Barrowmaze: Crusaders and the Hand of Nergal

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#121 Post by Spearmint »

You do have a very significant cohort of npc aides with you, Veronica, Barba, Grymaldi, Crippens, Berric and Yardie plus Gargyx the gargoyle, BarkingToadLegs the Mongrelman, Smokie the wolf.

Plenty of blades to stab and jab into the web caught critters until all are slain, leaving a few normal sized rodents to scurry being trampled underfoot, escaping into the corridors and away if they can. This mausoleum, containing piles of bones and bodies dumped around a central coffer on a raised dias. It was never truly investigated before, certainly when first encountered it was left alone. On closer inspection the coffer has bas-relief skulls and images related to death and the way the skulls and bones were placed had made one or two consider it may be some sought of shrine or memorial.

The stone coffer has a thick heavy lid which could be easily lifted off. The npc's can surround the coffer, weapons raised to attack any awakening undead if such are resting restlessly and they look to you for affirmation to open the grave up or leave it as is.

any preference?

Meanwhile at the adjoining crypt:
As far as the room with the memory sand next, Sven would open that door with his mask on this time, telling the others to remain far enough away so they don't succumb to the effects.
As before, once the crypt door is opened, a swirl of grainy sand is suddenly whipped up and blown out of the crypt, affecting those standing a few feet either side. Prepared for just this occurrence, Sven preps himself, remembering he can mask up with the Impurax Beak mask! a good call for it gives him free action in the otherwise dusty and very abrasive atmosphere.

Breathing harshly (like some Dark side of the Force Sith-Lord), you can enter the crypt. On the back wall is a grimacing bronze bust, the face of an angry woman with writhing snakes for hair. She hisses and puffs out, her breath powerful enough to whip up the ankle deep sand from the floor.

Actions for Sven

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#122 Post by Rex »

Orgoth

Orgoth will look over the stone lid, trying to make sure it isn't trapped or anything like that. He will run his dagger tip along the crack feeling for anything.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#123 Post by OGRE MAGE »

Sven will approach the bust for a closer look, peering at the side of the head and not directly into its eyes, in case it holds some power to petrify.

"Who are you? Why do you act out in such a way?" He croaks.

If possible, he will attempt to cover the head with a sack or blanket to see if that stops the breath from disturbing the sands.

If that works, the young mage collects some of the magic sand into an empty vial.

Who are Veronica and Grymaldi again? :? :lol:
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#124 Post by Spearmint »

Veronica (F1) was a player character (qtkat, she seemed a bit lost in your Keep game, refering to her character under three different names ... ).

Grymaldi is Bro Gamdar's nephew, (C1). Originally the team cleric spot was going to be filled by another character who eventually decided to join another expedition made up of solely 1st level characters rather than adventure with a more experienced group. So I randomised cleric availability after Sven appealed to the church for help, which rolled in your favour and he got seconded to the team.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#125 Post by OGRE MAGE »

That's right!

Thanks for the memory jog!
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#126 Post by Spearmint »

Exploring mausoleum crypts.

Sven advances in the sandy crypt, immune to the effects of the blown sand that swirls in dusty vortexes as it is whipped up by the Medusa face.

"Who are you? Why do you act out in such a way?" he asks but he gets no direct response from the angry Karen. Instead it rages more, spitting venom and bile as a stream of poisonous spittle and not-safe-for-work expletives come from the snakeheads and women. It is angry, scornful, rebuking you and full of curses but neither its visual gaze or tongue have any harmful effect. You might think the Medusa face is some kind of enchanted guardian / trap, not an actual Medusa, but it certainly seems to contain the representation of a woman scorned.

So if it is a guardian or trap, what and where in this bare sandy crypt does it guard anything?

Actions Sven.

Meanwhile, in the adjacent crypt, several gather around the coffer, determining that no trap seems to be present. Orgoth and Barba take an end each, lifting the heavy stone lid up and away.

