Barrowmaze: BRAGging Rites

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OGRE MAGE
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Re: Barrowmaze: BRAGging Rites

#321 Post by OGRE MAGE »

Sven looks over the plague mask that started this attack. He also prods around the nest where the ticks came from.

"Lets do another quick once-over in each of these alcoves before we move in further. I cant believe this mask is the only thing of great value hidden in here after all these years."

"Smokie, what is it? Do you see or sense anything out of the ordinary in these pits?"


Sven pokes around in the stone coffer, pulling things out for a closer look, just in case. Once the group is sure there is nothing more to find in this first hallway of alcoves, he moves to inspect the pits and their contents from a safe distance.
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Re: Barrowmaze: BRAGging Rites

#322 Post by Rex »

Orgoth

Orgoth will move to the pits with Sven. "Be careful around the fungus, it is nasty stuff."
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Re: Barrowmaze: BRAGging Rites

#323 Post by redwarrior »

Isvand will move in and start exploring the alcoves, dagger at ready for any (un)expected giant ticks. He especially looks for any hidden compartments.

Search [1d8]=8
Hidden nooks & Crannies [1d6]=5
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Re: Barrowmaze: BRAGging Rites

#324 Post by sastaz »

Gerdal collects the various samples, mumbling about new spell ideas and that funghi are excellent "carriers", whatever she means by that.
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Re: Barrowmaze: BRAGging Rites

#325 Post by Spearmint »

Fungal Corridor Searching:

Crypt A: with the ticks in E put to sleep, Gerdal can instead cast her spell here:
Gathering herself, she decides to take a more thoughtful approach casting Speak with Animals, ordering the tick to simply crawl away.
, allowing you to go by the rubble portion and search the room to gather a few trinket value goods.

Crypt B, C, D: have been searched.

Crypt E: you can add six trinkets to the bazaar sack, one from each bunk and under the priests body is a large leaden key, inset with a green and yellowish stained gemstone, a type of Chrysoberyl. You search the room very carefully but no one finds any secret or concealed niches inside.

Crypts F, G, H: are as described and sources for rare natural materials and spell components.

Crypt I: the pile contains 135gp, 438sp, 458cp. The mace is normal and the haversack contains a pouch of throwing darts which may be thrown or trimmed down and used in a blowpipe. There is also a normal hemp rope.

Crypt J: contains only bazaar trinket stuff. You already have sacks of such random finds, enough to fill a large sack which Gnimish can go back to hide (in Crypt B or one of the alcoves in the cocoon body passage) rather than lug it around.

Thus, rounds become turns and soon an hour goes by as you search in the lantern light. New oil is applied to your current lanterns or new firebrands lit. Harkazz eats his fill of insects, Smokie gnaws on a bone. Amos, perhaps uncharacteristically, uses the first pit to pee over the Violet fungi that infected him. You can likewise disturb the Shriekers, causing them to streak as the menfolk at least relieve themselves and laughter in the infected corridor is as good a medicine as anything else.

To save requesting lots of basic dexterity checks, (knowing the pit is there normally requires a 3d6 vs Dex to inch by the toe wide edge or taking a running jump), you can secure a rope spiked into the wall to aid crossing.

You stand between the two pits, a slim passage heads north. A third put containing wooden figures is just past the second (see the map posted earlier).

actions please.
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.
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Re: Barrowmaze: BRAGging Rites

#326 Post by sastaz »

Gerdal looks over some scribblings from one of her pouches.

"If I drew this correctly, the corridor north should connect to one of the side chambers of the Nergal statue hall. Maybe we can check that quickly? Could be a good shortcut for a hasty retreat, if that's the case.
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Re: Barrowmaze: BRAGging Rites

#327 Post by Rex »

Orgoth

"A good idea. Having more than one path to fall back on is handy."
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Re: Barrowmaze: BRAGging Rites

#328 Post by OGRE MAGE »

Sven almost puts the plague mask on his head just to see what it does, before remembering his last mask episode.

