Barrowmaze: Territorial Gains.
Re: Barrowmaze: Territorial Gains.
Orgoth
"Good idea Gideon, we should ask them. They would charge us but it would be worth it in the end."
"Good idea Gideon, we should ask them. They would charge us but it would be worth it in the end."
Re: Barrowmaze: Territorial Gains.
Gerdal goes with Patra-Patra and a few of the other non-miner NPCs to check on doors A and B in this short corridor. Anything special about those doors?
"Of course Sven. Did you note anything special, or have you even tried these doors before?"
"Of course Sven. Did you note anything special, or have you even tried these doors before?"
Re: Barrowmaze: Territorial Gains.
Exploring the de Ogilvy Corridors.
Addressing his wounds, Gideon prays over the injured gnome, healing Cosmo of some of the acid cloud burst wounds. Unless those caught in the cloud wear enchanted or augments garments, then normal wool and linen outer raiments such as boots, pants and cloaks will need replacing once back in civilization (Mending spells aside).
With troll and zombies eliminated, the group turn to searching and consolidating their foothold in a slice of Barrowmaze territory. Starting with what you can see:
Amos & Treyvor & Isvand & Cosmo: Open locks [1d100]=100 [1d100]=3 [1d100]=24 [1d100]=3
Amos busts out, snapping his lock-picking wires (the 100 being the catastrophic fail and thus breaking his OL equipment). Gnome ingenuity and intricate understanding of 'fiddly bits' means Treyvor & Cosmo each busts a lock and the two doors labelled A & B are opened.
Crypt A: A twenty foot square room, typical of basic dungeon construction with flagstone floors and stone dressed walls. The west and north walls have small burial alcoves in them, dusty boxes about an arms length deep that from first view look to contain undisturbed bones. Three old wooden cabinets line the east wall. They long but narrow and have slim drawers, their tops are glazed over, very much like the type of display cabinet you find in museums. Each glass lid has been broken and some previously displayed artefacts taken away though others are still on show. One cabinet has a skeleton on show, the bones labelled, femurs, tibia, pelvis, etc. The room is dusty and damp but otherwise looks danger free.
Crypt B: also a twenty foot square room. The walls on each side have bas-relief plasterwork, designs showing funeral processions and burial rites. The north wall is stone and has a bronzed figure built into the wall, giving the impression that someone was partially stepping through. see picture.
Maybe they were stepping through?
There are two skeletons in the room. Both are shattered and splintered, the skulls of both each have a black hand branding upon them which some of the group may recognise.
Crypt C: is the storeroom being used to store gear.
Actions in either of these crypts please.
Meanwhile ... the miners run full pelt with the battering ram, aided by Orgoth and Gideon to add extra muscle. They pound the blocked up wall before the acid trap resets and ejects another gas cloud. The wall has a few chips from previous attempts to hack through and each hit with the ram head further fractures the wall.
Inside the zombie cell:
Secret Doors checking: [1d100]=85 [1d100]=69 [1d100]=19 [1d100]=88
Paladin and mages go hands on, Sir Dewey, Sven, Gerdal, Patra, Sundance & Sigrid searching and scouring the cell and passage. After an intensive search, one finds a loose tile in the stonework of the east wall that when pushed and twisted opens into another twenty foot square room. Inside this room there is a raised circular plinth that is twenty feet in diameter, so a circle in the square. In the middle is a chest. By the chest are two prone skeletal figures, each wearing rusty plate armour. Around the room, the walls have scratch marks dug into them.
Actions for this room please.
The bodies can be added into the Charnel Room', once more feeding the bloated pile of rotted flesh and dead with more zombiefied remains for abominable entities to inhabit fiends to feast upon.
Bucko reports no intrusion from above, Yardie maintains his watch in the Ling Corridor. Gnimish applies his craft to fixing the cell door and creating a new locking mechanism, shaped to fit the key outline on Isvand's short-sword blade. Finally putting it to use.

Addressing his wounds, Gideon prays over the injured gnome, healing Cosmo of some of the acid cloud burst wounds. Unless those caught in the cloud wear enchanted or augments garments, then normal wool and linen outer raiments such as boots, pants and cloaks will need replacing once back in civilization (Mending spells aside).
