Barrowmaze: BRAGging Rites

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OGRE MAGE
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Re: Barrowmaze: BRAGging Rites

#281 Post by OGRE MAGE »

Sven ties a heavy handkerchief across his nose and mouth, urging the others to follow suite.

"We got lucky last time after being scattered in every direction. If that should happen again, lets try to remain calm and stop anyone else from running into danger by tripping them up or blocking a passage. I still have my sleep magic available as a back-up, but wont use it on anyone unless absolutely necessary."

The mage casts his Detect Magic spell once inside the passage again, looking around into each alcove to see if anything glows.

1st Level Spell Retention (INT 15) [4d6+1]=17+1=18
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Re: Barrowmaze: BRAGging Rites

#282 Post by sastaz »

Gerdal sorry, been bogged up with werk werk

Gerdal seems to have a last minute change of mind and sets off after Sven's group, shouting back to the other group as she leaves:

"I will go on examining the fungus corridor after all. I can have a look in the darkened passage before we leave next time we meet."

I too think smaller(ish) groups makes for a slighty better experience when adventuring.

"I agree with you Sven. Let's do these one at a time, together, without splitting up too much."

She waits for Sven's assessment before she takes any action.
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Re: Barrowmaze: BRAGging Rites

#283 Post by Rex »

Orgoth

Orgoth copies Sven's idea a ties a cloth around his mouth and nose. Keeping his spear ready.
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Re: Barrowmaze: BRAGging Rites

#284 Post by Spearmint »

Exploring beyond the Long Corridor.


So the giant centipedes in Crypt A keep to themselves as long as you don't investigate their lair or mess with the adjacent rubble pile. The interior of A is similar to neighbouring ones, that is, small shelves fixed loosely to the walls upon which are piles of bones, rags and burial trinkets all covered in mouldy growths, mossy lichen and dungeon flora upon with the critters gnaw.

The whole length of corridor has sprouting fungal growths, some recede when you near with open flame, ejecting clouds of nauseous spores. You work out that very simply, if you keep to the crypt side of the corridor and don't use fiery torches, you can move about without too much issue. Having scoured sections of that north wall earlier, you are fairly certain, never one hundred percent of course but close enough to be convinced it is solid the whole way along. No secret or concealed doors.

Crypt B, like neighbouring ones. Shelves of bones, covered in webs and mould and with little of interest. You are more wary of Crypt C which had a more specific array of shelves and bones. Gerdal and Gnimish searched earlier and only triggered the Magic Mouth Alarm trap once they begin to root among the top shelves. A search among the lower bones already gave you 230sp and 'bazaar trinkets', you will need a specific action to check the top shelves, detailing how you might avoid setting the trap off again.

Crypt D: in the recesses of this room, huddled into the corners are two figures. Former adventurers who met a grisly fate, perhaps one that gives Sven and Yardie a vision of what might have been. Each has succumbed to Fungicide poisoning and their bodies decay, rotting outwardly as they corrupt and sprouting an internal stalk and the first buds of a large Myconid head from out of the nape of their necks. One clutches a holy symbol, a last prayer unspoken on the rictus grin of his lips. The other curled up, a dagger implanted in the flagstones at his feet which secures a page of scribbling detailing a testament to his last days.

I will need a specific action to search them or this crypt

Crypt E: This crypt also has shelves fixed into each of the three walls, though the rear wall has just a single burial bunk upon which rests a decaying figure that is interred wearing a bizarre black leather death mask. It has a large beak studded with horn and having extended eyepieces that are fitted like some kind of goggle. Under the casting of detect magic, this item radiates an enchantment. The other shelves have bodies, each wrapped in a linen shroud or cloak which is fashioned as though the person was embraced in a pair of folded wings.

Crypt F: from here the two Fungicides exited. This crypt is covered in exotic fungi, stalks of pungent fly agaric, yeast producing toadstools and wedges of 'bleeding steak' bracket fungus.

Crypt G: this crypt has a greasy covered stone coffer in the centre. The faded murals on the plasterwork walls detail a warrior's funeral, scenes from a last battle. Shrivelled patches of lichen coat the walls and ceiling though not as much here as in other crypts.

Crypt H: this small crypt has three coffers, one against each wall. The skeletons in each are rotten and decayed. Spindly long vines grow from among their ragged bones, which reach to the roof and spread across the ceiling to provide a canopy of tangling branches and stems from which droop blossoming sprigs of violet spotted mistletoe. A few scarab bugs scuttle away from your light as you study the room from the threshold, little shiny carapace beetles as big as a rodent.

