Barrow Moor: Rescue of Three-Moons.

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Craigers07
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Re: Barrow Moor: Rescue of Three-Moons.

#81 Post by Craigers07 »

Rum

Rum whispers to Callen that the guard with the holy symbol around his neck will be the first to die.

He grabs the spear he used before and gets as close as possible to Three Moons as he did on the previous visit. He is speaking just softly enough like before.

"Karl has arrived and we returned to negotiate. I'm not convinced that we will make any progress that way. I'm expecting violence and for you to make it out of here alive."

He gives Three Moons a drink. From his vantage point, he looks around the camp and beyond to see if anything noticeable has changed.

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Re: Barrow Moor: Rescue of Three-Moons.

#82 Post by Spearmint »

Negotiations in the Sauron Camp.

6.30pm

Callen:17- Piety to cast spells vs Draconic bane [4d6]=16

Callen ministers to the bleeding and exhausted Three-Moons, gracing him with divine favour, +6hp which visibly revitalises the ailing dwarf. The prayer though is a struggle, the words of blessing tripping over your tongue and the outstretched holy symbol shaking in your hand as you feel some physical manifestation of the spiritual resistance set against you successfully petitioning St Ygg. However 'greater is He that is in you than She that is in the world or realm of lizardmen worship'.
"Karl has arrived and we returned to negotiate. I'm not convinced that we will make any progress that way. I'm expecting violence and for you to make it out of here alive."
He listens to both cleric and warrior, siding with his kinsman's appraisal that conflict is the most likely resolution. Rum already has one forked-tongued lizardman on his 'kill list'. Certainly devoid of holy symbol, the injured cleric cannot obtain many divine favours. You conclude that trussed up, the lizardmen have kept him from the prayerful meditation which is needed to appropriate the prayer-spells that he can cast. The two guards watch from the other end of the stepping stones across the boggy patch. There doesn't seem to be any noticeable difference in the camp, no strengthening of defenses. There are less around, perhaps a few detailed to duties out scouting or even as was discussed before, excavating a nearby barrow (see post #48). That could be a good thing, even half a dozen less means the balance of numbers becoming more even. One impetuous lizardman injured too from his throttling by the invoked mage hand of Chingacharz'ad. A thought crosses your mind, a slim chance if successful, that a Command spell cast at the guard wearing the holy symbol, directing him to hand it over, might bear fruit. Of course bringing him closer and telling him to "jump" might see him leap into the Carnivorous plant pit. Rum translates various single word commands that Callen might find useful should such a spell be cast. "sleep, jump, give, attack, dance, worship, duel, drink, swim, etc"

You understand though that even trying to cast a spell comes with a Wisdom check which equates to the bane set against clerics ministering within their compound.

While that pair plot and plan, Cosmo and Karl Barrelgut enter the Tabernacle with Chingacharz'ad and a shield-bearer guard.

6.30pm

The Sauron officer, resplendent in his new dwarven chainmail. He once more conducts a ritual, awaking the spirit of some draconic aspect to inhabit the shattered torso and cause the Euryale to come to life or awareness. The hissing snakes suckle upon his wrist once more, there must be some reciprocating blessing or power that is injected through the venom that courses in his veins.

The Euryale senses the presence of the gnome, welcoming Cosmo, actually addressing him with his surname Cosmo Snag which he hadn't previously shared. The creature must have some insight or knowledge for it speaks of you as the 'savant from Ghazan'. you were trained in magic at the 'Ghazan institute'.

Euryale: reactions with Cosmo [1d100-20]=86-20=66

It invites you to raise your hands, outstretching a palm that it might commune with you. Again this request seems more of an order rather than something you might dismiss.
The bite of the snakes will not kill, it is only compulsion to not harm the Saurons.

He shows his bite mark.
Wanting to pass another test and prove that the Saurons mean not harm, you present you hand again snd once more the vipers strike, latching on with venomous fangs that suckle blood from you as the Euryale mutters in some unintelligible tongues.

You feel this time the effect more unnerving than before, the poison causing you to sweat and wince and perhaps have a flicker of alarm or concern that some bewitchment might have been enabled. Yet you shrug off the suspicion since no apparent harm beyond a deep bruise and the fang puncture wounds are the result. actually the bite was the medium through which she cast a Charm Person spell but you were able to resist the magic inducement.

