Barrowmaze: Territorial Gains.

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Re: Barrowmaze: Territorial Gains.

#861 Post by Spearmint »

Exploring the Barrowmaze.

Gerdal: [1d100]=75 [1d20]=1
Amos looks at the undead looking guardian of the dark passage.

"Excuse me friend. Can we be of some service to you. How did you get in here and what is your purpose, if I may ask?"
Amos cannot see into the Darkness but Gerdal can using her Witchsight spell and link to Harkazz. He speaks anyway, questioning the Dark Knight to reveal his intents. Instead he silently gestures a 'come hither' somatic to Gerdal who finds no resistance to follow the impulse to step into the tunnel.

"Stay here." she says to her comrades and gathering her gear and wits, plus heart in mouth trepidation and Familiar upon her shoulder, she steps into the tunnel being immediately swallowed by the Dark. You hear her footsteps recede; no scream for help, no voiced incantations, no clash of steel upon stone.

Isvand bleeps into the other Guild exploration. In reply you receive note from Sigrid they have encountered a large chapel like crypt with zombies wandering inside and several corridors branching in each cardinal direction. Her words whispered lest she attracts attention.

Sir Dewey stands with Amos by the pit, staring after the sorceress. The Paladin's shield does not illuminate, which usually triggers in the presence of undead. After both wait a moment, Gideon invokes a Light spell to counter the dark, calling upon St Ygg to shine his radiance and blessing around. You find the passage has a Continual Darkness or enhanced permanence in place so the summoned Light acts very much like a torch, radiating an orb of brightness but not cancelling out the greater magics. Still you can see the passage interior, extending thirty feet in length with an alcove crypt to the west that has been excavated out, rubble strewn across the floor. Of Knight abd Witch there are no signs. Gideon can enter cautiously, but despite careful investigation, he cannot trace Gerdal. There are no signs of recent conflict or bloody marks and each wall in the passage appears soundly constructed and not veiling any secret exits.

Cosmo can brave the breached wall being one of the smaller characters, entering the area to the north. Behind him the miners.
Peering through before any brave person takes the plunge, you can see a dry by fetid passage extending sixty feet at least northwards with three crypts set at regular intervals on the left hand side (west). There are no lights or sounds emanating from the passage but several bleached white and well gnawed bones do litter the floor which gives that slight warning that all may not be so favourable ahead.
actions
it seems tanker405 has gone awol and sastaz taking timeout so I will npc their characters.
Actions from Sir Dewey, Amos, Isvand, Cosmo please.

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Re: Barrowmaze: Territorial Gains.

#862 Post by OGRE MAGE »

The number of players who have come and gone in this game so far could probably set a world record. :lol:

Amos worries about the others entering the darkness, so he does not do so himself. Instead he follows the others into the hallway beyond the bricked up wall.

"Let's listen at these doors before opening them one at a time."

He presses his ear up to the first, looking it over for traps first and trying the handle if nothing is discovered.

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Re: Barrowmaze: Territorial Gains.

#863 Post by redwarrior »

Isvand is torn, seeing members of the party moving in two opposite directions... he finally decides that Amos has the right idea, and goes through the demolished wall, and starts to listen at the doors. I hope Gerdal knows what she's doing.

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Re: Barrowmaze: Territorial Gains.

#864 Post by ateno »

" I will listen at the left one."

Cosmo

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Re: Barrowmaze: Territorial Gains.

#865 Post by Spearmint »

Exploring the Territory

Gideon keeps to the Dark passage, searching the area and side crypt but finds no further sign of Dark Knight or Gerdal. Beyond the passage opens into a hallway with a gargoyle statue that acted as the starting point to the Mongrelmen group.

He returns once he concludes nothing more can be done in that area.

Several of the group squeeze through the breach in the broken wall, advancing in the passage and to examine the nearby crypt doors. The hallway of bones has three doors and Amos, Cosmo & Isvand each kneel to listen intently to a chosen one as Sir Dewey provides some martial cover.

