Barrowmaze: Repatriating the Red Lion of Aerik

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#141 Post by scottjen »

Fydmar
He'll pocket the ankle bracelets with the thought of finding a buyer in town. Before leaving the crone's nest, will throw the cloaks out so they land below (just in case anyone is interested in them). Then he will return to the others & remove his earplugs. I think we won't see any harpies for a while, and it will be easier to communicate with these out. I'm going to see if I can get this door to the north open without a lot of noise... (if others leave their earplugs in) He'll show his intent to return to the north door as planned & ply his lock picks. Not sure if you want me to roll or if you are rolling, so just in case...
Pick lock [1d100]=32 (his chance is 39%)
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#142 Post by Spearmint »

great. Yes, please add any skill rolls and I will resolve the success or fails accordingly.

"Click" a click but no 'bang', 'whoosh' or 'thud'. The reinforced door opens and upon its well oiled hinges, it does so without a squeak. You enter a hallway or many doors, each closed. The place is dark, fetid, silent but you have the feeling that death stalks these corridors.

actions please

sorry, I should have mentioned the south corridor from the Harpy nest actually goes further east too.

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#143 Post by Cwreando »

Durgo

rewrite....Didn't see these posts.

Durgo grabs his lantern and takes his ear plugs out and signals the others, "It's a risk folks so keep that in mind. We might yet see and hear harpies on this expedition. Nice work Fydmar. Well done. Perhaps we can check the doors to the east first. Your preference though Fydmar."

Bow stowed, Shield and Lantern ready.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#144 Post by kwll »

Genaromes hesitates, then removes only one ear plug, figuring it will be quicker to put it back if needed. He examines all doors with the help of his torch when he has the time, and helps Fydmar by casting light his direction while he works.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#145 Post by BaltoBruiser »

Bhelnus

Pops his ear plugs out and stows them in a pouch with easy access in case they are needed quickly in the future. Durgo and Fydmar do you think each of these are individual crypts? Maybe Sir Guy is here? I think we should spike that door Fydmar opened to make sure it doesn't close behind us.

He remains ready with his crossbow to target any "visitors".
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#146 Post by scottjen »

Fydmar
East sounds good as 2nd through 10th. First I want to do this first one to the west since it will be at my back. Not a bad idea Bhelnus; what do you think Durgo? Is there any writing or symbols on the west door? Does it have a lock? If so he will attempt to pick it, 1st letting his companions prep/get into position as the like.
If needed: Pick lock [1d100]=86 oh well
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#147 Post by Straither »

Wrathbone

No sense in opening lots of doors at once, a logical sweep or progression is fine with me unless we find a clue or point of interest.

I will station myself in between the first set of door in that east corridor. I will try to observe any significant details (bloody drag marks, boot prints, notices pinned up) and be listening for any approaching steps, talking, growling.
Before leaving the crone's nest, will throw the cloaks out so they land below, just in case anyone is interested in them.
In regard to these, they obviously look cultic and we might be entering a cult faction's territory. My feeling would be to see if they detect as magic; I doubt it myself otherwise they wouldn't be used as blankets. I wonder if the Harpy was gifted them or took them from a victim. I conclude the first as they are not torn and the Harpies have vandalised everything else. Can I suggest if no characters wear them (I thought of the mages Yngvarsen & Genaromes firstly) then we equip them upon our mercenary hires Rickford & Duvall.

Who knows, spotted wearing them, someone might think they are comrades? If one is dwarven sized rather than human, I will offer to take one.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#148 Post by Cwreando »

Durgo

Durgo says speaking softly, "Let's speak softly. It's just a good practice to get into. The more noise we make should a wandering creature hear us they come for sure. If we are quiet, they may not notice us. I'm ok checking the west first Fydmar I am certainly hopeful that Sir Guy is here close. Those cloaks could be cursed or magical it's a risk to wear them without examining them more thoroughly. My 2 coppers. Wear at your own risk."

Durgo yields room for Fydmar to work while holding the lantern and shield up. At the first sign of trouble, he'll place the lantern on the floor out of the way and draw his sword.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#149 Post by DrRenfield »

Brother Symeon

Brother Symeon will remove his earplugs and keep his arms ready.

