Barrowmaze: Territorial Gains.

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sastaz
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Re: Barrowmaze: Territorial Gains.

#481 Post by sastaz »

Gerdal will help Isvand using her first aid kit promptly, as he is dragged out of the room.
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Re: Barrowmaze: Territorial Gains.

#482 Post by Monsieur Rose »

Sir Dewey

If he can do both, he will, but attacking is his priority.

The Knight swings his flail and tries to knock the construct off balance with his shield.

Flail(17): [1d20+1]=10+1=11-4=7
Shield Bash(17): [1d20]=13-4=9

Dex (9): [4d6]=16

And true to form, Sir Dewey is front and center to soak up some damage. :lol:
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Re: Barrowmaze: Territorial Gains.

#483 Post by OGRE MAGE »

Amos smacks away, hoping to end this threat.

Staff Attack [1d20]=12 Dam [1d6]=1
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Re: Barrowmaze: Territorial Gains.

#484 Post by ateno »

Cosmo enters and trys to move around for a flank.

Dex (16) [4d6]=16 and almost falls on his face.

And promptly missed, even with any flanking bonus: Magic miner's pick: to hit [1d20+1]=6+1=7, DMG S/M [1d6+2]=6+2=8 L [2d4+1]=3+1=4

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Re: Barrowmaze: Territorial Gains.

#485 Post by Spearmint »

Cosmo, Amos, Sir Dewey all miss in their melee. The plinth causing havoc but prior injuries have left the Bine Golem short handed. His two thrusts only nicking Isvand who is pulled out and ministered to by Gideon.

Having ram in hand, the four miners burst on to the scene, rushing through the busted secret door and charge at the Golem. It is a chance to bludgeon the treasure chest guardian before he can swipe another.

Unfortunately all four fail dexterity checks and in turn are sent sprawling around the rotating plinth. The increased weight and number of bodies on serves to increase the plinth's revolution speed and subsequently sends each of those still standing to join the prone pile-on.

Taking the initiative the Bone Golem strikes out with two murderous lunges, hitting principal combatants Sir Dewey -8hp and Amos, -5hp.

Bone Guardian: [1d20]=14[1d8]=5 [1d20]=12[1d8]=8

Current Health Status:

Gerdal (with Harkazz): 8/8hp (12/12hp)
Isvand: 0/21hp
Sir Dewey: 4/22hp (+1hp returned for next two hours)
Sigrid: 8/14hp
Cosmo: 4/14hp
Gideon: 8/8hp

Amos: 3/20hp
Bucko: 3/8hp (+1hp returned for next two hours).
Gnimish: 9/9hp
Treyvor: 6/6hp
Sundance: 6/8hp
Patra-patra: 8/8hp
Copperpiece: 6/6hp

Plantie: 3/8hp
Lemmy: 3/8hp
Ozzie: 5/8hp
Meatloaf: 8/8hp

Mule: 12/12hp

Bone Golem: -32hp


Actions Gideon roll a Wisdom 1st Aid Check to administer the kit to Isvand.

Gerdal & Sigrid look on as the men fight it out.

Sir Dewey, Amos, Cosmo can each attack but at -4 to hit.
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Re: Barrowmaze: Territorial Gains.

#486 Post by ateno »

Cosmo reaches out from his spot on the floor and stays on prone and strikes out at the lower leg.

Magic miner's pick: to hit [1d20+1]=17+1=18, DMG S/M [1d6+2]=4+2=6 L [2d4+1]=4+1=5

I used a macro, please -4 for a 14 to hit.

"Aargh... "

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Re: Barrowmaze: Territorial Gains.

#487 Post by tanker405th »

Gideon

Wis Check (15) [4d6]=16

"Back out of the room and let's get some potshots in before we have to make more stretchers than we can carry!"
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Re: Barrowmaze: Territorial Gains.

#488 Post by Spearmint »

Gideon binds up Isvand's head wound, bringing him round to a single point of health.
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Re: Barrowmaze: Territorial Gains.

#489 Post by OGRE MAGE »

Knowing he needs a miracle to hit this thing doesn't stop Amos from trying......and failing.

Staff Attack [1d20]=15 Dam [1d6]=1
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Re: Barrowmaze: Territorial Gains.

#490 Post by Monsieur Rose »

SIr Dewey

Is the Bone Golem on the spinning part, or the stationary center?

IF it's on the center, Sir Dewey will try to grab onto it when he spins past, hoping to either stop himself and get to the center or pull it down.

IF it's spinning with the rest of us, he will try to roll to either the center or the corners to be able to stand.
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Re: Barrowmaze: Territorial Gains.

#491 Post by Spearmint »

Is the Bone Golem on the spinning part, or the stationary center?
In the centre portion. To grab him by the ankle can be a Dex check to succeed.
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Re: Barrowmaze: Territorial Gains.

