Barrowmoor: Exploration and Ecdysis.
Re: Barrowmoor: Exploration and Ecdysis.
Yes to your right. There is a chasm. On the map I found, (it is not in the Barrowmaze pdf, this portion is my brainz only), so you will have to imagine.
The wooden bridge is about 30'ft across the span which leads to the pinnacle of a rock stack and the totem pole with figure tied to it. The south is through the gap, you can see the tracks go through the gap but further in they split apart.
Isvand, has suggested crossing the bridge or sneaking further. With the ooc red, 'please don't be a trap', I interpret that as he crossed the bridge.
An NPC will accompany him at least. I will update after Gerdal & Raust actions.
The wooden bridge is about 30'ft across the span which leads to the pinnacle of a rock stack and the totem pole with figure tied to it. The south is through the gap, you can see the tracks go through the gap but further in they split apart.
Isvand, has suggested crossing the bridge or sneaking further. With the ooc red, 'please don't be a trap', I interpret that as he crossed the bridge.
An NPC will accompany him at least. I will update after Gerdal & Raust actions.
Re: Barrowmoor: Exploration and Ecdysis.
I interpreted it as the bridge on the right goes over the chasm to the "totem pole" on the rock spire in the chasm's middle, which has an unconscious woman tied to it. That means that the cavern entrance (on the left) is what we think leads to the Priestess, and where the people we were following went.
Raust sniffs the air in a vaguely canine fashion, wrinkling up her pert nose. She regards the figure chained to the pole for any movement, then sniffs, sneezing once for emphasis. "She is not the Priestess, and she is unconscious." She points her bow into the cavern. "We press forward and aid this woman on our return... an unconscious, ill, or screaming woman only spoils our hunt."
After her declarative, she waits for the roots to cease their writhing so she can collect her arrows and search the corpses of the snakemen.
Raust sniffs the air in a vaguely canine fashion, wrinkling up her pert nose. She regards the figure chained to the pole for any movement, then sniffs, sneezing once for emphasis. "She is not the Priestess, and she is unconscious." She points her bow into the cavern. "We press forward and aid this woman on our return... an unconscious, ill, or screaming woman only spoils our hunt."
After her declarative, she waits for the roots to cease their writhing so she can collect her arrows and search the corpses of the snakemen.
Re: Barrowmoor: Exploration and Ecdysis.
Gerdal picks up her daggers and wipes them on the ground before sheathing them. She listens carefully close to the cave opening and looks at the tied woman.
"You told me the infected humans turn after a while. Most probably she is alreay gone. Of course, we should free her if possible, but let's deal with this queen first."
She looks at the woman again with a cold stare and declares, somewhat ominously.
"Of course, I can always make her not scream if we get her down."
"You told me the infected humans turn after a while. Most probably she is alreay gone. Of course, we should free her if possible, but let's deal with this queen first."
She looks at the woman again with a cold stare and declares, somewhat ominously.
"Of course, I can always make her not scream if we get her down."
Re: Barrowmoor: Exploration and Ecdysis.
Assault on the Orphidian Caves.
Isvand checks out the wooden bridge. His heckles rise, the chasm is deep, dropping into rushing waters below. Studying he finds no obvious trips set up on the bridge. The figure, unmoving makes no appeal towards you, in fact she is tied on the opposite face of the totem pole so can not see anyone crossing. Slumped and tied up as she is, Raust suggests pressing on and not adding her rescue to burden you down.
Some of the group drag those Orphidian bodies slain to the chasm edge and push them over into the darkness. Ahead then through the narrow gap in the cavern to more inner cave systems.
Venwynn & Raust get to the intersection, studies of the tracks are made and conclusions reached that the most recent ones carry on to the right. On the left, the slithering, sidewinding marks also have a single dot in the dust after them, as if whoever passed that way travelled with a staff in hand. The duo follow the tracks about 30'ft, going around a huge boulder. The passage narrows ahead. You smell incense, similar to that burned from fragrant candles and flickers of light reflecting off the luminescent lichen and moss that line the rock walls. The tracks end in a wooden door. A functional one of rough nailed planks upon a rusty hinge, ill fitting with wide gaps to peek through rather than a solidly framed crypt door.
