Chapter 34: Nightmare World

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Inferno
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Chapter 34: Nightmare World

#1 Post by Inferno »

Chapter 34: Nightmare World

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The Abandoned Manor, Blackchapel, Hookhill, Gran March, Greyhawk
Day Four. Afternoon. Tuesday, December 27th, 576 CY



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Had it all been a dream? Or was it real?

Last night, the doomed heroes had travelled to the Dreamlands and now in Hookhill they are struck by a dreamlike flash of deja vu. In mere moments, time bends and a year seems to pass. As if remembering some forgotten nightmare, they recall with a shudder...

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Murders most foul.


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They remember their investigation discovered that the heinous crimes of the Hookhill Ripper coincide with pagan holy days, both occurring when the stars were "right."

They tracked the Ripper to the ruined grandeur of a great mansion...

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...that was a doorway to another reality. But only when the stars were right.


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This other, frightful dimension existed not in the spaces we know but between them!

The so-called Dreamlands, a parallel, conjoined world that Men sometimes glimpse in their dreams.

And in those alien spaces the Dark Mother, that had haunted their nightmares since Briarsgate, was real!



It was not sleeping beneath the Mountains, but awake and alive in the mountains of the Dreamlands.... where Men slept!

There too crawled Ariadnax the demon spider...

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...unspeakable undeath...


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...and necrotic, cannibal depravity.


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There too loomed prophetic visions from an accursed looking glass...


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...that the heroes were damned to become Evil.


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It was only a matter of time.


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There too lurked the mysterious menace of the unseen master of this reality-piercing manor: Lord Blackchapel, a noble-borne dreamer of Oerth who had drank deep of this other, unnatural realm and found it good.

With growing alarm, they remember their investigations attracted the suspicion of the city guard. An angry mob descends upon them in their hiding place, the ruins of the very mansion that pierces the frail fabric of so-called reality.

Suddenly, the present catches up to them! It is here! Now, through broken windows, they hear the vengeful mob bearing torches against the smoky gloom of the wretched city.

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"The Hookhill Ripper is hiding in there! In the old Blackchapel Manor!"

"Gnomes and dwarves it was! Twisted little demons who carry children off into the night!"

"Burn it down! Kill them!"


There is a terrible writhing light and the manor begins to fill with black, choking smoke! The mob is setting the mansion ablaze!


Actions?!




PC Status:
Faron, Human Thief 5: Move: 9", AC: 4, HP: 22/22
Grey Mouser, Half-Elf Magic-User/Thief 4/5: Move: 9", AC: 5, HP: 21/21, Spells: 3/3 1st lvl, 2/2 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 14/25, Spells: 5/5 1st lvl, 5/5 2nd lvl, 2/2 3rd lvl
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 23/23, Laying Hands: 1/1
Long Bo, Human Druid 6: Move: 9", AC: 2(1), HP: 41/41, Spells: 6/6 1st lvl, 4/4 2nd lvl, 2/2 3rd lvl, 1/1 4th lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 37/37
Urdur Shimmerstone, Gnome Illusionist 5: Move: 12", AC: 4, HP: 15/15, Spells: 4/4 1st lvl, 2/2 2nd lvl, 1/1 3rd lvl

PC Magic:
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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ChubbyPixie
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Re: Chapter 34: Nightmare World

#2 Post by ChubbyPixie »

"They really do not like gnomes here..."

Standing on tip-toe, Telkis peers out of the window at the ravenous crowd.

"We'll never escape that way – there's too many of them. Maybe the dream place isn't burning and we could... go there. You know, by magic or whatever," he says, looking to the caster types expectantly...
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Re: Chapter 34: Nightmare World

#3 Post by SocraticLawyer »

Urdur shakes his head. That's a good idea, but the stars won't be right for another couple of days. I think we're stuck here until then. Turning to Ingrid, he asks, You can summon water, right?
If I can scare this mob away, can you douse the flames?


If Urdur gets an affirmative response, he attempts a ruse on the mob. Using his sorcerous talents, he creates an auditory illusion as close to the front of the mansion and the mob as he can. A deep, frightening, otherworldly, chthonic voice rises up from the flames. BWAHAHA! THE GNOMES HAD NEARLY DEFEATED ME! BUT YOUR HATRED HAS FREED ME FROM THEIR GRASP! I, THE HOOKHILL RIPPER, AM FREE ONCE AGAIN!
I AM COMING FOR YOOOOOOOOOOOOOOU!
There follows a whoosh sound, as of an angry spirit flying towards the mob.

Casts Audible Glamer.