He looks over the key they found, trying to remember if there is a door nearby they couldnt unlock. He hands the key to Isvand for safekeeping. "Since you have the shortsword key as well, why don't we make you our official......Key Master?"

After collecting anything he thinks might be handy for future spells, the mage is ready to move on. "Good Idea, Gerdal. Lets check that way first."

Sven keeps an eye on Amos if he is acting strangely, hoping to get a closer look at the wooden figures inside the next pit.
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Re: Barrowmaze: BRAGging Rites

#329 Post by Spearmint »

Exploring the Fungal Corridors.

Indeed Gerdal's suspicion proves true, with the narrow passage between the pits extending a few feet north before a slight turn to the left. It would join up to the 'aisle no' 6 of the Nergal Nave except for the passage being blocked by a stone dead end.

Amos: secret door checks vs 33%, Gnimish: stonework appraisal vs F/R traps vs 70% [1d100]=6 [1d100]=9

Dead-ends prove no challenge. Amos pushes in a stone that protrudes ever so slightly, twisting it like a knob and pushing with his shoulder. With a grinding noise and billow of undisturbed dust, the secret door between the two passages opens.

While the NPC's prove their worth, you can examine the three pits.

The first as you know contains two growths of Violet fungi and two Shriekers, all recently baptised in group pee.

The second pit is covered by a thin mossy carpet of kelp. Uncovering it, you look to see below, the pit is at least thirty feet deep and ends in a plain eight foot square chamber. Various growths line the walls, blossoms that grow in the dark of caves (or pits), giving a musty, dank smell but nothing as dangerous the other fungus infected one. The third pit is open. Intimidating half-orc warriors and NPC Yardie wearing a fierce face mask causes the same reaction from the figures below as Isvand caused when he surprised them.
However at the open pit you look down and see the two wooden figures looking up. Each squeaks in fear and in Halflingish before throwing a series of wooden splinter like darts up at you as you peer down. Hampered by the long range, (the pit is 30'ft deep) the sharp projectiles fall short and clatter harmlessly off the pit shaft.
Isvand, obviously understanding your native language. These two figures are animated wooden creations. You may have heard from other adventurers regarding Gnolems, which appear to have been guardian golems made of wood. These are very similar at least in the description you have heard. Between them is the skeletal body of a short halfling sized figure which they seem to guard jealously even though he has passed a long time ago.

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Re: Barrowmaze: BRAGging Rites

#330 Post by redwarrior »

OGRE MAGE wrote: Mon Apr 10, 2023 4:38 pm "Since you have the shortsword key as well, why don't we make you our official......Key Master?"
Isvand bows and takes the key. I'm sure there's a lock with this beauty's name on it!
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Re: Barrowmaze: BRAGging Rites

#331 Post by redwarrior »

Isvand says they guard what looks to be one of my distant relations. I wonder if they burn... He pulls out a flask of oil and throws it towards one of them. Oh well, maybe some splashed on them. Watch your eyebrows! Isvand wraps two arrowheads in oil-soaked cloth, which he sets aflame and shoots at one of the wooden creatures. Well... At least I hit the floor... he says, waiting to see if any of the oil catches fire & if the creations react to it.

Most of one flask left!

Oil flask toss [1d20]=6
Short Bow THAC0 18 [1d20+2]=8+2=10 Damage [1d6]=5
Short Bow THAC018 [1d20+1]=4+1=5 Damage [1d6]=1
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Re: Barrowmaze: BRAGging Rites

#332 Post by Rex »

Orgoth

"Sven doesn't like fire."
He covers his mouth with a cloth.
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Re: Barrowmaze: BRAGging Rites

#333 Post by sastaz »

Gerdal is about to protest, but the halfling acts quickly as per usual.

