Barrowmaze: Crusaders and the Hand of Nergal

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OGRE MAGE
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#161 Post by OGRE MAGE »

Do we have a Protection from Evil spell in the group?

Not sure if that will help, but it might.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#162 Post by Rex »

Orgoth

Orgoth has:
Detect Evil as a cantrip
Cure Light Wounds for his 1st level spell
Sanctuary once per expedition, self only and I have to have my shield in use.
Mal has:
Affect Normal Fires
Ventriloquism
Snake Charm
Phantasmal Force

Think Black Cloth:
A thin black cloth like a sheet that when covering a person allows them to phase into 2-D rather than 3-D form and thus enable you to slink into crevices and under doors. Usable once daily.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#163 Post by OGRE MAGE »

Rex wrote: Mon Jun 24, 2024 4:30 pm Think Black Cloth:
A thin black cloth like a sheet that when covering a person allows them to phase into 2-D rather than 3-D form and thus enable you to slink into crevices and under doors. Usable once daily.
That sounds interesting. :mrgreen:
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#164 Post by Rex »

OGRE MAGE wrote: Mon Jun 24, 2024 6:47 pm
Rex wrote: Mon Jun 24, 2024 4:30 pm Think Black Cloth:
A thin black cloth like a sheet that when covering a person allows them to phase into 2-D rather than 3-D form and thus enable you to slink into crevices and under doors. Usable once daily.
That sounds interesting. :mrgreen:
If you can only get the door open a crack we could use it to get someone through. The risk is it might only be a small space and not a room. Has lots of potential uses.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#165 Post by gurusql »

Cadeweed has no spells and has some defensive magic (limited protection vs Magic Missiles and Fire) and two single use poison cures.

But nothing to the scale you two have earned.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#166 Post by Rex »

gurusql wrote: Wed Jun 26, 2024 12:42 am Cadeweed has no spells and has some defensive magic (limited protection vs Magic Missiles and Fire) and two single use poison cures.

But nothing to the scale you two have earned.
Those poison cures may be very useful. Do you speak goblin?
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#167 Post by gurusql »

Yes, Cadeweed can speak goblin.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#168 Post by Rex »

Orgoth

Good to know. You need to be able to speak goblin to use Mal and I was the only one (why I have it). So in an emergency or if you get something Orgoth is interested in trading for you can use Mal.


Orgoth will teach Cadeweed how to use Mal when they have time.

Mal is a Malchite goblin head that talks (only in goblin).
e expresses his ability to be able to manifest four spell like effects. He communicates only in goblin.

The way you understand it is similar to a Ring of Spell Storing. Certain spells and only those specific spells are cast directly at the head, which absorbs the magic incantation. You can then hold the head some time later and cast the spell, through the mind-link.

So the spells are:
Affect Normal Fires,
Ventriloquism,
Snake Charm,
Phantasmal Force.

The head, Mal' gets to make a spell retention check just as a mage would [4d6+1 per spell level] vs intelligence, which in this case is equal to the wielder's. Success means he retains the spell for another usage. Fail and the spell is erased and a mage or illusionist needs to cast those specific spells at him in order to regain the functions.
I ask who may carry it for a simple reason as for example, Orgoth keeping it will enable him to use the head to cast spells and therefore if ever attacked by a wielder of a dagger +1/+3 vs magic-users, you become vulnerable to the greater damage or if a similar 'vs mages or spellcasters' effect was in place.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#169 Post by Spearmint »

Sven warns the others to stay away from the billowing sand as he opens the door again to toss his furry distraction into the corner, as far away from where the monster initially appears. Once his distraction is released, he move back inside invisibly to see if he can get to the contents of the hidden cache while the sand creature is distracted.
Sven's Bag of Tricks: type [1d10]=10 creature [1d8]=6

Tossing a fluffy furball inside the chamber, the plush toy immediately enlarges and animates into a sleek spotted Jaguar and the creature pounces around the crypt confines, clawing at the Medusa face as she provokes its ire and sensing the embodied spirit within the Sandman's frame, Fluffy gets to practice its jungle stalking takedowns upon the manifestation.

Fluffy: saves [1d20]=19 attacks [1d20]=17 [1d20]=17 [1d20]=2 [1d20]=2 saves [1d20]=17Fluffy: bonus rear attacks [1d20]=2 [1d20]=19 total damage [1d4+1]=1+1=2 [1d4+1]=4+1=5 [1d3]=2 [1d3]=2

Initially saving against the enchanted aura effect the Sandman emits, the jaguar pounces, raking the grainy spirit with both fore claws and gripping the shimmering figure, claws it further with rapid rakes of his extended rear claws. -9hp The Sandman gets shredded but still maintains his guardianship of the mausoleum. Fluffy is not affected by any touch effect upon the Sandman's form and the pair tussle in a flurry of churned up sand.
The next round, Fluffy gets in a tearing bite, -6hp, saves against the Touch effect abd subsequently rakes it for another -3hp claw damage. The Sandman shredded, the sandstorm stilled, the enchanted toy still to sleep failing last Touch saving throw.

Sven can retrieve his trinket and in silence since the Medusa is not animated anymore, open up the mini vault which reveals:

+100gp, a necklace of wrought Jade stones set into a gold filigree chain, an unidentified potion of sweet smelling cherry coloured syrup, a head-band made from electrum in the shape of an Amphisbaena or two headed snake.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#170 Post by Rex »

Orgoth

"Wow Sven, I wasn't expecting that to happen. That bag may be way more useful then I thought."

