The Sixth Adventure

Mushgnome's Hobbet-centric PBP

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Post by mgtremaine » Thu Sep 09, 2021 4:02 pm

Re: The Sixth Adventure

Not bored vote from me. From character stand point Kiplyn still thinks of himself as a new comer and should not be telling anyone the rules. ;p
Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow
Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 6 Hp 12) Leather+Shield+Dagger, Sling

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Post by mushgnome » Thu Sep 09, 2021 4:08 pm

Re: The Sixth Adventure

OOC: Spoiler alert that the Hornpipe Hill dungeon has 8 levels as well as a link to the Underdark.

One possibility that's been at the back of my head since the beginning, is that once the PCs reach Hero level, Frederick might deputize you to go forth and start your own Adventure Club, find a 'virgin' dungeon and make it your own.

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Post by mushgnome » Thu Sep 09, 2021 7:03 pm

Re: The Sixth Adventure

Frederick steps aside with a big grin on his face. "Welcome to Adventure Club!" he warmly says to BIlfur.

The back room of the House of Pancakes is used for food storage (and also Frederick's sleeping quarters). He moves aside a large barrel of maple syrup, uncovering a trap door in the floor. He opens the trap door to reveal a hole in the ground, and a ladder leading down into the darkness. "Good luck!" he wishes our Heroes.

The Hobbets descend the ladder in their single-file marching order, with Willie's lantern as their light source...

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Post by mushgnome » Thu Sep 09, 2021 7:16 pm

Re: The Sixth Adventure

Turns 1-6

Being in the dungeon is an overwhelming experience for Bilfur, and the first hour is a blur from his perspective. At the bottom of the ladder (Area #1 in the NE corner) is a 'tight squeeze' passageway leading north, and Bilfur wriggles through on his hands and knees, taking his place in the marching order behind Dame Simonetta, Willie, and Kiplyn.

The passageway emerges into a large natural cavern (area #2). The air is damp and there are dozens of giant puffballs everywhere. Bilfur gets the strong sensation that this cavern is a healthy, 'living' ecosystem.

Pushing through the tight-packed grove of puffballs, the party marches west toward what appears to be a featureless stone wall. Bilfur marvels as the other Hobbets reveal a voice-activated secret door. The door opens when the 1st Rule of Adventure Club is spoken: "You do not talk about Adventure Club." The second door is opened by the 2nd Rule, and the third door by the 3rd Rule.

Moving along (from Area #6), the party travels SW through a series of tunnels and caverns. After about an hour, they find themselves at the threshold of Dungeon Level 2 (Area #13 in the SW corner). There is a strange anomaly here (like a black hole's event horizon) than our Heroes' cannot see or hear into Dungeon Level 2 until they actually cross the threshold.

Will you accept the risk? Do you cross over into Dungeon Level 2?

OOC: Our Heroes move at 3x movement rate, since they have already mapped these areas. A couple of wandering monster checks, 1d6 = 2, 4 no encounters.

Image

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Post by dtspurrier » Thu Sep 09, 2021 9:07 pm

Re: The Sixth Adventure

Bilfur first adventure underground and not in a hobbit hole is interesting. He does miss the night sky but down here is nice and cozy. He asks, " I get the rules. Is this level clear of bad guys?"

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Post by mgtremaine » Fri Sep 10, 2021 12:07 am

Re: The Sixth Adventure

Kiplyn smiles "Well Bilfur as far you know it is safe. But ...." he shrugs. "Let's go deeper and see what is down there. Remember be careful, and keep your snacks handy."
Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow
Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 6 Hp 12) Leather+Shield+Dagger, Sling

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Post by mushgnome » Fri Sep 10, 2021 2:35 pm

Re: The Sixth Adventure

Turns 7-8

Emboldened by Kiplyn's pep talk, our heroes cross the threshold into Dungeon Level 2.

The tunnel is wide enough for the party to travel two abreast in their standard marching order.

The passage slopes downward and does a 360 degree 'corkscrew' passing underneath itself. A human might find this disorienting, but hobbets are pretty good burrowers, so they take it in stride.

Eventually the tunnel opens up into a roughly 30x30 cave. Our heroes stop in their tracks because there is a thick coating of green slime on the cavern ceiling. Intermittently, droplets of slime drip down on to the floor, and then the slime puddles very slowly flow across the floor, up the walls, and back to the ceiling, completing the cycle.

There is an exit on the south side of the slime.

OOC: 1d6 = 2, there are no wandering monsters. What do you think of the new map style? I think it is easier to read having the "fog of war" be a different pattern than the stone walls.

Image

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Post by acodispo » Fri Sep 10, 2021 5:02 pm

Re: The Sixth Adventure

"Well," says Willie thoughtfully, "I don't like the look of that at all."

Willie reaches into his pocket and pulls out a root beer bottle cap. From a safe distance he tosses it into the slime on the floor to see what happens.
I like the new map!
[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 mushgnome » Fri Sep 10, 2021 5:15 pm

Re: The Sixth Adventure

Willie tosses the metal bottlecap into the slime room and waits with bated breath. After a few seconds, a drop of slime falls from the ceiling onto the bottlecap. Nothing happens at first, but soon the bottlecap starts sizzling and dissolving into the puddle of slime. Willie worries the same thing will happen to him, if the slime touches his skin!

OOC: Nice callback on the bottlecap!

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Post by dtspurrier » Fri Sep 10, 2021 5:15 pm

Re: The Sixth Adventure

Bilfur looks in and sees if he can recognize what green slime is. He comments, " that looks gross. we probably can't wash it off if it drips on us" Bilfur also looks to see if it is on the walls

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