Chapter 13: Night of the Walking Wet
Re: Chapter 13: Night of the Walking Wet
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.
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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- redwarrior
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Re: Chapter 13: Night of the Walking Wet
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
Short Bow THAC0 18 [1d20+2]=13+2=15 Damage [1d6]=6
Short Bow THAC0 18 [1d20+2]=18+2=20 Damage [1d6]=1
Re: Chapter 13: Night of the Walking Wet
Draupadi
Save vs Poison (9) [1d20]=17
She attacks with her mace.
Mace [1d20]=10 to hit [1d6+1]=6+1=7 damage
Save vs Poison (9) [1d20]=17
She attacks with her mace.
Mace [1d20]=10 to hit [1d6+1]=6+1=7 damage
Re: Chapter 13: Night of the Walking Wet
Maskelyn
Maskelyn darts over, collects the oil flasks, and begins spreading it across the bottleneck.
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
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
Finver attacks Slime Creature with flaming torch [1d20]=8 doing damage at DM's discretion
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.”
Re: Chapter 13: Night of the Walking Wet
Caveman Dwelling near the Starfall, Island of Xygax the Wizard, Land of One Thousand Towers
Night. Friday, April 13th, 912 CY


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:

One square = 10 feet. Lighter areas are visible. All else is from memory.
Behind the DM Screen:

PC Status:
PC Magic:
Player Resources:
Night. Friday, April 13th, 912 CY
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:
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
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:
Re: Chapter 13: Night of the Walking Wet
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.
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
Re: Chapter 13: Night of the Walking Wet
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
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
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)
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
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.
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.
Re: Chapter 13: Night of the Walking Wet
Maskelyn
As soon as the group has cleared the oil, Maskelyn sets it afire.
As soon as the group has cleared the oil, Maskelyn sets it afire.
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Re: Chapter 13: Night of the Walking Wet
Fiefo shuffles back behind his shield while thrusting with his scimitar, things getting too tight for proper swings:
Attack with Scimitar (THAC0 17): To Hit: [1d20+1]=5+1=6 Damage, s/M/L: [1d8]=5
He pierces only goo. He's nothing but a goo piercer.
Attack with Scimitar (THAC0 17): To Hit: [1d20+1]=5+1=6 Damage, s/M/L: [1d8]=5
He pierces only goo. He's nothing but a goo piercer.

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


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!

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:

One square = 10 feet. Lighter areas are visible. All else is from memory.
Behind the DM Screen:

PC Status:
PC Magic:
Player Resources:
Night. Friday, April 13th, 912 CY
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!
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:
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
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:
Re: Chapter 13: Night of the Walking Wet
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
[1d20]=18 S/M [1d4+1]=3+1=4 L [1d6+1]=2+1=3
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Re: Chapter 13: Night of the Walking Wet
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
Short Bow THAC0 18 [1d20+2]=13+2=15 Damage [1d6]=5
Short Bow THAC0 18 [1d20+2]=13+2=15 Damage [1d6]=1
Re: Chapter 13: Night of the Walking Wet
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
"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
Re: Chapter 13: Night of the Walking Wet
Maskelyn
Maskelyn moves back, away from any goo men that make it through the fire.
Maskelyn moves back, away from any goo men that make it through the fire.
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Re: Chapter 13: Night of the Walking Wet
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?)
(I don't think I can attack ?3 from where i am?)