If Orgoth uses his Detect Evil cantrip does that use up his Cure Light Wounds spell?
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#171 Post by Spearmint »

If Orgoth uses his Detect Evil cantrip does that use up his Cure Light Wounds spell?
No, you get the DE as a cleric daily bonus and CLW is your chosen spell.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#172 Post by Rex »

Orgoth

Thanks SM.

"I can cast Detect Evil once a day, should I check the treasure or hold it for now?"
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#173 Post by gurusql »

Cadeweed

"That was darn good."
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#174 Post by OGRE MAGE »

Sven smiles at the outcome of his experiment. "Nice kitty."

After going over the room more thoroughly, now that it's safe, the young mage returns with the spoils from the hidden cache he found.

"Please do, Orgoth. You already know my bad luck with trying out cursed items frivolously down here."

"Once we have a better idea what this stuff is, I suggest doing the same thing in any of these small crypts we haven't completely searched yet. Then......to the maze inside the maze."



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Re: Barrowmaze: Crusaders and the Hand of Nergal

#175 Post by Rex »

Orgoth

"Lets see what we learn."


Orgoth casts Detect Evil, scanning the objects first then the crypts.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#176 Post by Spearmint »

Snake headband. More like this, probably the scorned woman in happier days

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#177 Post by Spearmint »

None of the objects radiate any ill designed purpose under the scrutiny of Orgoth's Detect Evil inspection.
the second shows a two headed snake, an Amphisbaena. The snake is associated with death and rebirth
this is a note taken from a runic tablet, so you may associate the wrought headband, if any design is enchanted within it, might possess similar traits perhaps.

The group consolidate with their trove outside the mausoleum. A tidy haul of treasures set against the loss of 'whats' her name' (Veronica?)

viewtopic.php?p=701573#p701573

this gives a map and brief of the area.
Sven writes up a note to place on the dead body, deciding it should remain in the mausoleum where he fell as a fitting final resting place. He lets the clerics do any of their last rights business on them if they want to. The note reads: "Do you know this man? Do you know where he came from? If so, please stop by the tower of the wizard Mazzah in Helix to claim a modest reward for any truthful information obtained."
I didn't note the body of Pitfall Pete in the 74-G crypt, assuming it piled with the others next door. But a quick check, I am fine with his body interred under rubble in the end crypt, you note that the Note has been removed.

Mausoleums: from before
Without actually crossing any threshold into a room, here is a resolution of a couple of hours searching.

Mausoleum a) the door is open. But you quickly shut it closed. Inside the small chamber is a multi-armed female statue. The place crawls with large snakes which entwine with each other in large wriggling masses on the floor and over the statue.

a-b alcove: expedition equipment, ropes, sledgehammers, picks, sacks, 5 x torches. Also contains the body of an adventurer. A dried husk, withered and decayed seated back against the wall.

Mausoleum b) Inside this room, the webs continue, thick and silky. A bloated stinking body, maggot infested, leans collapsed against a wall. By the dress style you may think the body is of a slim female humanoid, possibly elven.

b-c alcove: sticky webs, these take twice as long to cut indicating they have been more freshly spun though no spiders are present. Graffiti proclaims,

"She's just a devil woman. With evil on her mind.
Beware the devil woman. She's gonna get you.
She's just a devil woman. With evil on her mind
Beware the devil woman. She's gonna get you from behind

Give me the ring on your finger. Let me see the lines on your hand.
I can see me a tall dark stranger. Giving you what you hadn't planned.
I drank the potion she offered me. I found myself on the floor.
Then I looked in those big green eyes. And I wondered what I'd come here for."

Mausoleum c) two open stone caskets. Inside lie two figures wrapped in shrouds. The stone has pastoral designs on, carved horse heads, flourishing trees. you can enter & explore here but it is a mundane crypt

c-d alcove: contains more webs and entangled detritus.

Mausoleum d) as soon as this door is opened, a strong but foul smelling breeze blows like a gust of wind, scattering dust and cobwebs into the corridor. scorned woman crypt, treasure taken, Sandwoman spirit dissipated, wall visage now inanimate.

d-e alcove: detritus of tossed aside gear, rags and rubbish.

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. Barrow Wight & Necrophidus.

e-f alcove: graffiti, had severed hand and dagger

Mausoleum f) white marble statue of Poseidon(?) decorated in gold. Portal to Barrow Mere and mausoleum of Aquillarion.

f-g alcove: used as cooking spot.

Mausoleum g) trapdoors on ceiling, (teleport exit) alcoves in eastern wall, searched.
You can explore without further hindrance to the end of the corridor and 74-a, Kali crypt. You can also access into the 'metal door room' (72). The two metal doors are closed, the levers in ad-hoc positions.

Considering your treasures and skills, you can equip Moo-Moo and Mal'chite the carved goblin head.

next actions & questions for Sven, Orgoth & Cadeweed
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#178 Post by gurusql »

Cadeweed

Cadeweed will take some time to examine the white marble statue of Poseidon(?) decorated in gold.

Checking for traps - Find/Remove Traps (40% -Snares, Nets only 50%) - [1d100]=7

It might be worth it to take with us.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#179 Post by OGRE MAGE »

Sven shakes his head.

"The statue holds a secret we discovered last time. If someone comes in here that can breath water, it slides over to reveal a portal in the floor which leads to an undersea world and another crypt below the surface. We met mermaids last time we were down there, but some of us don't actually remember any of that."

"I would like to return to that crypt at some point, but at the time, with limited ability and personnel, I found it too dangerous to risk further inspection."


If everything has been checked in these smaller crypts, Sven ushers the group to the metal doors and levers, hoping to reach the maze room beyond.

"Be ready for anything here. We left a rather gruesome creature behind on our last excursion into this area."
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#180 Post by Rex »

Orgoth

"Yes, we need to be extra careful."
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