He will also cast Detect Evil on the cloaks, invoking scripture.

Woe unto them that are wise in their own eyes, and prudent in their own sight
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#150 Post by kwll »

Genaromes looks at the cloaks at the same time as brother Symeon, attempting to detect is they have any kind of magical property.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#151 Post by Spearmint »

Exploring beyond the Harpy Shaft.

Gaining a foothold in the fabled labyrinth, the adventurers press on in search of the resting place and remains of a knightly hero of yor. The hallway offers many options, each equally daunting. At least no one intrudes upon your trespass and folk set about various investigative tasks.

Recovering the two cloaks cast aside, they are examined and prayed over. They have no discernible traits of magic or evil despite looking quite bleak and cultic. The goat hooves decoration might link them more towards an Orcus focussed cult. The cloaks are human sized, but could be tailored for a shorter and more rotund dwarven build if preferred.

Following Wrathbone's suggestion, Rickford & Duvall can don them. Yngvarsen wears some lurid garb anyway so masquerading as a trio of cultists might not be too far fetched.

Checking the hallway, the doors all look as non-descript Crypt doors; thick Oak panels swollen with damp and mildew, reinforced with rusty iron bands. In contrast to the well oiled and clean door you entered through. The second one on the top left is inlaid with a plaque of bone, etched with a skull and pentagram design. This door is locked and evades Fydmar's lockpicking attempt. The lower left door is unlocked, opening into a chamber 30'ft deep. The room has signs of a fight taking place since four skeletal figures lie on the floor against the far wall behind some upturned wooden benches. They have crossbow shafts still impaled upon their torso's, one clutches a spear run through his body. They look like adventurers rather than ancient knights, though they have been deceased many years and just left to rot. There are no coffers in this room or burial alcoves, only remnants of broken furnishings and some cracked earthenware pottery. The walls have faded frescoes depicting various scenes of worship to angelic deva figures.

Another door is in the south facing wall.

Barrowmaze: Harpy halls random vs 1 [1d6]=1

Before you can explore much further, there is an encounter as Brutus growls and alerts those on guard that figures have entered into the lower chamber of the Harpy shaft, approaching out of the dark western passage. Yngvarsen, flanked by the two mercenaries, tries to engage the figures, using a bluff to greet them amicably but the stench they exude and rotted visages they bear show these ghastly figures have little time for pleasantries. In fact to them, this is a 'meat and greet' opportunity.

Duval shortbow [1d20]=15 [1d6]=6 [1d20]=4 [1d6]=1 Rickford shortbow: [1d20]=7[1d6]=6 [1d20]=6[1d6]=2Yngvarsen: Magic Missile damage [1d4+1]=4+1=5 spell retention vs 15 [4d6+2]=9+2=11

Duval pings the first as it approaches menacingly, -6hp and the mage invokes his own missile threat, -5hp.

It halts the leading figure briefly but behind him, more dread ghoulish figures begin to clamber over the rubble.

Brutus the mastiff: [1d20]=20 bite attack [2d4]=6

The mastiff, a faithful guardian barrels into the foremost, savaging it by the throat and tearing away rancid chunks of flesh and blood. -6hp

Ghastly figure attacks Brutus mastiff: [1d20]=12 [1d4]=4 [1d20]=8 [1d4]=3

The dog is raked in return, the figure wrestling with the huge hound, digging its claws into his fur, wounding him, -4hp

Brutus the mastiff: 13+ paralysis Saving Throw [1d20]=19

The hound yelps and momentarily spasms from the necrotic, poisonous touch that afflicts its nerves. But deep of fur and stout of heart, it shakes the paralyzing touch away.

The trio withdraw rather than stand to be overwhelmed, shutting the door behind them which they press against to barricade it as the figures eagerly press on the other side.

"Lock it quick, that will hold them back longer."

Actions please.