Crypt I: This crypt has or rather had shelves of bones inside. Now it is just a single pile of rubble as the wooden shelves, rusty metal fixtures, burial trinkets and several skeleton bones are just piled in one pyramidical heap. Among the rubble you can note the glistening of gold coins, a mace, a haversack, items scattered in abandon as the whole place looks ransacked and in chaos reminiscent of the game 'pick up sticks'.

Crypt J: this easternmost crypt has two shelves placed against the interior walls, each being fashioned as in pigeon hole' style, so a honeycomb of small one foot deep boxes (one has forty squares) or larger hexagonal alcoves (numbering 24). Assorted bones are stashed inside, some are on the floor suggesting the place may have already been sorted through. Several of those skulls have fractures in them, broken jaws and bludgeoning marks, even a dusty boot print.

Around the corner of the passage are the pits, the nearest contains Violet Fungi and Shriekers.

actions please the only openly enchanted item detected is the death mask. Other things may be hidden so you need to search to discover them if they exist at all ...

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Re: Barrowmaze: BRAGging Rites

#285 Post by redwarrior »

Isvand assumes that the magic mouth must be intended to protect something of value, so he will investigate Crypt C. After warning the others, so that they can move and take precautions, he will crawl in along the floor, staying as low as possible, and moving the far way around the room to the shelves, so that his investigation of the shelves - when it starts will be working AWAY FROM the magic mouth. In an attempt to counter the fear effect should it kick in again, he will take 2 precautions: 1) using up a bit of one of his candles Which he amazingly actually has on his character sheet! :D for a few minutes, and someone's kind assistance, he will pack his ears with COOLING! wax to deaden the sound and 2) - assuming someone has rope that he does NOT have on his sheet! and is willing - he will tie a rope around his midsection and tie the trailing end off on some likely projection, so that if he flees, he may be yoinked off of his feet in time for someone else to subdue him before he runs into the pit trap again.



Search [1d8]=7
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Re: Barrowmaze: BRAGging Rites

#286 Post by Rex »

Orgoth

Orgoth will stuff his ears with lint/wax. He then moves as far away from the crypt as he can and still see Isvand inside. Holding a javelin at the ready to throw.
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Re: Barrowmaze: BRAGging Rites

#287 Post by OGRE MAGE »

Certain they had found another area filled with potential magic items behind the well hidden secret door, Sven is clearly displeased with the single ping from his detections. He looks the mask over nonetheless, though due to his poor luck with cursed items in the past, he does not try it on. "This is interesting at least. Does anyone remember if we have we heard of such things back in town? It looks oddly familiar to me, but I just cant place why."

He stands there with Yardie looking at the source of all the weird fungus growth coming from the unfortunate pair of fallen adventurers. "Gulp. Maybe we better go get some help sooner than later, eh Yardman?"


I will assume hopefully that these 2 folks may still have some valuable goodies on them, and the note on the floor is certainly valuable information, but this looks pretty dangerous. I am guessing Gerdal is quite interested in all the unusual fungus samples?

Sven will try to knock the dagger away from a distance with his staff, while sliding the parchment towards him from the archway. If he needs to go inside further to retrieve the note, he has Yardie secure him from behind first, taking a closer look for hazards he couldn't see from a distance.
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Re: Barrowmaze: BRAGging Rites

#288 Post by Spearmint »

okay, I can move a few basic explorations forward.

Isvand , deafening himself against the alarm manifesting, the halfling rogue waxes himself up. You know from Yardie that the 'screaming visage' is illusory as he stood in the chamber trying to whack it silent. After a minute exploring and reaching for the top shelves, the alarm does indeed go off again. Touching one of the helmets worn by the bodies, perhaps even touching anything or frisking through mouldy garments triggers the effect.

Isvand: save vs spells vs 12+ [1d20+4]=9+4=13 adding a bonus for the ear waxing.

This time an illusory Beholder manifests, eyes glaring, pulsating different colours. It has a fearful presence but unlike the 'bag o'wind' gas spore, this animated fiend has bark but no bite or actual explosive threat.

Undeterred, despite the noisy vocalisations and warnings lights, you rob each of the bodies adding a little cache of treasure.
One ancient helm encrusted with semi-precious gemstones. Needs polishing, seems more ceremonial than functional. The interior is lined with black velvet.

A drawstring pouch of 420sp and a Runic Tablet used as a pillow. The tablet is etched in old common, but readable. The headline on the tablet just states: Obituary to Vanity. From experience you know reading the full verses triggers the runes to effect random banes or blessings though via an Identify casting, a more specific diagnosis can be understood.