With troll and zombies eliminated, the group turn to searching and consolidating their foothold in a slice of Barrowmaze territory. Starting with what you can see:
Amos & Treyvor & Isvand & Cosmo: Open locks [1d100]=100 [1d100]=3 [1d100]=24 [1d100]=3
Amos busts out, snapping his lock-picking wires (the 100 being the catastrophic fail and thus breaking his OL equipment). Gnome ingenuity and intricate understanding of 'fiddly bits' means Treyvor & Cosmo each busts a lock and the two doors labelled A & B are opened.
Crypt A: A twenty foot square room, typical of basic dungeon construction with flagstone floors and stone dressed walls. The west and north walls have small burial alcoves in them, dusty boxes about an arms length deep that from first view look to contain undisturbed bones. Three old wooden cabinets line the east wall. They long but narrow and have slim drawers, their tops are glazed over, very much like the type of display cabinet you find in museums. Each glass lid has been broken and some previously displayed artefacts taken away though others are still on show. One cabinet has a skeleton on show, the bones labelled, femurs, tibia, pelvis, etc. The room is dusty and damp but otherwise looks danger free.
Crypt B: also a twenty foot square room. The walls on each side have bas-relief plasterwork, designs showing funeral processions and burial rites. The north wall is stone and has a bronzed figure built into the wall, giving the impression that someone was partially stepping through. see picture.
Maybe they were stepping through?
There are two skeletons in the room. Both are shattered and splintered, the skulls of both each have a black hand branding upon them which some of the group may recognise.
Crypt C: is the storeroom being used to store gear.
Actions in either of these crypts please.
Meanwhile ... the miners run full pelt with the battering ram, aided by Orgoth and Gideon to add extra muscle. They pound the blocked up wall before the acid trap resets and ejects another gas cloud. The wall has a few chips from previous attempts to hack through and each hit with the ram head further fractures the wall.
Inside the zombie cell:
Secret Doors checking: [1d100]=85 [1d100]=69 [1d100]=19 [1d100]=88
Paladin and mages go hands on, Sir Dewey, Sven, Gerdal, Patra, Sundance & Sigrid searching and scouring the cell and passage. After an intensive search, one finds a loose tile in the stonework of the east wall that when pushed and twisted opens into another twenty foot square room. Inside this room there is a raised circular plinth that is twenty feet in diameter, so a circle in the square. In the middle is a chest. By the chest are two prone skeletal figures, each wearing rusty plate armour. Around the room, the walls have scratch marks dug into them.
Actions for this room please.
The bodies can be added into the Charnel Room', once more feeding the bloated pile of rotted flesh and dead with more zombiefied remains for abominable entities to inhabit fiends to feast upon.
Bucko reports no intrusion from above, Yardie maintains his watch in the Ling Corridor. Gnimish applies his craft to fixing the cell door and creating a new locking mechanism, shaped to fit the key outline on Isvand's short-sword blade. Finally putting it to use.

- Attachments
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- Crypt B: de Ogilvy Corridors
- IMG_20230828_232456.jpg (142.69 KiB) Viewed 493 times
Re: Barrowmaze: Territorial Gains.
Orgoth
Orgoth walks over and looks inside the secret room once the door is open. "Now this looks very interesting."
Orgoth walks over and looks inside the secret room once the door is open. "Now this looks very interesting."
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
He stops and looks into the secret room. "Well. That looks like a trap. And do you see the scratch marks?"
The Knight stops anyone from casually walking in, a plan must be in place first. "Those may be defenders and possibly non-hostile. I know, I know, but we've found a few undead down here who aren't."
Sir Dewey confers with the others.
He stops and looks into the secret room. "Well. That looks like a trap. And do you see the scratch marks?"
The Knight stops anyone from casually walking in, a plan must be in place first. "Those may be defenders and possibly non-hostile. I know, I know, but we've found a few undead down here who aren't."
Sir Dewey confers with the others.