The hall sidewall has much graffiti and wall art. Not the tavern humour or scrawled warnings common in other labyrinth areas, these inscriptions are prayers and verses to Underworld gods, depictions of various deaths; a beheading from an executioner, a figure in flames tied to a stake, a body pin cushioned by numerous arrows, another fed head first into a giant toad. A large and mouldy thick tapestry is hung upon the northern wall at the end of the hallway. It depicts a dark and bleak scene of an empty cell.

Crypt Things: vs 1-2: Amos [1d6]=3 Cosmo [1d6]=4 Isvand [1d6]=1

The three listeners hear nothing of note and each can open a door. In turn from the lowest one, Amos can open his door to discover a small twenty foot square crypt. Without going over the threshold, he nods to Cosmo, next in line who can follow suit and also note a similar fetid and reeking but empty crypt. Isvand draws the short straw, since the door is opened before he can twist the handle himself. A vile and ragged husk of humanity exits quickly whipping his anger into a whirl of violent flailing that creates a vortex of bones and pottery shards to fly around him.

Crypt Things: [1d20+3]=2+3=5 [1d10+3]=10+3=13

The halfling is fortunate as the violent whirlwind attack actually blows the tapestry from the wall to fall upon and envelope him, thus saving him from the lacerations of the sharp splinters and buffeting.

Sir Dewey's shield blazes Light as the undead Crypt Thing makes its presence known.

actions everyone please.

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Re: Barrowmaze: Territorial Gains.

#866 Post by redwarrior »

Isvand caught off guard and flat-footed, attempts to dash the creature with his mace, but ends up just sending chips of stone and splinters of wood flying from the doorframe.

Magic Mace THAC0 19 [1d20+1]=5+1=6 damage [1d6+2]=6+2=8

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Re: Barrowmaze: Territorial Gains.

#867 Post by ateno »

Cosmo steps back and throws two of his daggers:

Thrown Dagger [1d20+1]=9+1=10 Dmg [1d4]=4 [1d20+1]=14+1=15 Dmg [1d4]=4

Cosmo
Last edited by ateno on Mon Apr 01, 2024 1:16 pm, edited 1 time in total.

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Re: Barrowmaze: Territorial Gains.

#868 Post by OGRE MAGE »

Amos raises his holy symbol towards the monster.

"Be gone foul beast!"

Turn Undead (3rd lvl) [1d20]=9 :|

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Re: Barrowmaze: Territorial Gains.

#869 Post by Spearmint »

The secluded crypts:

Isvand shelters under the tapestry that envelopes him, thrashing out ineffectually with his own mace. Cowering from the whirlwind of undead rage and the vortex of shards , the halfling snuggles into his thick bearskin, padded extra by the thick tapestry that covers him and constricts his small frame in a sudden tightening ball that makes it difficult for him to move ... :evil:

The Crypt Thing ignores the rebuke of Amos and deftly dodges both hurled daggers from Cosmo. The gnome notes that ordinarily, one may have hit his target but the whirling virtex around the creature seems to add some defences against missile weapons, (much in the same way Monks benefit).

Sir Dewey, I rolled to move the encounter forward, attacks the Undead, swinging his doubled-spiked flail to dramatic effect and coshing the Crypt Thing, -6hp

Sir Dewey: Flail melee: [1d20+1]=15+1=16 [2d4+2]=4+2=6 Crypt Things: [1d20+3]=11+3=14 [1d10+3]=6+3=9

As others squeeze through the breach to defend the group, the Crypt Thing manifests its rage abd violence. Even penalised by the aura of protection that shields the paladin, the creature is able to whip and rend Sir Dewey, -7hp (damage reduced by armour type bonus).

next Actions please

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Re: Barrowmaze: Territorial Gains.

#870 Post by OGRE MAGE »

Amos points his Palanthas Gauntlet at the creature and releases its power of light against the undead.

Gauntlet Damage [1d6]=4

Looking at the tapestry enveloping their friend, he shouts out loud. "Isvand! Are you okay under there?"

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Re: Barrowmaze: Territorial Gains.

