Barrowmaze: Crusaders and the Hand of Nergal

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gurusql
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#61 Post by gurusql »

Cadeweed

Cadeweed sees his opponent, "So, the Necromancer can't beat me so he wants me to join his side. Not today." He pulls out a scroll from his belt pouch and reads it hoping it will tilt the odds in his favor.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#62 Post by Rex »

Orgoth

Orgoth kneels down and begins to pray and invokes his magic helm.

Commune.

"Will breaking the mirror free Cadeweed?"

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#63 Post by Spearmint »

Exploring the Barrowmaze.

Rather than have other figures affected by random magic effects, Veronica, Crippens, Beric & co are advised not to cross the threshold into the crypt. They do though lift up the Portcullis so others may exit if neccessary.

Sven, questions the animated portraits, hoping one will respond positively, but he finds that they just ignore his pleadings for help. They respond with taunts and inane babble regarding the fate of adventurers who come into the Barrowmaze.

Orgoth invokes a newly discovered helm trait, kneeling to invoke a clerical blessing that allows him to Commune with divine intermediaries. A suggestion to break the enchanted mirror is made,weighing up whether such an action will free or restrain Cadeweed in his wasteland scene. After his prayer, one of the portraits revolve in similar fashion, flicking through several adventurer portraits before settling upon a wizened clerical figure. The elder patriarch replies to the question sternly, "The mirror allows the Viewer to view but the Watched must overcome his fears and his nemesis alone. One can only hope and pray his comrade passes the Test lest he join the Brethren Gallery." in other words, smashing the mirror will hinder any hope of Cadeweed's return as he was sucked into it and the landscape beyond.

Cadeweed cannot see any mirror portal, his place is a barren wilderness of dust clouds and tumbleweed, occupied by himself and his stalking zombiefied clone. To offset some time to give himself breathing and thinking space, he reads the
Scroll: protection from Undead: Zombies that was given to him by Deucalion prior to the wagon supply trek just in case he encountered the ravenous beasts that the Guild steward had be morphed into himself. A timely gift that has a crucial intervention at this juncture.

Scroll duration: [10d8]=53

Invoking its power just as the relentless stalker that hunts him is rebuked by an unseen ward, halting his critical and powerful ambush.

Zombie Cadeweed: Net throw [1d20+3]=4+3=7 Short Sword [1d20+3]=20+3=23 [1d6]=4

The zombie is rebuffed, raging on the edge of Cadeweed's vision, circling him in and out of dust clouds and wilderness features.

Cadeweed feels that conflict will be inevitable however you have a certain time (53 rounds) in which to plan and enact any reciprocal stalking or ambush.

Actions everyone please.


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Re: Barrowmaze: Crusaders and the Hand of Nergal

#65 Post by Spearmint »

Since the magical protection moves with Cadeweed and only protects vs hand-to-hand attack he will press his advantage moving into HTH with the zombie-Cadeweed.
my understanding of such Protections would not allow you to engage in direct hand to hand combat if the opponent is warded away from such actions. So deciding to move straight to combat might break the circle of protection. I interpreted the distance as 5" = 50'ft not 5'ft so there is a little distance between you and it.

You could attack it with range weapons, sling stones or hand-held crossbow. But it will move out of range once targeted.

So you can check surrounds and possible try to locate a place you might be able to set up a snare trap or spring/trip wire ambush. If you can lure it into an ambush, (it hides and stalks you as much as you can also Hide in Shadows & Move Silently to stalk it).

I will use the three rounds of combat once it goes to that, but you can try to action some ways to gain advantage prior to that if you want.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#66 Post by Rex »

Orgoth

"It seems we can not aid him from here. Now we must pray and hope he can prove himself worthy."


Orgoth will pray over the mirror for Cadeweed to be strong of mind and arm, may he prove himself worthy before the gods.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#67 Post by OGRE MAGE »

Sven nods his understanding to Orgoth, but doesn't spend time helping him pray.

Instead, he moves around the rest of the room looking for anything of interest.

He relays the message about Cadeweed to those still outside the gate, hoping for a quick resolution to this room.

"Don't worry. I think Cadeweed will do just fine against his evil zombie self."