Re: Barrowmaze: Territorial Gains.
"Good work everyone, lets leave this open for the others so we don't split up, I think we have three things happening at the moment. But while I am here I might as well search the door jam's for a trap.
F/R Traps vs 45 A[1d100]=57 B[1d100]=37
F/R Traps vs 45 A[1d100]=57 B[1d100]=37
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Re: Barrowmaze: Territorial Gains.
Sven gets that slightly crazed look in his eyes again as the secret door is pushed in, though he does agree with Cosmo.
“Yes. Careful everyone! Especially with that weird wall with the guy stuck in it. We have found areas in here that acted as one way portals before.”
Listening to Sir Dewey’s wisdom, Sven stops at the threshold of the secret room.
“Agreed on all points. Should we attempt to bring the chest to us?”
Unless another option is suggested, Sven will summon his Unseen Servant and command it to poke around inside the room. Finding a few of these secret doors now, the mage will attempt to discern how long it’s been since anyone else has seen the inside of this room.
“Yes. Careful everyone! Especially with that weird wall with the guy stuck in it. We have found areas in here that acted as one way portals before.”
Listening to Sir Dewey’s wisdom, Sven stops at the threshold of the secret room.
“Agreed on all points. Should we attempt to bring the chest to us?”
Unless another option is suggested, Sven will summon his Unseen Servant and command it to poke around inside the room. Finding a few of these secret doors now, the mage will attempt to discern how long it’s been since anyone else has seen the inside of this room.
Re: Barrowmaze: Territorial Gains.
Sigrid
Nods in agreement, "That definitely appears to be a trap." Said as she backs carefully away, having caused enough trouble this day.
Nods in agreement, "That definitely appears to be a trap." Said as she backs carefully away, having caused enough trouble this day.
Re: Barrowmaze: Territorial Gains.
Gerdal throws her star spangled silver cloak over her shoulder in dramatic fashion, obviously protected by it and unharmed by acid and fumes, not so much as a blemish on the cloak.
"That's what I'm talking about."
She too watches the secret room with great interest.
"Sven, I see what you're preparing. We should get ready for combat. Chances are these two will rise and attack us when someone or something enters the room, invisible or not. Orgoth and Sir Dewey, perhaps you can block the doorway as Sven does his trick? In that case we're prepared if they attack."
"That's what I'm talking about."
She too watches the secret room with great interest.
"Sven, I see what you're preparing. We should get ready for combat. Chances are these two will rise and attack us when someone or something enters the room, invisible or not. Orgoth and Sir Dewey, perhaps you can block the doorway as Sven does his trick? In that case we're prepared if they attack."
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
He agrees to Sven's plan. "That would probably be better than trying to lasso it. Sure. I'll block the door."
He agrees to Sven's plan. "That would probably be better than trying to lasso it. Sure. I'll block the door."
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Re: Barrowmaze: Territorial Gains.
Gideon
"If that's the case, I shall prepare to turn them should they rise."
"If that's the case, I shall prepare to turn them should they rise."
Grognard-in-training. Learning the old ways to pass them on!
Re: Barrowmaze: Territorial Gains.
Orgoth
Orgoth moves up next to Sir Dewey, "Ready when you are."
Orgoth moves up next to Sir Dewey, "Ready when you are."
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
"Actually, Gideon, could you wait until they show hostility? There were a lot of Paladins who died down here fighting...not quite sure what, but these two look like possible members."
He nods at Orgoth. "Ready"
"Actually, Gideon, could you wait until they show hostility? There were a lot of Paladins who died down here fighting...not quite sure what, but these two look like possible members."
He nods at Orgoth. "Ready"
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Re: Barrowmaze: Territorial Gains.
Gideon
"Strange indeed, but I trust your judgment and will await your command, Sir Dewey."
"Strange indeed, but I trust your judgment and will await your command, Sir Dewey."
Grognard-in-training. Learning the old ways to pass them on!
Re: Barrowmaze: Territorial Gains.
Gerdal
"Yeah, I don't know. I don't want to sound negative or anything, but in these scenarios, things usually end up with us having to knock their heads in. But sure, it's theoretically possible that something non-evil might have survived down here. We'll see."
