Barrow Mounds: Hallowed Ground expedition

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Re: Barrow Mounds: Hallowed Ground expedition

#101 Post by torkill »

Eldon's eyes grew wide with excitement seeing the stone chest. He studied the chamber for any sign of traps before approaching the chest and also checking it. Suddenly Sarge yelped loudly and bolted out of the chamber with his tails between his legs.

Sarge Save vs Spells (17) [1d20]=12

Edit: Misread so here is Eldon's save.

Eldon's concentration was broken by the sound of Sarge's yelping. That's when he hear the wailing screams. The hair on his feet tingled and he dropped his sword and ran to the furthest corner inside the chamber.

I assume he would run that direction AWAY from the screams, if not then he would follow Sarge out of the tomb.

Eldon Save vs Spells (15) [1d20+4]=2+4=6
Last edited by torkill on Mon Oct 04, 2021 11:34 pm, edited 1 time in total.
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Re: Barrow Mounds: Hallowed Ground expedition

#102 Post by Spearmint »

everyone save vs spells please or be subject to Fear effects so Savant and Eldon included as you hear the spectre screaming.
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Re: Barrow Mounds: Hallowed Ground expedition

#103 Post by GreyWolfVT »

Save v Spells 15 [1d20+3]=10+3=13

Dalin decides to put the seeds and broken thing they were in down and leaves the mound.
Last edited by GreyWolfVT on Tue Oct 05, 2021 12:04 pm, edited 1 time in total.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

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Re: Barrow Mounds: Hallowed Ground expedition

#104 Post by Spearmint »

Tamson & Reuben save vs spells [1d20]=12 [1d20]=5

The young ranger Tamson quickly follows the elf, dwarf and dog from the chamber. His face pale and body trembling.

The priest Reuben is overcome with fear. It must remind him of the unseen predator that decapitated his previous adventuring buddies and he screams, exiting the barrow and dropping his precious gargoyle skull in the process.

It leaves Eldon & Savant to make saves and exit or to stay and face down your fears.

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Re: Barrow Mounds: Hallowed Ground expedition

#105 Post by torkill »

Edited my original post to add Eldon's failed save.
torkill wrote: Mon Oct 04, 2021 11:09 pm Edit: Misread so here is Eldon's save.

Eldon's concentration was broken by the sound of Sarge's yelping. That's when he hear the wailing screams. The hair on his feet tingled and he dropped his sword and ran to the furthest corner inside the chamber.

I assume he would run that direction AWAY from the screams, if not then he would follow Sarge out of the tomb.

Eldon Save vs Spells (15) [1d20+4]=2+4=6
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Re: Barrow Mounds: Hallowed Ground expedition

#106 Post by Spearmint »

thanks. Yeah, you exit rather than go deeper in as a logical reaction to the failed save.
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Re: Barrow Mounds: Hallowed Ground expedition

#107 Post by LordKane77 »

I don't know what to add to this, but I find it highly unlikely that it matters.....

[1d20]=5

Savant tucks his body behind his shield as best he can and runs, TERRIFIED, out of the tomb.
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Re: Barrow Mounds: Hallowed Ground expedition

#108 Post by Spearmint »

nothing needs adding

In the event it becomes Poltergeist 7-0 Adventurers as each succumbs to the frightful visage and screams. They run out the entrance to save their lives, and in a file of desperate refugees, run headlong west and up the grassy knoll of the adjacent mound. You stop to gather your wits, frantic that the ghost harasses you in the mist.
If your roll is 10 or below, then you drop whatever is in your hands as you flee for your lives.
next actions please

It is then Savant realises that in his fear he has dropped his elven blade. Reuben too gives a mournful cry. "My precious". he says, remembering the gargoyle skull.

"We must go back. Yes, we must. Get our things and show that hellish beast we are more than conquerors."

With everyone equally affected, the idea is not appealling but once a few minutes pass you come to more reasoned lucidity. Despite all the screams and terror, surprisingly nothing seems alerted to your state and on the knoll with the skeletal hand sticking hand, you can discuss your next options.
At least you grabbed a few coins from the urn, putting them in your backpack as the urn got left behind.

Scream and scream again [1d6]=6 [1d6]=3 [1d6]=2 [1d6]=3 [1d6]=3 [1d6]=4
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Re: Barrow Mounds: Hallowed Ground expedition

#109 Post by LordKane77 »

Two quick points of clarification........ 1. Before I started to look for the secret door, I sheathed my sword. I would assume it's still in its sheath? 2. I understand that Reuben is an NPC, but can he DO anything? Or is he just a McGuffin? Like I feel like the character Savant would understand this, but as a player I don't feel like I do.
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Re: Barrow Mounds: Hallowed Ground expedition

#110 Post by Spearmint »

Savant sheathes his sword but keeps his shield, but actively searches the wall with the secret door.
Yes you are quite right. I stand corrected, I pictured him holding the sword still as he searched. So take your longsword back.

Not sure what a McGuffin is but you can question the 'cleric', or at least Savant in character might question as the cleric when asked for healing said he could not provide any but would pray later and now at the mound, was unable to Turn Undead. Sometimes 'Turn' attempts are unsuccessful anyway but you know the priest in question would try to forcibly proclaim his God's wrath and indignation whereas Reuben uttered more repetitive requiems like an 'Our Father who art' instead of 'Out in Ygg's name!"

