Barrowmaze: Of Where-Rats and Mongrelmen.

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Stirling
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#41 Post by Stirling »

Vann Hector

"Stay dead you critter!"

I will attack the rising zombie on the stretcher.

Vann Hector's: magic Longsword melee vs s/m [1d20+2]=19+2=21 damage [1d8+1]=4+1=5
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#42 Post by Kenjosephus »

Veryn

Sensing that the undeads did not notice him. Veryn draw his longsword and sneaks forward and grab it by the shoulder and proceed to backstab the undead priest.

Backstab the priest [1d20+4]=13+4=17 for [2d8]=5 damage
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#43 Post by Craigers07 »

Rum

Rum is shocked after seeing the Zombie rising from the stretcher and takes a step back. He takes out his longsword and attacks the zombie rising from the stretcher.

Longsword melee: [1d20+1]=6+1=7 damage [1d8+1]=8+1=9 Shield Bash [1d20+1]=7+1=8
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#44 Post by Hadarai »

Callen

Assailed by the undead, Callen has no choice but to fight. Taking his mace in hand, the Cleric strikes back at the zombie who wounded him.


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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#45 Post by Spearmint »

Exploring the Barrow Mounds.

Graveyard Crypt things.


Vann Hector & Rum Lightbender attack the newly risen zombie, -5hp, but the sword thrust fails to hit vital organs and the undead adventurer rises to claw and rake the elf, -7hp.
Your Ring of Invisibility to Undead manifested when the Huecuva appeared but you became visible once you attacked it and since it has knowledge of you, it has animated the zombie adventurer with that awareness in mind, so sorry, no surprise backstab as you are not invisible to him.
Tamson pings the undead priest, -2hp distracting it which enables Veryn to strike with stealth ...
just roll 1d8, I will automatically double the roll result.
... his stab is true and slices between ribs into the creature's torso. You feel the bones fracture under the thrust but despite an eruption of spurting blackened blood, the cold iron blade does not sever any necrotic imbued organs as it appears resistant to damage from mere common blades. Tamson uses his father's magic heirloom longbow. The fiend grasps out at the backstabbing rogue, inflicting a chill and necrotic touch that sears his arm and shoulder, blistering the skin with a despoiled blackness that reeks of rot and woe. -5hp Veryn, roll me a Save vs Poison please.

Martell tries to hack one of the duo of zombies assaulting him but his martial skills desert him and he receives a vicious wound in return, -8hp.

Callan, invokes St Ygg's wrath, -7hp striking the zombie that bears down upon him. He at least has some success. Downing his foe as the conflict turns bloody and critical against the comrades.
Health Status:

Vann Hector: 9/16hp
Callan: 8/8hp
Veryn: 1/6hp
Rum Lightbender: 11/11hp

Martell: 4/12hp
Tamson:10/10hp


Next actions please
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#46 Post by Kenjosephus »

Veryn

Revised damage [1d8]=5

Save vs poison 13 [1d20]=1

Veryn felt really sick. Desperate to save his life, he will step back from the field of melee away from the skeleton. However, knowing that the priest will likely to follow through. He would like to take a holy water and throw it at the priest before he collapse first due to the strange liquid coursing through his blood.

[3d6]=14 [4d6]=16 vs 7 con check to save against poison


Ain't go down without a fight [1d20]=14 for [1d6+1]=5+1=6 damage
Last edited by Kenjosephus on Mon Sep 04, 2023 10:02 pm, edited 3 times in total.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#47 Post by Spearmint »

Veryn roll me a Constitution save, as laid out in the House Rules under the poison / paralysis section.

A [3d6] [4d6] vs Con.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#48 Post by Stirling »

Vann Hector

Whispers hoarsely as it grips my throat, "Kill him, Rum, kill it!"