Isvand & Traeliorn follow the tracks to the right, going past the boulder and coming to a hollow. Against the wall are several earthen jars, the size of the halfling. Crates of rotting goods, castaway plunder covered in mould. A large, half eaten lizard is splayed on the floor. The body crawls with maggots, fattened wriggly grubs that feast on the remnant remains. Before you can spend time searching the area you notice that across from you are two of the hunter Orphidians. They are setting up the caught deer in a frame to skin and then cook. They work by the light of two tarry torches, that illuminates the nook. One is striking the embers of a dug out hearth. Looking up you can see the slim funnel of a crevice that must double as a chimney. To get to their niche means crossing a chasm, not a deep one. This also has a rickety bridge crossing the span. Further onwards, there are more tracks that progress eastwards leading to another niche that from where you stand hidden, looks to have many bones.
Gerdal & Dale shelter behind a rock, obscured from view (hopefully) of the two Orphidian chefs. Ricardo & Pasquel bring up the rear.
So far you have not been detected. What would you like to do?
actions please

Isvand checks out the wooden bridge. His heckles rise, the chasm is deep, dropping into rushing waters below. Studying he finds no obvious trips set up on the bridge. The figure, unmoving makes no appeal towards you, in fact she is tied on the opposite face of the totem pole so can not see anyone crossing. Slumped and tied up as she is, Raust suggests pressing on and not adding her rescue to burden you down.
Some of the group drag those Orphidian bodies slain to the chasm edge and push them over into the darkness. Ahead then through the narrow gap in the cavern to more inner cave systems.
Venwynn & Raust get to the intersection, studies of the tracks are made and conclusions reached that the most recent ones carry on to the right. On the left, the slithering, sidewinding marks also have a single dot in the dust after them, as if whoever passed that way travelled with a staff in hand. The duo follow the tracks about 30'ft, going around a huge boulder. The passage narrows ahead. You smell incense, similar to that burned from fragrant candles and flickers of light reflecting off the luminescent lichen and moss that line the rock walls. The tracks end in a wooden door. A functional one of rough nailed planks upon a rusty hinge, ill fitting with wide gaps to peek through rather than a solidly framed crypt door.
Isvand & Traeliorn follow the tracks to the right, going past the boulder and coming to a hollow. Against the wall are several earthen jars, the size of the halfling. Crates of rotting goods, castaway plunder covered in mould. A large, half eaten lizard is splayed on the floor. The body crawls with maggots, fattened wriggly grubs that feast on the remnant remains. Before you can spend time searching the area you notice that across from you are two of the hunter Orphidians. They are setting up the caught deer in a frame to skin and then cook. They work by the light of two tarry torches, that illuminates the nook. One is striking the embers of a dug out hearth. Looking up you can see the slim funnel of a crevice that must double as a chimney. To get to their niche means crossing a chasm, not a deep one. This also has a rickety bridge crossing the span. Further onwards, there are more tracks that progress eastwards leading to another niche that from where you stand hidden, looks to have many bones.
Gerdal & Dale shelter behind a rock, obscured from view (hopefully) of the two Orphidian chefs. Ricardo & Pasquel bring up the rear.
So far you have not been detected. What would you like to do?
actions please

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Re: Barrowmoor: Exploration and Ecdysis.
Isvand will move back to the main group, inform them of what's ahead, and suggest that he move ahead to the far side and initiate another attack on them.
Re: Barrowmoor: Exploration and Ecdysis.
(Did we find anything on the bodies before rolling them into the chasm?)
Raust tells the others about the door to the left that appears to be the Priestess burning incense. She recommends we go left instead of right, ignoring the cooks for now. She motions to kick open the door and kill the priestess with surprise before she can intone any magical phrase. A volley of arrows first. But she is willing to summon magical power into her spear and strike her down that way if it fails.
Raust tells the others about the door to the left that appears to be the Priestess burning incense. She recommends we go left instead of right, ignoring the cooks for now. She motions to kick open the door and kill the priestess with surprise before she can intone any magical phrase. A volley of arrows first. But she is willing to summon magical power into her spear and strike her down that way if it fails.