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#68 Post by gurusql »

Cadeweed

Given that he cannot get into direct HTH, Cadeweed will look for a place that he can control the zombie's movements. This could be a place to camp with only one entrance or an area that he could set up a chase. In this area he will work on setting up his net like the traps he has been practicing.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#69 Post by Spearmint »

Combat eludes both protagonists for a short while which actually allows Cadeweed to scout the terrain and strange otherworldly location.

Taking a random direction to run into, using a dust cloud as cover from the stalking zombie,

Cadeweed: hide in shadows: vs 40% [1d100]=100

He almost runs into Zombie-Cadeweed!

Zombie Cadeweed: [1d20+3]=10+3=13 who, warded from direct combat picks up a heavy rock and hurls a stone that shatters into splinters at the fleeing halfling. The zombie picks up a handful more but when he stands, Cadeweed has gone, leaving just a few scuffed footprints in the dust behind.

The terrain is a dry and sun scorched earth; a few crooked and withered trees grow, brittle of bark and branch with large thorny briars. Bundles of tinder dry tumbleweed roll aimlessly as a harsh breeze blows, billowing the dust into swirls of veiling haze.

Cadeweed runs trying to locate a place that with the scroll Protection in place, could allow him to set up traps or ambushes on his stalker.

Image

Inside the crypt, the portraits and comrades can only watch as the vista pans to follow the action.
Instead, he moves around the rest of the room looking for anything of interest.
Sven searches and considers that many villas use paintings and wall hangings to hide vaults and safes. The room is bare otherwise apart from these portraits and mirror. The curtain is a thick, mouldy and plain fabric. If you want to try and remove a portrait from a wall, I would need a specific action staring that.

Orgoth, thanks Cromm Cruach for the gifted insight to the mirror conundrum. Perhaps when Cadeweed's destiny is finalised, the mirror and its magic (if indeed it is magical), can be assessed or fractured into pieces.

Veronica is quiet, (as are the Barrowmaze corridors).

Actions then: Cadeweed can you describe how you set a Snare trap and how you set a tripwire for the grenade of Gnome's Wrath.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#70 Post by Rex »

Orgoth

Orgoth watches as Sven searches. He will bear witness to what unfolds.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#71 Post by gurusql »

Cadeweed

Since a spring trap is out of the question, he will use the rocks to two parallel lines stretching the net over the lines and using some spikes to hold the net in place. With the net about 6 inches above the ground the idea is tripping the zombie so that with him stumbling around Cadeweed will be able to get in a good backstab. The dirt and loose debris to hide the net. To limit the approach this will be done with using tumbleweeds to reduce the other approach angles and creating a blind to hid behind. The bait will be using his hat to make him look like he is hiding in another location that will all this path to give the zombie what it wants a backstabbing target.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#72 Post by OGRE MAGE »

Sven uses his staff to knock the portraits off the walls from a distance, making sure Orgoth is watching him in case things go bad, which happens more often than he would like to admit.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#73 Post by Rex »

Orgoth

Orgoth will keep an eye on Sven too. "What are you up to now Sven, breaking things again?"

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#74 Post by Spearmint »

Dust & Mirrors

Cadeweed scours the landscape, time not on his side. He has to act quickly and stealthily, crafting a simple trap that might give him advantage over his murderous stalking alter-self. Who knows, it may even be crafting such tricks and nasty surprises for himself?

The halfling finds a narrow dry gulch, perfect to lure a person towards, anchoring the tumbleweed bushes in place to provide a prickly barrier and funnel to the snare. He has practised over and again in Helix downtime to specialise in this focused rogue skill, time now to put into practise what he saw and experienced of Mongrelmen traps.

A spring wire can be added as an additional to set off his artisan Gnomish grenade, perhaps either will suffice, preferably both.

Happy once the dynamics are set, you just have to attract Zombie Cadeweed and then hide in place to gain a surprise backstab.

Actions: Cadeweed, roll me a Hide in Shadows please. Success means you can attack with surprise, so add an attack macro. Fail and attack as normal but with no advantage.

I will apply the attacks once I resolve the success of any traps.

Meanwhile, the Portraits gibber, "Good idea ... well thought out son ... it'll never work ... He's behind you! ..." and various other running commentaries.

