Return to the Barrow Mounds:
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Re: Return to the Barrow Mounds:
Sven is just about to say something when Gerdal takes the lead towards the oiled door. He nods at Amos but keeps his distance, allowing the pair to do a thorough examination of the lock and keyholes.
Whispering…“I should point out that since this door is well maintained, it might indicate a mechanical trap of some kind. Do be cautious while touching it.”
The young mage keeps his head on a swivel now that they are out in the open again.
Whispering…“I should point out that since this door is well maintained, it might indicate a mechanical trap of some kind. Do be cautious while touching it.”
The young mage keeps his head on a swivel now that they are out in the open again.
Re: Return to the Barrow Mounds:
Gerdal turns to Sven and Amos
"This door has been magically altered, though I cannot say exactly how. Remember how you have to twist the scarab in order for the key to turn up? Perhaps we need to turn the scarabs on this door as well?"
Is anyone wearing gloves? Otherwise Gerdal will ask if anyone possesses gloves. To touch the door with less risk of harm.
"This door has been magically altered, though I cannot say exactly how. Remember how you have to twist the scarab in order for the key to turn up? Perhaps we need to turn the scarabs on this door as well?"
Is anyone wearing gloves? Otherwise Gerdal will ask if anyone possesses gloves. To touch the door with less risk of harm.
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Re: Return to the Barrow Mounds:
Sven shakes his head at the news of finding magical protections on the door.
“I don’t like the sound of that at all. Perhaps this one is above our skill level at the present…… Does the scarab key Steban found match the two symbols on the door?”
The fidgety mage almost can’t watch as the door is examined. Instead opting to check the graffiti over a little closer, looking for anything that stands out. (proper names, places, etc.)
“I don’t like the sound of that at all. Perhaps this one is above our skill level at the present…… Does the scarab key Steban found match the two symbols on the door?”
The fidgety mage almost can’t watch as the door is examined. Instead opting to check the graffiti over a little closer, looking for anything that stands out. (proper names, places, etc.)
Re: Return to the Barrow Mounds:
yes it does.Does the scarab key Steban found match the two symbols on the door?”
Re: Return to the Barrow Mounds:
May 3rd 1066.
Barrow Maze.
Exploring the corridors.
8.00pm. Lantern light (Gerdal) Candlelight (Sven).
Conditions: Isvand -3hp.
The group decide to check out the stylised door, certainly it looks well maintained in comparison to the oft sodden and stuck ones you have seen elsewhere. Invoking an ability to detect arcane radiations, Gerdal studies the door, sensing it has been subject to some 'alteration'. She waves her hand over the panels and hinges, tracing the embossed and buckled book design, over the two scarabs. It could just be 'wizard locked'.
So the radiation feedback covers the whole door not just a specific portion like 'the keyhole'.
Amos wiggles his fingerless gloves. "Better for sensitivity." he says and copying the 'twist and turn' of the carapace on the key, does the same for the two scarabs on the door. Indeed they do flip open to reveal keyholes. After testing for any traps, mechanical ones and perhaps poisonous needles, the cleric shakes his head. It seems he cannot discover any such dangers but does assess that though you only have one key, it would seem both locks need turning simultaneously to open the door.
"If one of you will turn the key, I can try to pick the lock at the same time. Like in my bad old days of cracking safes." he muses.
Isvand offers to play 'guinea pig' supposing that his racial boons may give him more survivability should any trap be triggered. Gerdal could reasonably suppose that any polymorph trap might actually turn the halfling into a guinea pig for real.
While the trio assess the door, Sven backtracks to the lower T-junction between doors J & K. He studies the scrawled wall art.
They make you think if any truth is in them or if they are indeed the many scribblings of an abstract mind. Another Alastar? Certainly you can relate to a skull with an inset gem, maybe those two skeletons in the tapestry room' had ones inserted into their foreheads. Dog headed dwarf ... a polymorph victim, a short fat gnoll, a jackal masked worshipper of Set?
Orgoth plays bodyguard to the group, watching the hallway and corridor from the open door D.
I require a roll for Amos open locks vs 20% please. Then I will update further ....
Barrow Maze.
Exploring the corridors.
8.00pm. Lantern light (Gerdal) Candlelight (Sven).
Conditions: Isvand -3hp.
The group decide to check out the stylised door, certainly it looks well maintained in comparison to the oft sodden and stuck ones you have seen elsewhere. Invoking an ability to detect arcane radiations, Gerdal studies the door, sensing it has been subject to some 'alteration'. She waves her hand over the panels and hinges, tracing the embossed and buckled book design, over the two scarabs. It could just be 'wizard locked'.
Amos wiggles his fingerless gloves. "Better for sensitivity." he says and copying the 'twist and turn' of the carapace on the key, does the same for the two scarabs on the door. Indeed they do flip open to reveal keyholes. After testing for any traps, mechanical ones and perhaps poisonous needles, the cleric shakes his head. It seems he cannot discover any such dangers but does assess that though you only have one key, it would seem both locks need turning simultaneously to open the door.