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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#152 Post by BaltoBruiser »

Bhelnus

I thought the western egress off the shaft did not have a door...If the Ghouls left in that direction, we cannot lock them out

Do you think they are going to get more of their undead brethern? I am not sure we want to shut ourselves in here and then have to fight our way out to get to our ropes and topside. If we want to see what is on the other side of the skull and pentagram, we can use my grandgrandsire's hammer but I doubt Sir Guy is behind that door...
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#153 Post by Spearmint »

I thought the western egress off the shaft did not have a door...If the Ghouls left in that direction, we cannot lock them out
They have entered the Harpy shaft area and into that northern portion as shown in the image posted #142.

The door unlocked by Fydmar to access the upper chambers.

Bhelnus can explain his hammer is a Heirloom item and augmented to 'Knock' open resisting portals.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#154 Post by BaltoBruiser »

Bhelnus

My great grandfather bestowed upon me a forge hammer which will allow passage through portals that are locked mechanically or magically. He collected riches as an adventurer many moons ago and received the hammer from a powerful mage who told him it would "KNOCK one door open for him each day"
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#155 Post by Cwreando »

Durgo

Durgo thinks, "A fine time to be at the other end of the group. ugh

Durgo says, "Stout folk and Fighters to the front help hold the door. Brother Symeon if they get through the door, see if St. Ygg will help us here by shunning the undead away. Only attack the undead that keep attacking. Attack the most wounded of any fleeing undead first then the next, one at a time. If both attack focus on one at time to bring it down fast and then the next."

Durgo moves forward if able to lend his strength lowering his lantern to the floor to draw his sword.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#156 Post by scottjen »

Fydmar
We are trapped in here with only unknown doors around us, and the ghouls between us & daylight. The question is when do we break out? Right away has its merits, especially if they have reinforcements. How many did you count? We could wait a while, but something could come out of the doors in here, and our ghoulish foes may prepare an ambush for us. Brother, can send them away with your holy might? Flaming oil is a good idea for those that don't have other means. I will try using the fiery python bone when we are ready - if a guardian rises as expected, it is unlikely to be affected by the ghoulish paralysis.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#157 Post by BaltoBruiser »

Bhelnus

Fydmar I have extra flasks of oil which we could use to set a trap on the door as it is opened and give us some more time to try and find another exit from this place. Unfortunately, my hammer does not work in reverse and lock a door.

While throwing his strength into holding the door closed.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#158 Post by Straither »

Wrathbone

Wow, wanting to take on the ghouls. Certainly if they break through we might not have much choice though we can retreat into the room to the west.

Would some strategy be best? We need to advantage any flanking and rear attacks too. So having folk attack them from that room and from the opposite corridor. We can't become isolated though, otherwise we will be torn apart.

"Use our magic summoning trinkets to bring in reinforcements. Put the archers to loose arrows from behind me.

Those wooden benches. Can they be a fiery barricade. Douse them in the oil and use them to buttress the door."
he offers some suggestions.

The dwarf readies his halberd, putting some fresh blood on the blade and muttering a prayer to Moradin. He tries to stay calm, hoping in any battle he proves his mettle and that we don't draw other denizens by the hue and cry.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#159 Post by Spearmint »

While you discuss options and strategy.

If you want to lock the door while under pressure, use an Open Locks success to secure it.

If you want to barricade it or set a plan to draw them into the corridor, then describe who does what while others hold the door (Bhel, Durgo, Rick, Duvall).

The Undead pound, growling and grunting, putting long nailed fingers through the door jamb as they grapple to push it open. So far, those crowded behind it manage to hold them back, chopping a finger off before the merest scratch causes a defender to shudder under a paralyzing touch.

Actions highlight the plan of action, then I will update.
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Re: Barrowmaze: Repatriating the Red Lion of Aerik

#160 Post by BaltoBruiser »

Bhelnus

I think we should try to lock the door. No matter if we get the door locked we should use those benches as barricades and maybe a fire barrier using oil and torches if we cannot lock the door. I think we set up some bait at the north end of the hall with range weapons and Brother Symeon who may be able to drive these undead away through the power of his god. A smaller group should hide in the empty room then strike from behind. I volunteer to be bait at the north end of the hall and use my crossbow against these ghouls.
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