Barrowmaze: Territorial Gains.

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Spearmint
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Re: Barrowmaze: Territorial Gains.

#721 Post by Spearmint »

GM: I did it in a previous post, waiting for reply. Post 708
A wooden coffer containing a score of precious gems.
A Score is 20 gems. A first estimate appraisal would set a few hundred gp on each, maybe up to a thousand gp worth.
"The crypt to the left of the brass sage is...A twenty foot square room, typical of basic dungeon construction with flagstone floors and stone dressed walls. The west and north walls have small burial alcoves in them, dusty boxes about an arms length deep that from first view look to contain undisturbed bones.
this crypt has been tagged as 'the Museum Crypt' and in previous searches, Gerdal and another (?) took the turbans with the brooches on and I think Sigrid or Sundance took some history manuscripts.

There are no more secret doors in the crypt you just opened. The Tricorn hat had a message scrawled in it which you think may relate to the minor glamour of enchantment upon it.

early morning now, long drive ahead. I will update here the next search results and group health check but probably not til later tonight.
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Re: Barrowmaze: Territorial Gains.

#722 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 (2/12hp)
Sir Dewey: 14/22hp
Cadeweed: 12/18hp

Patra-patra: 8/8hp
Copperpiece: 6/6hp
Gnimish: 1/9hp
Treyvor: 4/6hp
Barba: 5/10hp

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

Outside the Barrow Mound:
Dandelion: draft horse & wagon.


July 11th 1066.

4.00pm


The group, enriched by the arrival of extra supplies and more help. Cadeweed familiarises himself with the immediate environment, catching up on the history of the place and former colleagues adventures. At last the halfling is in 'the vaults of the Necromancer' as his studies has shown. Thankfully the only 'death dealing' was dealt by Isvand who played his ace against the Grim Reaper's calling and forestalled Gerdal's untimely demise. While Fates play a losing hand here, characters can't help but feel dice may be rolling less favourably elsewhere ...

Cadeweed offers to pick the rusty lock on the swollen door stuck in its doorframe, the first door on the right as you enter from the initial labyrinth chamber. But once more, these first doors stand closed, impervious to any opening attempts and unwelcoming.

Cadeweed: Open Locks attempt 48% vs [1d100]=77

Cosmo, Amos & Isvand count out the score of previous gemstones. Twenty sparkling amethysts, emeralds and opals.

actions I will need to know who keeps these or if you share them out now.

Sir Dewey & Gideon can return to the poltergeist room but all spooky activity has ceased. The east / bricked up wall is unstable, two of the five chained skeletons buried under the rubble, sizzled and scorched by the wrath of the fearful Gnimish.

Gerdal recovers but slowly. Some food and a drop of wine help. You can take a break of two hours to recover a small amount of erased spells.

Actions, the draft horse will not enter the barrow mound crypt willingly and for now remains tethered to the wagon which is parked outside. I need a specific 'action' for it in regard to it remaining or anybody returning to Helix with it.

While the miners can assess the bricked up door further along the passage, characters can line up to barge open the only other door, the one adjacent to the poltergeist room.

Crossbow misfire 1-2 vs [1d6]=4 or [1d20+4]=2+4=6 Crossbow trap damage: [2d6]=9

The door, another one swollen and stuck in its frame. Several shoulder barges force it in. Ince the door is opened it twangs upon a rigged crossbow trap that triggers a bolt which thuds into the wall in the corridor.

The chamber inside is a twenty foot square crypt with burial alcoves in the east and west wall. Slumped against the north wall is another adventurer's body, another skeletal unfortunate that met a slow demise. His last act to rig a trap to maim or slay intruders.

Actions everyone please.
Last edited by Spearmint on Fri Jan 05, 2024 9:27 pm, edited 1 time in total.
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sastaz
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Re: Barrowmaze: Territorial Gains.

#723 Post by sastaz »

Gerdal, supporting herself against the door frame, still weak after her latest near death experience, tries to peek inside to see what the poor man/woman is wearing and carrying.
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Re: Barrowmaze: Territorial Gains.

