Barrowmaze: Of Where-Rats and Mongrelmen.

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Stirling
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#161 Post by Stirling »

Vann Hector

Echoes the above assessments. Of course I have no guarantee that the other party are where I expect them to be. I know they are with the same Guild that I am aligned with and set out from Helix just after us but going a different way. In truth, that would be all my character knows for sure.

I can only make in-character decisions on what I know in-character, so my response would be, "I expect this sorceress to be the nearest option if we can locate her and her group.

Otherwise we will trek overnight to a Druid's abode."
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#162 Post by Hadarai »

Callen

"The Mongrelmen have proven themselves to be too untrustworthy to bet Veryn's fate on now, I vote with Vann Hector, we should seek out the other party and pray our fortunes turn around."
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#163 Post by Stirling »

Vann Hector

could we get a basic ',Barrow Mounds maps, where we are in relatiin to graveyard, mammoth field and the barrow mound that I was in before with the block & tackle unit.

"Sure, let's go. We need to find the place."
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#164 Post by Spearmint »

Exploring the Barrow Mounds.

July 10th:

retracing steps from the bottom of the Barrow Mound that you suspect is where the Mongrelmen may be based, (uncomfirmed of course), the group circumnavigate the eerie graveyard, another body added to the many buried in shallow graves, this time Martell's though his corpse is not recovered. You may wonder if his spirit will one day lurk in the periphery of vision to entice other doomed adventurers to 'come and see' as the Haunt had invited Callan.

Ignoring the 'bad vibes' the mound being excavated by Wenceslaus group, (though for some this is just a brief and forgotten memory), south towards the 'Mound of the Potter'.

you guys could carry on from here to clamber up the well worn path over Barrow (9) 'the skeleton hand mound' and bypassing the Nergal Obelisk to the right, come to the ring of standing stones and barrow crypt entrance that Vann believes his guild member comrades are excavating.

Which they are in truth but I have to delay your arrival otherwise I get timeline continuity issues; such as you arriving mid battle to a scene played out last month.

So to avoid that, you take an enforced break, sheltering in the Potter's Mound for a few hours. Secured in the secret room as a host of ghouls are seen wandering the Mounds; better to hide than risk more combat, you wait out their hunting in silence, hoping the secret door holds firm and conceals your presence. The ghouls root in the mound's main chamber for a long time, the dead may not ever sleep but they still themselves, lurking motionless as predators. After a few hours they vacate the mound and after an hour more you feel safe enough to leave the secret chamber and continue to locate your comrades.


Where-Rats: Barrow Mounds encounters post Graveyard [1d6]=3[1d6]=5[1d6]=4

With no more interference, the Where-Rats can approach the Mound. An overgrown pathway leads towards the central large mound, bisecting large cairns and a ring of standing stones. A large stone door lies in pieces face down among the weeds, the area littered with bones and grinning skulls.

The air fetid and damp. As you get closer, the rogues sneaking to peer into the entrance to check it is all clear and safe, you note some steps going down into a lower crypt, the open doorway barricaded with crates stuffed with rocks. Beyond a mule brays and chews upon hay. Before you get too close a trigger alarm activated as Gerdal's , Magic Mouth spell senses your presence. The sentry guard, npc mercenary Bucko calls out, "who is there?" and with familiar and peaceable introductions made, he asks you to wait until he can alert others in order for you to come inside.

This is the outside view of the mound:
Image

Actions, everyone make a basic post here. I will need to script your arrival in the other groups thread, then you can continue with your petitions for help.
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Stirling
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#165 Post by Stirling »

sure, a break works well if it marries up the two groups and the time delay can be extended so Veryn isn't penalised as every hour might matter.

Vann Hector

"Bucko!, so glad to see a friendly face. How are you guys? We are pretty bear up and I need to see Sven, Sir Dewey and Miss Gerdal quite urgently."

I will introduce the group, hopefully at least gerting under cover from the exterior area and wait on his response.

