"I am glad that wasn't worse for you, Orgoth. I wonder if there is any way to clear this mold out of here safely." He looks to Gerdal to see if she has a suggestion, scraping some of the detached mold into a specimen jar for later study.
If it seems feasible to do so, Sven will open the door again, spin his rope and grappling hook around from the doorway trying to fling it into the quivering blob in the corner, hoping to catch ahold of whatever is being dissolved and slowly drag it closer to the door, if possible, for a closer look. "If that poor bastard used to be an adventurer, maybe they still have something good on them." Normal Dex Check (15) [3d6]=10 Hard Dex Check (15) [4d6]=11
If that action cant be done safely and without getting anyone hurt, Sven closes the door again and moves to the clawed up door 3, looking to his larger friend to make another grand entrance. "Depending on what we find behind here, we can check the spiked door next."
This time, Sven ties his rope around Orgoth's waist before he puts his shoulder into the door, in case he needs to be dragged back out again.
Located Spade Mound (17)
Located Baboon Mound (24)
Located Cross mound (22)
Located Burrowed Holes Mound (23)
Found the two traps on the Silas mound (one the hard way)
Discovered Nergal Nave and Statue: pic https://www.unseenservant.us/forum/view ... 38#p594638
Left a few rooms unsearched beyond the metal lever doors after the multi-ghast monster formed. Crabs/Shrine, Silhouettes/Sarcophagus , Jelly Mold...
Treasure!
Isvand finds a playing card: Jack of Diamonds
Two sapphires
109 gold pieces, each has a small hole drilled into it (100 of these are now chocolate coins, minus what we already ate.)
A drawstring pouch containing nine human fingers, each has a colourful ribbon tied to it.
A short sword in a scabbard. When withdrawn you see that instead of an iron blade there is a large iron key attached to the hilt.
Big John's Miners Pick (Down with Drew)
Cement Severed Hands
Black Cultist Cloaks
Common Mousetrap
Amethyst gem (appraised later circa 80gp)
A small sack of 'trinkets' which are probably worth 20gp on a bazaar table sale
89sp, 31gp
Two large egg sized diamonds (from helm coffer)
47sp
Block of Amber (klepto gnome)
1 Rust Monster Egg
1 intact Iron Cobra
2 broken Iron Cobras
Gold statuette of a woman in a loose toga type dress. (200gp)
A block of Amber, about the size of a hand soap which contains the preserved body of a miniature stag beetle. (200gp)
A silver ring with an inset, pale milky blue Moonstone. (50gp)
A Mammoth and baby mammoth ivory figurine set on an ebony stand. (200gp)
A pouch of 666 silver pieces. There is a note in the pouch that cautions the owner not to spend the coins but to cast them, spread across a floor in order to act as some special caltrops that would hinder a werewolf or other silver vulnerable creatures from crossing. Carried by Isvand
A porcelain skull in the shape of a boar's head. The apple in its mouth has a slot in it and the head rattles indicating coins inside. "Feed me" is written on the side. Contained: 49sp, 21gp, 1pp Carried by Orgoth
A whittled piece of wood in the shape of a dwarf holding a drum. Underneath is written, "Drums in the Deep" Gnomes
Several carapaces and claws belonging to crabs or crustaceans. They have been burned and are charred around the edges. (Down with Drew)
An oak cudgel, like a sailors belaying pin or short baseball bat. Carried by Orgoth
A potion bottle, an unknown elixir none of you are familiar with. The flask is well sealed with a waxed cork. Potion of Diminution? Carried by Sven
A long cylindrical tin. It is sealed, the faded picture on the front lauding Bill Hook's homecraft Brautwurst (Smokie treat?)
4 skeletons with ankle and wrist bracelets of mini cubic zirconia stones and shaped silver bells that tinkle softly when moved. (8 pairs of decorative bracelets)
A curved kopesh type short sword. The handle is made from a dyed ivory or bone, the blade, sharpened on the outer edge is exquisitely refined. Magical/Gerdal carries
A burlap sack with a green goblin head, made from Malachite Magical
An intricately designed silver coffer with a rune covered cryptex lock. Magic Helm/Orgoth (are key and coffer still detecting as magical?) An ornate helm. The steel helm is crafted in the style of a pinnacled dome and etched with ancient scripts. It has an adjustable nose bar and hinged cheek and ear plates. A skirting mail coif protects the exposed neck and throat of the wearer.
