Barrowmaze: Territorial Gains.

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Re: Barrowmaze: Territorial Gains.

#661 Post by Spearmint »

Do you need some kind of roll for this?
No. If you want to cast Feign Death from her scroll you can. The spell was written by Jerome so the duration will be longer than normal but crucially while under its affect, the venom damage is not accelerated, so giving a few more rounds, possibly a couple of turns of survivability.
Which may give a window of opportunity for other healings or help to be found.

In truth, the situation for Gerdal looks very critical but we never give up hope ... :cry:
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Re: Barrowmaze: Territorial Gains.

#662 Post by Monsieur Rose »

Sir Dewey

The Knight bands on the locked door, looking for aid for Gerdal. "Hey! Open Up! We need some help."

He starts shouldering it if he gets no quick response.
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Re: Barrowmaze: Territorial Gains.

#663 Post by tanker405th »

Gideon
Saving throw
Wis save (15) Undead [1d20+2]=14+2=16

If Gideon can hear SD,
"We're locked in! See if you can smash it down!"


In the meantime,
"By the power of Ygg, I command you to depart and cease your unholy deeds!"
Turn Undead [1d20]=6 #affected [1d12]=1
:cry:
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Re: Barrowmaze: Territorial Gains.

#664 Post by OGRE MAGE »

Amos does what he must to save Gerdal, using her magic scroll to extend her life, if necessary.
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Re: Barrowmaze: Territorial Gains.

#665 Post by redwarrior »

Isvand is startled and petrified to see the bones rise up!! Not sure how to role play, since he can't run in a panic - at least not very far!

Save vs Spell Target 12 [1d20]=4
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Re: Barrowmaze: Territorial Gains.

#666 Post by ateno »

Cosmo will cast Hypnotism on Gerdal and tell her"Go into the deepest sleep you can, slow your heart to just enough to survive, Wake when I say your name."

Vs 16 Hypnotism [4d6+2]=10+2=12

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Re: Barrowmaze: Territorial Gains.

#667 Post by Spearmint »

Poltergeist Room

Gnimish, branded previously by bad experiences with Undead creatures, shakes with fear, unable to compose himself with the agitated rattling of chains and the creaking of the rocking chair. In his fear, with both doors locked, the gnome decides to hack himself a new one, hefting his pick-bow to try and frantically dug a hole or tunnel, widening the false bricked-up wall into further piles of rubble. He wants to escape by any means.

The creaking rocking-chair itself is not possessed, the haunting spirit is seen but only in the mirror through the divine blessings of the Detect Evil invocation. Gideon commands a rebuke but the poltergeist seems as deaf as a doorknob and those on the doors are twisted and rigid to keep the group shut in and the paladin shut out. On the other side in the Long Corridor, Sir Dewey hammers his fisted gauntlet upon the panels but like the wolf seeking little piggies, he can huff and puff but not blow the door down.

The Miners might though. Armed with a dwarven battering ram they gather their crafted breaching tool and run headlong down the corridor to bash it down.

Treyvor, "I ain't afraid of no ghosts!" aiming his pick-bow where the priest points and triggering a silvered barb that is wayward and thuds into the wall.

The rattling of chains and creaking of rocking chair intensifies. An old tankard and bits of furnishings get hurled at the priest, the subject of the poltergeist's wrath, clouting Gideon across the skull with a deep gash, -2hp.

Isvand has a deep gash too but a mental wound rather than a physical one. His fear manifests in visions of himself being chained into the spare set of rattling chains, completing an array of forgotten and left behind victims.
since he can't run in a panic - at least not very far!
exactly. Apart from being terrorised inside the room which you are unable to escape from, which this increases the terror and paranoia.

'Keymaster' Isvand panics at the foot of the locked door, in his desperation to escape, his skeleton keys slip in his grasp and jangle in his fingers as he hurriedly and nervously tries to open the locked northern door. Bugger the one in the west wall, the miners pounding and Sir Dewey knocking just magnify the pounding noise in your head as it being the Grim Reaper calling.

Actions Isvand roll vs Open Locks but at +25% to compensate for working whilst under the influence. If you succeed you can run away.

Actions Gideon & Treyvor may act freely. Since the poltergeist has initiated a physical attack, it phases into a semi-corporeal state where it may be hit if you have the right weaponry or skills.

Gideon, provide me with three rounds of actions to cover for the three rounds the miners pound before the door is breached.



Meanwhile ... in the Scorpion Room.