Just as a casual observation, what can I see of this time and their condition. (wounded, loaded with treasures, busy with stuff, anyone else here apart from the guard and mule?)
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#166 Post by Kenjosephus »

Veryn

Veryn looks at Bucko and nods at him, hoping this man is a sign of hope for his life.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#167 Post by Spearmint »

I will just colour in the barrow crypt for you guys to get a visual.

"Don't touch the mule, it will explode, this is your final warning!

"Don't touch the mule, it will explode, this is your final warning!""


This is the animation activated as a large rock inside a crate barricading the door triggers as Vann & Veryn sneak closer. After announcing yourselves to Bucko the guard, he brings the group inside and dumps the rock outside.

The steps from the entrance descend only a few feet but open into a large chamber whose domed ceiling is held up by four stout pillars. In between the pillars is a large 'block & tackle' winch and pulley system, securely rigged over a hole in the floor, a hemp rope spooled to dangle the thirty-five feet to the floor below.

Inside the crypt are the remains of previous camps; emptied rations and oil flasks, a cooking stove. A pack mule munches hay in one corner, in the other a sleeping bag containing a mummified husk of an adventurer. A tin cup by its feet contains a few copper pieces. A cigar stub placed in its lips. It seems folk jest with it even in death.

Vann peeks over the edge of the hole into the lower chamber, consulting with comrades below to figure out a cure for Veryn.

Callan, Rum, Tamson, Veryn & Vann & Bucko are here.

once some resolution has been figured, I will combine the two groups and then go forward with next expedition decisions. Just bear with me as healing options are discussed.

Please feel free to post here, greet any firmer comrades, ask any questions to Bucko (or me).


Here is a visual of the upper barrow crypt and the lower entrance into the Barrowmaze.

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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#168 Post by Spearmint »

I have made a post here:

https://www.unseenservant.us/forum/view ... 28#p679128

copied below. You can each post in that thread until separate groups are organised.
Consolidating groups and territory:

Okay, I am going to move this forward and you can make next expedition actions with more consideration.

July 11th 1066.
6.00am.
'de Ogilvy' corridors.

Vann Hector's bedraggled group arrive looking for aid, his Mongrelmen Befriending attempt in disarray, the team depleted with the death of Martell and Veryn succumbing to a dread internal rotting disease that unless cured, will slay the rogue by the end of the day.

The group are cordially welcomed, testimonies shared. They camp in the upper Barrow Mound with Bucko, reinforcing the nightwatch.

Below, the Territorial Gains have strengthened a corner of the Barrowmaze, slaying the Ravenous Zombies kept in the cell, the conjured Troll-from-the-box and the Bone Golem guardian. Depleted too by the loss of Sven, Orgoth & Yardie, presumed dead or missing in action since each immersed themselves into the bloody waters of the Ritual Baptistry.

The group spread out, setting a nightwatch of their own. The gnomes take to the Plinth room, the ladies have a personal space in the Statue-in-Wall room, the Miners camp in the Museum crypt and characters snuggle in the supply Crypt..

The night, ghostly and eerie and full of troubled memories and ill at ease thoughts. The scurrying of rats is amplified into loud scratchings, the 'plink' of water droplets a drummed thud. Down the end of 'the Long Corridor', a rocking chair squeaks in hurried movements, a wispy light phases in and out along the corridor, voices call (or do they?), when you listen the echoes are too faint and no ine or no thing answers.

The clerics may rise early, joining together in corporate prayer and ecumenical fellowship. Requested prayers for divine blessings are received as 'spells', the Mages already having memories brim full of arcane esoterics.

