Barrowmaze: Where-Rats

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Spearmint
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Re: Barrowmaze: Where-Rats

#61 Post by Spearmint »

"I thought this shield was meant to light up when undead are near! Remind me to have a word with the guy who told me that."
call that a slip up or perhaps the shield only works if equipped as you used both hands to slide the heavy coffer off the base and the undead animated before you could pick it back up.

I will wait for Moorheeth before I update. But simultaneous to this action is Sigrid being attacked as you responded to the call for help here:

https://www.unseenservant.us/forum/view ... 74#p648474

So you can post here or in the other BRAG expedition thread.
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Re: Barrowmaze: Where-Rats

#62 Post by Darithe »

Sigrid

Lets out a loud blood-curdling scream as the hideous thing bites down on the nape of her neck, "Treyvor help!" The gnome attempts to attack the creature as Sigrid flails about.

Treyvor's attack: [1d20]=9

Still struggling she attempts to knock the creature off of her.

Sigrid's attack: [1d20]=12
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Re: Barrowmaze: Where-Rats

#63 Post by Spearmint »

Exploring beyond the Rat Room.

The group are separated, Sigrid and her gnome aide Treyvor rushing back into the hallway you sneaked by earlier. There she is ambushed by a trio of 'Grotesques' and his engaged fighting them off with Sven's team.

Others are crowded into a small crypt, a room of stone arched walls and an ornate coffer which contains a large hybrid humanoid, that was 'undead and resting' but now has risen after his grave disturbed.

Moorheeth and Sir Dewey address the creature with holy wrath, whacking it with their flails. -6hp. After his critical stab, Vann Hector misses but the creature gets run through by Martell, showing his own martial skills have improved since his promotion from squire. -3hp

Injured enough to inflict a second death, the giant Mongrelman collapses back into the coffer from which he rose.

Moorheeth [1d20]=18[1d6+1]=5+1=6

Sundance and Bucko guard. They give the report of no further undead here and none have come through from the boarded up door by the crates. There is some commotion elsewhere, in rooms you passed through.

actions please , you can search here now or go to address the other conflict.
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Re: Barrowmaze: Where-Rats

#64 Post by Spearmint »

actions please , you can search here now or go to address the other conflict.
everyone, as the brief combat concluded here and just a hall away the other group have arrived, I will ask everyone to post in that BRAGging Rites thread and then if you split up to explore further, 'cut & paste' any dialogue and discussion into here.

please post your next actions.

I will get an updated map posted so you can each see where you are in relation to others and where you have explored.
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Re: Barrowmaze: Where-Rats

#65 Post by Stirling »

Vann Hector

good idea. If there is a group in need nearby we help each other out and then decide where to go next.

I think we have a few things to sort out. Searching this room with the coffer and giant Mongrelman. Checking on the zombie and others in the room
past the passage with the crates and also figuring out who laid a trap for us and ran off. I don't think it was those half-man critters.

Also do we go into the 'Darkness' passage or unblock the blocked up wall?


Vann Hector, happy to see the Mongrelman champion die, suggests we go quickly to help Sigrid before coming back to search this room. On the way I will pick up the Battleaxe that the Mongrelman had. Not a weapon I can use effectively but as Martell gave the killing blow, perhaps he can equip it for now.
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Re: Barrowmaze: Where-Rats

#66 Post by Spearmint »

posting update to this expedition in BRAG thread
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Re: Barrowmaze: Where-Rats

#67 Post by Stirling »

Pending actions on whether spell casters use the No Evil' Skeletons room as a place to study, after that, go and check out the Dark passage (if Gerdal joins us) otherwise I suggest we go kill the undead zombie dead again.
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Re: Barrowmaze: Where-Rats

#68 Post by Spearmint »

continuing here...

check the map posted above to orientate yourself.

The Where-Rats regroup and decide to go back to exploring the corridors and rooms south of the Rat Room. There are some places noted and only casually searched and with Gerdal joining the BRAG group, your options to view into the Dark diminish. You could perhaps try casting a Light spell inside or even advancing behind the radiance of the SunShield which manifests a cone of warding brilliance in the presence of undead.

With that in mind, Vann Hector reminds the group a zombie, minus one arm resides in a barred room just south of the room noted 'Nests'. The west door's panel partially broken through though the wedging spikes held firm despite the creature trying to force it open. Vann has an issue which remains unresolved. His 'precious' ring shields him by making him invisible to Undead though this comes at a cost of potentially becoming one himself. So he is reluctant to lead the charge towards the zombie, leaving such to Sir Dewey and Moorheeth.

Aided by Sigrid, the three characters and Sundance, mercenerary mage approach the door.

here is what is in this corridor, described before:
Vann Hector opens the SE door and peers into another odd shaped hallway. The room includes that triangular portion of the map square and extends to the 20'ft wide by 10'ft deep space. Inside are some stores. Several crates of goods are piled up and three large well coopered barrels. One of these has a padlocked lid. A casual glance in the crates indicates the goods are mostly a collection of old clothes of assorted sizes and several pieces of dented or broken armour. Sundance helps herself to a black velvet tricorn hat which has a band of teeth around it and some colourful feathers. Directly south is another typical dungeon type door of stout wooden panels and rusted hinges. To the west is a second door. This one is less stout as several panels have been axed through. A few old wedging spikes are stuck all around the frame, suggesting someone hammered those in to hinder the door from being opened. By the broken panels are claw marks and old embedded arrow heads which further adds to that speculation.