Grymaldi, Veronica & Cadeweed can approach to look into the coffer while others stand guard at the crypt door. It is then that the surprise attack is activated! :twisted:

Crypt Wight: sleeping? or awakening? vs 50% [1d100]=95 attack target [1d3]=2 [1d20]=10 [1d4]=2

Inside the stone coffer is a grotesque and withered Wight. The creature has feral, red gleaming eyes and a horrid snarling face. Twisted by the evil necrosis and baleful atmosphere of the Barrowmaze. It rises, springing with power and pace to grab out at the throat of the most inquisitive of the tomb robbers. Its chill touch is deadly, raking Veronica, -2hp with a deep slash but more critically, wounding her soul mortally. She shrieks loudly, her body injured to its very core of soul and marrow. She collapses to the floor.
Mausoleum e) this room has a single stone casket on a raised dias. Around it are piles of skulls, deliberately placed in a neat formation which encircle the casket on the raised steps. Bones, probably arm and leg ones are scattered on the floor in disorderly piles. Dangling from the ceiling are spinal columns, some with skulls still attached.
Necrophidius: vs Orgoth [1d20]=15 [1d8]=1 vs Barba [1d20]=19 [1d8]=4Necrophidius: vs Grymaldi [1d20]=17 [1d8]=4 vs Cadeweed [1d20]=1 [1d8]=2

Among the piles of bones gathered around the coffer; a mound of newly slain mutant rats and remnants of destroyed skeletons are four crypt guardians. Dangling from the ceiling almost as a bizarre trophies, they are in fact more insidious. Catching the intruders unaware as they investigate the coffer, the four strike out with surprise to bite out at one of the adventures each.

Only Cadeweed does not get bitten, perhaps his shorter stature allowing him to dodge the swift and serpentine strike. Orgoth, -1hp, Barba, -4hp & Grymaldi, -4hp are each bitten savagely and these wounds are compounded further as the necrotic spittle in each of the skull's mouths contains not a snake-like paralyzing venom, but an enchanted drool that binds a person as if afflicted by a 'Hold Person' upon touch with exposed flesh.

Each of those bitten need to make a Saving Throw vs Magic/spells. Failure means you suffer paralysis but this comes under the House Rules so will take effect over proceeding rounds subject to Constitution checks

Actions everyone please.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#127 Post by OGRE MAGE »

After collecting some of the dust for himself, Sven will poke around in the sand with the end of his staff to see if anything else can be found hidden inside this strange crypt.

"I wonder if a female would be better suited for searching such a place? Perhaps the medusa head might not be so aggressive towards her?"

If nothing else is found, and Veronica is willing, Sven will test his theory out.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#128 Post by Rex »

Orgoth

Sorry, I thought I had replied to this already.

Orgoth attacks the closest Necrophidius.

Blessed Silver Spear +1 Melee [1d20+3]=19+3=22 to hit [1d8+4]=7+4=11 damage

Shield Bash [1d20+2]=5+2=7 to hit

Stun vs 11 damage [1d100]=19
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#129 Post by gurusql »

Cadeweed

Cadeweed throw a holy water vial on the Wight.

Holy Water: [1d20+2]=16+2=18

Damage to be determined by the GM
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#130 Post by Spearmint »

Crypt Calamity.

Holy H2O [1d6+2]=2+2=4

Holy Water normally deals 1d6+1hp damage, d6+2 vs Wights. A miss splashes for minimal 2hp.

Cadeweed burns the rising Wight, the coffer terror writhing in agony as the blessed font-water burns it. He shakes the ragdoll corpse of Veronica, tossing her to the floor and begins to clamber from his stone coffin resting place.

Orgoth, Grymaldi & Barba have each been bitten by the Necrophidius', taking damage from a bite wound and crucially, each spasms as the magic imbued within the creature's drool, works upon their exposed flesh to slowly paralyze them as still as a statue, as if suspended in a state of stasis such as a victim of a Hold Person spell.

Saves vs Necrophidius magic paralysis: Orgoth (Easter egg bonus +4) vs 15+ [1d20+4]=9+4=13 Grymaldi 15+ [1d20]=10 Barba 17+ [1d20]=3

Each of them fails to shake off the numbing drool effects and begin to succumb to the bites enchanted venom. However Orgoth, even if his use of the Easter Egg bonus cannot save him from harm's way, he has dressed himself in the Linen Shawl under his armour, the fabric taken from the chamber by the Ritual Pool.

From your character sheet:
Linen Prayer shawl:
when worn adds a daily random bonus to devotions, works in similar fashion to obtaining divine favour, either by giving a single Skill or Save check success or gaining favour in an otherwise unfavourable situation such as when Cromm's favour gave Orgoth a reaction check vs the Spectral horde and his 97% roll meant they favoured him.
By another dint of grace and favour, he can dismiss the affliction, thankful for the shawl that soaks up the venom and striking out with his spear, he blitzes one of the dangling coffer guardians.

His comrades though falter. The nephew of Bro Gamdar freezing in place, perhaps mustering more of his human ancestry as he vainly tries to raise a holy symbol and utter a rebuke to these Undead critters. Barba, slightly hardier, staggering and flailing her obsidian blade. A Necrophidius creature strikes her a second time, -2hp, the drool adding a further penalising modification to her ability to withstand the impending paralysis.