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Re: Barrowmoor: Exploration and Ecdysis.
Isvand immediately decides he likes Raust's plan better than his own. Especially as it doesn't involve rope bridges between him and his foes. If the rest of the party agrees, he'll happily attempt to move silently ahead and look/listen through the gap in the door.
Re: Barrowmoor: Exploration and Ecdysis.
if Isvand wants to sneak ahead and peek before a straight attack, then could you roll a Move Silently check please.
The dead Orphidians had basic personal goods, a waist belt of leather, weapon of choice, bead necklaces. Nothing of any real value that might enrich you beyond extra basic tack.
The dead Orphidians had basic personal goods, a waist belt of leather, weapon of choice, bead necklaces. Nothing of any real value that might enrich you beyond extra basic tack.
what is this? The Shillelagh spell? Or something else?But she is willing to summon magical power into her spear
Re: Barrowmoor: Exploration and Ecdysis.
I posted that as the plan in the private forum... shillelagh on her spear makes it more potent and magical (in case magical weapons are needed).
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Re: Barrowmoor: Exploration and Ecdysis.
Isvand attempts to use his new thieving skills for the first time in an actual high-stakes environment, and is pleasantly surprised at his success. But he doesn't hear anything more than what would be normal to hear at the door. Hopefully the crack in the door allows some intel
MS target 25 [1d100]=12
HN Target 15 [1d100]=75

MS target 25 [1d100]=12
HN Target 15 [1d100]=75
Re: Barrowmoor: Exploration and Ecdysis.
Isvand sneaks very quietly up to the rickety door, looking through the gaps into the chamber beyond.
The figure inside has their back to you but no doubt it is a priest of some kind. The Orphidian is conducting some ritual or prayer, chanting repetitively and gesturing towards the numerous trophies that are stacked in shelves, ledges or hung upon the wall. By trophies I mean decapitated heads of various woodland or Moor creatures such as a deer, a wolf, an owl among other less recognisable and rotting heads.
The figure wears a mantle made from a bear skin and a crown of antlers, busy pounding the floor with a gnarled staff. The Snake-man (or woman), appears alone and lost in their meditations.
The scout can signal the others, detailing what he has seen and crucially observing that just beyond the wooden door is a rusted bear clamp that has been set into the door frame so as to close quickly and entrap an intruder between its sharpened iron teeth.
Gerdal & Dale move up behind Raust & Venwynn, leaving Traeliorn by the rocks near the bridge and Ricardo & Pasquel sheltering near the first boulder.
Armed with that information, what would you like to do? actions please.
Shillelagh can be cast normally upon your druidic cudgel alone. But I will allow it to be cast upon your oak-shaft spear to enchant it temporarily. Though the spell would not give you normal spear damage plus Shillelagh damage, only the magic enhanced 2d4 instead of 1d6 at a +1 to hit.
The figure inside has their back to you but no doubt it is a priest of some kind. The Orphidian is conducting some ritual or prayer, chanting repetitively and gesturing towards the numerous trophies that are stacked in shelves, ledges or hung upon the wall. By trophies I mean decapitated heads of various woodland or Moor creatures such as a deer, a wolf, an owl among other less recognisable and rotting heads.
The figure wears a mantle made from a bear skin and a crown of antlers, busy pounding the floor with a gnarled staff. The Snake-man (or woman), appears alone and lost in their meditations.
The scout can signal the others, detailing what he has seen and crucially observing that just beyond the wooden door is a rusted bear clamp that has been set into the door frame so as to close quickly and entrap an intruder between its sharpened iron teeth.
Gerdal & Dale move up behind Raust & Venwynn, leaving Traeliorn by the rocks near the bridge and Ricardo & Pasquel sheltering near the first boulder.
Armed with that information, what would you like to do? actions please.
Shillelagh can be cast normally upon your druidic cudgel alone. But I will allow it to be cast upon your oak-shaft spear to enchant it temporarily. Though the spell would not give you normal spear damage plus Shillelagh damage, only the magic enhanced 2d4 instead of 1d6 at a +1 to hit.