"Yeah, I don't know. I don't want to sound negative or anything, but in these scenarios, things usually end up with us having to knock their heads in. But sure, it's theoretically possible that something non-evil might have survived down here. We'll see."
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Re: Barrowmaze: Territorial Gains.
Isvand grips his boomerang and nods his readiness.
Re: Barrowmaze: Territorial Gains.
Exploring the de Ogilvy Corridors.
Another turn of thumping the blocked up wall, the thuds echoing in the corridor and causing a billowing of dust and stone chips to fill the corridor already tainted by blood, smoke and acrid smells. The thick stone begins to fracture under the constant pounding. In this case of an unmovable object meeting irresistible force, it looks like the miners will come out on top and before the acid spewing skull trap resets.
Cosmo is certain both newly opened crypt doors are safe to cross. As he works, Amos tries to figure out the skull, how it works, is the acid in a reservoir, could the capstone even be removed unbroken?
Amos & Treyvor: FRT [1d100]=85 [1d100]=22
Amos has no luck, discerning little but Treyvor does pick up tell-tale marks in the secret room. The round dias spins around, like a slow moving turntable. It is geared to the secret door in order to close it behind.
I didn't action anyone going into that room until a check was made. So now you have that knowledge.
The blocked wall is fracturing, it will take another turn at least to clear a path through.
Actions please
Another turn of thumping the blocked up wall, the thuds echoing in the corridor and causing a billowing of dust and stone chips to fill the corridor already tainted by blood, smoke and acrid smells. The thick stone begins to fracture under the constant pounding. In this case of an unmovable object meeting irresistible force, it looks like the miners will come out on top and before the acid spewing skull trap resets.
Cosmo is certain both newly opened crypt doors are safe to cross. As he works, Amos tries to figure out the skull, how it works, is the acid in a reservoir, could the capstone even be removed unbroken?
Amos & Treyvor: FRT [1d100]=85 [1d100]=22
Amos has no luck, discerning little but Treyvor does pick up tell-tale marks in the secret room. The round dias spins around, like a slow moving turntable. It is geared to the secret door in order to close it behind.
I didn't action anyone going into that room until a check was made. So now you have that knowledge.
The blocked wall is fracturing, it will take another turn at least to clear a path through.
the two dead adventurers look like the last trespassers and that would have been decades plus ago judging by the atrophy of the bodies.Finding a few of these secret doors now, the mage will attempt to discern how long it’s been since anyone else has seen the inside of this room.
if you want to cast this, then confirm that. I will edit with any results before folk enter if you are using it as a precaution.Unless another option is suggested, Sven will summon his Unseen Servant and command it to poke around inside the room.
Actions please
Re: Barrowmaze: Territorial Gains.
Cosmo does not want to go any farther until he has more support.
"Why don't we see what the banging is bringing up?
He would like to go to the corridor to watch from a distance.
Cosmo
"Why don't we see what the banging is bringing up?
He would like to go to the corridor to watch from a distance.
Cosmo
Re: Barrowmaze: Territorial Gains.
Orgoth
Orgoth remains where he is until Sven casts his spell.
Orgoth remains where he is until Sven casts his spell.
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
He suddenly smacks himself on the head. "By Ygg. I'm a fool. Hold off for a minute, it doesn't look like they're going anywhere soon."
"The sounds finally registered. The miners are breaking through and if our luck holds, it will be the exact moment we're fighting these guys. Since we need to hurry before that acid resets, I think we should focus on that for now and come back here in a bit."
The player finally recognized the situation and its opportunities. It's your wife's birthday, not yours.
He suddenly smacks himself on the head. "By Ygg. I'm a fool. Hold off for a minute, it doesn't look like they're going anywhere soon."
"The sounds finally registered. The miners are breaking through and if our luck holds, it will be the exact moment we're fighting these guys. Since we need to hurry before that acid resets, I think we should focus on that for now and come back here in a bit."
The player finally recognized the situation and its opportunities. It's your wife's birthday, not yours.
