Barrowmaze: Territorial Gains.
Re: Barrowmaze: Territorial Gains.
Sigrid
Not wishing to hinder the actions of the others, Sigrid for now merely readies her sling, not yet attacking and hoping Gerdal or Sir Dewey have the upper hand of the situation.
Not wishing to hinder the actions of the others, Sigrid for now merely readies her sling, not yet attacking and hoping Gerdal or Sir Dewey have the upper hand of the situation.
Re: Barrowmaze: Territorial Gains.
Inside the Secret Room.
Sir Dewey tries to rebuke the skeleton guardian, commanding him to begone but his utterance lacks authority and the order is ignored.
Which may explain it ignoring Gideon's turn undead attempt and even Gerdal's sorcerous Charm casting. What it does respond to however is the bone shattering bludgeoning from Isvand's mace, -8hp.
Amos & Cosmo head out the door, the dias turns and trembles just a little more.
Round plinth trap: vs 1 [1d10]=6 [1d8]=5 [1d6]=3 [1d4]=2 shearing a second spike that secures the door open.
Bone Guardian: [1d20]=3[1d8]=7 [1d20]=10[1d8]=1
The skeleton lunges with two swords at Isvand, missing his head with a one hack but slashing his jerkin that soaks up -1hp of damage.
You can note that the plinth has two parts. The stationery central 5'ft core that contains the chest and guardian and the outer ring that must rotate around it.
Actions please
Sir Dewey tries to rebuke the skeleton guardian, commanding him to begone but his utterance lacks authority and the order is ignored.
Observing you can see it is no ordinary skeleton and while it has 'undead aspects', it may be more classified under a bone construct or golem type animate.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?
Which may explain it ignoring Gideon's turn undead attempt and even Gerdal's sorcerous Charm casting. What it does respond to however is the bone shattering bludgeoning from Isvand's mace, -8hp.
Amos & Cosmo head out the door, the dias turns and trembles just a little more.
Round plinth trap: vs 1 [1d10]=6 [1d8]=5 [1d6]=3 [1d4]=2 shearing a second spike that secures the door open.
Bone Guardian: [1d20]=3[1d8]=7 [1d20]=10[1d8]=1
The skeleton lunges with two swords at Isvand, missing his head with a one hack but slashing his jerkin that soaks up -1hp of damage.
You can note that the plinth has two parts. The stationery central 5'ft core that contains the chest and guardian and the outer ring that must rotate around it.
Actions please
Re: Barrowmaze: Territorial Gains.
Cosmo is feeling scorched and injured from the acid earlier and does not feel like entering hand to hand combat, but will hid a bit behind the door, and if the skeleton construct moves past him where he can get a surprise or flank attack he will attack.
Cosmo
Cosmo
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Re: Barrowmaze: Territorial Gains.
Encouraged by his first hit, and energized by the scratch he received Isvand lashes out again.
Magic Mace THAC0 19 [1d20+1]=13+1=14 damage [1d6+2]=5+2=7
Magic Mace THAC0 19 [1d20+1]=13+1=14 damage [1d6+2]=5+2=7
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Re: Barrowmaze: Territorial Gains.
Has Amos seen this type of plinth/floor setup before? I’m having trouble picturing in my mind exactly what’s happening there, but it sounds important.
Re: Barrowmaze: Territorial Gains.
Has Amos seen this type of plinth/floor setup before? I’m having trouble picturing in my mind exactly what’s happening there, but it sounds important.
Re: Barrowmaze: Territorial Gains.
Lacking any real options, Gerdal tries throwing her daggers at the construct. The first one don't even get through but bounces off a wall and lands at her feet. The other one hits home but seem to bounce off without doing any harm.
Thrown dagger, to hit: [1d20]=3 dmg: [1d4]=2
Thrown dagger, to hit: [1d20]=13 dmg: [1d4]=1
Thrown dagger, to hit: [1d20]=3 dmg: [1d4]=2
Thrown dagger, to hit: [1d20]=13 dmg: [1d4]=1
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
"Ranged attacks, now!" He calls out to CP and anyone else nearby. "Isvand! The door is closing, come out of there!"
The Knight hammers in his last of 4 spikes, hoping to buy Isvand enough time.
"Ranged attacks, now!" He calls out to CP and anyone else nearby. "Isvand! The door is closing, come out of there!"
The Knight hammers in his last of 4 spikes, hoping to buy Isvand enough time.
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Re: Barrowmaze: Territorial Gains.
Having no ranged weapon, Amos looks over the coins he grabbed from the chest to determine if they’re legitimate treasure.
“The spikes are weakening! Maybe standing only in the central portion stops the rooms motion?”
“The spikes are weakening! Maybe standing only in the central portion stops the rooms motion?”
Re: Barrowmaze: Territorial Gains.