Re: Barrowmoor: Exploration and Ecdysis.
Thanks, that's as expected. I just thought enchanting the spear was more thematic to Herne.
Raust fidgets with anticipation as the information is relayed, clearly oblivious to the similarity of the bearskined, antlered figure inside the door to her own appearance. This is the servitor of Kali, who sent her minions to slaughter the entire Herne village.
She positions herself to shoot through the doorway, ready to be part of a volley when the door is kicked open.
Shortbow: [1d20]=4 [1d6]=6 [1d20]=1 [1d6]=2
Re: Barrowmoor: Exploration and Ecdysis.
Gerdal invokes her inner power once more and blasts the priest(ess). Not much, but hopefully enough to interrupt any spell coming our way.
Eldritch blast damage [1d4+1]=1+1=2
Retain lv 1 spell vs 15 [4d6+1]=17+1=18
Eldritch blast damage [1d4+1]=1+1=2
Retain lv 1 spell vs 15 [4d6+1]=17+1=18

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Re: Barrowmoor: Exploration and Ecdysis.
Isvanddoes the honors of throwing the door wide, and jumping back to avoid the bear trap, while also flinging his boomerang at the figure. This is a little too much for him to coordinate, causing his throw to go wide, though he regains his balance in time to pluck it out of the air on its return.
Boomerang attack [1d20+2]=8+2=10 Damage [1d4+1]=4+1=5
Bommerang recovery target 16 [3d6]=14
Boomerang attack [1d20+2]=8+2=10 Damage [1d4+1]=4+1=5
Bommerang recovery target 16 [3d6]=14
Re: Barrowmoor: Exploration and Ecdysis.
Orphidian Caves.
Deciding to eliminate the priest in his ritual, half the group assault the small trophy room.
Isvand wings a boomerang that whizzes around the chamber, ricocheting off the rock walls and deer heads in a series of thuds. A volley of arrows shafts from druid Raust also miss the antlered priest. He turns, surprised by the sudden interruption only to get blasted by arcane fire that burns into his flesh and soul. -2hp He staggers back a step and then more as arrows from Venwynn impale his torso. -2hp. Dale Birgensen rushes in, dodging through the triggered jaws of the bear clamp and wrestling with the Snake-man.
The priest retaliates, striking at Dale and grabbing him to gnaw upon his neck. The young warrior though is securely armoured and he blunts the force of the attacks.
For Raust, this slithering creature, a morphed victim of lycanthropic ecdysis; his appearance is more harrowing. Trying not to piece together an obvious similar garb, her fears dining fact become a reality. For this is a revenant Druid of Herne, enthralled and subjecated in hybrid serpent form, twisted in mind and body.
In horror she sees what she too may become if this Mistress is not stopped.
actions please

Deciding to eliminate the priest in his ritual, half the group assault the small trophy room.
Isvand wings a boomerang that whizzes around the chamber, ricocheting off the rock walls and deer heads in a series of thuds. A volley of arrows shafts from druid Raust also miss the antlered priest. He turns, surprised by the sudden interruption only to get blasted by arcane fire that burns into his flesh and soul. -2hp He staggers back a step and then more as arrows from Venwynn impale his torso. -2hp. Dale Birgensen rushes in, dodging through the triggered jaws of the bear clamp and wrestling with the Snake-man.
The priest retaliates, striking at Dale and grabbing him to gnaw upon his neck. The young warrior though is securely armoured and he blunts the force of the attacks.
For Raust, this slithering creature, a morphed victim of lycanthropic ecdysis; his appearance is more harrowing. Trying not to piece together an obvious similar garb, her fears dining fact become a reality. For this is a revenant Druid of Herne, enthralled and subjecated in hybrid serpent form, twisted in mind and body.
In horror she sees what she too may become if this Mistress is not stopped.
actions please

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Re: Barrowmoor: Exploration and Ecdysis.
"Waaauuugh!" exclaims Raust in utter revulsion. She reacts instinctively, firing two more arrows as she remains at a distance from the infectious creature, though her emotional distress definitely affects her aim.