One Portrait hums a distinctly ominous theme tune, "Duunnn dunnn ... duuuunnnn duun ... duuunnnnnnnn ... dun dun dun dun dun dun dun dun dun dun ... dunnnnnnnnnn dunnnn!" alerting the watchers of Cadeweed's fate that the stalker is nigh.

Sven knocks several portraits from their hanging berth.

Portraits: Poltergeists released vs 6+ Normal blow Saving Throw: [1d20]=15[1d20]=17[1d20]=15[1d20]=12

Each drops to the floor but the heavy frames don't crash. The Portraits hiss and protest before losing the animated visage and becoming as a normal mundane, faded canvas of a victim.

Sven: random randomness vs 1: [1d20]=1 [1d19]=2 [1d18]=6 [1d17]=13

By random chance, the first portrait knocked off betrays that behind the frame is a niche in the wall. Standing on tip toes you can reach inside the nook to grab a potion bottle (standard Healing elixir) and a purse of 100gp.

For once Orgoth doesn't have to spring into action.

Veronica, probably overwhelmed by the creepy and eerie challenges of the Barrowmaze stays quiet, upholding the raised portcullis.

next actions and rolls please
Last edited by Spearmint on Mon Apr 22, 2024 2:11 am, edited 1 time in total.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#75 Post by Rex »

Orgoth

Orgoth watches Cadeweed with fascination. "Look at this Sven, he is getting all tricky and building a trap for himself. Got to remember to make use of that if he survives, Come on Cadeweed, we are rooting for ya."


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Re: Barrowmaze: Crusaders and the Hand of Nergal

#77 Post by OGRE MAGE »

Certain Cadeweed will be fine dealing with his current predicament, Sven becomes even more curious about the picture frames.

He nods towards Orgoth before placing one of the inert portraits back in place upon the wall to see if it comes alive again.

“Fascinating. Is the magic held within the pictures? Or does the Barrowmaze give them this weird enchantment?”

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#78 Post by Spearmint »

The Mirror Landscape

Cadeweed tries his best to hide in a shallow furrow, under windblown debris and veiled by the dust clouds. But Zombie-Cadeweed still has an insight into his living self's ways and surveying the narrow gulch, he picks out the falsehood of the hat betraying a trap, the thin cord used to create a false sense of movement to lure him towards it and then open his rear to a backstab attempt. He spins, quickly whirling a rock loaded sling and hurls a jagged stone with precision and power to clout the hiding Cadeweed squarely across his head, -4hp.

Zombie Cadeweed: hurled Slingstone [1d20+3]=14+3=17 [1d4]=4

A grievous wound that bloods the halfling and causes him to stagger backwards. With no surprise backstab, advantage goes to the Zombie-Cadeweed who unfurls his catching net and blade. He runs at the bleeding hobbit as he crawls away.

Zombie Cadeweed: 46%+ vs Snare & Tripwire traps [1d100]=31 [1d100]=45

Closing the distance rapidly, the zombie halfling is lured into the real danger zone and sets off the two traps, stepping upon Cadeweed's Entangling net, crafted with clasping lead weights that swiftly closes around him and drawstringing the top over his head. His thrashing to free himself cuts the thread of tripwire which pulls the trigger on the Gnome's Wrath grenade, another trialled invention of the Artisans and Innovative Connoisseurs.

Gnome's Wrath: grenade of explosive goo: [4d4]=10 next round [1d4]=3

The flash of green flame and pyrophoric gelatinous goo, spontaneously combusting once exposed to air. The acidic burns melt the skin and face of Zombie-Cadeweed, -13hp, taking a couple of rounds of continuing immolation.

Cadeweed tries to use the conflagration to sneak around the burning zombie and attack with advantage as Zombie-Cadeweed is restrained, (+4to hit). Stabbing out with twin blades, Cadeweed gets a only single, minimal double damage poke upon the zombie, -2hp. Zombie Cadeweed cuts himself free of the burning goo covered net.

Then the two face off, one literally as it has sloughed off revealing bones and teeth in place of lips and chubby cheeks. And so it comes to a climatic resolution and in this gladiatorial finale wrought out on a wilderness plane.

