Barrowmaze: Repatriating the Red Lion of Aerik

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Barrowmaze: Repatriating the Red Lion of Aerik

#1 Post by Spearmint »

This expedition will be opened shortly for those leaving with Durgo on a mission to map a portion of Barrowmaze below the Harpy shaft and locate the tomb of Sir Guy O'Veargne, in order to repatriate his remains back to Helix.

Currently I have Durgo, Fydmar, Brother Symeon, Genaromes, Wrathbone, Yngvar and Bhelnus as character players supported by veteran torchbearers Rickford and Duval.

I will conclude village threads then open this with the prologue.

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#2 Post by Spearmint »

Helix Village, Duchy of Aerik

July 10th 1066

I am advancing the date by a few days for when your expedition leaves the village to coincide with the departure of the other two Barrow Mound bound treks. That way we synchronise the chronology of each player and there will be less continuity issues. So consider the extra days in Helix taken up with seeking various chapel blessings at St Ygg's or under Moradin.

The New Seekers: an able group meet up in the Market Place having breakfasted heartily in the taverns or completed morning vespers in the Chapel.

The group are ked by broad shouldered Durgo Brightboon, who sports a Bearskin tribute to his last expedition, the full skin including head has been tailored into a winter outfit (must be sweltering inside as it is the height of summer). It is a fair sight, especially marching along with badger and hound at heel behind some of his group.

Mercenary hires Rickford & Duval join to lead the way as torchbearers and being representatives of the guild, carry long spears with pennons unfurled that carry the Mercenerary Guild sigil. (a white background bearing two blue chevrons with a fighting bear rampant on its hind legs).

Lord Krothos: Bear of the North having taken an old Mercian title given to barbarian chiefs looks on with a beady eye.

A trio of dwarves, fresh from the hallowed Forge walk in unison, Fydmar can share in the way his experiences of his previous journeys and the rebuild of his Construct project. Wrathbone & Bhlenus listen in, keen to get their weapons bloodied against foes in order to earn a minor blessing from Moradin.

Yngvar 'the soon to be mad' and Genaromes talk arcana, scripts and various summoning arts. Brother Symeon, the lone cleric is quiet, reflective but carrying the blessings of the Chapel on the noble endeavour.

The trail to the Barrow Mounds is a western or eastern route choice.
A) west via the Shrine of Herne then south and circling the Mounds to approach them from the south. 7.5 miles across the Moor from the forest edge. Journey time approx 5 hours across Moor.
This way is shorter but considered more dangerous as the region directly north of the Mounds has many notorious 'quicksand' like bogs.

B) tacking southwest off the trail to Ironguard and traversing the shifting peat trails near the Standing Stone camp. A slightly longer 6 hour trek covering about 9 miles. The ground, though meandering is considered safer than the west trail.
The most common route is A) and you follow along a well used trail to the village outskirts then track south to come past the Herne Shrine and once into the Moor, meandering around ever changing peat furrows and boggy pools towards the Mounds.

Barrow Mound random and even more random [1d6]=2 [1d6]=1 [1d6]=3

The Barrow Moor has a constant mist present. It swirls in thick clouds of grey, limiting the bright sunlight to filtered rays and decreasing good vision to an average of 60'ft radius. Sounds though are grossly amplified or muted so that a colleague's shout next to you becomes a whisper and a croaking frog from far away echoes in stereo surround sound. The Mist is very confusing and easy to get lost in. The torchbearers are well versed in the dangers; quicksand bogs, hidden creatures, bandits seeking to waylay.

Even 'death from above'. So it is on your trek that a couple of hours along they cry out, warning as large winged critters begin to swoop by the group.

"A circle, a circle, form up" they cry as ancient winged reptiles squawk and swoop from out of the mist cloud cover, trying to skewer a tasty morsel to carry off to their Moon Peak nests.

Pterandons: [1d4+1]=4+1=5

There are five large Pterandons, a formidable 'wing' of aggressive and voracious critters. The creatures have a wing span of fifteen feet or more and long thin beaks each equivalent to an impaling spear.

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Actions everyone please
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#3 Post by Straither »

Wrathbone

Unsheathes his trusty halberd from over his shoulder. A weapon suited to guarding and defence, he will swing it in an arc above his head hoping to whack a swooping dinosaur before it can carry anyone away.

Wrathbone: vs Pterandon: using Halberd [1d20]=9 large creature damage [2d6]=8

Missed, must be my short legs and lack of reach ...

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#4 Post by scottjen »

Fydmar
A few well placed shots may send them away...
Will loose a X-bow bolt at the closest of the flying beasts.
x-bow [1d20+3]=11+3=14, damage [2d4]=6
Durgo, since we aren't in town anymore, Fydmar will hand over his share (24gp) as they trek.

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#5 Post by BaltoBruiser »

Bhelnus

Following Fydmar's lead, he also looses a bolt at the pteranodon closest to him.



Bhelnus readies his crossbow for another shot.
Last edited by BaltoBruiser on Mon Sep 18, 2023 1:23 am, edited 1 time in total.

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#6 Post by DrRenfield »

Brother Symeon

Hold steady, brothers.

Symeon will cover the shorter Fydmar with his shield. If one of the beasts comes close enough, he will attempt a strike with his morning star.

Morning Star [1d20]=3 damage [2d4+1]=4+1=5

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#7 Post by Cwreando »

Durgo

Durgo says, "Focus attacks on a one or two if possible to bring them down quicker. Fight smart and help each other. Seasoned folks cover the less seasoned folks."

Durgo draws his bow and fires at any creature that's been hit already if still standing or the next target injured as long as his range fire wont risk a friendly. In that case he'd pick the next closest to a less seasoned adventure that range fire won't risk hitting.