Seeing the fire hit the oil she mearly states

"Remember what I said about fungi and molds burning? There might be a lot of hazardous fumes in here shortly. Let's back off for a bit while we see how this fire fares."
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Re: Barrowmaze: BRAGging Rites

#334 Post by Rex »

Orgoth

Orgoth nods in agreement and backs off with Gerdal.
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Re: Barrowmaze: BRAGging Rites

#335 Post by OGRE MAGE »

Still staring at the wooden figures below, Sven suddenly freaks out.

"Isvand! What the hells are you doing!?!?"

He will physically try to stop the halfling from burning the creatures in the pit, hopefully able to restrain him in between the oil and the arrows. "Have you gone MAD, man? Those are living beings down there, and possibly your own kinfolk. Are you possessed in the head or something?"

The mage will do anything in his power to stop this insanity, resisting his urge to bump the halfling into the middle pit. "They pose no threat to us down there. Control your death dealing until we have a chance to see what these things actually are. I had heard other adventurers have befriended them before, and that is what I intend to do as well."

Sven shouts below. "Dont mind him, he is just a little touched. "Pardon my pun, but wood you fellas like a hand getting up and out of there?"

I swear the next time someone tries to burn this place down again, Sven is leaving this group! :lol:
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Re: Barrowmaze: BRAGging Rites

#336 Post by Rex »

Orgoth

I tried warning him, LOL.
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Re: Barrowmaze: BRAGging Rites

#337 Post by sastaz »

Gerdal

"Those are people? I thought someone said they were animated statues?"
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Re: Barrowmaze: BRAGging Rites

#338 Post by redwarrior »

sastaz wrote: Wed Apr 12, 2023 7:02 pm Gerdal

"Those are people? I thought someone said they were animated statues?"
That was how I read it as well.
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Re: Barrowmaze: BRAGging Rites

#339 Post by Spearmint »

Exploring the Fungal Corridor.

Perhaps motivated by his experience while under a fearful duress, Isvand tosses some oil flasks into the pit, intent in burning the animated wooden figures. Afterall as he leaped the pit they triggered a hail of darts towards him.

Before he can send his fiery arrow into the pooling lantern fuel, his arm is stayed and he lowers his aim. Feeling threatened, the wooden caricature figures threw more darts but the pit top is really the limit of their range.

Some parlay is instigated. You discover they are guarding a body, judging by its decay they have held vigil in the pit for a long while. In the dark, how can they mark the passage of time? They say "Master Reggino, died long ago. He was an explorer, an artist, an aquisitor of stuff." They speak fluently but in higher pitched voices, falsetto. They wear old leather jerkins. Those alone for boots, hats, trousers are fashioned into their carved wooden bodies.

They are dirty from grime and possibly rotting from damp. If you toss a rope they will gladly be hauled up but insist on some proper burial for their ward. The name they give his not one known in any famed annuls. They say he 'awoke them' and they became as a familiar companion might to a mage. As far as Barrowmaze knowledge goes, they remember a 'room with metal doors and levers' and 'a narrow passage with secrets'.

While you consider them, others check out the slim passage with the secret door, confirming it joins to the Nergal Nave.

The other side of the open pit leads to two doors and an exploded Gas Spore that has branded the corridor in sooty burns.

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Re: Barrowmaze: BRAGging Rites

#340 Post by OGRE MAGE »

Sven quietly suggests that he and another climb below to rescue these fellas and have a look around (at their dead masters possessions). He mentally asks Smokie if he knows anything about the little wooden men from elsewhere in the Barrowmaze.

He calls down below. “If you stop your aggression, we shall as well. I give you the word of another explorer/artist/acquisitor of stuff. Perhaps there is something that can still be done for your Master, and at the very least, we will offer him a proper burial outside of this wretched place. We are coming down now, and I promise you will not be harmed if we aren’t.”

Sven lowers his rope and shimmy’s down carefully, hopefully with Orgoth nearby. Using his enclosed lantern to see by, he looks the gnolomes over with curiosity, before checking out the body and the rest of the pit.
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