Barrow Mounds: Hallowed Ground expedition

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Re: Barrow Mounds: Hallowed Ground expedition

#121 Post by GreyWolfVT »

Dalin while waiting for an answer from Reuben chimes in to the other chatter "We we could always scope one of the other mounds out instead."
“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

#122 Post by Spearmint »

"I believe that Master Reuben was going to do some explaining. First".
Reuben holds the tip of your blade in his hand. It cuts him and he bleeds but doesn't flinch at the wound.

"I have little reason to justify myself. Am I on trial? My former companions came here to gain wealth and riches just as you. A madness took over them and one suspected another. We slew each other in the mounds and only two escaped with our lives.

It seems you have the same mindset. Shall we draw lots and point fingers at who will murder who? I am cursed by both god and man for the sins I committed here. I seek redemption as much as you seek gold.

Shall we enter the breach once more?"


Your way to the other mound is just a few minutes walk. The seal broken and the purple moss burned away.

So you can run in and grab a random amphora and try to run out. (Roll a 4d6 vs Dex and a 1d20 random jar)

Or you can run in and try to open the secret door rather than grab a jar.

You have no idea how the poltergeist will react. It may manifest and throw jars, try another fear effect or something else. With the tomb open, it may even have followed you out and now joins the wandering masses on the Moor.

If you want to explore another mound, post that as a character action.

actions please. I will resolve Savant's intimidation of Reuben before you leave this mound.
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Re: Barrow Mounds: Hallowed Ground expedition

#123 Post by torkill »

Eldon shrugs. "My sword is back there, but I still have my daggers. And the gold we grabbed should be enough to replace it."

I'd vote that we go after the devil we know rather than the devil we don't. At least we know there is something (presumably worthwhile) in the tomb we just left. The next one could simply be a death trap with nothing in it.
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Re: Barrow Mounds: Hallowed Ground expedition

#124 Post by Stirling »

Vann Hector

Agrees with the plan. At least it gives us a focus even if it looks dangerous. Once we get some treasure we can decide how to go forward. I am conscious too that some of us are injured. So a melee needs to be avoided.

"Alright guys, leave it be. Let's put the testosterone into the raid." he says to the elf and cleric.

"Tamson, lead on back to that mound."
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Re: Barrow Mounds: Hallowed Ground expedition

#125 Post by LordKane77 »

Savant nods sheathes his sword, seemingly satisfied with the explanation.

"It seems like the wails were the problem, right? We could do our best to put plugs in our ears, all run in, grab urns, run back out, reassess from there?"
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Re: Barrow Mounds: Hallowed Ground expedition

#126 Post by torkill »

Eldon takes a candle from his pack and lights it. "We can use some warm wax to form earplugs."
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Re: Barrow Mounds: Hallowed Ground expedition

#127 Post by Spearmint »

May 8th 1066:

Barrow Moor, south of Helix, Duchy of Aerik.

2.50pm. Windy conditions, light rain.
Light: exterior visibility limited to 60'ft through thick mist.
Lantern (Reuben) Flaming torches in wall (x4)
Vann Hector -4hp, Savant -3hp, Tamson -2hp, Reuben -2hp.
Effects: none.


It has been half an hour or more since you fled the scene of spectral horror. The group arrange themselves into the tag teams, each has a running mate.

A little sprint off the blocks warm up and waxing of ears.
So you can run in and grab a random amphora and try to run out. (Roll a 4d6 vs Dex and a 1d20 random jar)

Or you can run in and try to open the secret door rather than grab a jar.
so my understanding is you will either go in as three separate turns in which case I will deal which each in order or entry. VH & RB, Sv & Dal, Tam & El or you all run in together to do your thing.

So choose plan A or B and make the above rolls.
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Re: Barrow Mounds: Hallowed Ground expedition

#128 Post by LordKane77 »

I think we should just all go in at once. It seems safer.
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Re: Barrow Mounds: Hallowed Ground expedition

#129 Post by torkill »

I vote go all at once and go for secret door.
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Re: Barrow Mounds: Hallowed Ground expedition

#130 Post by Stirling »

Vann Hector

"Okay. Let's do this!"

Vann Hector's smash & grab vs 15 Dex [4d6]=11 random jar [1d20]=3

He runs in towards an amphora that he marked with chalk earlier, grabs it from the hook and struggles out with it.
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Re: Barrow Mounds: Hallowed Ground expedition

#131 Post by LordKane77 »

"Let's just try to eliminate one threat at a time, everyone doing everything all at once is what got us in this mess!"

