Barrowmaze: Territorial Gains.
- Monsieur Rose
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
"Nobody else go in quite yet! I fear the more weight, the faster is may close." Sir Dewey places another spike and calls out to the group inside.
"We're staying out for now. I don't know how long the door will stay open. Also, could one of you drag that armor over here?"
He gives orders to the miners and CP. "If that door closes, I'm going in. Stay out here and try to re-open it using that tile. If all else fails, knock it down."
"Nobody else go in quite yet! I fear the more weight, the faster is may close." Sir Dewey places another spike and calls out to the group inside.
"We're staying out for now. I don't know how long the door will stay open. Also, could one of you drag that armor over here?"
He gives orders to the miners and CP. "If that door closes, I'm going in. Stay out here and try to re-open it using that tile. If all else fails, knock it down."
- OGRE MAGE
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Re: Barrowmaze: Territorial Gains.
Amos tries to help.
"If someone ties a rope to the chest handle, we can try to pull it out here to work it open."
He organizes the pull team as best he can while remaining in the cell room.
"If someone ties a rope to the chest handle, we can try to pull it out here to work it open."
He organizes the pull team as best he can while remaining in the cell room.
Re: Barrowmaze: Territorial Gains.
Gerdal quickly becomes stressed by the fact that only a spike or two is keeping them from being trapped and - presumably - subject to a gruesome death.
"Good thinking, let's get a set of armor and get out of here. I can have the rope tied from outside using magic, so don't waste time on that until we're outside."
She'll try to get someone help her drag - or throw - one of the armored skeleton warriors out of the room as quickly as possible, just dumping it outside. Then she'll use Unseen Servant to have the rope tied on the chest according to Amos' suggestion. If the door has not already slammed shut before then, that is.
If it all works out, the group will pull the rope as planned.
"Good thinking, let's get a set of armor and get out of here. I can have the rope tied from outside using magic, so don't waste time on that until we're outside."
She'll try to get someone help her drag - or throw - one of the armored skeleton warriors out of the room as quickly as possible, just dumping it outside. Then she'll use Unseen Servant to have the rope tied on the chest according to Amos' suggestion. If the door has not already slammed shut before then, that is.
If it all works out, the group will pull the rope as planned.
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Re: Barrowmaze: Territorial Gains.
Gideon
With the threat gone of the skeletons animating, Gideon will proceed to drag one of them out of the room.
With the threat gone of the skeletons animating, Gideon will proceed to drag one of them out of the room.
Re: Barrowmaze: Territorial Gains.
Sigrid
The northern mage takes a spot in the pull team. While certainly not the strongest in the group neither is she the weakest, so she readies herself to pull as needed.
The northern mage takes a spot in the pull team. While certainly not the strongest in the group neither is she the weakest, so she readies herself to pull as needed.
Re: Barrowmaze: Territorial Gains.
Exploring the de Ogilvy Corridors.
Amos loops a rope around the chest and several figures try to haul it in. But it is obvious that, not just being too heavy, but that it is fixed in permanence to the dias.I
Gideon can drag out a skeleton, grabbing the figure by its legs and unceremoniously pulling him through the secret door. He resists not, a ructus grin upon its bony visage. You can strip his armour, rusted and dented but usable.
More spikes are added. A whopping thump from the enchanted pick of Cosmo buries one into the floor, Sir Dewey adds another into a hinge.
Plinth Dias: turning against spike: vs 1 [1d10]=4 (the extra spikes upped the check from d6 to d10)
The plinth shudders, seeking to rotate and turn cogs to shut the door closed again. The spikes strain but remain steadfast in place.
Gerdal, I didn't use the US as Amos could tie up quite easily
Isvand, in the room with Gerdal & Amos.
actions & any skill checks please.
Amos loops a rope around the chest and several figures try to haul it in. But it is obvious that, not just being too heavy, but that it is fixed in permanence to the dias.I
Gideon can drag out a skeleton, grabbing the figure by its legs and unceremoniously pulling him through the secret door. He resists not, a ructus grin upon its bony visage. You can strip his armour, rusted and dented but usable.
More spikes are added. A whopping thump from the enchanted pick of Cosmo buries one into the floor, Sir Dewey adds another into a hinge.