The Euryale, seems agitated probably because it knows the spell failed, yet remains on a positive footing I was going to script 'standing' too but she has no arms or legs ...., remains on a positive outlook. She chats a few questions regarding your advice to the dwarves and continuing to advocate between them.
Finally, she directs Chingacharz'ad to offer you a token of their appreciation and he opens a strongbox that contains a few items of importance. He brings out a necklace that has a large gem shaped like an eye, set into a round frame. "It will see you safer in the mist as you walk upon the Moorlands." You can hold it up to your eye and peer out of the tent. The usual surrounding mist, heavy deep set swirling clouds of fog now look thoroughly dissipated, improving your vision from the experienced 60'ft of visibility to double that length. as a 'cone of vision' extending in the direction you look towards though peripheral vision is still hampered by the encroachment of mist.

Inset into the necklace, you might consider mounting it instead into some spectacles or even one eye socket of a visored helm.

After dealing with you, Karl is brought before the Euryale. You have already warned him in regard to its features and he suspects its treacherous nature, having cast a Sanctuary spell upon himself prior to entering the tent.

Immediately the Euryale converses in bitter words, accusing the dwarf of the theft of their relic, denouncing his actions, besmirching his character and intent. Cosmo might be concerned whete this is building up too since voices are raised and angry, vehement tones are used. Karl Barrelgut in his defence mitigates concerning the Saurons overarching intents, not denying he took the dragon egg, but not directly confessing either. Insults and accusations get traded and Cosmo you see the Euryale manifest a grim, determined gaze yet She is vexed in her actions and bizarrely takes her frustrations out upon the mute shield-bearer. The guard stands stony faced as she curses him and becomes stony faced and stony bodied as he succumbs to her Petrification.

6.55pm

actions everyone please

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Re: Barrow Moor: Rescue of Three-Moons.

#83 Post by ateno »

Cosmo thanks Euryale and Chingacharz'ad for the item. "All I ever wanted to do is get Karl here to talk is a open way.

"Euryale, I'm a bit concerned about your actions, Karl has presented his side of what he and his people feel and you act out. Are you and Chingacharz'ad ready to negotiate or should we just leave things as is and take the entrapped cleric and go.?"

Cosmo

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Re: Barrow Moor: Rescue of Three-Moons.

#84 Post by Spearmint »

Negotiations in the Sauron Camp.

Callan and Rum Lightbender minister to the captive Three-Moons, a sense of intrepidation regarding their state. Tolerated guests at best, the Sauron guards doing their best with not so subtle provocations, confident in their numbers.

The two guardians watch the duo carefully. Callen might not be so aware, but Rum
would be concerning the other dwarves who possibly sneak closer to this secluded compound. He will expect some direct action to free his kinsman should negotiations stumble.

Cosmo and Karl Barrelgut negotiate but stumbling is hardly an appropriate description. The Euryale has tried to cast a Charm Person upon the gnome. He had been forewarned through the augury that such deception might be planned. That foresight plus his racial bias providing the wherewithal to withstand the passive-aggressive mental assault.

With the dwarven cleric himself, it was outright aggressive. Failing to mitigate amicably, his mete presence provoking the draconic aspect's ire, Karl Barrelgut was faced with a manifestation of the petrifying gaze that the medusa-like creature effected. Shielded via his Sanctuary, the Euryale in her rage has to take out her wrath instead upon another and the luckless shield-bearer lizardman is turned to stone.

Cosmo retrieves his gift, offering thanks and appeals for calmness..

Chingacharz'ad 16+ save vs Sanctuary: [1d20]=14

The Sauron Officer sees the petrifying effect, causing him to ignore Cosmo's pleas for civility and peace. Once the Euryale is aroused he draws his blade to attack the dwarf cleric but he too faces a mental parry which turns aside his wrath. "Are we betrayed?" he demands of the pair. "We are betrayed" answers the Euryale before the gnome can spring to any defense.

A strange and tense situation inside the scale canvassed Tabernacle. Cosmo, afflicted by the snake venom cannot take offensive or harmful actions against the Saurons (creative distractions can be duly served), Karl, warded by Sanctuary cannot take offensive actions lest his magic shield dissipate and he opens himself to attacks. Chingacharz'ad has sworn an oath to ward Cosmo from harm whilst in the camp though the Euryale, unable to attack the dwarf, looks quite likely to vent her anger and the next petrifying glare in his direction.

Karl takes a horn from his belt. He blows it soundly, a deep resonating blast that trumpets an alarm and a rallying cry, rousing the dwarven comrades from their hiding places to try and assault the perimeter guards and gain access into the camp. A dozen lit flasks of oil sail through the air to crash open in burning pools, a volley of heavy crossbow bolts thud into the torso of one lizardman guard. With a cry, the quintet of warriors commit to a 'do-or-die' charge.