Vann Hector: 1/16hp
Callan: 7/8hp
Veryn: 5/6hp
Rum Lightbender: 11/11hp
Tamson:10/10hp

Isvand: 3/21hp
Sir Dewey: 7/22hp
Sigrid: 8/14hp
Cosmo: 4/14hp
Amos: 4/20hp
Sundance: 6/8hp
Plantie: 3/8hp
Lemmy: 3/8hp
Ozzie: 5/8hp
Bucko: 5/8hp

Gerdal (with Harkazz): 8/8hp (12/12hp)
Patra-patra: 8/8hp
Gideon: 8/8hp
Gnimish: 9/9hp
Treyvor: 6/6hp
Copperpiece: 6/6hp
Meatloaf: 8/8hp
Mule: 12/12hp

Next actions everyone please
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#169 Post by Stirling »

I posted as Vann in that thread.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#170 Post by Spearmint »

Summary of preliminary expedition in the Barrow Mounds:

I will record here the total xp award for this first exploration phase, the total amount to be divided among surviving members once characters return to a civilized setting.

Huecueva: +240xp
Three Zombies: +150xp
Two Tree-muggers (Kampfult): +90xp

Encountering:

Wenceslaus excavation team: +50xp
Mongrelmen in Graveyard: +50xp

Total +580xp/ surviving group characters & npc shares.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#171 Post by Spearmint »

Continuing here for the explorations along the 'Undead Cat' hallways. This thread is for Vann Hector, Veryn, Callan, Rum, Sigrid & Sundance.

I rolled a random for any npc support but considering more joining may weaken the group.consolidaring the base area, the gnomes decline to explore too far.

Sigrid has offered to cast a Strength spell and the suggestion was to use it upon Rum Lightbender.

Strength spell upon Rum: [1d8]=2

Which would raise the dwarf's attribute to 18 for the next three hours.

Sigrid, needs a spell retention check, [4d6+3] vs 14. It might be worthwhile if you manage to retain the spell to cast it again so that you can gain maximum benefit from it.

The group go through the Rat Room, ignoring the scuttling rodents and placid skeletons who rest upon the plinths. Into the next corridor. As you go through you feel an icy blast, a chill cold coming from the right (towards the east). You know that previously a large ice block filled the passage, melting so slowly in the low temperature environment. It is almost as if the cold carries a whisper causing each to shiver and wonder if your names were called. A familiar voice you recognise but different for each person, such as a parent, a mentor, a sibling. Was that Martell calling, Three-Moons pleading for rescue?

The distant hall is quiet though, eerily silent. To your left the 'grotesque' hall.

Vann Hector leads the way but you can each offer suggestions to tailor the explorations.

Actions, each person roll me a Wisdom check with their post please.

Where and how do you explore? check out rooms covered before or straight to the destination hallway?
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#172 Post by Stirling »

Vann Hector
Vann's augury:

"Secrets beyond secrets will bring you into the light where Shadows stalk in darkness and those you seek hunker over bread and wine; praying for help and a sacrificial offering."
Ok, so I will share with those with me concerning the divining of tea leaves. I am not so sure regarding how accurate any soothsaying is or how immediate the reading has in terms of when or where it relates to, but figuring a generalisation of our exploration plan.

Those you seek: ... I interpret that as Mongrelmen.
Praying for help & a sacrifice: ... could be anything. We could be an answer to prayer in that we help them or worse, become the sacrificial offerings they seek.

Shadows stalk in Darkness: the undead creatures (I think Sigrid may have had a reading from Gerdal yesterday that spoke about Shadows). The darkness could be that area of Magic Darkness.

The secrets betond secrets could be anything. Mysteries, secret doors, puzzles, hidden knowledge.

feel free to chime in any thoughts.

As far as exploring, it may be good to check those two small rooms by the hallway. The grotesque creature lair and the suit of armour room (the armour was actually taken by Moorheeth on the last delve here).

Also, I bust out trying to unlock the room to the left of the Rat Room, so will point Veryn to try his hand upon the lock there.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#173 Post by Kenjosephus »

Veryn
Also, I bust out trying to unlock the room to the left of the Rat Room, so will point Veryn to try his hand upon the lock there.
Sure, don't forget to check the other room. Maybe Rum can cover our front to ensure we don't get surprised

Pick lock vs 25% [1d100]=81

Wisdom check vs 12 [4d6]=16
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#174 Post by Spearmint »

the lock to that crypt must be a super lock, defeating six character Thieves Skill attempts to open it! So, that door can gain a +25% difficulty check to open!