"If one of you will turn the key, I can try to pick the lock at the same time. Like in my bad old days of cracking safes." he muses.
Isvand offers to play 'guinea pig' supposing that his racial boons may give him more survivability should any trap be triggered. Gerdal could reasonably suppose that any polymorph trap might actually turn the halfling into a guinea pig for real.
While the trio assess the door, Sven backtracks to the lower T-junction between doors J & K. He studies the scrawled wall art.
The stone walls all around here have graffiti on them. Some are warnings, "The bones shatter", "I lost my shadow and now wander without hope", "The walls have ears". Others are paintings of abstract design or madness, a skull with an inset gem, a dog headed dwarf, a halfling with two heads. One one flagstone an outline of a person lying on the floor like the scene of a forensic study. Many others.
They make you think if any truth is in them or if they are indeed the many scribblings of an abstract mind. Another Alastar? Certainly you can relate to a skull with an inset gem, maybe those two skeletons in the tapestry room' had ones inserted into their foreheads. Dog headed dwarf ... a polymorph victim, a short fat gnoll, a jackal masked worshipper of Set?
Orgoth plays bodyguard to the group, watching the hallway and corridor from the open door D.
I require a roll for Amos open locks vs 20% please. Then I will update further ....
Re: Return to the Barrow Mounds:
May 3rd 1066.
Barrow Maze.
Exploring the corridors.
8.00pm. Lantern light (Gerdal) Candlelight (Sven).
Conditions: Isvand -3hp.
Amos and Isvand simultaneously turn the scarab key and lock picks to perfection, not igniting a 'boom' but a satisfying 'click'. Gerdal eagerly pushes the door open ...
The room beyond is wedge shaped not square. Immediately in your west is a wall, the east wall cuts at an angle from the square with the door to join the north wall 30'ft along. Visually you see the room is filled with dusty glasses, flasks and vials, beakers of different descriptions, mortar and pestles, tongs, long spoons, sieves. The shelves are stacked, many items cracked and broken, but seemingly in neat order not strewn about in chaos. In the centre in top of a marble pedestal is a skull on too of an open tome or ledger.
Before you can take it all in or even step across the threshold, the trio by the door are subject to an immense panic and fear. Doom not boom is upon you! Your minds are wracked with an immediate sense of danger and each must take flight in panic to save your lives. save vs spells for Isvand, Gerdal and Amos please.
Sven & Orgoth are unaffected, just acknowledging the signal that the door has been picked.
I will update as you pass or fail saving throws.
Barrow Maze.
Exploring the corridors.
8.00pm. Lantern light (Gerdal) Candlelight (Sven).
Conditions: Isvand -3hp.
ok. A bit naughty as I ask Sven to roll for Amos as he hired the cleric. But as you rolled, you can suffer the effects, ...Amos open locks vs 20% [1d100]=11
BOOOOOM!
Amos and Isvand simultaneously turn the scarab key and lock picks to perfection, not igniting a 'boom' but a satisfying 'click'. Gerdal eagerly pushes the door open ...
The room beyond is wedge shaped not square. Immediately in your west is a wall, the east wall cuts at an angle from the square with the door to join the north wall 30'ft along. Visually you see the room is filled with dusty glasses, flasks and vials, beakers of different descriptions, mortar and pestles, tongs, long spoons, sieves. The shelves are stacked, many items cracked and broken, but seemingly in neat order not strewn about in chaos. In the centre in top of a marble pedestal is a skull on too of an open tome or ledger.
Before you can take it all in or even step across the threshold, the trio by the door are subject to an immense panic and fear. Doom not boom is upon you! Your minds are wracked with an immediate sense of danger and each must take flight in panic to save your lives. save vs spells for Isvand, Gerdal and Amos please.
Sven & Orgoth are unaffected, just acknowledging the signal that the door has been picked.
I will update as you pass or fail saving throws.
Re: Return to the Barrow Mounds:
Edited post. I will update when saves are known.
Last edited by Spearmint on Sun Aug 08, 2021 7:38 pm, edited 2 times in total.
Re: Return to the Barrow Mounds:
Gerdal
Save vs. spell (12): [1d20]=3
"It's them! It's them!!"
Left or right roll (1-50 = left): [1d100]=16
Save vs. spell (12): [1d20]=3
"It's them! It's them!!"
Left or right roll (1-50 = left): [1d100]=16
Last edited by sastaz on Sun Aug 08, 2021 7:45 pm, edited 2 times in total.
- redwarrior
- Ranger Lord
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- OGRE MAGE
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Re: Return to the Barrow Mounds:
I want whoever can get the best results to roll.

Re: Return to the Barrow Mounds:
you hire, you fire!I want whoever can get the best results to roll
Re: Return to the Barrow Mounds:
But OM this time you roll for Amos 

- OGRE MAGE
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Re: Return to the Barrow Mounds:
Sven rushes back into the room once the commotion starts, looking over the condition of his hireling thief.