Necrophidius' paralysis, failed save and Constitution check : Barba 14 vs [4d6]=8 Grymaldi 13 vs [4d6]=14Barba: Obsidian broadsword melee: [1d20-1]=9-1=8 [2d4+3]=3+3=6Necrophidius: vs Grymaldi [1d20]=17 [1d8]=7 vs Cadeweed [1d20]=5 [1d8]=6Necrophidius: vs Barba [1d20]=18 [1d8]=2

Once more the dangling serpent-skulls strike out with shrieks and snarls. Incapacitated, Grymaldi gets coiled around his neck, the creature attacking him with impunity, -7hp , another takes a snap at the diminutive halfling, but Cadeweed once more proves too mobile.

Barrow Wight: [1d20]=9 [1d4]=2

Sensing the warrior-priest to be the most significant threat, the Barrow Wight strikes out at Orgoth, failing to grasp him and chill his heart to the bone.

With a shout, those of the group guarding the crypts charge in. One for all, all for one.

Yardie: [1d20+1]=2+1=3 [1d8+1]=1+1=2 Berric [1d20]=5 [1d6]=2 Crippens [1d20]=13 [1d6]=2

Each charging a separate Necrophidius' but none can strike effectively. While one continues to constrict the hapless cleric, the other two begin to sway in rhythmic patterns, like dancing pendulums to bedazzle and mesmerize those who view them.

Actions for Cadeweed & Orgoth please.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#131 Post by Spearmint »

Crypt of Sand

Meanwhile, concurrent to the above, Sven continues his search of the 'angry and scorned face' crypt. The wrathful visage cannot spit out venom, harsh words or irritating sand, each 'water off a duck's back' to the masked mage. He scours the room, probing with his staff. The chamber is small and he can cover tapping the area quite easily. He finds a hollow echo under one spot and kneeling to sweep away the layer of sand with his hands, finds a concealed trapdoor niche. Not a big panel, it must cover a box for it is perhaps a few inches square.

However the 'wrathful visage' is not content to stay ignored and in a swirl of sand, a grainy image, as tall as a man takes form, like a figurine sandcastle that is slowly dissipating in the wind.

At the crypt threshold, Smokie howls, which causes Sven to look up. His Familiar lopes off down the corridor as if suddenly afflicted by a strange fear. Sven faces the 'sandling' critter. It doesn't speak to him but reaches out with a pseudopod arm of swirling sand.

Smokie resistance: vs 25% [1d100]=47 Save 13+ vs paranoia [1d20]=7

Actions for Sven please.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#132 Post by Rex »

Orgoth

Orgoth decides the wight is his biggest threat and he needs help.

At the top of his lungs, "Sven, we need help in here!"

Blessed Silver Spear +1 Melee [1d20+3]=15+3=18 to hit [1d8+4]=7+4=11 damage [1d100]=48 Stun

Shield Bash [1d20+2]=19+2=21 to hit
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#133 Post by gurusql »

Cadeweed

Cadeweed throw another vial at the wight

Holy Water: [1d20+2]=7+2=9 Dmg Wigh [1d6+2]=6+2=8
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#134 Post by Spearmint »

Crypt of Bones

Despite crying out for help, no immediate aide from Sven is forthcoming this round as he faces his own challenge.

Orgoth stabs out, piercing the Wight with a powerful thrust of his silvered spear, -11hp, then he hammers his shield into its side, unbalancing and penalising its ability to grapple and chill another victim. It leaps upon the large aspis shield and tries to claw the half-orc templar, clawing at his face and throat but his helm has a skirting of mail that protects Orgoth from being grabbed.

Cadeweed, sidesteps out of range of the dangling Necrophidius, uncorking a vial of blessed water and hurling it to smash on the coffer, splattering the Wight, -3hp

Berric & Crippens dodge and weave ineffectually against the swaying shrine guardians, the Necrophidius changing strategy to try and hypnotise them into a motionless trance. Each succumbs to the serpentine dance, becoming mesmerized by the pendulum movement of the creatures. Rather than advancing to bite the held pair, the creatures continue their hypnotic pattern to try and snare more victims who attack them.

Necrophidius: vs Grymaldi [1d20+4]=3+4=7 [1d8]=1

(I noticed that Orgoth, you took back your spear previously so you have both magic spear and longsword equipped), Yardie attacks, the mercenary striking out to sever the spine and decapitate the Necrophidius that constricts Grymaldi. He uncoils the long, bone body and checks the cleric out to find he is conscious and breathing but under a paralysis that numbs him from moving.