Sigrid
Sigrid's jaw drops open at the sight of the multi-armed skeleton. What manner of creature is this, she thinks as she readies a sling shot at the thing...missing horribly.
Sling Attack: [1d20]=4
Sigrid's jaw drops open at the sight of the multi-armed skeleton. What manner of creature is this, she thinks as she readies a sling shot at the thing...missing horribly.
Sling Attack: [1d20]=4
Re: Barrowmaze: Territorial Gains.
Exploring the de Ogilvy Corridors.
The Secret Room
Isvand stands his ground, smacking his boney a opponent, -7hp, sending shards of bones around the chamber. Gerdal throws two daggers, they miss wide of the mark, landing by the opposite wall with the pebble stone of Sigrid.
Gideon finishes taking the plate armour from the corpse.
Sir Dewey hammers another spike to wedge in the door to hold back the grinding gears and dekay the trap being sprung. More spikes shear or come unstuck. It is a game of 'whack-a-mole' replacing one where another fails. Amos clutches a fistfull of coins. Considering the trap, a round circle in a square provides four small corners of space. The deep gouges on the walls are at the points the circle touches north, south, east and west and the skeleton can reach that far with his outstretched scimitars. He continues to attack the lone halfling, slicing him and his jerkin for more damage -1hp Isvand, -2hp flak..
Round plinth trap: Bolts shearing vs 1-5 [1d10]=5 vs 1-4 [1d8]=8 vs 1-3 [1d6]=3 vs 1-2 [1d4]=4
Bone Guardian: [1d20]=6[1d8]=4 [1d20]=11[1d8]=3
In the corridor portions, Copperpiece is in the gear store, the four miners are replacing the broken stones back into the breached wall, Gnimish and Treyvor guard the lower 'Long Corridor', Bucko is with the mule in the upper barrow mound and Sundance & Patra-patra explore the 'museum' room.
So, character actions please as the Bone Guardian steadfastly protects his treasure chest and the plinth rotation grinds relentless to close the secret door and lock people inside.
The Secret Room
Isvand stands his ground, smacking his boney a opponent, -7hp, sending shards of bones around the chamber. Gerdal throws two daggers, they miss wide of the mark, landing by the opposite wall with the pebble stone of Sigrid.
Gideon finishes taking the plate armour from the corpse.
Sir Dewey hammers another spike to wedge in the door to hold back the grinding gears and dekay the trap being sprung. More spikes shear or come unstuck. It is a game of 'whack-a-mole' replacing one where another fails. Amos clutches a fistfull of coins. Considering the trap, a round circle in a square provides four small corners of space. The deep gouges on the walls are at the points the circle touches north, south, east and west and the skeleton can reach that far with his outstretched scimitars. He continues to attack the lone halfling, slicing him and his jerkin for more damage -1hp Isvand, -2hp flak..
Round plinth trap: Bolts shearing vs 1-5 [1d10]=5 vs 1-4 [1d8]=8 vs 1-3 [1d6]=3 vs 1-2 [1d4]=4
Bone Guardian: [1d20]=6[1d8]=4 [1d20]=11[1d8]=3
In the corridor portions, Copperpiece is in the gear store, the four miners are replacing the broken stones back into the breached wall, Gnimish and Treyvor guard the lower 'Long Corridor', Bucko is with the mule in the upper barrow mound and Sundance & Patra-patra explore the 'museum' room.
So, character actions please as the Bone Guardian steadfastly protects his treasure chest and the plinth rotation grinds relentless to close the secret door and lock people inside.
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Re: Barrowmaze: Territorial Gains.
Isvand continues to bash at the creature, casting a quick glance over his shoulder at the folks working on the door.
Magic Mace THAC0 19 [1d20+1]=10+1=11 damage [1d6+2]=5+2=7
Magic Mace THAC0 19 [1d20+1]=10+1=11 damage [1d6+2]=5+2=7
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
"More Spikes! I need more spikes!" He calls out as his supply has run out. The Knight spots the marks and you can almost hear him trying to put a plan together. Something about the corners...Int (10):[1d20]=9...and he exclaims:
"The corners! It may not be able to hit them, and we could stand there and use ranged weapons."
"More Spikes! I need more spikes!" He calls out as his supply has run out. The Knight spots the marks and you can almost hear him trying to put a plan together. Something about the corners...Int (10):[1d20]=9...and he exclaims:
"The corners! It may not be able to hit them, and we could stand there and use ranged weapons."
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Re: Barrowmaze: Territorial Gains.
Gideon will pass his meager supply of spikes to Sir Dewey, and make ready with his sling for a ranged attack.