Inside the camp, Rum Lightbender hears the horn, he knows instinctively what it means; a call to arms, to defend yourselves. "Cut him down, we fight ourselves out!" he cries to Callan, gesturing to Three-Moons while he himself charges at the guards who stare towards the noise from the Tabernacle.

The cleric tries to cut free the captive, unaware the restraining frame hasa trap set upon it which when activated sends him and the tied up Three-Moons tumbling into the pit below where the Bogdweller plants waits to patiently. Caught by surprise, the carnivorous plant snaps and threshes at the falling duo, crunching into the frame and snapping it into pieces like twigs. Callen & Three-Moons break their fall by landing atop it but you are both with gnashing distance of the toothy maw and grasping fronds.

Bogdweller: vs Callen or 3M [1d2]=1 [1d20]=3 [1d8]=8

Callan activates pit trap with 3-Moons: 1-4 [1d6]=1

Actions please!

Callen, you need to kill the plant before you can attempt to climb out the pit.

Rum Lightbender, the meat and drink of dwarven warriors is to face larger and more numerous foes in close quarters combat. You have a longsword, unusual for a dwarf who favour axes or hammers. Let us hope you know how to use it! In your hand the spear used to equip a wine sponge to sate the thirst of the captive. You can hurl that first, then charge into melee.

Cosmo. The horn blast signals an attack, so you know a direct attempt is being made to free the captive. The Euryale is manifesting and with her denouncement of a betrayal, the negotiations look to be over without a peaceful resolution reached. You know the Vargouilles and one guard have been petrified, you might be next unless fate or magic intervene.

Actions everyone please.

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Re: Barrow Moor: Rescue of Three-Moons.

#85 Post by Hadarai »

Callen

Callen carefully considered their options regarding the Sauron. "Wait here, I'll try to get his Symbol back."

The Half-Elf made his way back across the stepping stones back to the guard. "That symbol does not belong to you, you should hand it over lest you risk Chingacharz'ad's wrath." He points to the holy symbol and utters the Command, "Give"

Callen attempts to cast Command on the guard.

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Re: Barrow Moor: Rescue of Three-Moons.

#86 Post by Spearmint »

Callen attempts to cast Command on the guard.
I am fine actioning this as your action before the update as you didn't post.

Callen:17- Piety to cast spells vs Draconic bane [4d6]=13 remember
in my update I described the 'magic barrier' invoked by the lizardmen that hampers your ability to cast spells. While in the camp, you and other clerics, Karl & 3M, need to roll the above 'piety check' in order successfully cast the divine prayer-spell.
passing the check, you can cast Command.

Lizardman: 17+ save vs Command spell [1d20]=8

The lizardman who bears Three-Moons Moradinian holy symbol looks at you for a moment. You can see that he partially contests the request but the Command carries an authority and he acquiesces, taking the iron chain over his neck and handing it to you.

He stays silent, watching you go to adorn it over the neck of Three-Moons. While you complete that action, the horn sounds and the described actions in this update happen, with both you and Three-Moons tumbling into the Bogdweller pit once the attempt to cut him free is made.

actions provide spells (subject to above casting check) or attack actions please while you are in the pit.

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Re: Barrow Moor: Rescue of Three-Moons.

#87 Post by ateno »

sorry I missed the post.

Cosmo looks at Karl. "What did you do?

He casts Gaze Reflection
Gaze Reflection [4d6]=15

Turning to Chingacharz'ad and not looking at Eurvale. "Callan and I are innocent. If you trust me I will find Callan and leave here."

Cosmo

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Re: Barrow Moor: Rescue of Three-Moons.

#88 Post by Hadarai »

Callen

The Cleric shook his head, in hopes of clearing the stars from his eyes. He grasped his morningstar and shield tight in his hands and rushed towards the monstosity, striking at it with a downward swing.









Edited in Callen's three additional rounds of attacks
Last edited by Hadarai on Wed Jul 19, 2023 8:13 pm, edited 1 time in total.

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Re: Barrow Moor: Rescue of Three-Moons.

#89 Post by Spearmint »

Negotiations in the Sauron Camp.

Despite best intentions to the contrary, the negotiations have by ignorance, negligence or even deliberate fault, moved towards conflict as the sole resolution.

