Chapter 32: From Beyond
- Scott308
- Guy Who Gamed With The Famous People
- Posts: 7444
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- Location: Oregon, WI
Re: Chapter 32: From Beyond
Ingrid Esthof
Seeing the approaching swarm of spiderlings, the cleric pulls a torch from her pack, using Urdur's lit brand to ignite hers so she may assist with repelling the scrabbling horde.
Seeing the approaching swarm of spiderlings, the cleric pulls a torch from her pack, using Urdur's lit brand to ignite hers so she may assist with repelling the scrabbling horde.
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
https://www.extra-life.org/participant/Scott Peterson
Re: Chapter 32: From Beyond
Faron takes his one flask of oil from his pack and throws it onto a strategic spot, trying to maximize deaths of the spiderlings.
PCs
Re: Chapter 32: From Beyond
The Accursed Mansion, The Dreamlands
Day Two. Night. Sunday, December 25th, 576 CY


The writhing torrent of demon spiderlings frantically flee the burning cadaver of their mother, and are narrowly kept at bay by torch and by oil!
Mouser slinks back into the grand entry hall, out of sight of his friends.
Meanwhile, Telkis peers into the shadows of the western corridor and his gnomish eyes detect no warmth lurking in the blackness.
Actions?!
Map Detail:

One square = 10 feet. Red area is the spiderling swarm.
Map:

Behind the DM Screen:

PC Status:
PC Magic:
Player Resources:
Day Two. Night. Sunday, December 25th, 576 CY
The writhing torrent of demon spiderlings frantically flee the burning cadaver of their mother, and are narrowly kept at bay by torch and by oil!
Mouser slinks back into the grand entry hall, out of sight of his friends.
Meanwhile, Telkis peers into the shadows of the western corridor and his gnomish eyes detect no warmth lurking in the blackness.
Actions?!
Map Detail:
One square = 10 feet. Red area is the spiderling swarm.
Map:
Behind the DM Screen:
PC Status:
Faron, Human Thief 5: Move: 9", AC: 4, HP: 8/22
Grey Mouser, Half-Elf Magic-User/Thief 3/4: Move: 9", AC: 5, HP: 8/19, Spells: 0/2 1st lvl, 1/1 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 14/25, Spells: 0/5 1st lvl, 3/5 2nd lvl, 2/2 3rd lvl, Torch
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 10/23, Laying Hands: 0/1
Long Bo, Human Druid 5: Move: 9", AC: 2(1), HP: 35/38, Spells: 3/6 1st lvl, 0/4 2nd lvl, 0/2 3rd lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 27/37
Urdur Shimmerstone, Gnome Illusionist 4: Move: 12", AC: 4, HP: 11/11, Spells: 1/3 1st lvl, 1/2 2nd lvl, Torch
Grey Mouser, Half-Elf Magic-User/Thief 3/4: Move: 9", AC: 5, HP: 8/19, Spells: 0/2 1st lvl, 1/1 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 14/25, Spells: 0/5 1st lvl, 3/5 2nd lvl, 2/2 3rd lvl, Torch
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 10/23, Laying Hands: 0/1
Long Bo, Human Druid 5: Move: 9", AC: 2(1), HP: 35/38, Spells: 3/6 1st lvl, 0/4 2nd lvl, 0/2 3rd lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 27/37
Urdur Shimmerstone, Gnome Illusionist 4: Move: 12", AC: 4, HP: 11/11, Spells: 1/3 1st lvl, 1/2 2nd lvl, Torch
PC Magic:
Protection From Evil, 10' Radius (Jerome)
Player Resources:
- OGRE MAGE
- First Gentleman
- Posts: 39206
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Chapter 32: From Beyond
Long Bo leaves the swarm to dissipate, hustling after Telkis and urging his friends to join them in their search of the next rooms.
"Don't forget about Faron's rats."
"Don't forget about Faron's rats."
- SocraticLawyer
- Ranger Lord
- Posts: 2333
- Joined: Sun Mar 18, 2012 7:48 pm
Re: Chapter 32: From Beyond
Urdur joins Bo to help search.
How do we know you're not a donkey-brained man?
- ChubbyPixie
- Rider of Rohan
- Posts: 6307
- Joined: Sat Dec 08, 2012 12:07 am
Re: Chapter 32: From Beyond
Telkis will edge forward carefully, peering down the hallway intently as the others catch up. Given what they've seen so far, he expects some new horror any minute now.
"I assure you I have not forgotten about the rats," he says, Cranach out and ready in his hand.
"I assure you I have not forgotten about the rats," he says, Cranach out and ready in his hand.
-
- Rider of Rohan
- Posts: 8427
- Joined: Fri May 25, 2012 10:06 am
- Location: Pennsylvania
Re: Chapter 32: From Beyond
Mouser seeing and hearing the incinerating swarm will dash back to the group to finish any of them off.
Re: Chapter 32: From Beyond
Jerome
Jerome stays with Telkis, ready to slay the unrighteous.
Inferno: I'm guessing this is another of those places where "Detect Evil" is useless.
Jerome stays with Telkis, ready to slay the unrighteous.
Inferno: I'm guessing this is another of those places where "Detect Evil" is useless.
FA FO
Re: Chapter 32: From Beyond
The Accursed Mansion, The Dreamlands
Day Two. Night. Sunday, December 25th, 576 CY


