Barrowmaze: Territorial Gains.

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redwarrior
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Re: Barrowmaze: Territorial Gains.

#741 Post by redwarrior »

Isvand, impressed by the impact the gauntlet seems to be having continues to lurk against the wall, waiting to attack the first undead to emerge, preferably from behind.
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Re: Barrowmaze: Territorial Gains.

#742 Post by ateno »

Cosmo also wait to attack from 'suprise', if he sees a undead come thru he will attack.

Magic miner's pick: to hit [1d20+1]=12+1=13, DMG S/M [1d6+2]=6+2=8 L [2d4+1]=5+1=6

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Re: Barrowmaze: Territorial Gains.

#743 Post by gurusql »

Cadeweed

Cadeweedtries to throw his net over one of the skeletons, but that does not seem successful.
Throw Net: [1d20+2]=1+2=3
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Re: Barrowmaze: Territorial Gains.

#744 Post by tanker405th »

Gideon

Gideon will attempt to continue on and reach Cosmo's shout for help if he can make it through the passageway, and snag any non-engaged members that can assist along the way.
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Re: Barrowmaze: Territorial Gains.

#745 Post by sastaz »

Gerdal is alerted by all the commotion and painfully gets up and stumbles along with Gideon, towards Cosmos cries for help.
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Re: Barrowmaze: Territorial Gains.

#746 Post by Spearmint »

Exploring the Long Corridor

At the west end, the skeletons emerge from their crypt, striding towards those who disturbed their rest.

Cosmo tries to gain surprise advantage but these draugr are aware of his presence, he can only fend them off. Barba & Cadeweed try a variety of attacks but none are successful.

The skeletons stab and lunge but don't find a target either, the mist that they seem to innately generate swirls around them meaning that they and those in direct melee with them are shrouded in a thick fog which discourages Gnimish & Treyvor from triggering further crossbow bolts lest they inadvertently hit a comrade instead.

The trio of adventurers retreat back into the entrance chamber with the dangling rope.

Barba: broadsword melee [1d20+1]=2+1=3 [2d4+3]=2+3=5Draugr crypt skeletons: [1d20]=1 [1d6]=1 [1d20]=9 [1d6]=6

At the east end of the Long Corridor, the Ravenous are Turned or agitated. Sir Dewey, shield ablaze with radiant Light, tries a rebuke but none listen to his words of wisdom or wrath. Copperpiece beside him locks in another bolt into his favoured crossbow, Isvand seeking a shelter to gain some surprise advantage should these Ravenous pull the fractured wall apart, he retreats into the 'charnel room' to hide under the rubble portions.

The Ravenous try to pull down the wall as the miners poke away at exposed fingers and hands to deter them.

Gideon hurries down the corridor length, grabbing Gerdal to reinforce the group harassed by the Undead that have emerged. Stopping at the newly opened crypt,

Draugr crypt: awakes vs 1-2 [1d6]=3 [1d7]=2

They both notice that of the skeletons still resting within their burial niches, thin streaks of swirling mist seems to float over the bones, not 'in full steam' that surrounds those awake, but an ominous sign that perhaps the Barrowmaze atmosphere has not yet finished its animating of guardians to fight off those who plunder its sacred depths.

Actions please please look at the map to see where your character is in the corridor.

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Re: Barrowmaze: Territorial Gains.

#747 Post by gurusql »

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Re: Barrowmaze: Territorial Gains.

#748 Post by ateno »

Cosmo strikes and takes a set back, trying to lure only one draugr yo step forward to block the other one from being able to attack.

Magic miner's pick: to hit [1d20+1]=1+1=2, DMG S/M [1d6+2]=5+2=7 L [2d4+1]=6+1=7

And misses

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Re: Barrowmaze: Territorial Gains.

#749 Post by OGRE MAGE »

Amos looks for anyone with an oil flask.

"Sven used to hate this, but what about throwing a lit flask of oil through one of these breeches?"

If nobody has any oil, Amos will borrow from the new supplies to do just that.
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Re: Barrowmaze: Territorial Gains.

#750 Post by tanker405th »

Gideon

Upon approaching and seeing the plight upon Cosmo and company,

"By the divine light of St. Ygg, begone!"

Turn Undead [1d20]=17 #affected [1d12]=10

Gideon will then have shield and mace ready, keeping himself between Gerdal and the rising threat ahead.
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Re: Barrowmaze: Territorial Gains.

#751 Post by Monsieur Rose »

Sir Dewey

"That works with me, Amos. Copperpiece, keep it up!" If there are body parts available to attack, the Knight does so.