Plinth Dias: turning against spike: vs 1 [1d10]=4 (the extra spikes upped the check from d6 to d10)
The plinth shudders, seeking to rotate and turn cogs to shut the door closed again. The spikes strain but remain steadfast in place.
Gerdal, I didn't use the US as Amos could tie up quite easily
Isvand, in the room with Gerdal & Amos.
actions & any skill checks please.
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Re: Barrowmaze: Territorial Gains.
Amos will quickly check over the chest for traps and locks, attempting to remove or undo any deterrents.
FaRT (20%) [1d100]=29
"I don't think we have a lot of time in here."
If none are found, he attempts to open the chest and peer inside.
Open Locks (25%) [1d100]=67
FaRT (20%) [1d100]=29

"I don't think we have a lot of time in here."
If none are found, he attempts to open the chest and peer inside.
Open Locks (25%) [1d100]=67

Re: Barrowmaze: Territorial Gains.
Gerdal walks out of the room.
"Seems like this one will be a hard nut to crack if someone can't get that lock open. Anyone else that knows how to open a lock?"
"Seems like this one will be a hard nut to crack if someone can't get that lock open. Anyone else that knows how to open a lock?"
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
"Is it even openable, or is it a trick? Isvand, can you tell?" The Knight voices his concern as he keeps an eye on the shuddering door.
"Thanks for grabbing the armor. Sorry for this old boy." He thanks Gideon and apologizes to the former owner.
Sir Dewey will refrain from donning the armor until everyone is secure.
"Is it even openable, or is it a trick? Isvand, can you tell?" The Knight voices his concern as he keeps an eye on the shuddering door.
"Thanks for grabbing the armor. Sorry for this old boy." He thanks Gideon and apologizes to the former owner.
Sir Dewey will refrain from donning the armor until everyone is secure.
Re: Barrowmaze: Territorial Gains.
"Oh for confounding sake."
Cosmo gathers his gear.
""Someone put another stake in that, I don't want to be stuck behind the door,"
Cosmo comes in and gets up and looks at the situation and gets to work.
OL [1d100]=25 sorry vs. 45%
F/RT vs. 44 [1d100]=36
Cosmo
Cosmo gathers his gear.
""Someone put another stake in that, I don't want to be stuck behind the door,"
Cosmo comes in and gets up and looks at the situation and gets to work.
OL [1d100]=25 sorry vs. 45%
F/RT vs. 44 [1d100]=36
Cosmo
Last edited by ateno on Sun Oct 08, 2023 11:07 pm, edited 1 time in total.
- redwarrior
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Re: Barrowmaze: Territorial Gains.
Isvand limbers up his fingers and takes a try Assuming that it hasn't already gone horribly wrong!
He reports Well, it's definitely locked! Maybe one of you big folk can use the master key he says, holding out his magical mace
FaRT Target 30 [1d100]=70
OL Target 39 [1d100]=53
He reports Well, it's definitely locked! Maybe one of you big folk can use the master key he says, holding out his magical mace
FaRT Target 30 [1d100]=70
OL Target 39 [1d100]=53
- Monsieur Rose
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
If he has enough time this round, he'll put a third spike in.
If he has enough time this round, he'll put a third spike in.
Re: Barrowmaze: Territorial Gains.
Exploring the de Ogilvy Corridors.
Round plinth trap: vs 1 [1d10]=7 [1d8]=8 [1d6]=4 [1d4]=2
The group get to work, some hammering further spikes to reinforce the secret door from being closed and others go to disabling any mechanical traps and opening the chest padlock.
The door spikes come under tremendous pressure, some spikes give way, sheared in half or fractured into iron splinters. Yet it still holds from springing whatever trap or mystery is in this room.
Inside, Cosmo shows his gnomish skill for padlocks, picking the contraption and opening the arched chest. There is a shiny hoard of coins inside, a pile of glinting gold coins. But to gather them, you may have to deal with the daemon guardian that stands erect as soon as the chest is opened.
Tall and skeletal, a warrior whose yellowish bones noisily crack into joints from their rested dislocation. The creature has a permanent rictus grimace, gnashing loose teeth and cricking its neck bones in a final flourish before drawing blades; not one, not two but four heavy cutlasses as the animated creature has two long arms from each shoulder.

Actions please
Round plinth trap: vs 1 [1d10]=7 [1d8]=8 [1d6]=4 [1d4]=2
The group get to work, some hammering further spikes to reinforce the secret door from being closed and others go to disabling any mechanical traps and opening the chest padlock.