#724 Post by redwarrior »

Isvand says If we're going to have people disappearing, we should split up the gemstones. I suggest that as the crossbow bolt comes flying out the door he falls silent, and moves forward to see what Gerdal is looking at. He'll check the body for traps and then for loot is none are found.
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Re: Barrowmaze: Territorial Gains.

#725 Post by gurusql »

Cadeweed

Cadeweed looks annoyed that he cannot open the door, and puts away is picks and pulls out another set and continues working on the lock. Mumbling something about "Magic lock picks."
Open Locks (35%): [1d100]=20

Charge marked off.
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Re: Barrowmaze: Territorial Gains.

#726 Post by OGRE MAGE »

redwarrior wrote: Wed Dec 27, 2023 12:09 am Isvand says If we're going to have people disappearing, we should split up the gemstones. I suggest that
If we count the horse and mule, we have exactly 20 people in this group. :lol:

Amos will hand out the gems, giving one to each active member of the group and holding onto the rest for safekeeping until the treasure can be split up evenly.

"We need to decide what to do about our animals up above. Should we send one group of injured folks back to town yet?"
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Re: Barrowmaze: Territorial Gains.

#727 Post by tanker405th »

Gideon

If Isvand's efforts reveal no more traps, Gideon will offer a prayer of repose for the poor soul,

"In Ygg's embrace, forever rest,
Adventurer's spirit, put to the test.
May your whispers guide us through the maze,
To light's embrace, through death's cold haze."


And then,
"Amos, thanks for the gem. I'll try to stay alive long enough to use it!"
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Re: Barrowmaze: Territorial Gains.

#728 Post by Spearmint »

Amos distributes some of the gemstones, keeping three aside as trove or memorial tribute for Sven, Orgoth and Yardie. Barba, having just arrived with Cadeweed would be okay disqualifying herself as she hasn't participated in any of the expedition yet which means each other character and npc can be rewarded equally.

if that division is agreed, I will note that. Action: could each character list this gem as a separate item on your inventory tabs please as 'Two of Hearts' gem.

Cadeweed uses brains and magic to augment his skills, having his thieves tools complimented by some artisan craft works that crack the tough nut of the resistant door. Finally after several previous attempts, the first door can be opened. The room is a dusty twenty foot square chamber with another door opposite. There are bodies on shelves inset into the west wall, simply alcoves each containing a resting skeleton garbed in rotten clothing. The room has lots of detritus and mess; torn cloaks, broken shards of pottery and scattered bones on the floor, much gnawed through.

At the other end of 'the Long Corridor', Gideon crosses the room once the crossbow trap has been triggered. He blesses the body, frisking his garb for any identification. A bloody scrap scrawled as 'a last will and testament' stuffed into a pocket. It seems the adventurer being mortally wounded, secured himself inside this crypt and waited out his passing, fearing intruders more than hoping for rescue.

You can liberate his goods, meagre possessions of crowbar and toolkit, a crossbow and pouch of bolts, 29 silver pieces and a leather cuirass that has multiple tears and gore rips from where he took wounds.

The burial alcoves offer upon a casual inspection as meagerly as the adventurer, the cobwebbed shelves bearing rusted metalworks and cracked potteries, old candles and older bones.

The miners take to the crafted ram, preparing to breach the blocked door, the last unopened crypt in this section.

Actions in the first or last rooms and any other explorations and decisions.
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Re: Barrowmaze: Territorial Gains.

#729 Post by Monsieur Rose »

Sir Dewey

He pockets the 2 of hearts gem and thanks Amos. "I'd like to finish this area first before we decide on going back. But you're right about the horse. Tamson and Bucko are up there now, let's get the horse under cover in the barrow above for now. It can keep the mule company. If we can get the wagon in as well, that would be good."

The Knight tries to gather everyone and alert them to the current action of bashing down another walled passage. "Keep an eye out at the intersections, especially that path off the entrance and through the poltergeist room. No surprises this time. We bash, then carefully explore. I'd like to say the room isn't so big, but that never lessened the danger."