Cadeweed fights for his life in a duel to the death.

actions: Cadeweed remember any Easter Egg bonus you can use if you have not done already. Also you can roll vs MS to gain the rear attack bonus as you feint and dodge each other. Like this:
Cadeweed: Move Silently to gain rear attack: vs 42% [1d100]=54

No doubt Z-C will roll vs same rogue skill. He is a tough cookie, despite grievous wounds, the zombie looks stronger and hardy. Versus zombies, initiative is usually given automatically to characters. Use that to your advantage.

Attacks: roll me three rounds and then I will roll Z-C's and resolve the compared combat dynamics. using your three attacks from earlier
Since the magical protection moves with Cadeweed and only protects vs hand-to-hand attack he will press his advantage moving into HTH with the zombie-Cadeweed.

Attack with Short Sword[1d20]=19, Damage with Short Sword S/M [1d6]=6 L [1d8]=3
Attack with Short Sword (off-hand) [1d20-2]=8-2=6, Damage with Short Sword S/M [1d6]=3 L [1d8]=1

If needed here are a few more rounds
Round 2
Attack with Short Sword[1d20]=2, Damage with Short Sword S/M [1d6]=5 L [1d8]=3
Attack with Short Sword (off-hand) [1d20-2]=11-2=9, Damage with Short Sword S/M [1d6]=5 L [1d8]=1

Round 3
Attack with Short Sword[1d20]=8, Damage with Short Sword S/M [1d6]=2 L [1d8]=3
Attack with Short Sword (off-hand) [1d20-2]=20-2=18, Damage with Short Sword S/M [1d6]=5 L [1d8]=2
I will edit here then update and ask you to roll any extras. Just a moment.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#79 Post by Spearmint »

Cadeweed vs Zombie-Cadeweed

Both need 16 to hit AC5.

Zombie Cadeweed: Net throw [1d20+3]=17+3=20 Short Sword [1d20+3]=10+3=13 [1d6]=2

Cadeweed stabs Z-C -6hp but in return gets caught up in the zombie's own net. Temporarily restrained (-dex bonus), he is receives a self-inflicted wound, -2hp

Zombie Cadeweed: Net throw [1d20+3]=9+3=12 Short Sword [1d20+3]=17+3=20 [1d6]=1

While he can do nothing but cut himself free, Z-C strikes him again, -1hp

Zombie Cadeweed: Net throw [1d20+3]=4+3=7 Short Sword [1d20+3]=18+3=21 [1d6]=4

The two hobbits, one living, one undead duel. Each strikes the other, Cadeweed bleeds -4hp, Z-C bleeds -2hp

The fight continues:

Actions: Cadeweed add three more attack or action routines.

Health Status:

Cadeweed: 7/18hp

Zombie-Cadeweed: -23hp/?

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#80 Post by Spearmint »

I should remember my housekeeping note that you have Grymaldi, St Ygg (cleric 1) nephew of Bro Gamdar with you.

Sven returns a portrait to its hanging place.
He nods towards Orgoth before placing one of the inert portraits back in place upon the wall to see if it comes alive again.
The knock seems to have made it inert for the gibbering image is no longer present and doesn't return. A few are still active, watching and commentating upon Cadeweed's efforts to survive or chiding those in the crypt as cursed tomb robbers. There is no further danger or threat so you might conclude, as in several places encountered, that whatever magic effect is in place, it might be triggered either each encounter or daily. Maybe after Cadeweed returns or his zombie alter-self is victorious, the enchantments reset.

After invoking the scroll of protection, there is almost an hour's gap as the mirror displays the Halfling's attempts to run, hide, scout the wilderness and create his trap. I have handwaved you guys watching the proceedings and hoping for the best.

In thr meantime, those NPC's guarding the corridors report no other intrusion. Considering the knocking down of portraits, the action was deliberate but not destructive. Sven might think actually destroying the frames or portraits could release some ghostly spirit of a deceased adventurer, which might not be profitable.

Actions Cadeweed gives some attack and action routines.

Sven & Orgoth, any actions in the crypt or waiting for the encounter resolution.

Veronica will move to npc status in the abscence of the Player.

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