The doomed heroes drive back the torrent of crawling horrors that flame had unleashed.
Then they join Telkis in a barren pantry that reeks of death. (room 4)
The torches they bear illuminate the dark hallway that ranges west.

Once a servants' area, it now seems abandoned. None of the opulent magnificence of the entry hall and the dining room is to be found in this desolate, forgotten space.
Three shut doors stand waiting.
Actions?!
Map:

One square = 10 feet. Red area is the spiderling swarm.

PC Status:
PC Magic:
Player Resources:
Day Two. Night. Sunday, December 25th, 576 CY
The doomed heroes drive back the torrent of crawling horrors that flame had unleashed.
Then they join Telkis in a barren pantry that reeks of death. (room 4)
The torches they bear illuminate the dark hallway that ranges west.
Once a servants' area, it now seems abandoned. None of the opulent magnificence of the entry hall and the dining room is to be found in this desolate, forgotten space.
Three shut doors stand waiting.
Actions?!
Map:
One square = 10 feet. Red area is the spiderling swarm.
PC Status:
Faron, Human Thief 5: Move: 9", AC: 4, HP: 8/22, Glowing Sword
Grey Mouser, Half-Elf Magic-User/Thief 3/4: Move: 9", AC: 5, HP: 8/19, Spells: 0/2 1st lvl, 1/1 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 14/25, Spells: 0/5 1st lvl, 3/5 2nd lvl, 2/2 3rd lvl, Torch
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 10/23, Laying Hands: 0/1
Long Bo, Human Druid 5: Move: 9", AC: 2(1), HP: 35/38, Spells: 3/6 1st lvl, 0/4 2nd lvl, 0/2 3rd lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 27/37
Urdur Shimmerstone, Gnome Illusionist 4: Move: 12", AC: 4, HP: 11/11, Spells: 1/3 1st lvl, 1/2 2nd lvl, Torch
Grey Mouser, Half-Elf Magic-User/Thief 3/4: Move: 9", AC: 5, HP: 8/19, Spells: 0/2 1st lvl, 1/1 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 14/25, Spells: 0/5 1st lvl, 3/5 2nd lvl, 2/2 3rd lvl, Torch
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 10/23, Laying Hands: 0/1
Long Bo, Human Druid 5: Move: 9", AC: 2(1), HP: 35/38, Spells: 3/6 1st lvl, 0/4 2nd lvl, 0/2 3rd lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 27/37
Urdur Shimmerstone, Gnome Illusionist 4: Move: 12", AC: 4, HP: 11/11, Spells: 1/3 1st lvl, 1/2 2nd lvl, Torch
PC Magic:
Protection From Evil, 10' Radius (Jerome)
Player Resources:
- Scott308
- Guy Who Gamed With The Famous People
- Posts: 7444
- Joined: Thu Oct 02, 2014 3:13 am
- Location: Oregon, WI
Re: Chapter 32: From Beyond
Ingrid Esthof
I believe the door on the left should open to the room with the trap door. Do we wish to deal with the rats immediately or investigate the other rooms first?
I believe the door on the left should open to the room with the trap door. Do we wish to deal with the rats immediately or investigate the other rooms first?
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
https://www.extra-life.org/participant/Scott Peterson
Re: Chapter 32: From Beyond
Jerome
Knowing it's probably a waste of time, Jerome attempts to Detect Evil down the hallway.
Knowing it's probably a waste of time, Jerome attempts to Detect Evil down the hallway.
FA FO
- OGRE MAGE
- First Gentleman
- Posts: 39206
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Chapter 32: From Beyond
Bo cautiously moves up to have a listen at the first door, pushing on the floor with his spear shaft as he moves forward.
-
- Rider of Rohan
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- Joined: Fri May 25, 2012 10:06 am
- Location: Pennsylvania
Re: Chapter 32: From Beyond
Mouser keeps his eyes to the rear and watches for any more surprise visitors.
- SocraticLawyer
- Ranger Lord
- Posts: 2333
- Joined: Sun Mar 18, 2012 7:48 pm
Re: Chapter 32: From Beyond
Torch aloft, Urdur follows the others cautiously. He nods at Ingrid's suggestion to open the rat door last.
How do we know you're not a donkey-brained man?
Re: Chapter 32: From Beyond
The Accursed Mansion, The Dreamlands
Day Two. Night. Sunday, December 25th, 576 CY