I will wait a day on Callan, Rum & Sigrid then update.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#175 Post by Hadarai »

Callen

"I'd like to secure the the already explored rooms, as Vann has mentioned. Best we confirm no creatures have managed to slink their way back in."

The Cleric will check "The Armor Room" first, listening for any noise at the door.

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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#176 Post by Spearmint »

having a coffee, then I will edit an update here.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#177 Post by Spearmint »

Vann Hector & Sigrid previously explored these two rooms here:
It is a simple crypt, 10'ft wide by 20'ft tall with another door in the east wall. The first room has two open coffers, the contents spilled and gnawed upon for bones and detritus cover the floor. Scattered among the piles of excrement and dribble loosened by the open intestines of the Grotesques are lots of shiny gemstones. You will need to sort through and clean the findings to be able to assess them properly.

The proceeding door opens into a similar sized room with an ornamental stone coffer, much like the one seen with the Mongrelman champion inside. Beside this one is an alcove and standing in that is a rusted suit of armour. The weapon it once held long gone and the visored helm much dented from several hits. One gauntlet is missing entirely, it looks a sorry piece for any kind of guardianship. One large, unlit cigar rests between the visor and jaw guard of the helm.
The Grotesque Undead were thrown into the Charnel room, the swallowed and excreted gems picked up, the suit of armour taken. The coffer eas however left undisturbed.

So, the first room used as a lair for the previous undead denizens remains empty, their coffer nests home now for ooze like amoeba that quiver with some tremorsense at your footsteps. Wisely you can leave the acidic digesters to their clean up of the room, unless someone really wants to poke their noses or fingers into the gel blobs.

The 'suit of armour' room really needs s new name since no suit remains. The coffer does and first inspections would conclude it to be an ordinary large edifice with plain geometric detail and much scratched and chipped surfaces.

Falling to open any locks on the hallway door, a basic inspection can be taken on the coffer but no distinctive triggers or traps stand out. Vann Hector decides to move the lid anyway which grinds stone upon stone. Inside lies a draped skeleton that rests clutching a withered leather tome to its chest. His head rests upon a flat stone pillow, his feet raised upon several skulls as if to give the impression that even in death he conquers over his foes.

Veryn: frt [1d100]=57

Wisdom checks: Vann, Sigrid, Rum, Sun [4d6]=12[4d6]=10[4d6]=11[4d6]=13

Everyone in the group has failed their Wisdom checks which doesn't help to discern elements of the eerie and claustrophobic environment. While no immediate consequence is felt, you cannot help but feel that unseen eyes notice your exploration.

Actions in these side crypts please.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#178 Post by Stirling »

Vann Hector

Leathery tomes look like spell or prayer books. Can't think he goes to his grave with a diary or cook book.

I will inspect the body, wary of waking a corpse or triggering a trap, but it seems my sleight of hands is poor and I don't notice any obvious traps. I am tempted to just pluck the tome away but I will leave that to the mages or Callan.

Once done here, I replace the coffer lid and presson through the other rooms.

Vann Hector: Find Traps vs 40% [1d100]=79 Remove/disable vs 40% [1d100]=52
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#179 Post by Craigers07 »

Rum

Rum will stay close to Vann and provide some protection in case any surprises are encountered. He will look around the walls and ceilings of the crypts for anything out of the ordinary.




Strength spell upon Rum: [1d8]=2

Which would raise the dwarf's attribute to 18 for the next three hours.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#180 Post by Spearmint »

Sigrid. action moved here from the other forum thread

The northern seidr, moves to the dwarf Rum and leaning down before him places her slim arms lightly on each side of his shoulders looking him directly in the eyes she intones, "vǫxtr styrkr," letting the strength of her spell surge through his body. "May the All-Father's hands guide you," she smiles again rising.
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