Chapter 15: The Slime God
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- Rider of Rohan
- Posts: 8053
- Joined: Fri May 25, 2012 10:06 am
- Location: Pennsylvania
Re: Chapter 15: The Slime God
Ko-nan spits out the last of the slime. He takes a loose rock and scores one more notch, amoung the many, on the shaft of his axe.
Re: Chapter 15: The Slime God
Some rest would be good, Mungo replies. Back to the caves and the underground river?
PCs
Re: Chapter 15: The Slime God
Draupadi
"We can check the caves out. Rest does sound good though, maybe rest first?"
"We can check the caves out. Rest does sound good though, maybe rest first?"
Re: Chapter 15: The Slime God
Realm of the Slime God, Forbidden Island of Xygax the Wizard, Land of One Thousand Towers
Night. Sunday, April 15th, 912 CY
Astonished that they could kill a god, the marooned adventurers see the ground-slime start to abate before their disbelieving eyes. This blighted Realm of the Slime God shall recover.
They search the caves and discover treasure and more. Uncut precious stones are found in a hidden cache, and access to the sea to the south. There, they find several primitive rafts in various stages of completion. The lost tribe was planning its escape from Xygax, and had nearly finished enough vessels for them all when disaster struck.
Unwilling to play Xygax's mad, deadly game any longer, the adventurers disembark aboard two completed rafts at first light and escape the demented wizard's diabolical domain, sailing back toward the mainland and what freedom may be found in the Land of One Thousand Towers.
PC Status:
PC Magic:
Player Resources:
Night. Sunday, April 15th, 912 CY
Astonished that they could kill a god, the marooned adventurers see the ground-slime start to abate before their disbelieving eyes. This blighted Realm of the Slime God shall recover.
They search the caves and discover treasure and more. Uncut precious stones are found in a hidden cache, and access to the sea to the south. There, they find several primitive rafts in various stages of completion. The lost tribe was planning its escape from Xygax, and had nearly finished enough vessels for them all when disaster struck.
Unwilling to play Xygax's mad, deadly game any longer, the adventurers disembark aboard two completed rafts at first light and escape the demented wizard's diabolical domain, sailing back toward the mainland and what freedom may be found in the Land of One Thousand Towers.
PC Status:
Connak: Cat-Man Fighter/Thief 3/4: Move: 9", AC: 5, HP: 21/24
Draupadi: Human Cleric 5: Move: 9", AC: 2, HP: 37/41, Spells: 5/5 1st lvl, 5/5 2nd lvl, 1/2 3rd lvl
Fiefo LeBratt: Rat-Man Fighter 4: Move: 9", AC: 1, HP: 23/29
Finver Karstlander: Dwarven Fighter 4: Move 6", AC: 2(1), HP: 29/35
Ko-Nan: Human Barbarian 4: Move: 12", AC: 4, HP: 41/51
Maskelyn: Gnome Illusionist 4: Move: 9", AC: 7, HP: 18/18, Spells: 1/3 1st lvl, 2/2 2nd lvl
Mungo: Mole-Man Cleric 5: Move: 9", AC: 7, HP: 27/39, Spells: 3/5 1st lvl, 5/5 2nd lvl, 1/2 3rd lvl
Draupadi: Human Cleric 5: Move: 9", AC: 2, HP: 37/41, Spells: 5/5 1st lvl, 5/5 2nd lvl, 1/2 3rd lvl
Fiefo LeBratt: Rat-Man Fighter 4: Move: 9", AC: 1, HP: 23/29
Finver Karstlander: Dwarven Fighter 4: Move 6", AC: 2(1), HP: 29/35
Ko-Nan: Human Barbarian 4: Move: 12", AC: 4, HP: 41/51
Maskelyn: Gnome Illusionist 4: Move: 9", AC: 7, HP: 18/18, Spells: 1/3 1st lvl, 2/2 2nd lvl
Mungo: Mole-Man Cleric 5: Move: 9", AC: 7, HP: 27/39, Spells: 3/5 1st lvl, 5/5 2nd lvl, 1/2 3rd lvl
PC Magic:
None currently.
Player Resources:
Re: Chapter 15: The Slime God
Epilogue:
High atop the lightning-tossed skyscraper, in its uppermost chamber, sits the wizard Xygax.
The self-proclaimed "Dungeon Master" impassively watches the adventurers' escape on a series of crystal screens that surround him.
Arrayed before the sorcerer-historian are a series of ancient illuminated manuscripts, timeless memory tapes, arcane ephemera, esoteric trivia and sundry from the long lost epoch of 'Earth That Was.' Lurid, garish depictions of sorcerers, automatons, monsters, masked men and other mysterious subjects grace their age-worn covers.
One such antique curio is an amusement entitled "Night of the Walking Wet," an "adventure module" by the mad poet Jaquays, penned in the distant year 1977 of The Before Time.
The evil wizard regards the scrying glass and speaks. "Hmmm. Some promising players have successfully escaped my sandbox. It was clever of them to gain slime-immunity from the spirit of the shamaness.
"No matter. Only a fair chance at life gives meaning to PC death.
"The rumors carefully sown across the mainland will no doubt attract more new players and soon."
The End
High atop the lightning-tossed skyscraper, in its uppermost chamber, sits the wizard Xygax.
The self-proclaimed "Dungeon Master" impassively watches the adventurers' escape on a series of crystal screens that surround him.
Arrayed before the sorcerer-historian are a series of ancient illuminated manuscripts, timeless memory tapes, arcane ephemera, esoteric trivia and sundry from the long lost epoch of 'Earth That Was.' Lurid, garish depictions of sorcerers, automatons, monsters, masked men and other mysterious subjects grace their age-worn covers.
One such antique curio is an amusement entitled "Night of the Walking Wet," an "adventure module" by the mad poet Jaquays, penned in the distant year 1977 of The Before Time.
The evil wizard regards the scrying glass and speaks. "Hmmm. Some promising players have successfully escaped my sandbox. It was clever of them to gain slime-immunity from the spirit of the shamaness.
"No matter. Only a fair chance at life gives meaning to PC death.
"The rumors carefully sown across the mainland will no doubt attract more new players and soon."
The End
Re: Chapter 15: The Slime God
Awesome Inferno and all players! Thanks so much for a memorable game and experience!
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.”