Savant takes off with Van-Der-Pimp and also goes for a chalked urn......

[4d6]=19 and [1d20]=13
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Re: Barrow Mounds: Hallowed Ground expedition

#132 Post by GreyWolfVT »

Dalin nods once agreeing providing his ears are not so waxed that he cannot hear anything.

Dex 17 [4d6]=11 & [1d20]=14
“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
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Barrow Mounds: Hallowed Ground expedition

#133 Post by torkill »

Eldon runs in a heads for the secret door. Whether he was ignoring the others or simply could not hear them with the wax I his ears is unknown. His obsession with opening the chest might be the death of him, but he simply had to know what was inside.

FYI about to head out of town for a getaway with my wife until Tuesday. My posting will be once a day late at night at best until then.
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Re: Barrow Mounds: Hallowed Ground expedition

#134 Post by Spearmint »

Barrow Moor, south of Helix, Duchy of Aerik.

2.50pm. Windy conditions, light rain.
Light: Exterior visibility limited to 60'ft through thick mist.
Interior: Flaming torches in wall (x4)
Vann Hector -4hp, Savant -3hp, Tamson -2hp, Reuben -2hp. Eldon -2hp
Effects: none.


The smash and grab on, the team go on a 'supermarket sweep', filling their arms with goodies and hoping there isn't any objection to not paying.

Bandanas up and ears plugged, Vann Hector leads the charge. The stubs of the torches thrown into the chamber still burn where they were tossed. The lantern though has been broken, the glass pieces and metal frame smashed under the shattered remains of a round belly pot. You also note that the stone lid to the coffin has been lifted from the floor and once more covers the earthen body inside.

Vann Hector, Tamson, Reuben & Dalin each manage to successfully grab a jar and exit back to the excavated exterior of the mound.

Savant struggles to grasp the jar of choice. He picks it up but the handle cracks and the heavy amphora drops to the ground.

Eldon goes to the secret door mechanism, twisting the hook and moving the lever. He doesn't hear the satisfying click of the portal being unlocked but does hear Sarge barking furiously and turns to see his faithful mastiff leap to grapple with a spinning jar that the unseen poltergeist has telekinetically lifted to aim at the halfling. Despite s valiant effort, the dig is unable to intercept the hurled vessel and it lands upon Eldon's back, breaking in pieces and nearly doing the same to him as ribs and spine take the impact. -2hp He falls through the opening secret door and scrambles over the threshold of the next chamber.

next actions please
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Re: Barrow Mounds: Hallowed Ground expedition

#135 Post by Stirling »

Vann Hector

Happy to make it, places the jar carefully outside on the grass.

"We must go back. Savant and Eldon are still inside. I saw the jar smash but I think the halfling got through the next passage.

Dalin. I have a thought. You have your crossbow with silver tipped bolts. I know werewolves and wights are susceptible to such minerals. Maybe this invisible creature is too?"


I also carry those anti-lycsn shackles and cuffs taken from the Reisling at the carriage hijack. If Reuben can push the stone lid off, I could fix the shackles on that body. It might have the same effect, to stop certain manifestation? A long shot but we have to try a few things.

"Tamson. I want you to stay here and guard the entrance. We need to keep watchful for things in the mist and don't want a surprise when we exit."

After giving instructions to the ranger, I will grab my chains and go back in the tomb.
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Re: Barrow Mounds: Hallowed Ground expedition

#136 Post by LordKane77 »

Savant grabs a different urn and heads out.

[4d6]=11 and [1d20]=19
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Re: Barrow Mounds: Hallowed Ground expedition

#137 Post by GreyWolfVT »

Stirling wrote: Thu Oct 07, 2021 1:15 pm Vann Hector

Happy to make it, places the jar carefully outside on the grass.

"We must go back. Savant and Eldon are still inside. I saw the jar smash but I think the halfling got through the next passage.

Dalin. I have a thought. You have your crossbow with silver tipped bolts. I know werewolves and wights are susceptible to such minerals. Maybe this invisible creature is too?"


I also carry those anti-lycsn shackles and cuffs taken from the Reisling at the carriage hijack. If Reuben can push the stone lid off, I could fix the shackles on that body. It might have the same effect, to stop certain manifestation? A long shot but we have to try a few things.

