After some discussion, Mikael, whose father was an assassin and blessed the mage with a bonus stealth ability, made a run around the goblin settlement and found it to be peaceful, unwatched (despite the presence of an unused watchtower) and busy with the early summer planting, this being May 14th. The party decided to risk stepping forward and parleying with the goblins (with one of them tagging my intended narrative before it happened as one of the "possibilities" to explain the slaughtered freeholder and family). This turned up a story that nine of the hamlet's former goblin residents had joined a cult led by a cavewight, had left the hamlet and had, for nearly a year, been roaming around the landscape killing and looting. Being the toughest members of the settlement, who themselves were occasionally suffering impredations from this rogue group, the settlement was not up to undertaking their putting down... much less the possibility of overcoming the cavewight (a creature outside the party's ken). Local hunters do know of this "cult," but so far as the goblins knew, nothing had come of that knowledge.
The elder of the hamlet, named "Falva," drew a map for the party as to the location of the cavewight lair, as shown, which the party duly began to follow. After moving through a rocky, dense part of the forest, they broke out into a flat and encountered a slaughtered deer carcass upon a great beech tree, marked with symbols and it's dried entrails hanging out from its crusted body. An application of comprehend languages from Mikael identified the message was essentially, "Go no further, or else," or for Dante fans, "Abandon All Hope Ye Who Enter Here."
Naturally, the party entered and were immediately attacked by three large wolves, though not dire wolves. This was our first "dog" encounter of the night. I wasn't taking notes during the combat, but essentially Pandred thumped, Lexent thumped, Ti thumped and most of all Zoltan thumped, doing 14 damage in a hit and killing one of the wolves by sentencing it to bleed to death. Arduin dropped once, Pandred dropped once, no harm done. The party moved on.
They came to a large burnt out area, a mile wide, and tried to cross it directly. Zoltan was seized by a sinkhole and was saved before being sucked down by it by a good rolling Mikael, who then needed to be grabbed because the male is just a light-bodied elf and not as big as the 200+ lb. Zoltan and his equipment. But the party jumped to it, then backtracked along their own steps back the way they'd come. After some hemming and hawing, of which there always seems to be some, they went around and made camp.
With a small flame, as the night turned to the 15th of May, a strange sight took hold. By chance, looking to see what phase the moon was in on this night, the year 1650, I discovered that a lunar eclipse took place exactly here. What are the chances? I made some changes and the werewolf that was due to attack the party in another part of this adventure was upgraded to alive and in wolf form in the here and now, as the moon turned red over the party's heads. The werewolf caught Arduin with initiative and caused 14 damage to the druid, the wound of which was immediately dealt with. The werewolf did not stand and fight but chose to attack individuals by hoping to catch them unawares, one by one. This didn't work, because Pandred got lucky with a crit, followed by Ti getting lucky with a crit, and then I believe it was Lexent getting lucky with a crit... and scratch one werewolf. Still, there's a 14 in 23 chance that Arduin has caught the disease. The party just doesn't know yet.
The joke was made, "Will I be a super-werewolf because I was infected during a lunar eclipse," which brought the sort of D&D laughter that one wishes for, whereupon I answered that I could always argue he'd be the sort of werewolf that only changed during a lunar eclipse." That brought laughter too. Overall, the session was full of jokes, kidding, smart comebacks and all that a DM could ask for, the kind of thing that made the old school game terrific.
At last the lair was found, and entered. Two giant stone blocks were set to turn upon pins of carved stones, in a way that deliberately baffled. The party entered, found themselves in front of two passages and took the right one, with Ti at the head. Both Ti and Zoltan levelled after the werewolf fight, Ti from the x.p. and Zoltan from a silver necklace worth 500g.p. found around the werewolf's neck.
Here's the scene with Ti leading. Encountering an 18 ft. deep pit, without spikes, and seven ft. long, Ti expressed a desire to leap it. With no special skill for doing so, I nevertheless gave him a +4 advantage to his dexterity, so that he needed a 17 or less on a d20 to succeed. He rolled an 18, then got lucky and took only 7 damage. But then, at that moment, an ochre jelly emerged from a crevice in the pit and attacked Ti, while the party were figuring out how to get him out, stunning him for 10 more damage.
Pandred leaped in and fought against the ochre jelly, to protect Ti, causing 3 damage but taking six. Whereupon Lexent, still above the pit, saved the day by asking, "Will salt of Ammon have any effect on an ochre jelly?"
Salt of Ammon is the medieval term for sodium chloride, is an item available in my equipment list and, Lexent having medicine as a sage study, decided to buy some. Without any idea, always a pervasive problem with this sort of thing, since there can never be enough rules in D&D, I asked chatGPT:
"Would salt of Ammon be effective against a D&D ochre jelly?"
I saved the answer and here it is:
Yes. Salt of ammon (ammonium chloride) would plausibly be effective against an ochre jelly, depending on how you want to model the interaction.
An ochre jelly in D&D is essentially an acidic, protoplasmic organism. Its offensive mechanism is corrosion: it secretes acid and dissolves organic matter. The creature is typically immune to lightning and slashing effects because those divide the mass rather than damage it, while cold and fire affect it normally because they change the physical condition of the substance.
Ammonium chloride is strongly hygroscopic and dissolves readily in water, forming an acidic solution. When applied to a gelatinous mass that is largely water and organic colloid, several things would happen. The salt would rapidly dissolve into the jelly’s fluid matrix, increasing ionic concentration and disturbing the internal balance of the organism. In biological systems, high salt concentrations draw water out of cells through osmotic pressure and destabilise proteins. For something like a jelly, whose structure depends on hydrated organic chains suspended in water, that effect would tend to collapse or stiffen the gel. In practice it would act as a chemical desiccant and disruptor rather than as a burning agent.
From a practical D&D perspective, if a character scattered powdered salt of ammon onto the jelly, the effect would likely be similar to throwing a corrosive chemical or strong desiccant into a slime creature. The powder would dissolve and locally break down the gel structure, causing the surface to shrivel, stiffen, or fragment. The result would be damage to the jelly without triggering its division mechanic, since the mechanism is chemical disruption rather than cutting or electrical stimulation.
If you want a simple ruling at the table, treating a handful of salt of ammon as equivalent to a small acid attack or alchemical reagent would be reasonable. It would damage the jelly but would not cause it to split the way slashing or lightning does.
In your face, anti-A.I.! I ruled the powder affected the creature as a "burn," equal to a flask of burning lamp oil, and had Lexent roll 2d6 damage. That produced 10 damage, which drove the jelly back into its hole and both Pandred and Ti were saved.
We called the game there.