I am going to go forward with the action happening concurrently but separate until present combat are resolved

Actions Callen : you and Three-Moons are in the Bogdweller pit. The frame that he was restrained upon trapped to collapse downwards should efforts be made to free him. The Bogdweller plant has chewed the frame and this round, 3M will free himself from remaining binds. I need Callen to give me four rounds of actions, spells and attacks please.

after you post I will roll the Bogdweller attacks and resolve this situation.

Actions Rum: you are facing initially the two lizardmen guards by the stepping stones that watch over the prisoner. You can throw the spear then move to melee with them.

please post me the spear attack and four extra rounds of combat. After you post I will roll the lizardmen's actions and then resolve this fight.

Actions Cosmo: the sudden provocations almost take the diminutive gnome by surprise, as his own interactions had proved positive and he felt he had earned a measure of trust and respect from the Saurons and their strange Oracle. Really the trigger seems to have been Karl's responses during his interrogation which seemed to provoke the Euryale to wrath and push the already tense relations over the edge. Warded from a direct petrifying attack, the Forgemaster blows his horn to rally comrades and trust that you can both fight your way out and rescue the captive in the process.

Angered and proclaiming "Betrayal" the awakened aspect leers vehemently at Cosmo who invokes his own shield to veil himself from direct eye to eye contact. The glassy sheen of air crystalizes into a silvery mirror and reflects back her angry visage.

Euryale: 12+ save vs Petrification [1d20]=13

The Euryale reacts with shock, tearing her eyes away and each of the dreadlock vipers spit a gout of venom to splash upon the mirrored surface in disgust.

Karl Barrelgut: Piety check to cast spells: vs 18 [4d6]=10 Staying on the defensive, the cleric raises his holy symbol and invokes a bubble of meditation that suddenly stills all sound. Speech, actions and even more horn blowing would not be heard as he casts Silence 15'ft radius, within the tabernacle.

It nullifies all cries for help and alarm. Chingacharz'ad grabs Cosmo, jerking him by the collar to his feet and retreats out of the Tabernacle."See him out, kill the rest." he says to a duo of warriors who have hurried to the Tabernacle after the horn was blasted. The nod in obedience and point with their spears for Cosmo to evacuate the camp.

The lizardmen steps back inside the Tabernacle to face off against Karl Barrelgut.

Chingacharz'ad grabs Cosmo: touch attack vs base AC [1d20]=16

actions Cosmo give me actions that might cover four rounds, whether being escorted away from camp or using tricks, spells, deception to counter that order.

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Re: Barrow Moor: Rescue of Three-Moons.

#91 Post by ateno »

Chingacharz'ad grabs Cosmo, jerking him by the collar to his feet and retreats out of the Tabernacle."See him out, kill the rest." he says to a duo of warriors who have hurried to the Tabernacle after the horn was blasted. The nod in obedience and point with their spears for Cosmo to evacuate the camp.
Cosmo will follow them quietly doing what they said, taking note of the direction the spears were shown.

Rd 1
Shout CALLEN once he is out of the silence then prepare Darkness and have it ready to cast, following along.
Rd 2
Continue following taking note of direction and if he sees anything of note.
Rd 3
Continue following and will take the new Magic eye and scan ahead and to each side, looking for anything out of place.
Rd 4
Get on the trail (hopefully), thank the Saurons and head to the Dwarf camp, scanning back and forth along the way.

If at anytime, Cosmo feels threatened by the Saurons he will cast Darkness and heard directly to the right and then back towards the trail to camp, using the eye.
If they run into the humans he will drop to the ground and let them fight it out, them continue to head to the dwarf camp. if he is able.

Cosmo

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Re: Barrow Moor: Rescue of Three-Moons.

#92 Post by Spearmint »

great thanks guys for the multiple actions, here are the resolutions.

Negotiations at spearpoint.

Callan & Three-Moons in the Bogdweller pit.
Tumbling inside, the fall is broken by landing atop the creature who has large grasping fronds, leathery like broad leaves as thick as canvas covered in horny spikes that can catch hold of a victim, enfolding them and pulling them towards the stomach sac in the pot bellied stalk in order to be chewed upon by the toothy maw and then swallowed, eventually broken down by acidic enzymes and digested. Being compost is not a nice way to go.

The creature snatches at the frame, breaking the branches which enable Three-Moons to free himself. Casting a defensive spell, in this dark and gloomy pit, his petition is not heard, primarily through the oppressive barrier invoked by the Sauron shaman or draconic aspect to hinder divine intercession to Moradin or St Ygg. He implores again, invoking his holy symbol and dire need, receiving a blessing just as the creature grasps him.