A mammoth ivory hilted dagger and an ivory carved death mask. They seem a matching pair, the hilt having faces in the sides and the mask having daggers etched in the cheeks.
While the alarm sounds ... others explore.

Sven, exploring D.

Entering, you can also retrieve the dagger and note. Disappointingly perhaps, it is a normal dagger and the notes asks the reader to intern his corpse with respect and write to his wife and kids. He names himself Declan, the other side of the paper being a 'T&C's contract from the Mercenerary guild implying he ventured from there some years ago.

Underneath the loose flagstone it is impaled upon, you find a little cache of 135gp inside a large pewter tankard etched with gold leaf around the rim, base and handle.

The next body is from a cleric of Cromm Cruach , so disfigured now he is beyond recognition. The holy symbol can be taken but the body is corrupted to the point that even his garments sprout the Fungicide growths. Non-perishable items can be found in a satchel, so you group can add an additional lantern and four flasks of oil. He did have a prayer book or two but these are moulded beyond study.

Sven you will need to go to pull the 'beak death mask' off the body in the other crypt. Amos suggests it is associated with pestilence cults, maybe of the Impurax deity. It pings enchantment but it needs wearing or Identify to discover more. Yardie wears his own death mask, recovered from the Barrowmaze crystal statue coffins. The three of you hesitate at the crypt threshold, the item enticing and Amos checks for any hidden traps.

Amos: find traps skill: vs 20% [1d100]=23

He is pretty certain, not quite hundred percent, but certain enough to be convinced if there was a trap he would have found it. Your casual inspection or even disturbing the bodies by tossing a coin at them or prodding the closest with a staff, do not animate any hidden problems.

Smokie sniffs the air, staring into the first pit at the fungus below. Despite the alarm sounding, nothing comes to investigate. Gnimish secures Crypt B secret door so that others cannot just wander in behind as you search.

Gerdal, you can use this turn to collect various edible fungi and spell components from the Fungicide crypt F, adding a small sack worth of assorted goodies.

further search and exploration actions please.
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Re: Barrowmaze: BRAGging Rites

#289 Post by redwarrior »

Isvand does a detailed examination of the dagger and the death mask, looking for any signs either may be magical, or of fine quality. He'll place the death mask against his face and try to look through it.

After that, he will move on to explore Crypt G, focusing the stone coffer in the center, searching for traps and then searching in general.

FaRT Target 30 [1d100]=56
Search [1d8]=1
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Re: Barrowmaze: BRAGging Rites

#290 Post by Rex »

Orgoth

Orgoth will try and keep track of everyone as they continue to search.

"What did you find in there Sven?"
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Re: Barrowmaze: BRAGging Rites

#291 Post by OGRE MAGE »

Sven adds the treasure he found to the group spoils. He borrows a torch to wave around the fungus sprouting from the pair of dead bodies to see if there is any reaction, answering Otgoth.

"A bit of treasure along with another conundrum. We should do something for these poor fellows, as the note suggests. I believe this one is a brother in Cromm."

"But I cant say if it's safe to attempt cutting them free of these larger stalks."


Before retrieving the mask, the mage tries to pull or cut the bodies free of their current rooted positions.

Once/if this is done, he will attempt to remove the strange mask from the next dead body.
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Re: Barrowmaze: BRAGging Rites

#292 Post by Rex »

Orgoth

"If we can't cut them free we can at least say some prayers over them. I know you are opposed to fire but I almost feel like we need to cleanse this whole area with fire to get rid of the fungi stuff."
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Re: Barrowmaze: BRAGging Rites

#293 Post by OGRE MAGE »

"You are probably right, but imagine the choking, poisonous smoke we would create by burning these things in here. What we need is a good defoliant or herbicide. I guess this would require a good fungicide. Maybe Gerdal has an idea for such a thing? What kills awful plants like these? I know there are magical means to control plants, but that is well beyond my powers as of yet."
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Re: Barrowmaze: BRAGging Rites

#294 Post by Rex »

Orgoth

"You are correct as usual, it would be a disaster for anyone breathing it in. Prayers for now then."

Orgoth will move in and join Sven, sayings some prayers over the fallen.
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Re: Barrowmaze: BRAGging Rites

#295 Post by sastaz »

Gerdal who has been keeping safe distance gathering fungal samples throughout the initial searches gets closer again and has a look at the stalks and shakes her head.

"I agree we should definitely not burn it. Probably it won't burn that well either. Well these dryer ones probably would catch on eventually but these fresher ones...no. Maybe there's something I can do though."