Vann Hector's: magic Longsword melee vs s/m [1d20+2]=9+2=11 damage [1d8+1]=1+1=2

My stab attempt in vain..
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#49 Post by Spearmint »

Veryn, you can roll an attack with the holy water. I will resolve the failed save in the next update.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#50 Post by Kenjosephus »

Do i roll for normal missile attack then?
Last edited by Kenjosephus on Mon Sep 04, 2023 10:00 pm, edited 3 times in total.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#51 Post by Spearmint »

Yes, so add any dex bonus and Holy water will inflict [1d6+1] hp damage on a hit or just minimal 2hp on a miss.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#52 Post by Stirling »

wow, this can go from good to bad to very bad very quick!

Only only saving grace is that the zombies are slow so we get initiative over them. Kill them then we can surround the priest.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#53 Post by Stirling »

Hoping Rum, Callan, Martell & Tamson can get in some good hits otherwise this doesn't look good.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#54 Post by Hadarai »

Callen

Seeing the damage being wrought by the undead, Callen rushes to put himself between the attackers and Martell and retaliates with a swing of his morningstar once again.

"THE SAINT GUIDES MY FURY, ABOMINATIONS!!!" He bellows with rage.



Alright! Hopefully that's another one down!

Callen should also be at 6/8 HP currently
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#55 Post by Spearmint »

Barrow Mounds:

Undead pilgrims.


Rum: longsword melee: [1d20+1]=10+1=11 damage [1d8+1]=8+1=9 Shield Bash [1d20+1]=10+1=11 Martell: Battleaxe melee [1d20+1]=8+1=9 damage [1d8+1]=1+1=2Tamson: longbow [1d20+1]=19+1=20[1d6]=6 [1d20+1]=19+1=20[1d6]=1

Veryn anoints the unholy and diseased riddled priest but the figure is heavily robed and the burning Holy Water is only splashed upon its exposed flesh and bone. -2hp

Tamson does hit it though, thudding in a quickfire volley of arrows that impale his spine, -6 & -1hp.

Still the Huecuva lives, clinging to undeath even as it bleeds and claws once more at the tainted rogue.

Huecuva: vs Veryn [1d20+2]=8+2=10[1d6]=3

His touch is again chilling and bone numbing. Accelerating the necrosis into the half-elf's body, -3hp which sees him collapse to the ground, bleeding out and half-dead, and on the way should fate decide to join the wrong side of an unholy procession.

Veryn, give me a [4d6+1] Constitution check please. Failure indicates you continue to bleed oit, success and you temporarily stabilise from further health loss.

Vann Hector & Rum Lightbender stab out at the risen undead adventurer. Both miss, the undead zombie parrying and dodging their blows as a veteran warrior might. That zombie misses with his attack. Callan & Martell battle one apiece, the lawful priest sends another into eternity but the former squire once more proves his inexperience and he is again raked and bitten by his opponent. -4hp. He too collapses but crucially does not bleed further, unconscious but stable.

Zombie attacks: vs Vann Hector or Rum: [1d2]=1 [1d20]=4[1d8]=6 vs Martell [1d20]=12[1d8]=4

Health Status:

Vann Hector: 9/16hp
Callan: 6/8hp
Veryn: -2/6hp
Rum Lightbender: 11/11hp

Martell: 0/12hp
Tamson:10/10hp


Actions everyone please.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#56 Post by Kenjosephus »

Wait, how could 10 hits me. I got studded leather armor on. Also with my dex and stuff that's a total of -3 which turns my AC to 6 (which as far as i know, it needs at least 12 on a dice to hit me)
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#57 Post by Spearmint »

Wait, how could 10 hits me. I got studded leather armor on. Also with my dex and stuff that's a total of -3 which turns my AC to 6 (which as far as i know, it needs at least 12 on a dice to hit me)
Because you are not fighting a 2nd level fighter or cleric but a 2HD creature who hit AC6 on a 10+ unfortunately.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#58 Post by Stirling »

Vann Hector

Vann Hector's: magic Longsword melee vs s/m [1d20+2]=18+2=20 damage [1d8+1]=6+1=7

At last, a solid hit, hopefully on the dead again adventurer.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#59 Post by Kenjosephus »

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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#60 Post by Craigers07 »

Rum

Rum continues attacking the risen undead adventurer.

Longsword melee: [1d20+1]=13+1=14 damage [1d8+1]=1+1=2 Shield Bash [1d20+1]=19+1=20
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