So you can roleplay any suspicions as you see fit.
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Re: Barrow Mounds: Hallowed Ground expedition

#111 Post by Spearmint »

okay. I googled McGuffin. No. Reuben has a reason d'etre to be here.
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Re: Barrow Mounds: Hallowed Ground expedition

#112 Post by LordKane77 »

Excellent, that is what I needed to know. Thank you.

Savant draws his sword in an overly wide arch as he strides toward their would-be priest in a menacing fashion that does not look like a bluff, but like actual anger.

"Priest, it seems we are at an impasse. A very perfect time for some explanation. From you. No one from my people would dare claim to speak for divinity if it were not so. But you don't seem to hold any power over the undead, nor have to been able to bind or heal wounds, the two fundamental hallmarks of the divine."
He then puts the tip of his sword uncomfortably close to Reuben's face......
"So speak, charlatan. But please take care with your answers. If nothing else, we could now choose to leave with a modest take in gold, and your bauble can rot in the very tomb we were all so decisively cast out of."
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Re: Barrow Mounds: Hallowed Ground expedition

#113 Post by LordKane77 »

nor have "you", not nor have "to" ... Nothing takes the wind out of your sails in an angry rant like a misspelling! Dammit!
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Re: Barrow Mounds: Hallowed Ground expedition

#114 Post by GreyWolfVT »

Dalin watches Savant with expressed interest "You do so have a point Savant, well I suppose right now you have two." sword tip and verbal points. the dwarf moves over unarmed next to Savant "Please explain Reuben. Are you truly a priest or are you merely an apprentice? Or a liar? I do so hate liars and fakes. So please do summon all of your courage and honor and explain." the dwarf stands with his hands in fists on his hips looking a bit like some child's mother asking for an explanation in his pose.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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Re: Barrow Mounds: Hallowed Ground expedition

#115 Post by Stirling »

Vann Hector

Surprised by the sudden drawing of blades and threats between party members. He always thought the skull clutching Reuben a bit odd, possibly afflicted by some Barrow Mound curse.

If the ruse of class skills have been found out, it puts the plan in a quandary. Half the team at least are rogues and brigands. Not shy of a bit of skullduggery and backstabbing, pickpocketing and larceny. Hardly virtues to laud our characters though I could argue we are merely 'communuty heroes' like the brigandine Renata, righting wrongs and robbing the rich to feed the poor.

Though being short of divine aid and on a mission to sanctify a mound seems a foolhardy task. So he makes no move to halt the questioning, instead he assesses the surrounds and tries to lay options over what to do next. Much might depend upon Reuben's answers.

Tamson, check around the base of this mound for other tracks. Maybe mounds are interconnected with pathways that adventurers travel. He woul suggest Eldon accompany him as a pair are safer together but let's the halfling decide.

Options:
A) we can go back to Helix with the experience and trove collected so far.
B) return to 'ghost jars' mound. Forewarned of the presence of the sinister guardian spirit and his attack methods. At least grab a jar each and raid the chamber beyond the secret door. It might literally be a quick 'smash and grab' raid.
C) explore the Mounds meadow and find other plundered tombs. (The sledgehammer was left by the now broken seal to the mound we left).
D) other suggestions?
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Re: Barrow Mounds: Hallowed Ground expedition

#116 Post by LordKane77 »

Savant wants answers from Reuben, but truthfully it feels like we could literally just run in and run out and probably make it worth our while.
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Re: Barrow Mounds: Hallowed Ground expedition

#117 Post by GreyWolfVT »

LordKane77 wrote: Tue Oct 05, 2021 5:58 pm Savant wants answers from Reuben, but truthfully it feels like we could literally just run in and run out and probably make it worth our while.
agreed if we know what we are running in and grabbing should in theory be quick and worth while.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
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Re: Barrow Mounds: Hallowed Ground expedition

#118 Post by Stirling »

Vann Hector

Smash and grab raid is a risk. Don't know what is in any case, just hope for the best. A lucky dip. Unless we run a bigger risk, flip the secret door handle and run into the second chamber.

He considers his injury. A heavy blow would fell him completely. Still no risk no reward.

"Okay Reuben. Me and you will earn our bread and go in first. Priest or not, that doesn't matter so much now."

He takes the report from Tamson. "We raid what we can carry out from this tomb then we can explore the next path. Maybe rather than lugging stuff about we find s secure spot to hide the treasures."

If folk agree he will lead the way and when ready, go in.
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Re: Barrow Mounds: Hallowed Ground expedition

#119 Post by LordKane77 »

Savant clears his throat...... and you see that all conversation aside, he is indeed still holding an elven longsword pointing at Reuben's face. "I believe that Master Reuben was going to do some explaining. First.
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Re: Barrow Mounds: Hallowed Ground expedition

#120 Post by torkill »

While Eldon waits for their "guide" to explain himself, he moves next to Sarge and scratches him behind the ear to calm him some. He adds his thoughts to the conversation about returning to the tomb.

"I want to go back and grab that treasure as much as the next guy, but smash and grab is risky. Things behind secret doors tend to be valuable. Valuable things tend to also be protected by traps."

Aside from the tossing of the urns, this thing has not physically attacked us yet. Breaking all the urns seems to have merit. Between that and if we avert our eyes and soften some wax to plug our ears, we could buy enough time to disarm the chest and open it safely.
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