A small flask with leaded panes and rosy stained glass. It contains some viscous syrup. (Magic Potion?) It has a zest and spark to it that provokes an inner energy or revitalization but the potion is not a typical healing variety.
Need to Detect Magic on:
A single gold necklace designed as a long stem with thorns and ending in an inset jet gemstone carved in the pattern of a blossoming rose (shield/chainmail/lockpicks/hammer/chisel/etc.)
small tin containing some sewing needles and threads, spare buttons, shoelace
Silver ring (Isvand) /standard short sword (faceless elf)
Plain gold signet ring
Potion of Healing?
Monsters Killed/Vanquished
Evaded a Rust Monster
7 Mineral Encrusted Fossilized Skeletons (Sven killed 2 on his own)
1 Haunt (Big John)
Avoided Crypt Tavern Guardian (III)
1 Gargoyle/Stone Quasit
2 Wights
1 Greater Barrow Wight
5 Nergal Zombies
3 Ghasts (saved some parts)
3 Ravenous Dead (Orgoth)
3 Iron Cobras
Truro has 1 holy water.
Gnim has 2 vials of acid.
Treyvor has 1 'sticky socks'.
notes on all NPC's
Amos
He is a C2 / T1 ,
AC 6, Studded leather, Dex +1AC
HP 13,
(Dex 15, Wis 15)
4 x daily 1st level spells plus Read Magic/Detect Evil.
As a cleric of Arcantryl, he may cast any 'touch' based spell via a melee attack/weapon as part of Arcantryl domain benefits.
He has learned the Mage spell Shield.
He carries a scroll of Protection from Evil and two vials of Holy Water. He bears a long Quarterstaff and a mace. He also has a set of Thieves Tools.
Current spell loadout: CLW, CLW, Shield, Bless, Read Magic, Detect Evil
Truro, young itinerant evangelist hiring himself out via the Mercenary Guild.
Cleric of St Ygg's
C1,
AC 5 chainmail,
hp 5,
Q-staff, he has a bonus +1 to hit vs undead, uses a mace.
Has +2 x 1st level (& +1 x 2nd level when advanced) Wisdom bonus spells, plus one for level plus domain spell of Light, that he may cast daily.
Usually loaded out with CLW, CLW, Light, Remove Fear, Detect Evil
Str 10, Int 10, Wis 15, Dex 11, Con 12, Cha 9
Gnimish AC 4, chainmail, Dex +1AC,
hp 8,
Saves as F1.
Wields a light crossbow/military pick combo and a dagger.
Carries a 'mechanic's toolkit' and vials of acid. (Has the Huckster manitou from Schmo Joe)
Treyvor
AC 6, Studded leather, Dex +1AC
hp 6,
Saves as T1
Bears a light crossbow/military pick combo and dagger. Carries an artisan thieves toolkit, +10% on lockpicks & f/r traps and a bag of 'sticky socks' (Greek firebombs x4)
They have a portion of Barrowmaze mapped on a parchment though the location is unknown.
Last edited by OGRE MAGE on Mon Apr 04, 2022 7:59 pm, edited 1 time in total.
OGRE MAGE wrote: ↑Tue Mar 08, 2022 5:11 pm"I am glad that wasn't worse for you, Orgoth. I wonder if there is any way to clear this mold out of here safely." He looks to Gerdal to see if she has a suggestion, scraping some of the detached mold into a specimen jar for later study.
Gerdal
"I'm afraid not, lest we compose an antidote. But that will take a lot of time and resources. I will be ready to burn anything coming out through the doorway if you try catching that poor adventurer though."
After a couple of practice swings, Sven lands his grappling hook on the jellied victim and hopes to be able to drag the body away for inspection. The hooks do dig in, tearing chunks from the amber amoeba before settling into the blob and catching the body by a bone and you pull it a few places across the room before the hook releases its tenuous grip. With some repeated effort you can drag the body and blob it is enveloped in towards the door.
The amber jelly reacts to the attempt by sending out sticky pseudopods which latch on to the walls. They make long elasticated anchors. You can see some of the hemp threads of rope frayed from the acidic interaction but it does not seem to be as quickly dissolving as the gray ooze you dealt with earlier.
The body is still in the jelly, partially exposed but mostly still held by the encompassing sticky blob. You might have to cut it free to search it, certainly if you think the blob may contain undissolved items, you will have to dice and slice the jelly into pieces.
actions please Fire was suggested by not acted upon.