Yardie: Duchy broadsword [1d20]=20 [2d4]=5 Berric: battleaxe [1d20]=7 [1d8]=7 Crippens: Duchy broadsword [1d20]=12 [2d4]=4Berric & Crippens: 17+ saves vs magic: [1d20]=12 [1d20]=2Barba: Obsidian broadsword melee: [1d20-3]=8-3=5 [2d4+3]=4+3=7

Barba staggers about, her constitution gaining her a last futile action before she too also collapses, slumped over the coffer, paralyzed by the enchanted drool numbing her senses.

It leaves Yardie, Orgoth & Cadeweed standing to fend off the Barrow Wight and ignore the mesmerising swaying of the two surviving Necrophidius.

Actions, you can attack the Wight in preference as normal or if you attack the Necrophidius, you need to make a Save vs Spells (Wisdom modified) first.
Last edited by Spearmint on Mon May 27, 2024 7:21 pm, edited 1 time in total.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#135 Post by gurusql »

Cadeweed

Knowing that his only chance is against the horrible Wight, throws his second to last vial of Holy Water.

Holy Water: [1d20+2]=2+2=4 Dmg Wight [1d6+2]=6+2=8
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#136 Post by Rex »

Orgoth

Orgoth continues to attack the wight.

Blessed Silver Spear +1 Melee [1d20+3]=2+3=5 to hit [1d8+4]=1+4=5 damage [1d100]=70 Stun
Shield Bash [1d20+2]=9+2=11 to hit

Yes, Orgoth has both his magic spear and long sword. He is only using his spear though, the long sword is in its scabbard. If Yardie needs it he can use it, Orgoth prefers the spear when possible.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#137 Post by OGRE MAGE »

Seeing Smokie rush off unannounced, Sven knows this creature must have some magical powers.

When he sees the sandy arm reaching for him, he does not attack, instead attempting to avoid the touch by fleeing the crypt.

He will toss the creature one of his calcified bone lumps to see if it can be distracted long enough for him to escape without incident.

Do you need any rolls for this action?

Hard Dex Check (15) [4d6]=11
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#138 Post by Spearmint »

Mausoleum Crypt:

Sandy Crypt


Sandling: Touch: [1d20]=9

The grainy figure reaches out, its touch an explosion of abrasive harsh sand that might otherwise shear his skin to the bone, however his laboratory garb is especially blessed to ward against experimental mishaps and the bonus imbuement saves him from the pressurised blast. In response, to dodge away, Sven grabs a heavy item the 'calcified bones limps' are listed as in your room, so I swapped out for the grapnel hook, chucking the heavy gripping item blindly into the sand storm and ducking away.

You manage to leave the crypt, the door shutting with a heavy slam behind you. You shake the sand off your clothes and mask, hearing a cry for help from Orgoth in the next crypt.


Inside the Bone Crypt.
A few steps away and you look inside to see that the group have opened the coffer surrounded by the bone pile and dead mutant rodents. A Barrow Wight has risen from the opened coffer to strike with a deadly touch and wither the body and soul of the new ally, Veronica.

Cadeweed & Orgoth battle it in melee, stabbing spear and smashing vials to keep it at bay, -3hp.

Original thought to be decorations or grisly trophies, a quartet of Necrophidius were dangling upside down from the ceiling around the coffer. Long serpentine bodies of spinal bones with a fang human like skull that drips an exotic, enchanted paralysing drool. Two of them have been smashed into pieces, but two remain and this pair enact a swaying, bobbing hypnotic pattern that has enraptured and mesmerized those who look upon them. Yardie, Berric & Crippens stand in a line, swaying side to side in unison with the pendulum motions of the Necrophidius.

Grymaldi & Barba are both slumped over the mound of bones by the coffer, overcome by the sizzling drool that afflicts exposed flesh with a paralyzing effect.

Rather than attacking those held motionless by the eye-catching hypnotism, these bone guardians continue their swaying in order to capture the minds of all who behold them. Sven, needs a Save vs Magic (Wisdom modified, no resistance check as Smokie is up the corridor being brought back by BTL.) as he surveys the scene.

Yardie: 17+ save vs Necrophidius [1d20]=4 Broadsword [1d20]=11 damage [2d4]=3 Barrow Wight: touch attack Orgoth: [1d20]=3 [1d4]=1

Cadeweed, if you attack the Necrophidius, you need to also make a Save first.

Actions everyone please.
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