Jerome senses an unspeakable Evil not of this world, permeating every wall of the ominous house! The wizened young paladin recalls Urdur's startling discovery that the entire manor is ensorcelled with invisible, sinister energies...

...enabling it to shift between the waking world and the Dreamlands when the stars are right!
Only Long Bo and Urdur dare enter the forlorn, abandoned wing of the accursed mansion. The floorboards creak beneath their feet and Bo's spear shaft. The grey druid listens at the first door but it betrays no sign of what dark terrors might lurk beyond its threshold.
Actions?!
Map Detail:

One square = 10 feet.

PC Status:
PC Magic:
Player Resources:
Day Two. Night. Sunday, December 25th, 576 CY
Jerome senses an unspeakable Evil not of this world, permeating every wall of the ominous house! The wizened young paladin recalls Urdur's startling discovery that the entire manor is ensorcelled with invisible, sinister energies...
...enabling it to shift between the waking world and the Dreamlands when the stars are right!
Only Long Bo and Urdur dare enter the forlorn, abandoned wing of the accursed mansion. The floorboards creak beneath their feet and Bo's spear shaft. The grey druid listens at the first door but it betrays no sign of what dark terrors might lurk beyond its threshold.
Actions?!
Map Detail:
One square = 10 feet.
PC Status:
Faron, Human Thief 5: Move: 9", AC: 4, HP: 8/22, Glowing Sword
Grey Mouser, Half-Elf Magic-User/Thief 3/4: Move: 9", AC: 5, HP: 8/19, Spells: 0/2 1st lvl, 1/1 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 14/25, Spells: 0/5 1st lvl, 3/5 2nd lvl, 2/2 3rd lvl, Torch
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 10/23, Laying Hands: 0/1
Long Bo, Human Druid 5: Move: 9", AC: 2(1), HP: 35/38, Spells: 3/6 1st lvl, 0/4 2nd lvl, 0/2 3rd lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 27/37
Urdur Shimmerstone, Gnome Illusionist 4: Move: 12", AC: 4, HP: 11/11, Spells: 1/3 1st lvl, 1/2 2nd lvl, Torch
Grey Mouser, Half-Elf Magic-User/Thief 3/4: Move: 9", AC: 5, HP: 8/19, Spells: 0/2 1st lvl, 1/1 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 14/25, Spells: 0/5 1st lvl, 3/5 2nd lvl, 2/2 3rd lvl, Torch
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 10/23, Laying Hands: 0/1
Long Bo, Human Druid 5: Move: 9", AC: 2(1), HP: 35/38, Spells: 3/6 1st lvl, 0/4 2nd lvl, 0/2 3rd lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 27/37
Urdur Shimmerstone, Gnome Illusionist 4: Move: 12", AC: 4, HP: 11/11, Spells: 1/3 1st lvl, 1/2 2nd lvl, Torch
PC Magic:
Protection From Evil, 10' Radius (Jerome)
Player Resources:
Re: Chapter 32: From Beyond
Jerome
Jerome moves up to join Urdur. He whispers prayers to St. Cuthbert as he goes, asking for blessings for himself and the crew.
Jerome moves up to join Urdur. He whispers prayers to St. Cuthbert as he goes, asking for blessings for himself and the crew.
FA FO
- OGRE MAGE
- First Gentleman
- Posts: 39206
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Chapter 32: From Beyond
Long Bo moves ahead in the same way, listening at the next door presumably leading to the rat room.
- SocraticLawyer
- Ranger Lord
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- Joined: Sun Mar 18, 2012 7:48 pm
Re: Chapter 32: From Beyond
Urdur stands ready with torch in one hand, dagger in the other. He expects something nasty to jump out at them at any moment.
How do we know you're not a donkey-brained man?