The Seventh Adventure

Mushgnome's Hobbet-centric PBP

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Post by Scottenkainen » Tue Jan 11, 2022 4:52 am

Re: The Seventh Adventure

From the tunnel, Beppo tried to peer out into the cave. "Are they ...fighting a goat in there...?" he quietly mused out loud.

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Post by dtspurrier » Tue Jan 11, 2022 4:02 pm

Re: The Seventh Adventure

Bilfur a little stunned by this monsterous creature has his sling prepared if there is an opportunity

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Post by coffee » Wed Jan 12, 2022 1:28 pm

Re: The Seventh Adventure

"Come back here and fight like a Hobbet!" Wilbur says, still engaging the goat.
[f=4]Karl the Fighter (M 9", AC 4/6, HD 1+2, FC Man+1, hp 9/9) mail+shield[/f]

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Post by mushgnome » Wed Jan 12, 2022 2:42 pm

Re: The Seventh Adventure

Noh's spell is a success! (OOC: Spidey G fails its save with a roll of 7.)

(Noh can choose the color of the lights.)

The Spidergoat is illuminated by a supernatural glow (which, honestly, makes it more scary, not less scary). It is 50' to the party's northwest, dangling from the ceiling over the 'chasm.'

Dame Simonetta, Dougal, WIlbur, and Bilfur can make missile attacks on Round 2.

Beppo, Kiplyn, and Willie will be clear of the tunnel on Round 3.

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Post by acodispo » Wed Jan 12, 2022 2:58 pm

Re: The Seventh Adventure

Willie recognizes that sound! He's bouncing up and down (as much as possible on his hands and knees in the tunnel) with excitement.

"Damn that SPIDER-GOAT!," he growls, heedless of SPOILERS! "Lemme at 'im! It's time to finish this!"

He scrambles out of the tunnel as soon as he possibly can with his sling ready, knowing well the creature's mobility and penchant for striking then escaping into the darkness.
[f=32]Wiglaff the Elf, F3/MU2 (M 12", AC 9, HD 4+1, hp 14/14, N) cloak of elvenkind, battle-axe; light, colour spray (map)[/f]
[f=47]Wilibald "Willie" Whitfoot, F1/T1 (M 12", AC 6, HD 1+2, hp 9/9, L) gambeson+helm, shield+warhammer[/f]

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Post by rredmond » Wed Jan 12, 2022 4:50 pm

Re: The Seventh Adventure

mushgnome wrote:
Wed Jan 12, 2022 2:42 pm
(Noh can choose the color of the lights.)
A warm sunny yellow of course, so that the underworld plants have sight of the sun their ancestors gloried and warmed in!
Nobody ever catches Nuth. Learned spell for today: Faerie Fire, specialized in: Entangle
Detection scrolls: Magic; Snares & Pits
Carc's squawks: 2=danger; 3=grave danger (is there any other kind); 4=RUN!

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Post by kipper » Wed Jan 12, 2022 8:02 pm

Re: The Seventh Adventure

Seeing the Spider-Goat illuminated by the spell, Dame Simonetta takes out her sling and lets fly a stone.

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Post by ehiker133 » Wed Jan 12, 2022 8:49 pm

Re: The Seventh Adventure

Dougal likewise lets fly a stone at the hideous creature.
Dougal Blackfoot (MV 9", AC 6, HD 1, HP 10/10, FC 1 Man) leather, short sword+main gauche

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Post by dtspurrier » Thu Jan 13, 2022 7:16 pm

Re: The Seventh Adventure

bilfur slings a stone at the creature

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Post by mushgnome » Fri Jan 14, 2022 4:42 pm

Re: The Seventh Adventure

Round 2

Pew! Pew! Pew! Our Hobbet Heroes launch a hail of sling stones at the wily web-swinger.

Dougal and Dame Simonetta rush their shots and miss badly in the darkness, blind-firing at echoes.

As a fellow Druid, Bilfur instinctively understands what Noh is trying to accomplish with the Faerie Fire spell. He uses the supernatural glow to aim carefully, takes a deep breath, and makes a pretty good shot. It's a miss, but it's close enough to startle the creature, whizzing just past its curly-horned head.

The Spider-Goat cannot compete with the party's missile fire, so it cuts its web and drops into the Grand Chasm and out of sight. The sunny yellow glow from the Faerie Fire spell can still be seen, faintly radiating from the void below.

Beppo, Kiplyn, and Willie emerge from the tight-squeeze tunnel into the puffball chamber. This is what they see:

This spacious natural cavern has a high ceiling (beyond the 30' range of lantern light) with a few stalagmites and stalactites. The air is cool, but not as cold as the winter weather on the surface. There is a constant slow dripping of water from above. The giant puffballs are up to 5' diameter and tightly packed, filling all of the available floor space. The puffballs are difficult terrain and block the hobbets' line-of-sight to the Chasm. If our Heroes want to see where the Spider-Goat went, they would have to push their way through the puffball grove northwest to the lip of the Chasm and peer over the edge.

Yet again, the party is outwitted by the slippery Spider-Goat!
Dame Simonetta rolls natural 1 +2 faerie fire bonus = 3, miss
Dougal rolls natural 1 +2 FF = 3, miss
Bilfur 9 +2 FF = 11, miss

I'm sorry but that's pretty funny: double natural 1's. Good thing we don't have crits and fumbles in this system.

Morale 2d6=5

Spider-Goat escapes!!

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