SM:
Maybe Gerdal can use her new spell vampiric touch to "drain the life" out of some of the stalks etcetera. Effectually making them wither?
She has another look at the bodies. "Very interesting fungus. You see how it transforms them in to fungal men?
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Re: Barrowmaze: BRAGging Rites

#296 Post by Spearmint »

Vampiric touch: the sorcerous spell is used to inflict a minor wound in an opponent and take reciprocating blood or life energy to boost your own health temporarily. I understand what effect you want to inflict, withering these stalks to become dead husks but the 'vampiric' side of the spell might actually energises you with their fungal spores rather than fresh blood and with the spores being the root of the disease, I think in this case, you would be taking that in board. Great you think about creative ways to use new spells but I think probably isn't the wisest here.

Exploring the Fungal Corridor.

Isvand, the ivory death mask and dagger are finely crafted items but not enchanted. Putting the mask on might perhaps aid against any further direct breath attacks.

Stepping into Crypt G, tools in hand to locate traps, you approach the greasy coffer. It is not oil based black grease or tan coloured cooking fat but rather a slimy opaque. The gel is about an inch or so thick upon the coffer and squishes underfoot, a little splash of slimy grease sizzles on the hem of your garment. Surprised, just in time though to react to a fast striking pseudopod of ooze that reaches out as an acidic burning tentacle which flicks by your shoulder.

Stone Coffer ooze: striking pseudopod [1d20]=2 acidic bludgeon [2d8]=6

The bodies of the Cromm cleric and the mercenary Declan, practical unrecognisable being just skeletal frames. The newly growing Fungicide stalks that inhabit their bodies does react to the presence of naked flame, shrivelling a in the heat and withering into tight wrinkles and more twisted charred form. While Gerdal might not be able to leech any benefits from these creatures, you could douse each in a flask of oil to consume the bacterial growths. It wouldn't be a sufficient pyre to burn the bones but you can deal with the stalks that way without setting off too much extra blaze.

As you consider that, you hear Isvand's surprised call nearby. The ooze on the coffer is quite slower moving so you can withdraw from combatting it in melee if you wish.

actions please
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Re: Barrowmaze: BRAGging Rites

#297 Post by redwarrior »

Isvand jumps back, clearly starteled! Folks, I found some.... ooze that seems to want to kill us too! Isvand pulls out one of his flasks of oil and tears bit of cloth to make a wick. As soon as it's set up (this round or next, based on DM call), he will see if the ooze is flammable.


[1d20]=6 A random D20.
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Re: Barrowmaze: BRAGging Rites

#298 Post by Rex »

Orgoth

Orgoth rushes out and around to help Isvand.

Will he be able to attack this round?
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Re: Barrowmaze: BRAGging Rites

#299 Post by Spearmint »

yes, add an attack please.
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Re: Barrowmaze: BRAGging Rites

#300 Post by Spearmint »

using the macro I will go with this:

Isvand makes a 'molotov', lighting an oil ragged wrapped around the neck of the flask which he hurls at the ooze. It hits upon the stone coffer and though cushioned by an inch of gel, the hard surface is enough to crack open the flask and pour the oil out. The liquid ignites but to no avail.


Isvand, Orgoth, Amos & Sven should at least remember this first ooze encounter:


Those watching the ooze get to study it in action. You see how moves and acts. It seems to have more touchy-feely parts in its extremities and more acidic secretion glands in its centre mass. Two small scars, like unhealed wounds indicate the spots where Isvand shot arrows into it and it has two large discoloured areas like bruising from the bludgeoning taken from the rocks.

For the following few seconds, the two victims of the ooze try to claw their way free of the acidic gelatine that feasts on them alive as they shrivel and melt. Meat falls off the bone and in a pool of blood and gore, the amoeba slurps the juices. Metals from buckles and weapons oxidise and rust, the flakes dissolving in whiffs of sulphurous steam. The bones of the victims ejected, bleached white and pitted. The ooze, feasts on flesh and metal, a strange diet, lurking on top of the flagstone trapdoor.

The party gather their wits and wood from the two coffins. They soak the shroud cloths in oil and decide to build a pyre on top of the creature. Hoping that the flames melt it in turn.

You hem the creature in, wary of it springing sticky pseudopods to strike you. Throwing the doused wood and cloth on, a torch is lit and you watch in hope.

The oil sizzles and the wood burns with a black smoke that floats across the ceiling filling the corridor. Under the pyre, the ooze slithers. The flames are uncomfortable but it seems to absorb a lot of the leaking oil and the flaming heat, though browning the surface of the creature, does not provoke the creature to melt.
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