Amos reads from the looted scroll of Jerome, invoking a Feign Death upon the dying Gerdal., -2hp He knows Death can not be tricked, Death & Judgement wait for all and for Gerdal the spell is 'delay but not denial' of her impending embrace with it.

Cosmo & Patra-patra make her as comfortable as they can, covering her with blankets. Her breathing stills, her heartbeat a light flicker. At least the effects of the venom are halted for now.

For this group, the next rounds of actions are watching, waiting in hope, praying. Amos has once before intoned Last Rites upon the dying Gerdal, perhaps 'it is written', that Fate has predestined and elected her days? "Per istam sanctam unctionem ignoscat tibi Dominus quicquid peccaveris sive deliqueris."

Cosmo utters his own calming effect, words to soothe and console. the Hypnotism will have no effect since she is comatose and cannot see or hear what you say. But nice idea! and on another occasion, I might resolve such an act to replicate a basic Feign Death invocation.

Actions none. I want to conclude with Sir Dewey and the action in the Poltergeist Room. This may allow a follow up to the suggestion to 'fetch the gnomes' in case either can note anything of use from their gadget knowledge or for the other characters to contribute in any way to help Gerdal.
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Re: Barrowmaze: Territorial Gains.

#668 Post by redwarrior »

Isvand feels the supernatural dread take hold of him, causing his hands to tremble so badly that he can barely hold is tools. For one brief moment, he can feel the tumbler about to slip into place, but then it is his hand that slips, binding up the lock even more!


OL Target 39 [1d100+25]=23+25=48
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Re: Barrowmaze: Territorial Gains.

#669 Post by tanker405th »

Gideon

Seeing the frantic reaction from Isvand and trying something as a last resort, "CALM!"
casting Command

"Treyvor, can you give me something with silver on it?! I have none nor magic on this mace of mine! Someone toss me holy water if ye have it!!!"

Gideon will interpose himself between the haint and Isvand/Gnimish. Having no enchanted weaponry, silver, or holy water available, he will at least attempt to shield the others from the wrath of the poltergeist. If given something usable by Treyvor or Gnimish, he will attempt to strike the poltergeist.

In other efforts to help lessen the fear or mayhaps induce some sort of reaction from the poltergeist/skellies, "Ygg, may your divine light guide us and help erase these foes!"
casting Light on my shield

Is the poltergeist only visible when I look at it through the mirror? Did it appear clean-shaven?
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Re: Barrowmaze: Territorial Gains.

#670 Post by Spearmint »

The Poltergeist Room

Treyvor loads his crossbow, kissing a bolt for luck and aiming at the shimmering wraith form of the poltergeist. Even handicapped by the poltergeist's only partial visibility, he is able to graze it with a silvered shaft. -1hp. A sliver of necrotic ectoplasm erupting from the shadowy figure as the bolt finds a mark. For his trouble, the plucky gnome receives a clout from the extra dented tankard, still bloody from crowning Gideon, the Poltergeist hurls it with furious telekinetic ability to cosh the gnome, -2hp.

Treyvor: Light crossbows: silvered barbs [1d20]=15 [2d4]=5
Isvand: 15+ Save vs Command Spell: [1d20]=7 Poltergeist: targets Isv, Gid, Gnim, Trey, [1d4]=4 Improved weapon: [1d20]=12 [1d3]=2

Gideon lays a hand upon Isvand, trying to calm his terror. While it doesn't drive the intense fear away, the halfling listens to the request and reaches into his pouch, plucking out a Vial of Holy Water, that he gives to the priest. Isvand cannot open the poltergeist locked door to escape.

Gnimish digs out his own escape route, but unwisely, any activity, especially to undermine construct upon an unstable portion of wall has a tendency to lead to catastrophe.

Unstable wall vs 1-2 [1d6]=1.

And so it is in this case with the frenzied gnome who in hacking at the brickwork bricks another portion of wall down upon himself, pulling a couple of the bony victims chained to the wall to fall upon him, still rattling teeth and chains as they continue to gibber and animate. Unable to dodge away, he is crushed underneath the blocks, -8hp. Leaving him on a single point of health. The damage to his body and mind triggers an unorthodox response.