Shortbow: [1d20]=8 [1d6]=5 [1d20]=8 [1d6]=3
Egads... my last nine shots are all misses, only one of them even being above an 8. In fact, 33% of them were 1s...
(-2 more arrows, now 16)
Shortbow: [1d20]=8 [1d6]=5 [1d20]=8 [1d6]=3
Egads... my last nine shots are all misses, only one of them even being above an 8. In fact, 33% of them were 1s...
(-2 more arrows, now 16)
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Re: Barrowmoor: Exploration and Ecdysis.
Isvand moves in with his sword, but with all the Chaos, he can’t get a clean blow in.
Short Sword THAC020 [1d20]=6 Damage [1d6]=3
Short Sword THAC020 [1d20]=6 Damage [1d6]=3
Re: Barrowmoor: Exploration and Ecdysis.
Gerdal takes a step back and lets her dagger fly, hoping it will strike true and disturb the corrupted priest.
Thrown dagger, to hit: [1d20]=19 dmg: [1d4]=2
...and it does, praise Kali she notes with a cry of sadistic joy.
"Ha! Now get it, fire away!"
sorry about exhausting all our high rolls Marullus....
Thrown dagger, to hit: [1d20]=19 dmg: [1d4]=2
...and it does, praise Kali she notes with a cry of sadistic joy.
"Ha! Now get it, fire away!"
sorry about exhausting all our high rolls Marullus....
Re: Barrowmoor: Exploration and Ecdysis.
Orphidian Caves
More arrows fly into the room but none strike true. The corrupted priest parries Isvand's short sword aside and with a whip of his tail, flips the halfling head over heels to tumble in a corner. Dale and Gerdal do get vital successes though -7hp.
The priest hisses, his forked tongue quivering in rapid vibrations as he calls out. In answer several snakes hiss in response, revealing their presence among the trophy heads. The priest counters those who attack him, grabbing Dale and savagely biting him with hollow, venom filled teeth. -3hp & save vs poison.
Six snakes, Raust might identify them as Moor Coral snakes, smooth scaled with bands of yellow and black and an underbelly of burnished red. Very pretty but dangerous to handle. Venwynn tries to kill them as they slither but they weave dexterously and land at your feet.
The ongoing melee though has yet to attract the attention of those on the other side of the cave.
next actions please.
Health status:
Raust: 8/8
Gerdal: 5/5
Isvand: 13/13
Dale: 8/11
Traeliorn: 10/10
Venwynn: 12/17
Ricardo: 8/8
Pasquel: 2/6
Marcel: deceased
More arrows fly into the room but none strike true. The corrupted priest parries Isvand's short sword aside and with a whip of his tail, flips the halfling head over heels to tumble in a corner. Dale and Gerdal do get vital successes though -7hp.
The priest hisses, his forked tongue quivering in rapid vibrations as he calls out. In answer several snakes hiss in response, revealing their presence among the trophy heads. The priest counters those who attack him, grabbing Dale and savagely biting him with hollow, venom filled teeth. -3hp & save vs poison.
Six snakes, Raust might identify them as Moor Coral snakes, smooth scaled with bands of yellow and black and an underbelly of burnished red. Very pretty but dangerous to handle. Venwynn tries to kill them as they slither but they weave dexterously and land at your feet.
The ongoing melee though has yet to attract the attention of those on the other side of the cave.
next actions please.
Health status:
Raust: 8/8
Gerdal: 5/5
Isvand: 13/13
Dale: 8/11
Traeliorn: 10/10
Venwynn: 12/17
Ricardo: 8/8
Pasquel: 2/6
Marcel: deceased
Re: Barrowmoor: Exploration and Ecdysis.
Raust recovers from her horror and revulsion, trying first to end the foul Revenant's life with two more arrows.
(Arrows left: 14)
Shortbow: [1d20]=12 [1d6]=3 [1d20]=4 [1d6]=3
(Arrows left: 14)
Shortbow: [1d20]=12 [1d6]=3 [1d20]=4 [1d6]=3