Random D20 [1d20]=11
“What happened Orgoth? Did they actually get inside?”
The young mage moves in closer to the others, ready to see what just happened.
Random D20 [1d20]=11

“What happened Orgoth? Did they actually get inside?”
The young mage moves in closer to the others, ready to see what just happened.
Re: Return to the Barrow Mounds:
Orgoth
Rushing back with Svenn, "I think they got the door open for sure." Spear at the ready.
Rushing back with Svenn, "I think they got the door open for sure." Spear at the ready.
Re: Return to the Barrow Mounds:
May 3rd 1066.
Barrow Maze.
Exploring the corridors.
8.11pm. Candlelight (Sven).
Conditions: Isvand screaming. Amos & Gerdal asleep.
The trio at the magic door feast their eyes upon a trove of laboratory goodies then imagine the skull on the pedestal feasting its empty eye sockets on them. Overcome with fear and a sudden urge to vacate the mounds and their bowels, they run away screaming.
Two split left rushing past the half-orc who is stationed in the doorway. They thrust him aside and run up the corridor. Sven manages to invoke a Sleep spell which envelopes the end of the corridor and as they run into its sphere of effect, the pair fall comatose to dwell in a slumber of unreal nightmares.
The halfling is less fortunate. He wants out and quickly, dashing for the stairs calling out for Steban and Bro Fabian not to leave him behind. The words are hardly forming more than a squeal in his throat when he triggers the pit trap and falls, unable to save himself ...
next actions please Sven and Orgoth
Barrow Maze.
Exploring the corridors.
8.11pm. Candlelight (Sven).
Conditions: Isvand screaming. Amos & Gerdal asleep.
The trio at the magic door feast their eyes upon a trove of laboratory goodies then imagine the skull on the pedestal feasting its empty eye sockets on them. Overcome with fear and a sudden urge to vacate the mounds and their bowels, they run away screaming.
Two split left rushing past the half-orc who is stationed in the doorway. They thrust him aside and run up the corridor. Sven manages to invoke a Sleep spell which envelopes the end of the corridor and as they run into its sphere of effect, the pair fall comatose to dwell in a slumber of unreal nightmares.
The halfling is less fortunate. He wants out and quickly, dashing for the stairs calling out for Steban and Bro Fabian not to leave him behind. The words are hardly forming more than a squeal in his throat when he triggers the pit trap and falls, unable to save himself ...
Last edited by Spearmint on Sun Aug 08, 2021 8:59 pm, edited 1 time in total.
Re: Return to the Barrow Mounds:
Orgoth
"Isvand is in the pit, he will be hurt, I will check on him first before the door closes." Orgoth pulls his rope out, rushing to the pit he looks down and tosses one end to Isvand.
"Climb out or tie it around you if you have to."
"Isvand is in the pit, he will be hurt, I will check on him first before the door closes." Orgoth pulls his rope out, rushing to the pit he looks down and tosses one end to Isvand.
"Climb out or tie it around you if you have to."
Re: Return to the Barrow Mounds:
By the light of the lit pool of oil from Gerdal's dropped and broken lantern, you run to the rescue of the halfling.
Unfortunately Orgoth, you reach the edge of the pit to see Isvand curled up in fear, huddled in a corner, preferring the trap to close over his head and seal him in his doom rather than face the unknown entity which has terrorised his mind.
At least you know he is not dead upon a stake or melted by an ooze.
You can rescue him out in an hour or so ... if fear has not eaten him first ....
Unfortunately Orgoth, you reach the edge of the pit to see Isvand curled up in fear, huddled in a corner, preferring the trap to close over his head and seal him in his doom rather than face the unknown entity which has terrorised his mind.
At least you know he is not dead upon a stake or melted by an ooze.
You can rescue him out in an hour or so ... if fear has not eaten him first ....
- OGRE MAGE
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Re: Return to the Barrow Mounds:
1st Level Spell Retention (INT 15) [4d6+1]=10+1=11
Sven’s heart drops when he hears the door close and lock again.
All 3 failed saves?
He shakes his head when Orgoth can’t get Isvand out of the pit. “Not this again. Could you tell if he was badly hurt?”
Sven looks the locked door over again, trying to find the one key they did have.
“Well, looks like it’s back to you and me again, bud. What should we do now? And don’t you dare tell me you want to head back to town! I didn’t see what was in there, but whatever it was, it HAS to be valuable for someone to go through this much trouble to keep people out of there.”
Sven’s heart drops when he hears the door close and lock again.



He shakes his head when Orgoth can’t get Isvand out of the pit. “Not this again. Could you tell if he was badly hurt?”
Sven looks the locked door over again, trying to find the one key they did have.
“Well, looks like it’s back to you and me again, bud. What should we do now? And don’t you dare tell me you want to head back to town! I didn’t see what was in there, but whatever it was, it HAS to be valuable for someone to go through this much trouble to keep people out of there.”