If Urdur does not get an affirmative response, he follows whatever escape plan the group comes up with.
How do we know you're not a donkey-brained man?
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jemmus
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Re: Chapter 34: Nightmare World

#4 Post by jemmus »

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Formerly lean and rather stylish, but now more than a little gaunt and disheveled thief Faron whispers to the group, I hope to the gods that works. Scares them away, and sets their simple minds in our favor. If it doesn't, we've the back way out of here, into the city. To wait for the mansion of the other world to reappear. Though I don't relish spending three or so long days and nights in Hookhill.
Last edited by jemmus on Tue Aug 27, 2024 1:16 am, edited 2 times in total.
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 34: Nightmare World

#5 Post by ravenn4544 »

Mouser lights up from his grim thoughts of what’s about to happen at the mention of Urdurs plan.

“That’s a great idea! If it doesn’t work completely I have a similar spell. I can use it to pretend it’s us running out of here and and back it up with some twinkly torch lights to make it long more convincing! I can lure them away and circle back here when it’s clear.”
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Re: Chapter 34: Nightmare World

#6 Post by Scott308 »

Ingrid Esthof - Human Cleric

Shaking her head, the young cleric dashes the gnome's hopes. "Unfortunately, I could only douse a small fire, I could not put out the entire building. No, we'll have to get out the back before they think to surround the place." She will gather her things and make her way to the back of the house.
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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Re: Chapter 34: Nightmare World

#7 Post by OGRE MAGE »

The tall, lanky druid Long Bo shakes the odd sleepy feeling from his mind, wondering if he slipped from reality again momentarily.

"I could extinguish one blaze with my magic after the mob is frightened away. Do we think the house must survive in order for us to slip into the Dreamlands again?"

If the consensus is to run away, Bo will join the group heading towards the exit.
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Re: Chapter 34: Nightmare World

#8 Post by Scott308 »

Ingrid Esthof - Human Cleric

"I don't know that we can scare away that angry mob. I'd rather not draw attention to ourselves if we can avoid it."
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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Re: Chapter 34: Nightmare World

#10 Post by jemmus »

Faron says, I would guess that this place of evil has no care about poor humans's poor fire. It could burn to the ground and leave nothing but rubble and ashes, or a mudhole in the ground. And the dream mansion would still return, when it's its time. And if it doesn't... so much the better.
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 34: Nightmare World

#11 Post by Inferno »

The Abandoned Manor, Blackchapel, Hookhill, Gran March, Greyhawk
Day Four. Afternoon. Tuesday, December 27th, 576 CY






Image

The house that strides this world and the Dreamlands is soon consumed, set alight by an angry mob!

The searing heat of the mounting flames, and black smoke filling their lungs, drive the doomed heroes out and they escape with their lives from the burning building!

Under cover of the roiling fumes, they steal out the back and lose themselves in the labyrinthine warren of depravation known as Devil's Acre, or the Blackchapel district.

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With every hurried step, the sounds of angry men and the roar of hungry flames die away.

But now they are fugitives in a city that hunts them. And their arms and armor, and their gnomish companions, make it hard for them to pass unnoticed.

They shelter momentarily in an icy, desolate slum alley, having eluded their many pursuers. The thick smog that shrouds the foul city of uncounted multitudes shields them from prying eyes... for now.

They carry with them one hope that Faron dares voice. Perhaps the destruction of that sanity-threatening, interdimensional mansion will prevent further incursions of unspeakable horrors from beyond this world, and thereby end the reign of terror of the Hookhill Ripper!

In three nights, they would know if this hope was real. For then, on New Year's Eve, the stars would be right again.

But with notices posted across the neighborhood bearing accurate descriptions of the doomed heroes, identifying them as suspects in the heinous crimes of the Hookhill Ripper, they must keep out of sight until then, else be imprisoned or worse.

They consider their options...

They could return to the abandoned, burned out shell of a workhouse where they took shelter before?

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They could flee back into the abominable sewers beneath the wretched city?


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They could conceal themselves in a doss house amongst other misfortunates seeking to be forgotten?


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They could ask Bold Dell to hide them, for a price of course?


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Or perhaps some other idea?


Actions?! (and please include your preference so I can tally the votes and move the game forward in three and a half days. Thanks!)




PC Status:
Faron, Human Thief 5: Move: 9", AC: 4, HP: 22/22
Grey Mouser, Half-Elf Magic-User/Thief 4/5: Move: 9", AC: 5, HP: 21/21, Spells: 3/3 1st lvl, 2/2 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 14/25, Spells: 5/5 1st lvl, 5/5 2nd lvl, 2/2 3rd lvl
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 23/23, Laying Hands: 1/1
Long Bo, Human Druid 6: Move: 9", AC: 2(1), HP: 41/41, Spells: 6/6 1st lvl, 4/4 2nd lvl, 2/2 3rd lvl, 1/1 4th lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 37/37
Urdur Shimmerstone, Gnome Illusionist 5: Move: 12", AC: 4, HP: 15/15, Spells: 4/4 1st lvl, 2/2 2nd lvl, 1/1 3rd lvl

PC Magic:
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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Re: Chapter 34: Nightmare World

#12 Post by OGRE MAGE »

Glad they could escape the mob and flames with their lives, Bo asks a question of the wizards as they flee.