#871 Post by redwarrior »

Isvand feeling the constriction fears he has more to worry about than undead! I think this tapestry is attacking me! That can't be right, can it? he shouts back at Amos' query as he attempts to draw his short sword and throw off the tapestry, cutting himself free if need be!

Short Sword THAC019 [1d20]=19 Damage [1d6]=2

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Re: Barrowmaze: Territorial Gains.

#872 Post by ateno »


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Re: Barrowmaze: Territorial Gains.

#873 Post by Spearmint »

Anyone heard from Monsieur Rose?

Sir Dewey: Flail melee: [1d20+1]=16+1=17 [2d4+2]=4+2=6Gideon hurls Holy Water: [1d20]=7 [1d6+1]=5+1=6

Holy water, holy anger and a righteous blaze of light all inflict damage upon the whirling Crypt Thing, -2hp, -6hp, -4hp Cosmo throws a volley of daggers, each with great accuracy. The first seems to penetrate and pierce the inner vitals of the creature, -2hp, however the second is dodged as the whiplashing wrappings parry it aside. It is a critical save by the Undead as the lesser damage means it can still rage against the living. The shrapnel and buffeting once more afflicts everyone in melee range, -5hp to Sir Dewey.

Crypt Thing: 12+ save vs Petrification to dodge missiles (Cosmo's daggers) [1d20]=2 [1d20]=19Crypt Things: [1d20+3]=9+3=12 [1d10+3]=4+3=7

Isvand tries to slice himself some breathing space, cutting into the constricting tapestry, -2hp, poking a finger through the tear in the fabric to announce his alarm.

Tapestry Constriction: [1d20]=4 [2d4]=4

While the Halfling's dexterity is limited, his strength, augmented by the enchanted bearskin allows him to fight off the ever tightening grip. it is noted that the bearskin gives you improved grappling and successful hits allow extra 'bear hug' damage. Feeling cutting yourself free might take a longer time, you might be better trying to turn tables and roll the tapestry up with some unarmed attacks.

In the passage the miners and Copperpiece ready themselves.

next Actions please everyone

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Re: Barrowmaze: Territorial Gains.

#874 Post by redwarrior »

Isvand, cutting a small hole and catching his breath, feels his arms being pulled tight, limiting his ability to hack at this thing drops is sword and shield and attempt to manhandle the tapestry, trying to yank it off of himself and and tear or bend it backwards.

Fold Spindle and Mutilate attack[1d100+26]=99+26=125 damage [1d100+31]=20+31=51 Grapple attack.... I'm not sure how a finger lock works on a tapestry! :-) I'm also not sure I remember how the grapple to-hit table works. I know I did once, but not now. Wearing leather.

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Re: Barrowmaze: Territorial Gains.

#875 Post by ateno »

Cosmo backs again and throws his 5th and 6th dagger, and misses badly.

Thrown Dagger [1d20+1]=8+1=9 Dmg [1d4]=4 [1d20+1]=3+1=4 Dmg [1d4]=2

Cosmo

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Re: Barrowmaze: Territorial Gains.

#876 Post by Spearmint »

Health Status:

Isvand: 8/21hp
Cosmo: 5/14hp
Amos: 13/20hp
Gideon: 7/8hp
Sir Dewey: 8/22hp

Patra-patra: 8/8hp (with supplies in De Ogilvy corridor)

Copperpiece: 6/6hp

Plantie: 5/8hp
Lemmy: 5/8hp
Ozzie: 7/8hp
Meatloaf: 8/8hp

Gerdal's Mule: 12/12hp (barrow mound crypt)

Gnimish: 2/9hp (barrow mound crypt)
Treyvor: 5/6hp (with supplies)
Bucko: 7/8hp (barrow mound crypt)

Gerdal (with chameleon Harkazz): 10/10hp (14/14hp) (Disappeared with 'Dark Knight') M.I.A

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Re: Barrowmaze: Territorial Gains.

#877 Post by OGRE MAGE »

Apparently not.

Seeing Isvand gaining the upper hand on his......., Amos uses the power of his staff to Cause Wounds on the terrible monster.