Unstable Wall: collapse damage: [3d6]=8 Gnimish dodges rubble for half damage, vs Dex [4d6]=23

Gideon hurls the flask of Holy Water just as the tankard goes crashing into the door just above Isvand's head. One is splattered by wood splinters, the other doused in splashes of holy wrath, -2hp

Poltergeist: targets Isv, Gid, Gnim, Trey, [1d4]=1 Improved weapon: [1d20]=7 [1d3]=2Gideon hurls Holy Water: [1d20]=12 [1d6+1]=5+1=6

Treyvor goes to dig out his brother from under the pile of rubble but before he does, the frightened and injured gnome conjures a manifestation of his manitou familiar, calling upon the sole source of salvation that he can grasp in his mind.

Gnimish: manitou invocation Constitution loss: [3d4]=6

His arms and hands cackle with electric arcing energy which he uses upon the two thrashing skeletons to zap each with summoned arcane power. The two skeletons are blasted apart, the chains sparking with static as the bolt runs through the metal. After the brief flurry, the gnome collapses into his brother's arms.

Gideon invokes holy light, illuminating the room. The light, a blessing from St Ygg causes the poltergeist to 'phase out'.

Suddenly the west door is forced open. The miners stumble into the room followed by Sir Dewey. His shield, illuminating in the presence of Undead is dull indicating the Poltergeist has left his prime material form.
Is the poltergeist only visible when I look at it through the mirror? Did it appear clean-shaven?
it is partially visible when attacking via an Improvised weapon throw. It is clean shaven but that is anecdotal rather than it uses the mirror to shave with.

Gnimish collapsed and in need of healing help, Gideon you can apply your CLW here.

Sir Dewey can see the fear and terror etched upon the halfling Isvand's face. Your Sauron 'bear-claw trinket' is imbued with an innate ability to cast Remove Fear which will need to take place to clear the spell effect away sooner. You place that over the halfling, petitioning for his restoration of mind.

Isvand, you get to make a new Save vs Spells (wisdom modified and with a +3 paladin blessing).

If you pass then you can listen to the Paladin's testimony of the other team. If you fail, run away to the upper barrow for one turn.

Actions

Sir Dewey , give testimony and request for help, re Gerdal.

Gideon cast any CLW upon injured characters (it will not work on Gerdal in her current condition).

Isvand roll Saving Throw and actions

Treyvor tends to Gnimish.

everyone else, waits for any resolutions.
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Re: Barrowmaze: Territorial Gains.

#671 Post by Spearmint »

Health Status of Territorial Gains expedition:

Isvand: 9/21hp
Cosmo: 4/14hp
Amos: 12/20hp
Gideon: 6/8hp
Gerdal (with chameleon Harkazz): 2/8hp (6/12hp) poisoned -2hp/round (delayed for 14 rounds)
Sir Dewey: 14/22hp

Patra-patra: 8/8hp
Copperpiece: 6/6hp
Gnimish: 1/9hp
Treyvor: 4/6hp

Plantie: 4/8hp
Lemmy: 4/8hp
Ozzie: 6/8hp
Meatloaf: 8/8hp

In upper Barrow Mound:
Tamson:10/10hp
Bucko: 6/8hp
Mule: 12/12hp
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Re: Barrowmaze: Territorial Gains.

#672 Post by redwarrior »

Isvand tosses the asked for holy water to the priest. As he sees the door crash open he runs through it, almost bowling the Paladin over, but only getting a spare, as he enters the hallway, he starts speeding up on the straightaway! Nope! Nopenopenope!!!!


Save vs Spell Target 12 [1d20+3]=2+3=5
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Re: Barrowmaze: Territorial Gains.

#673 Post by tanker405th »

Gideon

"Treyvor, let me lend a hand with Gnimish. Without you two I fear much worse would've befallen us. Ygg be praised for the ram and rammers as well!"

CLW [1d8]=2
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Re: Barrowmaze: Territorial Gains.

#674 Post by Spearmint »

So with Gnimish, his reaction to the Poltergeist and fearing for his life after the wall collapsed upon him, caused him to trigger his Manitou shadow which initiated him being able 'Shocking Grasp' each of the two rattling skeletons that fell upon him. ( They were not undead but just merely animated by the Poltergeist but in his Fear, the gnome assumed they may have been). Apart from making the wall unstable and prone to collapse, relying upon his Shadow trait meant he lost Constitution points -6, which brought him to 4 Con, a level which also affects his health by reducing hp per HD by -1. So the gnome actually falls comatose on zero hp, but revived by Gideon, +2hp. However his Constitution hit takes an hour per lost point to recover and as Gnomes have a minimum Con of 8 (btb), it will take him four hours of additional rest before he can actively participate in the expedition again.