"If you could have conjured up something believable to scare away that mob, could you not also use such magic to obscure our identities temporarily?"

"We will certainly be found out walking around as we are now, but perhaps we could continue our investigation under calmer circumstances if we didn't stand out like bright green thumbs around here."


Bo's preference would be to return to the burned out building where they rested successfully before, but prefers to see if the others have any better ideas.
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jemmus
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Re: Chapter 34: Nightmare World

#13 Post by jemmus »

Faron
The burned- out house sounds as good as any to me.
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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Scott308
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Re: Chapter 34: Nightmare World

#14 Post by Scott308 »

Ingrid Esthof - Human Cleric

"I agree with Bo. If we are unable to disguise ourselves, we will not last long before we are arrested or a mob attacks us. I second the motion of returning to the burned-out workhouse. The unfortunate souls there will be unlikely to realize who we are and even more unlikely to want to bring the authorities down."
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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ChubbyPixie
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Re: Chapter 34: Nightmare World

#15 Post by ChubbyPixie »

“The place we hid before seems the best of bad options,” agrees Telkis, “In the meantime, does anyone have a long coat or robe…?”
Yes, you heard right. Telkis is suggesting the classic Two-Gnomes-in-a-Trench-coat ruse. 8-) :)
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jemmus
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Re: Chapter 34: Nightmare World

#16 Post by jemmus »

Faron takes off his long indigo cloak and hands it to Telkis. Sorry about all of the blood stains.
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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SocraticLawyer
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Re: Chapter 34: Nightmare World

#17 Post by SocraticLawyer »

Urdur shakes his head at Bo's suggestion. Would that it were so. My magic can disguise myself for a short time, a few minutes perhaps, no more.
Or I can make one or two of us unseen for a time.


Urdur agrees that the burned out building is the best available option.

Urdur will cast Wall of Fog to aid the group's escape, if the fog could naturally extend any cover from the existing smoke (i.e., if it wouldn't seem unnatural or whatever). But if he thinks it would be out of place or otherwise suspicious, or if the burned out building is too far away for it to help, he won't do that.
How do we know you're not a donkey-brained man?
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Re: Chapter 34: Nightmare World

#18 Post by Inferno »

The Abandoned Manor, Blackchapel, Hookhill, Gran March, Greyhawk
Day Four. Late Afternoon. Tuesday, December 27th, 576 CY






Image

Concealed by the thick smog that chokes the vile city, the wanted fugitives believe they've made it through the wretched slums of Hookhill unnoticed.

At sundown, they reach the burned out workhouse where they took shelter before, and enter its ruin with trepidation.

Image


Within, clumps of bereft, broken vagrants, the human refuse of a heartless city, huddle around a campfire of rotten timbers to avoid freezing to death tonight.


Image

Wanting no trouble from armed men, the lost souls studiously ignore the doomed heroes who, in four nights, will know whether or not the unspeakable crimes of the Hookhill Ripper are ended and their work here done.


Actions?! (...from now til dawn please)




PC Status:
Faron, Human Thief 5: Move: 9", AC: 4, HP: 22/22
Grey Mouser, Half-Elf Magic-User/Thief 4/5: Move: 9", AC: 5, HP: 21/21, Spells: 3/3 1st lvl, 2/2 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 14/25, Spells: 5/5 1st lvl, 5/5 2nd lvl, 2/2 3rd lvl
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 23/23, Laying Hands: 1/1
Long Bo, Human Druid 6: Move: 9", AC: 2(1), HP: 41/41, Spells: 6/6 1st lvl, 4/4 2nd lvl, 2/2 3rd lvl, 1/1 4th lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 37/37
Urdur Shimmerstone, Gnome Illusionist 5: Move: 12", AC: 4, HP: 15/15, Spells: 4/4 1st lvl, 2/2 2nd lvl, 1/1 3rd lvl

PC Magic:
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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Scott308
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Re: Chapter 34: Nightmare World

#19 Post by Scott308 »

Ingrid Esthof - Human Cleric

Ingrid will find a secluded area to cast Create Food and Water so that the party may eat. She will then cast it again to provide for the others staying in this ruin. She will cast Create Water and/ or Purify Food and Water as needed to try to supply as much edible food and potable water to feed everyone if possible.
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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jemmus
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Re: Chapter 34: Nightmare World

#20 Post by jemmus »

Faron much appreciates Ingrid gift of pure, clean food and water. Somehow, the stench in this ruined building seems to have somehow been pushed back, or detectable only one hinted at checking on it. And, thief that he is, he appreciates her charity to the wretched ones who must dwell here everyday. Still, he makes a subdued little show of pacing about the group's sight and looking around, hilt of longsword showing above his belt and outside his cloak. Being destitute is pitiable-- but it doesn't guarantee honest intent in itself.
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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