"Tamson. I want you to stay here and guard the entrance. We need to keep watchful for things in the mist and don't want a surprise when we exit."

After giving instructions to the ranger, I will grab my chains and go back in the tomb.
Dalin sets his urn down and listens to Vann's suggestion the dwarf then takes the normal bolt out of his crossbow and loads a silver tipped one in. "I suppose anything is worth a shot Vann." he the mutters in a low whisper "there is always one." thinking of the fellow and his canine left in the mound still...the dwarf waits for Vann's signal and will follow him back in.
“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
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Barrow Mounds: Hallowed Ground expedition

#138 Post by Stirling »

Vann Hector

I had two thoughts to add.

Firstly, I don't want Reuben to think about or spot the gargoyle skull so ideally if it is dropped anywhere, I can kick it into a dark corner.

Secondly. If these pots are moved by telekinesis rather than being physically picked up. That means the poltergeist could be anywhere rather than behind the jar. Just thinking where Dalin shoots, a shadow against the ceiling, a particular jar that glows because the poltergeist essence is inside? We have to be more accurate than just randomly firing at s cave wall and hoping to hit something.
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Re: Barrow Mounds: Hallowed Ground expedition

#139 Post by torkill »

Eldon's back flared in pain as the jar smashed against his spine, knocking him in to the secret room. No sense in turning back now, he called for his faithful companion hoping he would protect him while he checked the chest. Maybe it was a bit much to think the mutt would understand, but what option did he have? "Sarge, guard me!" Eldon darted against to the wall on the right, then rushed across the room to the chest. He ducked behind it, using it for cover in case another jar was hurled in after him. From there he would examine the chest and check the lock for traps, even if he had to circle out from behind his cover.
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Re: Barrow Mounds: Hallowed Ground expedition

#140 Post by Spearmint »

Barrow Moor, south of Helix, Duchy of Aerik.

2.50pm. Windy conditions, light rain.
Light: Exterior visibility limited to 60'ft through thick mist.
Interior: Flaming torches in wall (x4)
Vann Hector -4hp, Savant -3hp, Tamson -2hp, Reuben -2hp. Eldon -2hp
Effects: none.


There is a little bit of mayhem over the next few minutes. Thankfully the shenanigans in the first chamber allow Eldon to check the coffer against the wall. He gets out his artisan thieves tools to prod and poke but very quickly establishes the stone lid just lifts up. No spring trap or poison, the coffer contains another urn, similar in style to the one in the larger stone coffin. There is also a potter's wheel and footplate to rotate the clay and mould designs. A large wide bowl shaped jar, sealed by a thin cork has sticky pungent clay in it. To the walls on either side are burial alcoves, little 1'ft square pigeon hole style that go from floor to ceiling, counting maybe 40 on each side. They are about an arm lengths deep, (maybe two lengths for the halfling), most covered in cobwebs and filled with rags. A few have bones in or grimy objects.

Sarge comes in, barking and drooling. He wards his master though the poltergeist and thrown objects are not in this direction.

Inside the first chamber. Savant grabs a chosen vessel. He carries it out of the tomb as others rush in. Reuben takes to a combination of holy symbol and agricultural flail to defend against the poltergeist tactics.

Vann Hector kicks the gargoyle skull into torch and leans over the earth figure in the coffin. He fiddles trying to shackle the feet or hands but finds he is not dealing with an actual dead body but a hollow simulacrum. When he grabs the legs to pull them the earth figure fractures. He is reminded of hollow 'easter eggs'.

A second thing he notices is that the domed ceiling is obviously right above the coffin. With the torches flickering on the ground by the walls, the darkest place is actually the roof of the chamber and the shadowy corporeal poltergeist conducts his actions from that spot.

For three rounds, the poltergeist shifts and moves objects to be hurled at the intruders. The coffin lid tossed up, a mini tornado of shattered crockery whipped into s frenzy and scattered as shrapnel in all directions, another bulbous jar tossed against the wall.

Dalin at least has more of a target to aim for. If Reuben's Turn Undead has been ignored, maybe a cold iron barb coated in imbued silver will finally pacify the creature to its eternal slumber.

Dalin give me 3 x attacks please

Savant you may return to the chamber and aid any searching of the secret room if you wish.

next actions please
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