Sir Dewey waits just beside the miners, ready to stand in the breach.
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Re: Barrowmaze: Territorial Gains.

#730 Post by OGRE MAGE »

Amos nods and stays close to their leader, ready to see what lies beyond the next bricked up wall.

He is unlikely to stand in any breaches, however. "Sven used to say just one more door all the time too."
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Re: Barrowmaze: Territorial Gains.

#731 Post by ateno »

Cosmo casts inside the room, scanning left to right.


Detect Magic vs. 16 [4d6+2]=12+2=14

Cosmo
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Re: Barrowmaze: Territorial Gains.

#732 Post by gurusql »

Cadeweed

Cadeweed will search for traps and then search the bodies wary of the undead and/or the Necromancer's army.

Find/Remove Traps (35%) - [1d100]=18
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Re: Barrowmaze: Territorial Gains.

#733 Post by Spearmint »

Exploring the Long Corridor

Based on current actions, characters and npcs are in the rooms detailed below.

Image

The gnomes on patrol in the corridor, others set about searching. Gerdal sorts the strongbox out, a few potions and vials already distributed. unless specified by character action, all others will be in this box.

Patra-patra finished cleaning the 'scorpion crypt', basically putting all the bones & skulls inside the more secret chamber where the body of the unknown halfling rogue is laid to rest, covered over. She takes the coffer, now empty of gems and uses it to store the smashed construct scorpions and iron cobra in case the intact pieces and poisons can be studied or put to better use.

Isvand & Gideon search the far right room, going through the burial alcoves. The body, a human adventurer can be placed in the secret chamber with the halfling (unless you want to unceremoniously dump bodies into the increasing mass open grave of the 'Charnel crypt'). Despite a detailed search among the alcoves, apart from what may be salvageable from the body, the only other trinket item of worth are some brass candle holders and some colourful pebbles carved into scarabs or frogs. Minor items of bazaar interest.

Cadeweed, Cosmo & Barba search the first crypt, testing for traps and magic. When both turn up negative results, they approach the shelves of draugr, skeletal ancient warriors laid to rest, each bearing a rusty helm and basic rusted blade, axe or spear. Barba tests the worth of each weapon but shakes her head; none would stand the test of combat, weakened and eroded from years of burial.

Draugr crypt: awakes vs 1-2 [1d6]=2 [1d10]=3

The room suddenly echoes with a multitude of whispered voices, some of the alcoves filling with swirling barrow mist like an outpouring of 'dry ice'. It fills three tombs and three of the ancients rattle bones and gnash teeth, disturbed from their repose and roll over to lift themselves out of their niche in the wall.

Actions Cadeweed & Cosmo

In the middle of the Long Corridor, the miners thud into the blocked wall, battering the stonework until it fractures and portions can be pulled free in larger brick sized pieces.
"Sven used to say 'just one more door' all the time too."
he is no longer here to push his luck or yours. You push your own but it is not as if you were not warned earlier
Gerdal[/b]'s augury:
"The Cursed Man (Deucalion) has sent his timely blessings; holy anointing to rebuke the dead (strongbox of holy water) and a stretcher to bear home the dying.(wagon )

"Those who awake the Ravenous will come to ruin and riches." (miners breaching the wall)

two cryptic readings that concern your planned activities in the Long Corridor. Both accurate as soothsaying prophecy.
As the first stones are removed and the wall weakened, the miners, paladin and cleric of Arcantryl are surprised by the outstretched grasping of several limbs that suddenly reach through the brittle wall gaps and begin to tear at the rubble to make their own breach from the crypt into the corridor. Ravenous undead, you have met them in the cell and Sir Dewey met some in the lower halls. Faces appear at the wall gaps, "feed me, feed me now, hungry, hungry" and angry by the sound of their persistent urging.

The wall is not fully breached and it may take a few rounds for them to fully breakthrough. So you can plan for their eventual release.

Actions everyone please.
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Re: Barrowmaze: Territorial Gains.

#734 Post by ateno »

Cosmo heads for the door.

