Barrowmaze: BRAGging Rites
- OGRE MAGE
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Re: Barrowmaze: BRAGging Rites
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.
"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.
Re: Barrowmaze: BRAGging Rites
Orgoth
Orgoth will move to the pits with Sven. "Be careful around the fungus, it is nasty stuff."
Orgoth will move to the pits with Sven. "Be careful around the fungus, it is nasty stuff."
- redwarrior
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Re: Barrowmaze: BRAGging Rites
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
Search [1d8]=8
Hidden nooks & Crannies [1d6]=5
Re: Barrowmaze: BRAGging Rites
Gerdal collects the various samples, mumbling about new spell ideas and that funghi are excellent "carriers", whatever she means by that.
Re: Barrowmaze: BRAGging Rites
Fungal Corridor Searching:
Crypt A: with the ticks in E put to sleep, Gerdal can instead cast her spell here:
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.
Crypt A: with the ticks in E put to sleep, Gerdal can instead cast her spell here:
, allowing you to go by the rubble portion and search the room to gather a few trinket value goods.Gathering herself, she decides to take a more thoughtful approach casting Speak with Animals, ordering the tick to simply crawl away.
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.
Re: Barrowmaze: BRAGging Rites
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.
"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.
Re: Barrowmaze: BRAGging Rites
Orgoth
"A good idea. Having more than one path to fall back on is handy."
"A good idea. Having more than one path to fall back on is handy."
- OGRE MAGE
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Re: Barrowmaze: BRAGging Rites
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.
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.
Re: Barrowmaze: BRAGging Rites
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.
actions please
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.
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.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.
actions please
- redwarrior
- Ranger Lord
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- redwarrior
- Ranger Lord
- Posts: 2655
- Joined: Wed Mar 13, 2019 1:07 am
- Location: Sumner, WA
Re: Barrowmaze: BRAGging Rites
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
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
Re: Barrowmaze: BRAGging Rites
Orgoth
"Sven doesn't like fire." He covers his mouth with a cloth.
"Sven doesn't like fire." He covers his mouth with a cloth.
Re: Barrowmaze: BRAGging Rites
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."
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."
Re: Barrowmaze: BRAGging Rites
Orgoth
Orgoth nods in agreement and backs off with Gerdal.
Orgoth nods in agreement and backs off with Gerdal.
- OGRE MAGE
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Re: Barrowmaze: BRAGging Rites
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!
"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!

Re: Barrowmaze: BRAGging Rites
Orgoth
I tried warning him, LOL.
I tried warning him, LOL.
Re: Barrowmaze: BRAGging Rites
Gerdal
"Those are people? I thought someone said they were animated statues?"
"Those are people? I thought someone said they were animated statues?"
- redwarrior
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Re: Barrowmaze: BRAGging Rites
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.
actions please
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.
actions please
- OGRE MAGE
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Re: Barrowmaze: BRAGging Rites
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.
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.