Barrowmaze: BRAGging Rites

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sastaz
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Re: Barrowmaze: BRAGging Rites

#241 Post by sastaz »

Gerdal studies the pit, hands on her hips.

"I could get across, easily, but why are we doing it? Is there something to be had on the other side? Plenty of other options to explore in the maze otherwise, right?"
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OGRE MAGE
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Re: Barrowmaze: BRAGging Rites

#242 Post by OGRE MAGE »

Sven keeps his eye on his own group as they continue to search for Isvand.

"Isvand? Isvand!"
I'm sorry but I am not sure what is actually happening at the moment. Is Isvand actually missing? Or am I just reading the update incorrectly?

Maybe we need to split back into smaller groups again to avoid the mass confusion?
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Re: Barrowmaze: BRAGging Rites

#243 Post by Rex »

Orgoth

Orgoth makes sure to stay with Sven.

I am confused as well. I thought Isvand was leaving without saying anything which seemed suspicious.
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Re: Barrowmaze: BRAGging Rites

#244 Post by redwarrior »

Rex wrote: Mon Mar 13, 2023 7:56 pm Orgoth

Orgoth makes sure to stay with Sven.

I am confused as well. I thought Isvand was leaving without saying anything which seemed suspicious.
Yes, Isvand wandered off on his own, for some reason, which probably wasn't very clever

Isvand searches the first room carefully, and gathers up what gems he can for future inspection.
Search [1d8]=4
He searches the second room as well
Search [1d8]=6
giving the armor with the cigar special attention:
FaRT Target 30 [1d100]=97
poorly, though.
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Re: Barrowmaze: BRAGging Rites

#245 Post by Spearmint »

Here is a map for reference. I think there is some confusion with much going on.

I will add a brief on the rooms and who is where. Then decide what to do next.

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BRAG map
Screenshot_20230313-205140~3.png (370.7 KiB) Viewed 368 times
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Re: Barrowmaze: BRAGging Rites

#246 Post by Spearmint »

Okay, so you have the Entrance chamber on the left and the Long Corridor that proceeds from it.
To the north past the Crossbow traps is the passage to the Fungi Corridor.

You also have the Ravenous zombie cell and blocked wall found by De Ogilvy.

The Charnel room is where you and everyone else dump dead bodies. Rocking Chair room leads through the bunk room with the 'Troll in a Box' gargoyle and the locked door to the Temple Room and Gabby.

To the east is the Windy Corridor, the alcoves you fought ghouls (B) and further east to the Gnome Map area. The block of Ice thrown by Peaches is blocking the corridor at the bottom. Nearby a pit you can jump or swing over. Unexplored passage beyond the rubble.

Isvand heard voices in the Coffer Chamber, firstly arrows now bones pointing eastwards are in the floor.

The MM is the room with the dead Mongrelman champion. The Grotesques ambushed Sigrid in the western hall. They had a small lair and beyond a room with a Suit of Armour.

South is a pit trap and beyond a magically Darkness filled passage. A room with a zombie inside and two rooms, one with Skeleton statues another with Wraith like statues, both unexplored.


Whereabouts?

Sir Dewey, Martell, Vann Hector in the 'suit of armour' room.

Gnimish & Treyvor in the 'Grotesques hall'.

Bucko & Yardie in the 'long Corridor'

Isvand, Sundance & Smokie by the 'rope swing pit'

Sven, Orgoth, Gerdal, Sigrid, Moorheeth & Amos are in the corridor by the Rat Room or in the Coffer Chamber.


actions: if anyone wants to cross the pit towards the Windy corridor, roll a Dex check or a rope swing check. Alternatively, Isvand (or another) could climb the rope and fix it better to lessen any risk of it pulling free. That needs a specific action. Or if you scramble over the rubble in that passage to investigate beyond. This area was where Isvand went to explore after hearing voices not the room with the suit.

I will roll and let Sir Dewey and Vann Hector know results of their search of the Grotesque area.

None of those guarding, the gnomes & mercs' report any intrusion apart from normal rats and creepy crawlies.

actions decide if you want to stay as one group and explore. Where do you go?

Two groups, separate and we will continue in separate threads. Decisions please.
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Re: Barrowmaze: BRAGging Rites

#247 Post by Stirling »

Vann Hector

thanks for the explanation brief.

I will gather what gems I can find and suggest we share whatever we find between the two groups. I am fine with someone, even Treyvor fixing the rope swing. Check out the suit of armour room.

My preference would be to sweep these rooms south or adjacent of the Rat Room as one big group. Not to go over the rope swing actually. Then when these rooms near the entrance are "secured', we can split up again, Sven's team going to explore the Fungi Corridor or Ravenous zombie rooms and my group of Where-Rats going to deal with the Ravenous zombie in the room past the crates and exploring past the doors in the Wraith statue room.

No need to unblock any blocked walls yet or to cross pits into the Dark passage or the over to Windy area.

If that sounds ok with folk, Vann Hector searches the Grotesques hall, their crypt room and the suit of armour room, sharing any finds.