Sling, bullet to hit: [1d20]=4, Damage [1d4+1]=2+1=3
-1 sling bullet, -5 spikes
Sling, bullet to hit: [1d20]=4, Damage [1d4+1]=2+1=3
-1 sling bullet, -5 spikes
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Re: Barrowmaze: Territorial Gains.
Amos slaps his forehead in an "oops" moment, suddenly remembering the huge gauntlet on his hand.
He pockets the coins and rushes back into the room with Isvand, pointing his fist at the skeleton.
"May the power of Palanthas reduce you to dust, demonkind!"
Do you need any rolls for such an action?
He pockets the coins and rushes back into the room with Isvand, pointing his fist at the skeleton.
"May the power of Palanthas reduce you to dust, demonkind!"
Do you need any rolls for such an action?
Re: Barrowmaze: Territorial Gains.
Sigrid
She hears Amos call down destruction on the creature but doesn't wait to see if it takes effect. She loads another bullet in her sling and fires it off.
Sling Attack: [1d20]=17
Damage: [1d4+1]=4+1=5
She hears Amos call down destruction on the creature but doesn't wait to see if it takes effect. She loads another bullet in her sling and fires it off.
Sling Attack: [1d20]=17
Damage: [1d4+1]=4+1=5
Re: Barrowmaze: Territorial Gains.
Cosmo will assist Sir Dewey with the spikes.
Re: Barrowmaze: Territorial Gains.
Amos invokes the imbued divine wrath contained within his blessed gauntlet.
His rebuke and retort is ignored except to make him a target for a blade.
A sling stone does add injury though, Sigrid hurling a stone to impact, -5hp 'sticks and stones may hurt his bones, but words will never hurt him', cracking its cranium with more fractures.
Bone Guardian: vs Isvand [1d20]=16[1d8]=4 [1d20]=4[1d8]=2 vs Amos [1d20]=9[1d8]=7 [1d20]=16[1d8]=8
Bludgeoned once more, the Bone Golem lashes out at hobbit -4hp and cleric -8hp.
The door stressed upon its hinges,
Plinth Dias: turning against remaining two spikes: vs 1-4 [1d6]=1 vs 1-3 [1d4]=3
Before more can be hammered in, those current wedges are sheared and the secret door shuts, pushing aside those standing in the frame. You hear the grinding of stone gears as the plinth rotates and the mechanism resets.
Inside, Amos and Isvand are plunged into darkness and while their eyes adjust to the devoid of light, their feet have to adjust to the plinth rotation and to keep balance as it spins, you need to succeed on a Dexterity check.
While that happens, the Bone Golem is still going to attack.
Actions those in the former 'zombie cell'.
Actions Amos & Isvand, give me a [4d6] vs dex check and next attacks. As you have infravision, you can attack at -2 rather than -4. If you fail Dex checks, you will go prone, giving advantage to the Golem.
Give me three rounds of checks & attacks as it will take at least that long for others to batter the door down.
Bone Golem: -20hp/?
No, Amos, while focusing upon the gold coins, may have missed these other character observations.Do you need any rolls for such an action?
His rebuke and retort is ignored except to make him a target for a blade.
Bone Guardian: vs Isvand [1d20]=16[1d8]=4 [1d20]=4[1d8]=2 vs Amos [1d20]=9[1d8]=7 [1d20]=16[1d8]=8
Bludgeoned once more, the Bone Golem lashes out at hobbit -4hp and cleric -8hp.
The door stressed upon its hinges,
Plinth Dias: turning against remaining two spikes: vs 1-4 [1d6]=1 vs 1-3 [1d4]=3
Before more can be hammered in, those current wedges are sheared and the secret door shuts, pushing aside those standing in the frame. You hear the grinding of stone gears as the plinth rotates and the mechanism resets.
Inside, Amos and Isvand are plunged into darkness and while their eyes adjust to the devoid of light, their feet have to adjust to the plinth rotation and to keep balance as it spins, you need to succeed on a Dexterity check.
While that happens, the Bone Golem is still going to attack.
Actions those in the former 'zombie cell'.
Actions Amos & Isvand, give me a [4d6] vs dex check and next attacks. As you have infravision, you can attack at -2 rather than -4. If you fail Dex checks, you will go prone, giving advantage to the Golem.
Give me three rounds of checks & attacks as it will take at least that long for others to batter the door down.
Bone Golem: -20hp/?
Re: Barrowmaze: Territorial Gains.
Cosmo will assist with breaking down the door doing as directed or using his hammer.
Cosmo
Cosmo
Re: Barrowmaze: Territorial Gains.
Gerdal reels back.
"Oh, that's bad, that's bad."
Having nothing to add to the door bashing she stays back and keeps her fingers crossed the two will survive in the darkness.
"Oh, that's bad, that's bad."
Having nothing to add to the door bashing she stays back and keeps her fingers crossed the two will survive in the darkness.