Callan braces himself, using his shield and Morningstar to bludgeon the creature and keep away from being snared. I will use all six rolled macros.

R1) Bog misses, 3M frees himself, Callan misses
R2) Bog misses due to shield bash, 3M fails spell check, Callan hits -5hp/Bog
R3) Bog grabs 3M -7hp, 3M successfully casts CLW +7hp, Callan misses.
R4) Bog chews on 3M -5hp, 3M misses, Callan misses.
R5) Bog chews on 3M -8hp, 3M crits with pointy sticky, -4hp/Bog, Callan misses.
R6) Bog misses due to shield bash, 3M unconscious on -3hp and bleeding out, Callan misses.
Resolution , Three-Moons is swallowed and being digested. Callan free to continue attacks.


Elsewhere: .... the Bogdweller pit is at one end of the stepping stones across the boggy patch, at the other end, Rum Lightbender reacts to the War-horn blast by attacking the two guards while Callen frees the captive. The dwarf is taking on two foes, each larger than him and so accurate and powerful martial skills are called for. Missing even at short range with his spear, he charges to bull rush the opponents and melee them at the point of his longsword. It does not go well for either side,

Rum needs 14+ to hit, lizardmen need 15+ to hit.

R1) Rum misses, guards both miss
R2) Rum misses, guards both miss
R3) Rum misses, guards both miss
R4) Rum misses, guards both miss
R5) Rum misses, L1 misses, L2 wounds Rum -4hp
R6) Rum wounds L1 -4hp, L1 misses, L2 wounds Rum -1hp
Resolution Rum -5hp steadfastly holds his ground against the two lizardmen.

Meanwhile ... Karl Barrelgut has invoked a Silence spell which nullifies further spellcasting in the Tabernacle. Chingacharz'ad has hauled Cosmo out of the tent, placing him with two guards under orders to escort him away from camp.

Wearing his crafted dwarven armour, the Sauron officer feels hot, like the chainmail is heating up, becoming searingly so for it is subject to a Heat Metal spell woven into the fabric should the wearer attack Karl What furthermore goes on in the Tabernacle remains unknown ...

Inside the camp there is much furore and activity. Lizardmen rush with newly acquired weapons to hold off an assault by dwarven assailants. You cannot see, but at the other end of camp, Rum & Callan have their own challenges.

His escorts are rough, not quibbling with him communicating to his comrades, they take you out into the Barrow Moor. You do not know the lizardman tongue, if you did you might understand that they intend to obey orders in word, to the letter, escorting you from camp but once 'out there' plan on murdering you.

lizardmen need 15+ to hit.
Cosmo you get past the firebrand pickets which mark the edge of the camp and they advance more into the gloomy mist. Once on the edge of torchlight, each guard strikes you, -2hp & -4hp.

In response you invoke Darkness and run for your life. They seek to chase you but in the blindspot they cannot impale you further as you crawl among the grasses out of reach. For five rounds they stab in the dark, aiming at every noise, every whisper of grass, every snap of twig in case it is you. Deciding they may have mortally wounded you, they eventually give up and return to camp.

You can find you way back into camp and also, since retreat at speed might be prudent, fit your boots with the Zephyr horseshoes trinkets to enable a faster and longer sprint.

Using the Euryale token, you can see through the mist and into activities on the edge of camp where you can make out the five dwarves pitting themselves against a dozen warriors and a new group of eclectic people who seem to 'want in' on the action. A tall half-orc leads a charge against several lizardmen who emerge from their excavations. Among this group are former adventuring comrades, the barbarian mage Sigrid a Viking esq female seidr and Sir Dewey a paladin of St Ygg who lead your Expeditions in the Sauron / Blossom of Death treks.

Resolution, injured, -6hp, Cosmo can act freely to re-enter the camp or practise his illusionist / thief skills as you see fit.



hope the above all makes sense and you can follow each successive action.

Actions, please give me actions to cover the next five rounds. So multiple attacks rolls if necessary please and best of luck ...


Health Status:

Cosmo: 5/11hp
Rum: 6/11hp
Callan: 7/8hp

Three-Moons -3hp, unconscious being digested


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Re: Barrow Moor: Rescue of Three-Moons.

#94 Post by Spearmint »

Rum Lightbender vs Lizardman Guards.

Rum: 6/11hp

Rum Lightbender carries on his fight, taking a wound -2hp from a lizardman but returning the favour with a throat slashing swipe that sends L1 to bite the dust. -5hp.