Durgo will plan for melee as soon as he can stowing or dropping the bow so he can shield and sword quickly as he can.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#8 Post by zagygthemad »

Yngvar

Yngvar ducks low, as close to someone with a reach weapon as he can get without interfering with them and looks for an injured flyer. "Cigam Elissim" A blue ball of light streaks from his finger unerringly!

[1d4+1]=4+1=5 Magic Missile

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#9 Post by kwll »

Unprepared to face flying hostility, Genaromes imitates his wizard companion and fires arcane magic at the nearest attacker. He is so scared he barely hears what anyone is saying.

Magic missile damage [1d4+1]=4+1=5

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#10 Post by Spearmint »

Barrow Moor, South of Helix.

The trek is brutally interrupted by swooping Pteranodons, seeking fleshly morsels to carry away to feed ever hungry chicks. The hunting winged reptiles swoop low then circle for another bypass, this time intent on snapping up a tasty albeit mailed or furred treat.

The torchbearers earning their wage, alerting the group and those with readied missiles unload.

Durgo in front with Rickford & Duvall, his bow powerfully drawn and the arrow skewers the diving critter, -9hp

Rickford and Duvall: Longspear melee: [1d20]=16[2d8]=12 [1d20]=15[2d8]=15

Two more swoop upon the mercenaries but planted spears braced firm skewer critters for critical wounds. Genaromes & Yngvar trigger arcane missiles that end the misery of the impaled Pteranodons. -5hp & -5hp

Fydmar pings another, -6hp, Bhelnus wings it again, -3hp

Brother Symeon rushes to clout a grounded beast with Wrathbone, they both swing but fail to hit the beast who lunges with his pointed beak.

Pteranodons: [1d20+2]=8+2=10[2d4]=5[1d20+2]=8+2=10[2d4]=7[1d20+2]=10+2=12[2d4]=2

Choosing fat dwarf over skinny human, the remaining trio attack. The first failing to nab Bhelnus, the second parried aside from Fydmar by the shield bearer cleric, the last strikes a bone causing lots of wrath and rebuke from bloodied Wrathbone, -2hp.

Advantage to the group, you can pile in with melee to assault the Pteranodons that are on the ground.

next actions please

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#11 Post by Straither »

Wrathbone

Wrathbone: vs Pterandon: using Halberd [1d20]=19 large creature damage [2d6]=2

"Bleed me will you. A scar for Moradin. Now, take that!"

He swipes connecting with a hit but not a powerful one doing only minimal damage.

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#12 Post by BaltoBruiser »

Bhelnus

Bucky stay low, these flying lizards are hungry! Bucky spits and hisses from behind Bhelnus

So there are two on the ground dead or just immobilezed by Rickford and Duvell's spears on which they impaled themselves? Are the remaining three on the ground or still circling?

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#13 Post by Spearmint »

So there are two on the ground dead or just immobilezed by Rickford and Duvell's spears on which they impaled themselves? Are the remaining three on the ground or still circling?

Advantage to the group, you can pile in with melee to assault the Pteranodons that are on the ground.
The two Pteranodons speared by mercenaries and mages are dead, two others injured, one uninjured.
They will make a 'snatch & grab' attempt and try to fly away with any dead, unconscious or seriously injured victim.

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#14 Post by BaltoBruiser »

Bhelnus

Taking aim at one of the Pteranodons previously hit by his company, Bhelnus lets loose another bolt from his crossbow:

Crossbow Short Range To Hit: [1d20]=17, Damage: [2d4]=8

Stay close Bucky! I couldn't bear to see you scooped up by these flying lizards.

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#15 Post by zagygthemad »

Yngvar

"Can I get some cover from someone with a reach weapon? I'm going to try to put the healthy one to sleep if I can, while the others slay the injured!" He says to his new companions. If someone goes along to cover him, he gets close enough to cast his spell, "Peels!"

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#16 Post by Spearmint »

Yngvar

Add an Intelligence check vs [4d6+1] in order to retain memory of the Sleep spell.

You and Genaromes also need add Intelligence checks for the Magic Missile cast.

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#17 Post by Cwreando »

Durgo

"Good job lads. Keep at em. Don't get too cocky either, else you might be food."

Durgo moves Shield and Sword to shield the group while striking at a wounded target or next available target.

Shield bash followed up with a Longsword slash.





Shield bash bonus to be applied next round if there is one. I think...

Durgo adds to cheer the morale of the group..."These beasties won't find a quick meal here.. Watch after the donkey and anyone having trouble."
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#18 Post by Spearmint »

Watch after the donkey
That's a thought. I had assumed BabeRuth stated back at the stable since you are spelunking below the Harpy shaft.

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#19 Post by Cwreando »

Durgo

OOC - Grin...I had bought a donkey thinking we'd need it for the heavy pick, Sledgehammer and shovel/spade in case we had to dig/bust through anything.

I'm ok with just going as is then if we knew we'd be below ground for a while it'd make sense not to have a pack animal. Care if the donkey is stabled then? Perhaps the Torchbearers can carry the tools? Sledgehammer, Large Pick, Spade? It's on my sheet on the donkey. Grin.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#20 Post by scottjen »

Fydmar
If there are any on the ground nearby, he will attack with short swords. Bloody flying vermin don't know when they're beaten.
short sword attack [1d20]=7, damage vs L [1d8]=8
off hand short sword attack [1d20-2]=19-2=17, damage vs L [1d8]=7
If not, he will fire another shaft w/his +1 X-bow
x-bow [1d20+3]=16+3=19, damage [2d4]=6

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