening spray of sludge and vertebrae! (?8) The catman cries, "Quick! Someone spread that oil on the ground and get ready with a torch! The rest of you, fall back though the opening! Be ready with the torch!"

Maskelyn pours flammable oil behind the adventurers' feet! Not five feet away, Finver wields a fiery torch as a weapon! Mungo scurries to join the fray, and finds a gap near Finver!

The dripping, lurching horde hammers the front line with oozing pseudopods infused with human bone! But the adventurers' shields and armor hold!


Actions?!


Map:
Image
One square = 10 feet. Lighter areas are visible. All else is from memory.

Behind the DM Screen:



PC Status:
Connak: Cat-Man Fighter/Thief 3/4: Move: 9", AC: 5, HP: 20/24
Draupadi: Human Cleric 5: Move: 9", AC: 2, HP: 33/41, Spells: 4/5 1st lvl, 4/5 2nd lvl, 1/2 3rd lvl, Continual Light
Fiefo LeBratt: Rat-Man Fighter 4: Move: 9", AC: 1, HP: 29/29, Torch on ground
Finver Karstlander: Dwarven Fighter 4: Move 6", AC: 2(1), HP: 32/35, Torch
Ko-Nan: Human Barbarian 4: Move: 12", AC: 4, HP: 44/51
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:
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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jemmus
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Re: Chapter 13: Night of the Walking Wet

#128 Post by jemmus »

Mungo has kind of deja vu experience of once when as a kid moleman he and his cousin were playing with torches and oil. He glances over at Finver swinging his torch right beside him. Er, Finver, careful with that torch, OK?

He calls out to the group, My vote is for a tactical withdrawal to behind the strategic chokepoint to the rear, while maintaining frontal facing to the enemy. He aims a smithing forge blow at a goo-covered skeleton and listens for the thrashing and bashing heroes' tactical opinions.

THAC0 18 [1d20]=5 Sm/L [1d6+1]=3+1=4 / [2d4]=4 If the consensus is to back up, he'll back up this turn after his attack.
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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Re: Chapter 13: Night of the Walking Wet

#129 Post by SilverBen »

Finver drops the torch to the cave floor and replies to Mungo, "Ya, I'll stop swingin' this useless thing an' start swingin' fer keeps." He takes a step back to unharnesses his war hammer and swings it at the near featureless horror before him.

Finver attacks ?2 in melee with two handed war hammer [1d20+2]=10+2=12 doing [1d6+2]=1+2=3 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

#130 Post by Rex »

Draupadi

"I am good with the withdrawal if everyone is."

Mace [1d20]=1 to hit [1d6+1]=4+1=5 damage
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Re: Chapter 13: Night of the Walking Wet

#131 Post by ravenn4544 »

Ko-Nan shuffles back with the rest but not before cleaving one of the abominations of slime.

Attack: THACO (18): [1d20+2]=13+2=15 / Damage: (S/M: [2d4+3]=5+3=8 / L: [3d4+3]=5+3=8)
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Re: Chapter 13: Night of the Walking Wet

#132 Post by redwarrior »

Connak sends 2 more arrows into the green things, focusing more on not hitting his team than actually making good shots!


Short Bow THAC0 18 [1d20+2]=4+2=6 Damage [1d6]=2
Short Bow THAC0 18 [1d20+2]=14+2=16 Damage [1d6]=1
I need to double check, but that's either 6 or 8 arrows this melee, he's just about done with the bow whether he likes it or not.
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Re: Chapter 13: Night of the Walking Wet

#133 Post by Urson »

Maskelyn
As soon as the group has cleared the oil, Maskelyn sets it afire.
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Inferno
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Re: Chapter 13: Night of the Walking Wet

#135 Post by Inferno »

Caveman Dwelling near the Starfall, Island of Xygax the Wizard, Land of One Thousand Towers
Night. Friday, April 13th, 912 CY






Image

As the grotesque, misshapen horde descends upon them, the seekers of the fallen star attempt their desperate stratagem!

Connak fires more of his dwindling arrows, and one gashes a lurching malformed thing! (?11)

Finver and Ko-Nan hammer and hack warped abominations (?2 and ?4) but none succumb to the onslaught!

Then the adventurers step back ten feet and, when the hideous, oozing deformities shamble toward them, Maskelyn drops his torch into the pool of oil beneath them!

Image

A raging conflagration suddenly erupts, consuming the first wave of heinous things! Two fall in the flames (?2 and ?4), slime boiling and bones blackening! A third twisted atrocity endures (?3), attacking blindly and in vain through the roaring fire!


Actions?!


Map:
Image
One square = 10 feet. Lighter areas are visible. All else is from memory.

Behind the DM Screen:



PC Status:
Connak: Cat-Man Fighter/Thief 3/4: Move: 9", AC: 5, HP: 20/24
Draupadi: Human Cleric 5: Move: 9", AC: 2, HP: 33/41, Spells: 4/5 1st lvl, 4/5 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: 32/35
Ko-Nan: Human Barbarian 4: Move: 12", AC: 4, HP: 44/51
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:
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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jemmus
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Re: Chapter 13: Night of the Walking Wet

#136 Post by jemmus »

Amateur wannabe general Mungo looks on the party's successful ploy with satisfaction. I love the smell of flaming oil in the morning. He takes out his sling and tries a difficult, through-the-flames trick shot at the nearest slime skeleton (7).

[1d20]=18 S/M [1d4+1]=3+1=4 L [1d6+1]=2+1=3
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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redwarrior
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Re: Chapter 13: Night of the Walking Wet

#137 Post by redwarrior »

Connack lets two more arrows fly through the flames, first at the one he already wounded, and then at another if the first one drops. 8 arrows left now... Maybe fewer than the number of bad guys left! I think we may have the advantage now!!! Let's thin their ranks while we have the fire on our side!


Short Bow THAC0 18 [1d20+2]=13+2=15 Damage [1d6]=5
Short Bow THAC0 18 [1d20+2]=13+2=15 Damage [1d6]=1
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Rex
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Re: Chapter 13: Night of the Walking Wet

#138 Post by Rex »

Draupadi

"Hold the line!"

She will attack anything she can safely attack with her mace.

Mace [1d20]=7 to hit [1d6+1]=4+1=5 damage
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Urson
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Re: Chapter 13: Night of the Walking Wet

#139 Post by Urson »

Maskelyn

Maskelyn moves back, away from any goo men that make it through the fire.
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ravenn4544
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Re: Chapter 13: Night of the Walking Wet

#140 Post by ravenn4544 »

Ko-nan holds the line waiting for others to enter the range of his axe

(I don't think I can attack ?3 from where i am?)
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