Then I will go check out the 'Skeleton & Rugs' room.

how does that sound?
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Re: Barrowmaze: BRAGging Rites

#248 Post by Rex »

Orgoth

I am fine with that.
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Re: Barrowmaze: BRAGging Rites

#249 Post by OGRE MAGE »

Thanks SM! (So, the ice cube is still frozen? Any puddles of water on the floor?)

Stirling: Sure, that sounds good to me too.


Sven watches as the group spreads out in the dungeon, shaking his head.

"I think we all need to take a moment to reassess our situation. It was agreed upon that one group would search north of the entrance, while the other group searched to the south. It seems we have lost our direction and are suddenly scattering all over the place. That's very dangerous."

"I propose we regroup and take a quick assessment of the rooms we just found, then split back up into our splinter cells again, to resume our agreed upon searches. As long as we know the general direction each other is moving, we should be able to locate each other again, like we did here. If you folks werent where you said you would be, Amos might not be alive right now, so please.......lets try to stick to the plan from now on. I know there are a lot of distractions, but we really must focus our actions if we all intend to survive these treks."


The young mage looks around, basically following the lead of Vann Hector and the newly found areas he searches, lending his expertise wherever possible.

"Maybe we should drag these dead things into the dead body room across the hallway? We have seen evidence of things.......coming back after they were killed."
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Re: Barrowmaze: BRAGging Rites

#250 Post by Spearmint »

Searching the 'Grotesques Crypt' and the west hall, you find:

Grotesque gems: base worth [2d20]=29 semi-precious [1d6]=6[/i]

So dividing between groups, BRAG add +6 semi-precious gems (circa 50gp each). Where-Rats add +29 base gems, (circa 10gp each).

The grim bodies are sacked up, dragged away and thrown into the 'Charnel Room' (broken into crypt off the Long Corridor).

Isvand mentioned searching the next crypt in his post. Here is the description.
The proceeding door opens into a similar sized room with an ornamental stone coffer, much like the one seen with the Mongrelman champion inside. Beside this one is an alcove and standing in that is a rusted suit of armour. The weapon it once held long gone and the visored helm much dented from several hits. One gauntlet is missing entirely, it looks a sorry piece for any kind of guardianship. One large, unlit cigar rests between the visor and jaw guard of the helm.
Knowing that moving a similar coffer lid caused an interred body to be stirred from their repose, for now, no one lifts to heavy stone to investigate who or what may be inside. The old suit of armour is searched. One of you can take the cigar, Yardie has a particular skill in identifying any tobacco products and with him being currently diseased, a little smoke with Smokie might calm his nerves. "No worries be happy", he says, chilling while on guard.

Inside the hollow torso of the suit of armour are several arrows, a dozen in total. A bow, a sturdy but otherwise unremarkable Yew shortbow is stuffed inside one leg section. I think Isvand has a bow and arrows. So I could equip these to Sundance.

The breastplate on the suit, though dented could be refurbished at an armoury. It needs some adjusting and tempering into proper shape again but could still be used to give a person some extra medium armour protection. (AC4 until refurbished then AC3). It may fit a human or elven sized person. Bucko & Yardie already have newer armour. This leaves Sir Dewey though your Splint mail is the same AC, leaving Moorheeth as the only character person in the group who may wear it and significantly improve his AC. please add to your character sheet if you want this.

Additionally there is also a vellum parchment, a patch of procured deerskin that unrolls with an inked map portion scrawled upon. However to your dismay, this section looks rather like the 74- Mausoleum Corridor and Metal Door' room for it includes a diagram of levers and even 'fish heads' springing from the alcoves.


To move the heavy lid from the ornate coffer needs a specific character action.

Coffer Chamber and passage east.
The ice cube is still enlarged, covering the 10'ft square, slowing melting into puddles or as described, portions hacked out of a corner so as to sneak by. You cannot 'investigate' it fully or check on those visible contents which are frozen inside until you cross the open pit. Unless specifically actioned, I will go forward with the group shutting the east door in the Coffer Chamber and declining to progress further that way unless given a specific character action to the contrary. The coffers and pile of rubble have only been casually inspected, an old shield is on top of the rubble and a skeleton pokes out from underneath, crushed by the collapse. A more detailed search needs a specific character action..

Instead: going with a suggestion:
I propose we regroup and take a quick assessment of the rooms we just found, then split back up into our splinter cells again, to resume our agreed upon searches.
&
Then I will go check out the 'Skeleton & Rugs' room.
While npc's are stationed on guard, the combined characters check out this room. (Room 14).
The north door opens into a 30'ft by 20'ft crypt that neighbours the Rat Room. Against the western wall are three skeletons, carved from stone and posed in 'see no evil, speak no evil, hear no evil' fashion. Faded and mouldy tapestries hang upon the north and south wall. An equally mouldy and threadbare rug bearing geometric patterns covers most of the floor. Tossed around the room are bent and broken metal items such as mess tins, helmets and blades as well as a smattering of unspent coins and half dissolved leatherwork.
Sven, Orgoth, Gerdal, Sigrid, Moorheeth, Isvand Vann Hector, Sir Dewey investigate this room.

actions: each character describe how you search or investigate and provide a 1d20 with your post for me to use as a save, attack, search, or random Barrowmaze paranoia.