#492 Post by tanker405th »

Gideon will be ready to snatch anyone out of the doorway that so desires as they spin by, and take a shot with sling if possible.


Sling bullet to hit: [1d20]=8, damage vs large [1d6+1]=1+1=2, damage vs s/m [1d4+1]=4+1=5
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Re: Barrowmaze: Territorial Gains.

#493 Post by Monsieur Rose »

Sir Dewey

He reaches out to try to grab hold of the golem, really anything, to stop the spinning. Dex (9):[4d6]=18 Good lord. :lol:

"Get us out of here!" He calls to anyone who can hear.
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Re: Barrowmaze: Territorial Gains.

#494 Post by Darithe »

Sigrid

Sigrid slots another bullet in her sling and shouts, "Við hamri Þórs blot draugr!" Firing the bullet with all the might her tattoo-inscribed arms can muster.

Sling attack: [1d20]=19
Damage: [1d4+1]=2+1=3
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Re: Barrowmaze: Territorial Gains.

#495 Post by sastaz »

Gerdal focuses on just keeping Isvand out of harms way.
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Re: Barrowmaze: Territorial Gains.

#496 Post by Spearmint »

I will move this on just so to get an update in before the weekend when I expect to be away.

Isvand throws Boomerang [1d20+2]=12+2=14 [1d4+1]=3+1=4

The fours miners each scrabble on hands and knees, struggling to stand. Those upon the plinth are all subject to the rotating speed penalty which handicaps their attacks, failing even to give the merest touch upon the Bone Golem.

It is left to those in the cell room who can hurl missiles over heads to try and take down the guardian. Isvand throws his blessed boomerang, it clatters into the Bone Golem's ribs and ricochets across its torso, striking more bone before clattering back out by the halfling's feet. -4hp Sigrid slings an egg sized pebble. It crashes upon the creature's forehead, -3hp sending multiple fractures coursing around its cranium and under the cumulative breaks and injuries, finally it is brought down and it collapsed into a pile of bones.

Folk can crawl into the central portion, a room corner off the plinth or roll out of the doorway as they spin by. Once no one else remains on the plinth it slows down until coming to a full stop.

Looking inside the treasure chest, you can see a pile of gold and silver coins. Enough to fill a small sack.

next actions everyone please.

give immediate actions for this next turn and actions for the next hour.

Current Health Status:

Gerdal (with Harkazz): 8/8hp (12/12hp)
Isvand: 1/21hp
Sir Dewey: 4/22hp (+1hp per hour x 2hrs)
Sigrid: 8/14hp
Cosmo: 4/14hp
Gideon: 8/8hp
Amos: 3/20hp

Gnimish: 9/9hp
Treyvor: 6/6hp
Sundance: 6/8hp
Patra-patra: 8/8hp
Copperpiece: 6/6hp

Plantie: 3/8hp
Lemmy: 3/8hp
Ozzie: 5/8hp
Meatloaf: 8/8hp

Bucko: 3/8hp (+1hp per hour x 2hrs)
Mule: 12/12hp
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Re: Barrowmaze: Territorial Gains.

#497 Post by ateno »

"Well that was about as fun as a earthquake in a prison break."

Cosmo stands up and dusts himself up and sees his obsidian bullet has broken -1 piece of obsidian

Cosmos plans are to check on everyone and then search the room, now that the monster is dead.

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Re: Barrowmaze: Territorial Gains.

#498 Post by tanker405th »

Gideon

Will help fetch the injured as they spin by, and administer 1st aid kits as supply allows.

"I hope there's something useful in there for all the trouble it's caused."

How many wis checks should I roll for aid kits?
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Re: Barrowmaze: Territorial Gains.

#499 Post by Monsieur Rose »

Sir Dewey

"Give me a moment. This room won't stop spinning. Reminds me of the fair back home when I was little." The Knight eventually gets to his feet and thanks everyone.

"Good idea hanging back, that would have been the death of us. And thank you Cosmo for rushing to our aid."

Sir Dewey assesses all the wounds and joins in the search of the treasure room. "Those swords may be interesting, ooh--and let's find a section of the golem to return to Mazzah."

He plans to regroup and reform, planning for the next steps. "Well, we came to secure this area and made some progress. Let's decide on what task we will take on next."
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Re: Barrowmaze: Territorial Gains.

#500 Post by OGRE MAGE »

Amos stirs the coins in the chest around with his staff before collecting them up into a sack. He checks the remainder of the chest over for secret compartments or other hidden tricks. FaRT (20%) [1d100]=41

"I am not feeling well and could use some rest. Should we gather the others and spend more time securing this area from invasion?"

He will check on the condition of Bucko and the mule before resting in the room they camped in before.
Last edited by OGRE MAGE on Sat Oct 28, 2023 10:37 am, edited 1 time in total.
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