"Sorry, these guys will use me like sliced gouda, I'll wait by the door and call for help."

When he gets to the door, he turns to one side of it pulls his pike and shouts.

"Help, 3 undead in this room, help!"

Cosmo
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Re: Barrowmaze: Territorial Gains.

#735 Post by tanker405th »

Gideon

"Isvand, let's give this fellow a 'proper' resting place, or at least as proper as we can provide down here."

If there were any notes about someone that could be notified in the last will & testament, Gideon will pocket it and attempt to contact them later. Upon hearing the shouts from Cosmo, "More undead!? I'm coming!!!"

not sure if I'll be able to make it to Cosmo without being stopped where SD/Amos are, but my intent is to reach Cosmo's call for help
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Re: Barrowmaze: Territorial Gains.

#736 Post by redwarrior »

Isvand , on hearing the shouts rushes out of the room. That guy was already "buried" anyway.... seeing the miners are now getting help from the other side, he will ready his mace, and attempt to find a shadow to meld into on the same side of the wall as was being breached, hoping for a rear attack on whatever comes out.
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Re: Barrowmaze: Territorial Gains.

#737 Post by gurusql »

Cadeweed

"We need to back away and draw them out, letting the others flank them."

Cadeweed will throw a vial of holy water at the closest one and then retreat outside the room like Cosmo.

Throw Holy Water: [1d20+2]=13+2=15
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Re: Barrowmaze: Territorial Gains.

#738 Post by OGRE MAGE »

Taking advantage of the extra time they have, Amos looks up at Sir Dewey.

"This is the glove Sven was telling you about."

He points the Palanthas Gauntlet towards the mass of dangerous zombies and invokes its powerful cone of light towards them.

"Back you tainted monsters!"

Turn Undead (3rd lvl) [1d20]=16

Gauntlet Damage [1d6]=4
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Re: Barrowmaze: Territorial Gains.

#739 Post by Spearmint »

Turned Undead: [1d12]=3 [3d4]=6

The front rank of Ravenous are Turned away, blinded and dazzled by the sudden brilliance of St Ygg shone upon them. They each take -4hp and those pressing behind are also afflicted by the radiant blast, -4hp

Copperpiece: heavy crossbow damage [2d6]=9

Sir Dewey's junior triggers a crossbow through the gaping brickwork but the blind shot goes aimless into the crypt.
bags of fortifying cements,
this is among the wagon equipment. If the other Ravenous could be Turned away from the partially breached wall, the miners could repair the wall closed with fresh mortar and keep them inside?

Gnimish & Treyvor: light crossbows [1d20]=6 [1d20]=13 [2d4]=5 [2d4]=4

The two gnomes come to the rally cry of Cosmo & Cadeweed, aiming bolts through the door at the awakening skeletons.

Holy H2O [1d6+1]=3+1=4Barba: broadsword melee vs skeletons. [1d20+1]=12+1=13 [1d6+4]=3+4=7Draugr crypt skeletons: [1d20]=4 [1d6]=5 [1d20]=3 [1d6]=1

One skeleton is branded by Cadeweed's vial, -4hp, followed up by a powerful hack from mercenary Barba, -7hp. It collapses back into its grave but the other two advance, swirling mist around them that is disorientating. The trio of adventurers retreat back into the corridor, going to the left so that the skeletons might be flanked from those further up the Long Corridor as they emerge to follow after them.

Actions please.
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Re: Barrowmaze: Territorial Gains.

#740 Post by Monsieur Rose »

Sir Dewey

As is the way of the Barrowmaze, chaos comes all at once. His arm stayed by the call of undead by Cosmo, his mind trying to piece together how Cosmo can see the ravenous dead. Thankfully, the actions of Gideon and others allow the pieces to come together.

"By Ygg! Isn't it always the way." The Knight focuses on the ravenous ahead of him, expressing admiration for the gauntlet's powers. "Impressive. We should talk more."

He tries to rebuke the rest of the ravenous. "Back, foul things!" [1d20]=5 He's still tying to get the hang of defeating undead with words not swords.
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