Here is a visual of the Skeleton statues:

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Skeleton statues (R14)
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Re: Barrowmaze: BRAGging Rites

#251 Post by redwarrior »

Isvand moves over to the statues, avoiding the rug (or at least the center, if it covers the whole room), and does a detailed examination of the statues, looking for anything mechanical or latching that is visible, pondering if you need to speak/show/listen to activate them.


Search [1d8]=1
D20 of randomness [1d20]=5
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Re: Barrowmaze: BRAGging Rites

#252 Post by OGRE MAGE »

Sven sniffs the air around Yardie and his "cigar", wondering why the diseased mercenary is suddenly feeling so much better. Happy, even. :rolly: :lol:

The mage then studies the geometric patters on the carpet, hoping to find some hidden meaning or magic.

He also inspects the tapestries, first by prodding them from a distance, then looking closer, pulling them away from the wall to see if there is anything behind them. He also checks under the rug, in case anything is hidden on the floor beneath.

"I would have thought these areas near the entrance to be already well cleaned out, but it looks like plenty of stuff has been left behind in here."

He will also study the vellum parchment to see if anything was added to the map that they missed recording on their own map.

Random D20 [1d20]=8 :?
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Re: Barrowmaze: BRAGging Rites

#253 Post by Rex »

Orgoth

Orgoth will stand guard as Sven and Isvand search.
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Re: Barrowmaze: BRAGging Rites

#254 Post by Stirling »

Vann Hector

Sure, when (or if) we split up, the Where-Rats can deal with the coffer in the suit of armour room, search the east hall coffers and continue in the area we started.

One thing we didn't do was mention that one of our rooms was trapped as we were nearby and the figures fled, presumably bypassing the Grotesques and hid elsewhere. I wonder if they were the ones mimicking voices to lure Sven"s group and then Isvand away. We found a Mongrelman 'champion'. So I will go out on a limb and suggest there are some other Mongrelmen hybrids about.

I think in one room further away, Sven's team found a Mongrelman hanging from a beam. You met Mongrelmen in the Moor and a Helix rumour is that Valeron the elf ranger has dealings with them, his milkmaid or housekeeper may actually be a Mongrelwoman herself.

So, with that in mind, I will chat to those on guard to beware of further tricks that might happen as folk wander.

Vann Hector searches [1d20]=8

Inside the room I will study the Skeletons. In those poses, 'see no evil, hear no evil, speak no evil'. I imagine they might have a function related to those attributes. Thinking about think, here is a check.

Vann Hector intelligence check vs 13 [4d6]=11

Is there any niche on them where one might offer a coin or gem? Any sign of we ask a question that one might answer?
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Re: Barrowmaze: BRAGging Rites

#255 Post by Monsieur Rose »

Sir Dewey

The Knight searches the skeleton room with the others. "Didn't I hear something about a tapestry that was sold for a tidy sum? Are these similar? Or that rug. I confess I don't know quality rugs if I see one."

He helps roll up the rug to check under it and eventually moves to the statues. "Do the arms move?" He asks as he reaches out to try to reposition the 'see no evils' arms.

[1d20]=14
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Re: Barrowmaze: BRAGging Rites

#256 Post by sastaz »

Gerdal watches with great interest as the others go about their business in the skeleton room.

"So many rooms here that do not even make sense. I mean, it's one thing that danger is lurking around every corner, but what is the purposeof this room? Some strange study, or shrine perhaps?
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Re: Barrowmaze: BRAGging Rites

#257 Post by Rex »

Orgoth

Orgoth chuckles at Gerdal's comment, "I long ago gave up trying to understand anything in here."
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Re: Barrowmaze: BRAGging Rites

#258 Post by sastaz »

Gerdal keeps her eyes fixed on the skeletons but answer Sir Dewey.

"Yes, that was a sight to behold. It was a grand tapestry, albeit moldy. We had it cleaned, refurbished and strengthened by magical means. Fetched us a nice sum, it did. Speaking of which, did you see the chandelier Sven brought back? I had that decorated just before we left, with a beautiful necklace. That will also go for a nice sum, I suppose. Should we choose to sell it. I think Sven had plans to make it the centerpiece of the BRAG guild hall though, if I'm not mistaken."

Her thoughts obviously wanders.
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Re: Barrowmaze: BRAGging Rites

#259 Post by Darkmane »

Moorheeth

Having packed away the breast plate Moorheeth joins the others searching about in the skeletons room. Ill check the blades and coins upon the floor, first by poking about with my staff and then following up closer if they seem to be worth anything.

Random d20 roll [1d20]=4
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Re: Barrowmaze: BRAGging Rites

#260 Post by Darithe »

Sigrid

Sigrid looks about the room her eyes settling on the tapestries. Using her staff she will gently use it to lift up the tapestries to see if they cover anything but wall.

[1d20]=14
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