Flail(17): [1d20+1]=18+1=19
Flail Damage: [_2d4+2]=(4+3)=7+2=9 L:[1d6+2]=5+2=7

He calls to the miners "If they are about to break out, retreat east towards the others. We will hold a fighting retreat that way."
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Re: Barrowmaze: Territorial Gains.

#752 Post by Spearmint »

Exploding the Long Corridor

Amos gets a few oil flasks, he ties doused rags around the ceramic jars necks which he lights with a candle, passing them to Copperpiece to throw into the Ravenous crypt in an attempt to stall their breakout.

Oil damage: [2d6]=6 [1d6]=5

Fearing being burned into a second death, one frantically claws at the gaps in the rubble, trying to escape but he is bludgeoned and smited by Sir Dewey, -9hp.

For now, it drives them back to hunker with those who were Turned and the miners can quickly try to block the gap in the stone, plugging stone into the gap and hammering wedged spikes to brace them together. One rushes to mix some mortar quickly that might block the fractures and seal the Ravenous back inside again. "Mending, can one of the mages invoke this spell quickly?", Plantie requests.

Isvand still hides in the shadows in case one does breakthrough before the wall can be reinforced.

At the other end of the corridor, the area is in thick mist that swirls around the revived draugr. Cadeweed, Cosmo & Barba fend off the two undead, the warrior among them getting in a mighty blow that cleaves one apart. -10hp

Barba: broadsword melee vs skeletons. [1d20+1]=15+1=16 [1d6+4]=6+4=10Draugr crypt skeletons: [1d20]=7 [1d6]=3
Draugr crypt: awakes vs 1-2 [1d6]=2 [1d7]=4

By the doorway of the crypt these undead rested in, the misty swirls grow, increasing in thickness and necrotic effervescence. It seems to revive more of the restless dead and a quartet of skeletons seem to animate under the awakening atmosphere. Gideon rebukes the evil essence, using his Turn Undead gift, which even though it suffers oppression from the Barrowmaze effects, the cleric of St Ygg remains strong in faith. The mist around the four skeletons coalesces into one ghostly wraith like form which snarls hatred and despite but the raised holy symbol drives it away and as smoke in a gust of wind, the misty spirit is dissipated. The four awakening figures still again, unmoving and impassive to the nearby intruders.

There is a lone Draugr standing, surrounded by four foes, Cadeweed, Cosmo, Gideon & Barba.

Actions each make an attack to finish this encounter off.

Actions everyone: four vs the last skeleton.

others: work to seal in the Ravenous or toss in more oil to finish them off.
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Re: Barrowmaze: Territorial Gains.

#753 Post by gurusql »

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Re: Barrowmaze: Territorial Gains.

#754 Post by tanker405th »

Gideon readies a blow with the morningstar

Morningstar to hit [1d20]=16, Damage vs undead [2d4+1]=3+1=4
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Re: Barrowmaze: Territorial Gains.

#755 Post by ateno »

Cosmo goes for the back to increase chance of hitting and more damage if possible.

Magic miner's pick: to hit [1d20+1]=19+1=20, DMG S/M [1d6+2]=3+2=5 L [2d4+1]=8+1=9

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Re: Barrowmaze: Territorial Gains.

#756 Post by Spearmint »

with those attacks the last draugr (Mist Skeleton) is dealt with.

Oil damage: [2d6]=5 [1d6]=6Oil damage: [2d6]=4 [1d6]=6

Crossing more oil flasks off (-6 oil), that would be enough to immolate the Ravenous beyond further undeath-life, the miners could repair the wall and seal them in, the conflagration bringing the interior of that crypt down.

With that, I can ask about next actions, as all the doors and crypts in this area have been explored.

Actions next plans please.
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Re: Barrowmaze: Territorial Gains.

#757 Post by OGRE MAGE »

Amos keeps a few of the oil flasks on him.

“Why would anyone go through all the trouble of creating undead monsters, only to brick them up behind a wall? This place is hard to figure out.”

He looks again to Sir Dewey. “I think there were more bricked up walls in the area Vann’s company searched. Shall we keep your miners busy?”
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Re: Barrowmaze: Territorial Gains.

#758 Post by gurusql »

Cadeweed

Cadeweed will return to the Draugr room and make check for any treasure in that area.
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Re: Barrowmaze: Territorial Gains.

#759 Post by ateno »

Cosmo will follow Cadeweed and assist looking for treasure among the debris.

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Re: Barrowmaze: Territorial Gains.

#760 Post by Monsieur Rose »

Sir Dewey

"Nice work. Shame about the crypt." He looks to gather people for the next step. "I'm game for bashing another bricked wall, but I think we should all be focused on it, splitting groups is just asking for more trouble."

The Knight indicates the western bricked wall. "I saw that one earlier, it's near that darkness. Perhaps a mage could help with a light spell?"
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