CLW [1d8]=7

I always forget.....does he need to make a successful attack with the staff in order to use this power? Or can it be done from a distance?

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Re: Barrowmaze: Territorial Gains.

#878 Post by Spearmint »

I always forget.....does he need to make a successful attack with the staff in order to use this power? Or can it be done from a distance?

Remember once per day, in melee combat with his Silvered Quarterstaff he can add a 1d8 Cause Light Wounds as well.
If he doesn't hit, the Cause LW can be rolled over to whenever a success occurs.

From the Arcantryl domain:
Clerics of Arcantryl use no 'favoured weapons' however they are able to imbue their 'pact' weapon (a personal favourite weapon, often decorated with runes and sigils), enchanting it with the ability to cast 'touch' spells as part of any attack. So for example hitting a target in melee with a mace may also at the clerics choice, deal damage such as a Cause Light Wounds.

Any 'touch' spell may be simultaneously cast in this way.
so not just CLW but other ones too.

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Re: Barrowmaze: Territorial Gains.

#879 Post by OGRE MAGE »

Okay, thanks!

Staff Attack [1d20]=10 Dam [1d6]=5 not likely :x

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Re: Barrowmaze: Territorial Gains.

#880 Post by Spearmint »

The Secluded Crypts.

Sir Dewey steadfastly stands his ground despite the buffeting and razor sharp shrapnel whipping around him. His smite is mighty and it shatters the Crypt Thing, stilling its vehemence and rage that causes it to collapse upon the floor in a pile of bones and ragged bindings. -9hp. Amos can retain his invoked touch Cause Wounds spell, Cosmo can retrieve his six thrown daggers.

Sir Dewey: Flail melee: [1d20+1]=17+1=18 [2d4+2]=7+2=9

Isvand struggles under the constructing tapestry that under some evil coercion seeks to suffocate and envelope him.

Tapestry Constriction: [1d20]=6 [2d4]=5

Augmented in strength from his Bearskin, the other until now hidden trait triggers, for the cloak taken in exchange from the Herne Mausoleum is imbued with extra wrestling and grappling proficiency and it enables Isvand to channel his inner rage to grip the Constricting Tapestry, tearing it a new one, -3hp

Isvand: bonus Grapple attack [1d100+26]=89+26=115 damage [1d100+31]=61+31=92Bear hug grapple bonus: [1d100+31]=34+31=65

He takes advantage of the bonus grapple affect which sees him inflict his own twisting constriction, like wringing a wet rag only the Tapestry leaks blood, -6hp and then with two successful attacks, he can complete a 'Bear Hug' which rather than squeezing or rolling the bizarre creature up, he simply grabs a corner of the fabric in each hand and tears it apart like a strongman going through a thick directory. -3hp

All of a sudden the corridor goes quiet. The deadly Barrowmaze entities defeated. The Tapestry, previously showing a picture of a bone filled pit, now just fades with crimson stains. To all observance it looks like a thick fabric sewn hanging and not a mimic creature or any cloaking mantle. The miners stomp on it for good measure.

These crypts are yours to explore. Gideon Hawke, cleric of St Ygg ministers to the injured paladin, +4hp

Gideon: casts Cure Light Wounds on SD: [1d8]=4

Health Status:

Isvand: 8/21hp
Cosmo: 5/14hp
Amos: 13/20hp
Gideon: 7/8hp
Sir Dewey: 12/22hp

Patra-patra: 8/8hp (with supplies in De Ogilvy corridor)

Copperpiece: 6/6hp

Plantie: 5/8hp
Lemmy: 5/8hp
Ozzie: 7/8hp
Meatloaf: 8/8hp

Gerdal's Mule: 12/12hp (barrow mound crypt)

Gnimish: 2/9hp (barrow mound crypt)
Treyvor: 5/6hp (with supplies)
Bucko: 7/8hp (barrow mound crypt)

Gerdal (with chameleon Harkazz): 10/10hp (14/14hp) (Disappeared with 'Dark Knight') M.I.A


Next actions please.

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