Isvand, despite being prayed over by the paladin using his Fearless trinket, the bearskin wearing halfling runs away, overcome with the Barrowmaze atmosphere, retreating to the comforts of the upper Barrow Mound crypt. He stays there for one turn until he can recover his senses.

Treyvor along with Cosmo can look over the scorpion construct remains, trying to examine the stinger mechanism, seeing if the have sny in-built antidote. You can compare the finds to the construct Iron Cobra that was adapted from before but despite the great suggestion by Patra-patra, the investigation does not bear fruit for any productive help.

Sir Dewey, Isvand and Amos, as 'senior' characters still standing, your position is unenviable. The team in temporary disarray and crucially, very much so, Gerdal lies dying and there are few options left to her. Once the Feign Death duration ends, the venom in her veins will keep poisoning her internally until death within another turn.

Actions I would like you three to discuss next options. I am sending a message in private threads that might be a focus for debates.
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Re: Barrowmaze: Territorial Gains.

#675 Post by Monsieur Rose »

Sir Dewey

He stands at the door, watching Isvand race away. "Huh. I thought that would work. What happened here? This looks like madness!" He'll help Gnimish get back to the other area.

The Paladin comes back to Gerdal and gets caught up with the situation. "So how long do you think she will be in this false death state? And could we get her back to town in that time?"

Or if there are any other ideas, now's the time. Maybe that sage came back with her research, we should check.

The Knight is keenly aware of how badly things have gone since, well, since they started fighting the skeletons in the cell. He takes a moment to take a deep breath and gather himself.

"And how about Vann, Sigrid, and the others? Maybe they have an antidote stashed away. Blast! I should have known better than to have more people splitting off with no way to communicate."

He disregards his advice and moves to go check on the sage room, hoping it has returned with a miracle.
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Re: Barrowmaze: Territorial Gains.

#676 Post by Spearmint »

So how long do you think she will be in this false death state? And could we get her back to town in that time? About fifteen minutes and no.

.And how about Vann, Sigrid, and the others? Maybe they have an antidote stashed away. Blast!
I referred in an earlier narrative that they had no anti-venom or anti-poison help, hence coming to seek help from this group.

I should have known better than to have more people splitting off with no way to communicate.
There had been prior discussion regarding Isvand's 'Elven Ears trinket', but these were not separated and handed out to the other group before they split off.

He disregards his advice and moves to go check on the sage room, hoping it has returned with a miracle. The Vermissian Sage has not returned from his research yet.
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Re: Barrowmaze: Territorial Gains.

#677 Post by Monsieur Rose »

Thanks for the confirmation. :D SD is just acting out his frustrations of the helplessness he feels upon losing a member he feels responsible for.
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Re: Barrowmaze: Territorial Gains.

#678 Post by Spearmint »

okay, let me go forward with this epilogue.

The situation for Gerdal is ultra-critical and she fades rapidly once the Feign Death spell duration ends. Unrestrained by the ending of any temporary stasis, the scorpion venom once more courses her veins, stilling her breathing and heartbeat to the faintest of perceptions. She is placed, comfortable upon the tables as Lemmy, Ozzie, Plantie & Meatloaf, men of hard rock and pit face traumas, act as pallbearers and choir. They doff their caps, standing in a line to intone in unison a solemn dirge of farewell.

Characters line up one by one to bid a last goodbye and lay a token or momento within her folded arm's embrace. Copperpiece offers his condolences to "Ms Fiveclover" sticking some sprigs of her favoured spell herbs into her hands. Patra-patra wipes a tear, thanking Gerdal for her own rescue from an Orphidian nightmare. She fixes the blue silk turban around her head. Tamson lays a silvered arrow shaft, promising a tavern song in tribute. Bucko assures her that she suffers not and will surely 'make the other side'. Treyvor "on behalf of the AIC" he says, putting at her feet his clockwork gadget.

Each person takes a moment to pay their last respects.

Actions Gideon, Cosmo, Amos, Sir Dewey and Isvand, please post any last words or actions.

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Re: Barrowmaze: Territorial Gains.

#679 Post by ateno »

Cosmo will lay his belt knife and scabbard with Gerdal. and will say:

"Gerdal you helped me with a spell, I never got to repay you that favor. I offer that favor to Patra-patra now. Also ...

Cosmo stumbles.. "Did we check her inventory, Patra-Patra, do you know if she has something that could help? Does anyone?

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Re: Barrowmaze: Territorial Gains.

#680 Post by Spearmint »

"Did we check her inventory ...yes ... does she or anyone have something that could help? no.
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