Sundance looks through the broken door panel and is immediately assailed by a clawed and mortified arm! A zombie, reaches through to grasp at her but elven reflexes mean she can dodge the beast. It barges the door, causing it to wobble slightly on the hinges but the wedging spikes hold firm. As it reaches through, Sundance severs the limb and the zombie withdraws though bizarrely, the arm still wriggles and claws along the floor.
As soon as you enter that small, crate filled chamber, the wielded Sunburst shield radiates its cone of light, signifying Undead are present. A decaying arms creeps from under a pile of rags to fling itself against the paladin who simply parties to away. A few swift hacks and the formerly amputated arm is still forever.

The light still shines, undead, ravenous and rabid are in the next room and alert to your presence, rush in unison to batter upon the secured door.

actions everyone please.
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Re: Barrowmaze: Where-Rats

#69 Post by Stirling »

Vann Hector

Yes, staying at the back to sneak around us a good thing. The elf is discomforted regarding his arm and seeing the amputated arm wriggling in the floor, wonders if his own left hand will end up that way? Hope not.

Let us clear the remaining undead from the area we know about then decide how to sweep and consolidate the rooms we know about. Sure there is much we have just skipped by.
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Re: Barrowmaze: Where-Rats

#70 Post by Monsieur Rose »

Sir Dewey

"There are quite a few undead behind there. Do we fight here? That door may not hold them bashing like that forever." The Paladin keeps his shield raised and his weapon in hand.

"We could fight in the doorway, keeping them at bay. Perhaps now is the time to attack? Can you keep them at bay Moorheeth?"
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Re: Barrowmaze: Where-Rats

#71 Post by Darithe »

Sigrid

"The doorway will narrow those who can attack," Sigrid says, "But I leave such a decision to our seasoned warriors. However, let the fates give an assist noble knight." She lays one hand on Sir Dewey's shoulder as the other reaches into her components pouch retrieving the item needed, then leans her head forward close to his chest saying, "Allir feður, gefðu mér styrk." She steps back looking up at him, "Shatter our foes."

Strength spell: [1d8]=7
Chance to Retain Spell vs. 14 Int. [4d6+1]=10+1=11
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Re: Barrowmaze: Where-Rats

#72 Post by Spearmint »

Exploring beyond the Rat Room.

Creative spells, very nice. Sigrid's soft hands and arcane ministry stiffen the muscles in the avowed paladin, turning his physique to ripple into broad shoulders and augmented biceps.

Sir Dewey, for the next three hours, adjust you strength and attacks to reflect an increase of Strength to an 18(10) attribute.

Martell backs you up, the Mongrelman champion's Battleaxe in hand. A wedging spike drops loose upon the floor as the door buckles under the press of zombies. Bucko, experienced in Barrowmaze hazards shields the two mages, Sigrid & Sundance.

Treyvor and Vann Hector are back in the 'nest' room. They note several rats scurry about, scuttling around the walls, exiting the burrows. Treyvor and Vann Hector: Hear Noise vs 20% [1d100]=6[1d100]=51

The gnome hushes the pensive elf, sneaking across the room to the wall with the secret door. He points towards it, pressing his ear and signalling footsteps are heard beyond. One, two, maybe three figures who sneak about themselves.

Moorheeth readies himself, saying a prayer and committing the group into divine hands. you can roll a Turn Undead attempt if you wish.

actions everyone please.
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Re: Barrowmaze: Where-Rats

#73 Post by Stirling »

Vann Hector

Convinced those in the secret passage are not undead. While opening combat on two fronts is not wise, I don't want to take the chance that whoever has snuck back in will lay more traps for us. So sneak to Treyvor and try to surprise whoever is on the other side, busting the door and attacking the bandits or rogues.

Vann Hector's: Crypt Knight's longsword melee vs s/m [1d20+2]=20+2=22 damage [1d8+1]=7+1=8
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Re: Barrowmaze: Where-Rats

#74 Post by Spearmint »

A reminder of positions: VH & Trey in the Nest room, going through NE secret door to surprise 'bandits'.

Everyone else is in store room south of Nest. Zombies breaking down the east door of that passage. Door in South of that passage is unlocked but no one has ventured beyond.

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Re: Barrowmaze: Where-Rats

#75 Post by Spearmint »

Exploring beyond the Rat Room.