Chancing a look behind, you cannot see Callan, catching just the merest of cries from inside the pit. But before you can aid your comrade you must duel the second lizard man who jabs at you with a spear and taunts with a whip, offering to flay your hide as he did to Three-Moons.

He raises it to strike at you but catches your shield and a cut severing an artery upon his wrist causes him to drop the cat o'nine. First blood to Rum wounding him for -4hp. Other rounds skip backwards and forwards with no one gaining further advantage, each equally matched in nullifying their opponents strikes.

Lizard men vs Rum: L1 [1d20]=16 [1d6]=2 L2 [1d20]=5 [1d6]=4 L1 hits but gets slain.
Lizard men vs Rum: L2 [1d20-1]=14-1=13[1d6]=1 [1d20]=5 [1d6]=6 [1d20]=7 [1d6]=3 [1d20-1]=2-1=1 [1d6]=5 all miss

Rum: 4/11hp, L2 14/18hp
Rum needs 14+ to hit, lizardmen need 15+ to hit.
actually this is a GM error as I mistakenly referenced the Lizardmen as 2nd level fighters not 2HD monsters who would ordinarily hit AC5 on 11+. However once I script such errors in any narration, I have a policy to continue with that until the encounter ends. Otherwise too much retrospective re-scripting dialogue. However to balance that, I buffed the guard up to an extra hp roll. The Gods have spoken, Moradin favours Rum .... hopefully ....
Lizardman Sgt attacks first due to his higher dex score. He is the tribe bully, second in command to Chingacharz'ad, chief torturer and tormentor of the captive.

Resolution in blood red ...

Lizard men vs Rum: L2 [1d20-1]=14-1=13[1d6]=6 [1d20]=16 [1d6]=1 [1d20]=1 [1d6]=3 [1d20]=15 [1d6]=6

vs

Longsword melee: [1d20+1]=15+1=16 damage [1d8+1]=1+1=2 Shield Bash [1d20+1]=6+1=7

L2 misses, attack penalised -1 due to previous round successful Shield Bash.
Rum scores a hit, L2 -2hp,


Rum: 4/11hp, L2 12/18hp

Longsword melee: [1d20+1]=2+1=3 damage [1d8+1]=5+1=6 Shield Bash [1d20+1]=2+1=3

L2 hits, Rum -1hp, Rum misses.

Rum: 3/11hp, L2 12/18hp

Longsword melee: [1d20+1]=19+1=20 damage [1d8+1]=6+1=7 Shield Bash [1d20+1]=18+1=19

L2 misses
Rum hits, L2 takes -7hp, successful SB penalises next L2 attack


Rum: 4/11hp, L2 5/18hp

Longsword melee: [1d20+1]=2+1=3 damage [1d8+1]=8+1=9 Shield Bash [1d20+1]=10+1=11

L2 misses due to Shield Bash penalty. Rum misses.

Action goes to final round with both opponents bleeding from several wounds. L2 acts quicker ...

Lizard men vs Rum: L2 [1d20]=8[1d6]=3

missing

Longsword melee: [1d20+1]=13+1=14 damage [1d8+1]=8+1=9 Shield Bash [1d20+1]=4+1=5

Rum slices, lopping a Sauron head to roll in the grass at his feet, -9hp.

Rum Lightbender lives to fight another day, another lizardman. The assault continues on the edge of camp, silence reigns in the Tabernacle. No sight or sound of Cosmo since a brief shout. Silence too in the pit. You go there to check upon Callan & Three-Moons. ...

actions , none. I await Callan's posts to update what you see in the pit.

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Re: Barrow Moor: Rescue of Three-Moons.

#95 Post by Hadarai »

Callen

Watching the dwarven prisoner get swallowed by the Bogdweller, the Cleric sees no choice bu to try and slay the creature before Three-Moons shuffles off his mortal coil for good.

If Callen is able to hear Cosmo's call he'll answer with, "COSMO!!! PIT!!!"







Critcal Strike! for 14 overall I believe?

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Re: Barrow Moor: Rescue of Three-Moons.

#96 Post by Spearmint »

Callan & Three-Moons vs Bogdweller.

Callan: 7/8hp

Three-Moons -3hp, unconscious being digested.

Bogdweller -9/?hp.

The carnivourous plant has grabbed a tasty morsel. A half-flayed dwarf who for three days has hung so temptingly out of reach until inadvertently, the frame Three-Moons hung upon collapsed downwards into its pit once the trap was triggered.

