Barrowmaze IV: Delving for Power and Glory

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redwarrior
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Re: Barrowmaze IV: Delving for Power and Glory

#101 Post by redwarrior »

Ah, yes, I think I lost a bit of my context. Pizza time. Hopefully I'll be coherent in the AM. :D
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Re: Barrowmaze IV: Delving for Power and Glory

#102 Post by Rex »

Orgoth

"Keep that thing away from me."

He tosses a Javelin at it. And tries to keep his distance from it.

Javelin, thrown [1d20]=13 to hit [1d6+3]=5+3=8 damage
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Re: Barrowmaze IV: Delving for Power and Glory

#103 Post by redwarrior »

Following Orgoth's lead, Isvand shoots 2 arrows..... into the far corner, as a distraction, yeah, that's the ticket....

Short Bow THAC019 [1d20]=2 Damage [1d6]=6
Short Bow THAC019 [1d20]=4 Damage [1d6]=5
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Re: Barrowmaze IV: Delving for Power and Glory

#104 Post by Spearmint »

The rust monster, a big scaly hump of armoured chitin and clawed feet reacts to the sudden outburst of danger. A thin iron javelin is thrown at it which impales itself between the flagstones and wooden shafts plink between the corroding railings. A hiss and chittering of a beaky maw, snaps threateningly and it waves the long feelers in front of it to ward away close contact. Stroking the pouch of ferrous pliers and grips that Amos carries in his pouch. The tools rust and flake immediately, becoming useless. The creature grabs the javelin, nibbling on it like a skewer of meat, crunching, crunching through the metal until it snaps in twain. Out numbered and cornered, the rusty backs itself into a corner under the staircase, clawing the bearskin blanket behind him. It 'shoo's' you away, waving the feelers to deter the chainmailed fighters from closing to melee and bashing the club tail on the floor in warning thumps.

- javelin, - thieves tools.

Everyone is on the descending staircase that leads into the Barrowmaze, the rusty in the corner under the metal riser.

Do you want to continue the altercation with the creature or explore a corridor?

actions please
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Re: Barrowmaze IV: Delving for Power and Glory

#105 Post by sastaz »

If it appears that the monster will let us pass for now, Gerdal will wave everyone past it.

"Unless anyone has a better idea, I think it's time to throw caution to the wind and visit the card dealer."

If no one objects, she starts making her way to the card dealer room, letting Amos and Isvand go first.
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Re: Barrowmaze IV: Delving for Power and Glory

#106 Post by redwarrior »

Isvand moves ahead of the party, moving as quietly as he can. Using racial ability, not thief MS, since I assume we want to get to our destination today...
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Re: Barrowmaze IV: Delving for Power and Glory

#107 Post by Spearmint »

just to clear up any misunderstanding; it was only Isvand who heard Schmo Joe speaking.

I am fine with Isvand letting folks know he heard the voice in his head and you go there or you explore elsewhere. Amos and Truro, the latter especially, would not be up for taking counsel from a spectre.
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Re: Barrowmaze IV: Delving for Power and Glory

#108 Post by redwarrior »

Isvand wouldn't have shared that yet.
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Re: Barrowmaze IV: Delving for Power and Glory

#109 Post by Rex »

Orgoth

Orgoth works his pay past the rust monster with his Javelin turned backwards in case he needs to use it as a club.
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Re: Barrowmaze IV: Delving for Power and Glory

#110 Post by sastaz »

Clarification: Gerdal was not acting on the last voice Isvand heard, she was suggesting it because the spectre seemed to have power over/insight in the workings of this place. Based om their first visit.

Anyone has a better idea to (maybe) get Sven back in play?

On a mets level I feel bad for excluded players so I always steer my PC in the closest direction
that might bring the player back into the game (ie having fun).
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Re: Barrowmaze IV: Delving for Power and Glory

#111 Post by Rex »

Orgoth

Agreed on getting Sven back, that will be Orgoth's goal for sure.
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Re: Barrowmaze IV: Delving for Power and Glory

#112 Post by Spearmint »

that's ok. We are busy in the private discussing character builds.
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Re: Barrowmaze IV: Delving for Power and Glory

#113 Post by Spearmint »

Exploring the Corridors

The party set off once more, down familiar corridors. It doesn't feel so Jolly not having Sven around.

see what I did there, Sven being Sven Jolly ... Ahem.