Ravenous Dead beat down door vs 1-3 [1d6]=6

The pressing undead are still held back from opening the splintered door by the strength of the wedging spikes though with each round, they unerringly loosen their grip upon the wooden frame. Sir Dewey, Martell, Moorheeth, Bucko, Sigrid & Sundance are huddled in the small crate filled passage, bearing arms against their impending breakthrough. One of the group opens the door in the south wall, checking exit routes. It opens into a 20'ft square chamber and a passage leading to the east. Nearby are other crypt doors, one in each side of the passage. The area smells of rot, aged decay though unlike the room beyond the boarded door, the area is quiet and free of undead. The small hall is lined with burial alcoves on the west and south walls, some contain broken pottery items, others bones. A more detailed search is needed to assess any trinket value.

Sir Dewey braces himself, the vanguard to the group enhanced with extra strength for the fight.

Elsewhere, impetuous Vann Hector goes on the front foot and kicks open the door which previously held a flint striking trap to ignite the pool of oil on the floor. Succeeding where zombies failed, he barges it open and critical surprises a kneeling figure who tampers to reset the trap. The hybrid face, a mix of pale skinned human and hairy kobold looks up into his face, the Mongrelman's serpentine slit eyes meet the ice cold and murderous blue of the elf. They widen in shock and horror as the elf's longsword slowly and silently skewers his throat and slits him open. His gushing blood joins to pool with the oil upon the floor.

Treyvor hacks his pick into the back of a second hunched figure. She squeals in pain before a second strike splits her head apart as one might
crack open a melon. The grim murder of two goblin sized critters. Checking their bodies they have little of value, personal trinkets like a bone necklace, a set of darts, cloaks covered in a scrim net that has bits of rubble and stone sewn in so as to blend them into the tomb background.

Treyvor pick melee [1d20]=16 [1d4+1]=1+1=2Treyvor pick melee [1d20]=18 [1d4+1]=4+1=5

actions everyone please.
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Re: Barrowmaze: Where-Rats

#76 Post by Monsieur Rose »

Sir Dewey

"As soon as that door gives way, try to turn them." The Knight barks out orders. "Leave the spikes there for now. Bash in the top part of the door."

The plan is to make holes in the top half, allowing the dead to try to reach through. Which would give us the chance to attack without them running in. Maybe. :D

Flail boosted (17): [1d20+2]=1+2=3 Well, crap.
Shield Bash(17): [1d20]=4

Martell: Battleaxe melee [1d20+1]=18+1=19 damage [1d8+1]=3+1=4
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Re: Barrowmaze: Where-Rats

#77 Post by Stirling »

Vann Hector

Looks at the strange humanoids, resisting the urge to check how many different races make up their patchwork bodies. A strange creature indeed. I just wonder if they are actually one whole humanoid or the remnants of several?

"Let us throw them into the zombie pit and return to the others."

I will drag a body, dumping it and then go to the fight.
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Re: Barrowmaze: Where-Rats

#78 Post by Darithe »

Sigrid

Following the knight's instructions, the seidr raises her staff and strikes the upper portion of the door. It seemed a reasonable tactic and she hopes she can contribute, only used to using her staff for bopping unwanted suitor's heads, perhaps it would work better against a doortop as both seemed equally dense.

Attacking doortop with staff: [1d20]=17
Damage: [1d6]=4
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Re: Barrowmaze: Where-Rats

#79 Post by Spearmint »

Exploring beyond the Rat Room.

Moorheeth debates his course of action, silently mulling a number of scenarios until he decided to rebuke the restless undead, uttering a divine command. He raises his holy symbol to urge them to bow but flee but his words fall upon deaf and deadened ears. The zombies scoff at his Turn Undead attempt and press further to open the door that they might scoff upon those inside the passage.

Moorheeth: Turn Undead attempt vs Ravenous zombies [1d20]=6[1d12]=6[3d4]=9Bucko: melee with broadsword. [1d20]=6[2d4]=6Ravenous Dead beat down door vs 1-4 [1d6]=2Sundance: longsword melee [1d20+1]=13+1=14 [1d8]=4

Martell rushes to the breach in the panels, hacking one with his axe, Bucko and Sundance each riposte and move, a quick attack and an even quicker step away out of their grasping reaches. -8hp on Z1.

Whipped into a frenzy and agitated even further by their own bleeding blood, the zombies double the press in the wedged door until the spikes finally give way and the frame is barged open. In the right confines the melee is immediately at brutal and close quarters.

actions Sir Dewey (add roll for Martell), Sigrid (add an action for Treyvor too), Moorheeth (add roll for Bucko too).

In the other room, Vann Hector deals with the two deceased Mongrelman and unceremoniously dumps them in the pit. Sundance notifies him of the adjacent danger and the little gnome Treyvor locks and loads a crossbow bolt into his pick-bow combo and goes to back up the team.

there are four Ravenous Undead coming into the passage.

actions everyone please
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Re: Barrowmaze: Where-Rats

#80 Post by Stirling »

Vann Hector

I would join in the fray, sniping at the exposed backs of any zombie in melee while triggering my crossbows from the angled door in the burrow room.

Vann Hector: triggers hand-held crossbows (dual-wield penalty) [1d20-1]=4-1=3 [2d4]=5 [1d20-3]=3-3=0 [2d4]=5

Not very well, even at close range.
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