Sven is encouraged by the progress recovering the body. He moves back to the far room and grabs some of the larger body parts, tossing them onto the blob as a possible trade off, hoping it is willing to relinquish its current food for the offered scraps.
He uses his candle on the slime at his feet, trying to determine if heat or flame will make the entity retreat. If he learns it has a positive effect, he will use a torch to try clearing more of it away from the floor area. He is trying to get it to move and not burn it outright, afraid of any noxious fumes it might give off if burnt.
"Orgoth, maybe if you heat the metal of your spear up in the flame, it will allow you to cut through the rubbery tendrils easier so we can pull the body out here into the hallway to check it over?"
“Orgoth, buddy. Go ahead and use the sharpened blade of your spear like I suggested. I think it will work better than a pointy javelin.”
The mage nonchalantly initiates a mental test to see if his earlier Charm magic cast upon his friend is still in effect. If so, he holds out the torch to heat the blade before the halforc attempts surgery.
Trying to trade rotten offal for the digested fresher meat, doesn't illicit any trade off. The amber jelly slowly envelopes the ghastly portions within reach. You find the combination of fire, slicing and more grappling enables you to free the previous victim's remains. The amber jelly parting in twain as the undissolved body is pulled free. Rather than catastrophically traumatising the amoeba it simple creates two new jellied creatures, albeit slightly half sized ones with other torn off portions melted or squished to oblivion on the floor.
Taking a ghast leg in its form, one jelly shoots a pseudopod sticky arm to latch on to the ceiling and it slithers upwards on the wall to rest and sate itself above the door frame.
You have one partially dissolved and digested body before you on the floor of the passage. The victims main organs long shrivelled and absorbed, grisly intestinal tracts, gall stones and rubbery tendons rattle in the exposed ribcage. The skull is hairless but still has most of the teeth. Counting out 28, almost a full set. The last wisdom teeth not breaking through. Perhaps that added wisdom might have convinced the explorer not to have endangered themselves here.
Orgoth does note that wearing the helm has added to his own Wisdom. Perhaps he has some more back teeth? Unfortunately, it hasn't added to his intelligence which is the key threshold ability for recovery from Charm effects. Though the added trait from the helmet might help him when faced with future influences upon him.
For your efforts to search the body and blob, you gain a paltry 20sp and a small tin containing some sewing needles and threads, spare buttons, shoelace. Little else seems salvageable or worthwhile to take.
The body is added to the pile of corruption already amassed in the corridor.
You can try to enter the room again. You know doing so may provoke more of the irritating amber mold spores and you might have to duck under the reach of sticky pseudopods as you search around the room.
You also have two more doors unopened and the uninviting darkness of the Shadows passage.
Truro and Gnimish, at guard points in your perimeter both call out an 'all clear' check. The rats sniffing at the closed door must have retreated back down the mausoleum passage and the zombies trapped in the Nergal Oubliette still remain hidden away from the world.
I will move this on rather than wait on Red to post as between you the door is easily barged.
This square room, sized the same as the others explored, is furnished with a small shrine. A cross-legged statue sits on the an ornate throne, underneath which are four canopic figures which represent aspects of the divine in the cults of Orcus and Set. The figures have heads of a baboon, a jackal, a falcon and a human.
Before the shrine is a large iron brazier, whose use seems to be in ceremonial burnt offerings to the deity figurehead. The room is not damp unlike other crypts, though the embers in the brazier look to have burned out long ago.
In corners of the room are large slim vases, made from terracotta but painted in glossy designs. The four are not free standing amphora but look as though purposely built into the floor as their form moulds into the flagstone floor tiles.
There is some detritus here, testimony that others have come this way. A broken lantern, a battered shield, a chipped sword, an empty pack, discarded clothes.
The room is occupied by several large crabs. Each has a carapace the size of a small shield and long black vice-like pincers and grasping claws. They have dull sandy coloured bodies on the underside and a burnished crimson red on their top surfaces. Seemingly territorial, the crustaceans wave their pincers threateningly as they scuttle about the room.
Attachments
Shrine image
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Large crypt crabs
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"I'd say we should shut the door and leave them be for now. With all that stuff laying around in there, I think the room has already been searched. Maybe the scratches on the door were from some hungry undead trying to get an easy meal."
Sven waits to hear the opinions of the others before moving on to the last door.
"Lets pop these wedges and see what lies beyond. Maybe there will be a nice big boiling pot and a vat of butter beyond."