Fending off several hard hitting bludgeons, it grabs the luckless dwarf, enfolding him in the thorny fronds and pulling him towards the chomping maw. Several wicked bites cause the dwarf to go unconscious from loss of blood and he is pulled into the plant's 'stomach' sac to be digested.

Callan batters the creature who now presents a harder, more leathery exterior than the softer internal side. It takes a succession of blows, -4hp, -2hp, -14hp from the cleric before he can smash it open like a ripe melon. He quickly peels back the frond limbs, cutting open the bark like stalk, causing its dwarf meal to spill out in all his gory detail.

Three-Moons, -12hp from being digested is beyond salvation. His skin melted off his bones, his muscles shredded and pitted. Your critical strike, enough to batter the plant unfortunately coming at the wrong end of your combination of attacks.

You look upwards in despair and see Rum Lightbender standing bloodied also, on the edge of the pit staring down at you.

Strength check to pull Callan from pit: vs 16 [4d6]=14

You can grab the holy symbol from around Three-Moons corpse's neck and with a rope or using a part of the crushed frame as a staff, get hauled out by the stout dwarf gripping the other end.

The two guards by the stepping stones are dead. Slain by the sword of Rum. Of Cosmo no sight or sound. He may have heard your earlier call but wasn't in a position to respond.

The inner Sauron camp is in some confusion. The warriors are retreating out from a thick black cloud of Darkness, fearful of something more than the quintet of dwarven comrades who have assaulted them. They have put down their selection of gifted weapons, as each held a bane hex that penalised their attacks upon the dwarves. Instead they rush to grab the gathered javelins placed around camp and form up into a defensive square, two on each side to defend themselves from threats from every direction.

The five dwarves, each bloodied approach a short distance away. After the initial blast of the War-horn, the Tabernacle has gone quiet.

Karl Barrelgut vs Chingacharz'ad & Euryale.

14+ vs 12+
Resolution: Chingacharz'ad, despite a Resist Fire bonus, still burns severely under the Heat Metal effect imbued in the chainmail he wears. -8hp

He inflicts -15hp on Karl Barrelgut who resists four poisonous bites from the Euryale's vipers spewing gouts of venom at him and also resists another Petrifying gaze attack.

In return he smites the Sauron officer, bludgeoning Chingacharz'ad for -18hp. It is enough to slay the lizardman and he emerges victorious from the Tabernacle, clutching the severed head of the Euryale in his fist.

A resounding victory for the outnumbered dwarves but a hollow one for Three-Moons lies dead in the pit. Callan you hand the holy symbol over with a shake of your head.

At the sight of the decapitated draconic aspect and the smouldering body of their chief, plus the other guards dead around them, the Saurons have little remaining desire to fight either dwarves or 'the risen Spectre'.

Rum can translate that they fear some giant ghost that has assailed them, which they believe has come from within the excavations they were working upon.

Joining the dwarves are a new group of people who neither Rum nor Callan has met before. Cosmo is with them, introducing a mail clad paladin of St Ygg as Sir Dewey , who has a young half-orc youth walking in his shadow as his squire. Copperpiece wields a heavy crossbow and marches a quartet of lizardmen to join the others as temporary prisoners. Sigrid is a barbarian seidr, a (Vikingesque mage from the far north), she walks alongside another Yggitte, an itinerant cleric named Gideon Hawke.

Rum, as a Sauron translator can interpret Karl's commands. He has no desire for further conflict and bloodshed, allowing the injured Saurons to depart back to their tribal lands in the Barrow Moor deep. The Tabernacle is broken down and the canvas used to wrap the recovered body of Three-Moons in. He will be carried back for burial in Helix. The dead lizardmen are unceremoniously tossed into the Bogdweller pit. In closing, Karl invokes a prayer and tosses a small hammer into the pit which sends a shock wave inside to collapse the walls and covers them over as a grave.

Nearly everyone is bleeding and injured. Folly then to prolong staying here as the mission to rescue Three-Moons concludes unsuccessfully. By mid morning on day, June 30th, the combined groups can be back in civilization. It takes a full day of rest at +1hp daily to recuperate lost health, so for some that will mean a week plus before adventuring again.

most 'next expedition plans' are being set for the calandar date of July 8th+, so you may get a week in of downtime.

Actions Cosmo, Callan & Rum, post an action here in response to the conflict climax.

You can add any question or comment in relation to the Expedition and conclusion.

Actions post in the Settlement Helix threads any specific downtime and in the Brazen Strumpet Tavern for in-character fellowship. Do remember to account for an Upkeep of accommodation and food for the period between expeditions.