The door spikes come under tremendous pressure, some spikes give way, sheared in half or fractured into iron splinters. Yet it still holds from springing whatever trap or mystery is in this room.
Inside, Cosmo shows his gnomish skill for padlocks, picking the contraption and opening the arched chest. There is a shiny hoard of coins inside, a pile of glinting gold coins. But to gather them, you may have to deal with the daemon guardian that stands erect as soon as the chest is opened.
Tall and skeletal, a warrior whose yellowish bones noisily crack into joints from their rested dislocation. The creature has a permanent rictus grimace, gnashing loose teeth and cricking its neck bones in a final flourish before drawing blades; not one, not two but four heavy cutlasses as the animated creature has two long arms from each shoulder.

Actions please
- Attachments
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- Treasure Guardian
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Re: Barrowmaze: Territorial Gains.
Gerdal
The time has come!
Gerdal holds her flat palm up turned towards the guardian.
"Stop, there is no reason to fight us, we are your masters!"
Charm undead roll: [1d20]=8
Well, it was worth a try.... that comes to 11, probably not enough.
Retain lv 2 spell 3rd cast vs 15 [4d6+4]=10+4=14
The time has come!
Gerdal holds her flat palm up turned towards the guardian.
"Stop, there is no reason to fight us, we are your masters!"
Charm undead roll: [1d20]=8
Well, it was worth a try.... that comes to 11, probably not enough.
Retain lv 2 spell 3rd cast vs 15 [4d6+4]=10+4=14
Re: Barrowmaze: Territorial Gains.
In a loud voice while running.
"SET UP A BOTTLENECK AT THE DOOR!"
Cosmo rushes out and turns to follow the straining door and stands by the edge of it so someone can fight over him.
Cosmo
"SET UP A BOTTLENECK AT THE DOOR!"
Cosmo rushes out and turns to follow the straining door and stands by the edge of it so someone can fight over him.
Cosmo
Re: Barrowmaze: Territorial Gains.
And Gerdal has already walked out of the room before casting her spell, as per my previous update.
Last edited by sastaz on Tue Oct 10, 2023 6:53 pm, edited 1 time in total.
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Re: Barrowmaze: Territorial Gains.
Amos will grab out a handful of the coins from the chest (just to see if he can) before hustling out the door, if it isn't already too late.
"Let the undead monster come out here so we can all fight it together!"
He prepares to turn the beast, but waits to see what the others will do first.
"Let the undead monster come out here so we can all fight it together!"
He prepares to turn the beast, but waits to see what the others will do first.
- tanker405th
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Re: Barrowmaze: Territorial Gains.
Gideon will attempt to turn to provide breathing room for those still inside.
Gideon had dragged the skeletal donor outside to recycle armor for SD
"By Ygg return from whence you came!"
Turn Undead [1d20-1]=7-1=6 #affected [1d12]=4
Gideon had dragged the skeletal donor outside to recycle armor for SD
"By Ygg return from whence you came!"
Turn Undead [1d20-1]=7-1=6 #affected [1d12]=4
- redwarrior
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Re: Barrowmaze: Territorial Gains.
Isvand looks at the "master key" in his hand, at the skeletal creature, back and the mace and shrugs. Maybe it's time for my luck to change? as he swings.
Magic Mace THAC0 19 [1d20+1]=19+1=20 damage [1d6+2]=6+2=8
Magic Mace THAC0 19 [1d20+1]=19+1=20 damage [1d6+2]=6+2=8
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
The Paladin starts stepping into the room to fight but sees the wisdom within Cosmo's yelling. Amos solidifies the plan in his mind.
He raises his hand to rebuke the creature. "Begone, abomination!" [1d20]=4 He needs more practice!
SM, Sir Dewey has that protection from evil. You described the beast as a daemon guardian, is it conjured or an actual demon? Or just a badass undead?
The Paladin starts stepping into the room to fight but sees the wisdom within Cosmo's yelling. Amos solidifies the plan in his mind.
He raises his hand to rebuke the creature. "Begone, abomination!" [1d20]=4 He needs more practice!
SM, Sir Dewey has that protection from evil. You described the beast as a daemon guardian, is it conjured or an actual demon? Or just a badass undead?