Isvand makes his way towards the room used by the exploding skeletons as some kind of rest room, a coffin card table and chairs to whittle away undead hours. The door is closed but unlocked. Halfway underneath the door is a face down playing card.

In the passage and at the altar hallway, the remnant exploded bone fragments are still scattered around, embedded in the masonry. You walk past the passage on your right which has a portcullis down and a curtain blocking sight into the chamber beyond. Gnimish at least peers up this passage, having heard stories of flaming knights guarding egress beyond other such portals.

Truro guards the party rear at the junction on the n-s and e-w corridors. Smokie sniffing the floor, turning in a circle and wandering up to the sodden door to lick at the puddle of water pooled from the woods compression.

Treyvor, gets out his locksmithing and skeleton key tools. Several doors in this area had broken locks, so he can try his hand should you require. There are two nearby doors yet to be opened, the one next to the card room and the verdigris door. Amos goes to listen at door Q (76), wondering if the mongrelmaid's body still swings from the rafters.

Gerdal checks the altar hallway. It is as before, at least no new graffiti has been scrawled, no more ooze puddles and arrowheads or severed hands pinned to the walls.

Drew accompanies Gerdal, grateful the rust monster had plenty of ferrous metals to gobble at rather than chomp on his new bought chainmail.

Orgoth, one javelin lighter, keeps the 'rusty' at bay until all have exited the landing and finally comes down the stairs into the Barrowmaze.

I spread you guys out a bit so you don't just wander as sheep in one location.

Listening about, you hear the constant 'plink' water drops and clump of something wooden moving or banging up the northern corridor.

Gnimish sewers he hears shuffling feet, slow moving from behind the curtain. A few steps, stop. A wait, more shuffles, stop.

Amos listens but hears nothing.

actions please
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Re: Barrowmaze IV: Delving for Power and Glory

#114 Post by sastaz »

Spearmint wrote: Fri Jan 14, 2022 6:05 am that's ok. We are busy in the private discussing character builds.
Ok, good to hear :)

Gerdal

"It's either that, or we take a quick look throughout the rooms we know of, to see if there's any clue to be gathered regarding Sven's....disappearance. Whoever or whatever set that thing up must live here somewhere, right? Why'd you ever clean a room thoroughly before setting up a huge fire trap?"
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Re: Barrowmaze IV: Delving for Power and Glory

#115 Post by sastaz »

Gerdal will start off with leading the group towards the spectral dealer rool, but not enter.

While we're discussing.

Anything else seemingly out of place during our way there?
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Re: Barrowmaze IV: Delving for Power and Glory

#116 Post by sastaz »

sastaz wrote: Fri Jan 14, 2022 6:52 am
Ok, good to hear :)
Clarification: "good to hear OM is having something fun to do", not "good to hear Sven is gone" :D
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Re: Barrowmaze IV: Delving for Power and Glory

#117 Post by redwarrior »

Isvand will quietly pick up the playing card as he looks around the hallway and glance at it.
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Re: Barrowmaze IV: Delving for Power and Glory

#118 Post by Spearmint »

it is the Jack of Diamonds

"Play it when you need a little extra up your sleeve." you hear Schmo Joe say.
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Re: Barrowmaze IV: Delving for Power and Glory

#119 Post by Rex »

Orgoth

Orgoth will cover Isvand as he deals with the card.
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Re: Barrowmaze IV: Delving for Power and Glory

#120 Post by Spearmint »

While we're discussing.

Anything else seemingly out of place during our way there?
In the passage and at the altar hallway, the remnant exploded bone fragments are still scattered around, embedded in the masonry.

It is as before, at least no new graffiti has been scrawled, no more ooze puddles and arrowheads or severed hands pinned to the walls.
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