Summary of Experience Awards.

Basidirond encounter and death of Traeliorn . +100xp & -50xp.

1st Sauron camp negotiations: +100xp
Meeting Three-Moons, Surviving Euryale, Gaining information: +150xp

Convincing Karl: +100xp

2nd Camp Negotiations: +100xp

Two lizardmen guards: +160xp
Bogdweller: +245xp
Defeating Euryale: +100xp
Rescue of Three-Moons: deceased -100xp

905xp / 3 = 302xp each plus any 10% prb bonus (+30xp).

Plus each player receives the Expedition Participation award, +100xp.

Cosmo +432xp split between both classes: 216/216xp

Callen: +432xp
Rum Lightbender: +432xp.

please adjust your sheets. I have amended the public record.

Treasure

None:
The dwarves would reward you for your help.
Indeed, though the outcome was not the one wanted, Karl Barrelgut shows his gratitude for your aid in this mission. He responds by sending each a personal gift. see private threads.

Actions, any Expedition based posts and acknowledge the xp award here.

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Hadarai
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Re: Barrow Moor: Rescue of Three-Moons.

#97 Post by Hadarai »

Callen

Callen, exhausted from the battle with the Bogdweller, hands Three-Moons' holy symbol over to Karl. "The creature got hold of him so quickly...I did all I could. He was a brave Dwarf and devout to your god til the bitter end, I'm sorry."

The Half-Elf will help attend to Rum's wounds if no other clerics are able to offer a Cure Light Wounds spell. He produces two wafers from a pouch on his hip. "Here, eat these and they should help you recover from you wounds a bit quicker."

Each wafer can be taken to heal 1 HP a piece.

Seeing that Cosmo has made out of the battle alive, the Cleric smiles and greets him. "I'm glad to see you safe friend, and in the company of St. Ygg's servants no less, how fortunate!" He continues whispering in Gnomish "Everything happened so fast, did Chingacharz'ad go back on his word?"

After their conversation Callen will assist with the handling of the Sauron bodies before the groups departure. After Karl "buries" the bodies, the Half-Elf will cast Bless on the grave, hoping to consecrate the earth and stop any Undead from disturbing (or raising) the corpses.

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ateno
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Re: Barrow Moor: Rescue of Three-Moons.

#98 Post by ateno »

Hadarai wrote: Wed Jul 26, 2023 3:31 am
Seeing that Cosmo has made out of the battle alive, the Cleric smiles and greets him. "I'm glad to see you safe friend, and in the company of St. Ygg's servants no less, how fortunate!" He continues whispering in Gnomish "Everything happened so fast, did Chingacharz'ad go back on his word?"

After their conversation Callen will assist with the handling of the Sauron bodies before the groups departure. After Karl "buries" the bodies, the Half-Elf will cast Bless on the grave, hoping to consecrate the earth and stop any Undead from disturbing (or raising) the corpses.
"He did not, Chingacharz'ad was true to his word, as was his people, 'to the word'. They attacked me as soon as I left the perimeter, but I was able to get away.

It appears the Karl killed Chingacharz'ad.

Karl reacted badly to a gaze from the idol and attacked. so in a way it was not the Saurons, but literally their godhead who was not in on the neutrality and that is what a unknown catalyst.

I am not sure if there will be a next time without battle as number one choice.

If you still have the blessing of Saint Ygg, I could use a closing of a couple spear thrusts."


Cosmo

Spearmint
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Re: Barrow Moor: Rescue of Three-Moons.

#99 Post by Spearmint »

I will hold for any last comments from Rum.

Then I will move this to the Completed Expeditions thread.

Callan can share some healing from his trinket. As far as continued health, you three will fully recover during downtime week in Helix.

As far as an autopsy on Three-Moons. Callan's critical strike would have been enough to slay the Bogdweller and a wafer may have stabilised him on negative hp. Orgoth has an embalming fluid which may have kept the dying dwarf from further deterioration until taken back to Helix.

But ... dice are fickle gods, unfortunately.

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Craigers07
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Re: Barrow Moor: Rescue of Three-Moons.

#100 Post by Craigers07 »

Rum

Rum is grateful he survived the beating from the two guards, but is deeply saddened at the loss of Three-Moons. He keeps to himself and assists in preparing Three-Moons to be transported.
He graciously accepts the wafers from Callen and will prepare to head back to camp when everyone is ready.

Added +2 HP and 432 XP

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