Barrow Mounds: A Clamour of Harpies.

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Quonundrum
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Re: Barrow Mounds: A Clamour of Harpies.

#21 Post by Quonundrum »

Moriartus

"According to what Valeron said, this should be the nest", he whispers quietly. He scans the perimiter of the yawning hole, wary at the absence of any obvious guards. "No vultures, so that's good. Hunting and scavenging? Where are the charmed guards, though? Let's check around the edge, there must be a way for them to safely climb in and out." He moves clockwise around the hole, searching for any manufactured path along the earthen wall.
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Re: Barrow Mounds: A Clamour of Harpies.

#22 Post by Karaunios »

Dougal taps the ground with his foot, and strokes Conmhaol in order to calm himself rather than the dog. "Sae. This is hae it looks lake when ye are the one waiting for the scauts." The mist being what it is, he decides to put away his bow and rest his hand on his sword pummel
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Re: Barrow Mounds: A Clamour of Harpies.

#23 Post by gurusql »

Cadeweed

Cadeweed not used to being invisible with a group will offer to hold hands making the visual for someone that could see invisible like a child with his parent in a store. Every 40-50 feet Cadeweed will try to stop and look for traps thinking of the last time he was scouting.

Find/Remove Traps (30%) - [1d100]=41
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Re: Barrow Mounds: A Clamour of Harpies.

#24 Post by scottjen »

Fydmar
Will look around the bases of the largest standing stones on the perimeter, trying to determine if one might have been moved or shifted recently.
If nothing is noticed, he will join the others at the hole.
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Re: Barrow Mounds: A Clamour of Harpies.

#25 Post by ravenn4544 »

Jorly also remains still and calm as the scouts range out ahead. His breathing is quiet and slow as he listens for the slightest out of place sound that would warrant them abandoning their position to lend what aid they can.
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Re: Barrow Mounds: A Clamour of Harpies.

#26 Post by Spearmint »

Barrow Mounds, Duchy of Aerik.

June 5th 1066.


The group investigate the mound. Those near the collapse note that the ground is unstable and liable to further fall in, dropping unsuspecting explorers into the dark depths below. Cadeweed, being the lightest can sneak almost to the edge and peer inside the chasm, lying flat on the grass to spread his weight. Your infravision does not detect any movement within the tomb and you can see the faint outlines of an arched passage and two doors in the sides of the chamber. One is half buried beneath the fallen rubble but the other looks accessible if you can get down to the chamber below.

A suggestion could be to tie two ropes together and around a nearby standing stone so characters might abseil down, one at a time. The torchbearers start to rig that together.

While the top of the mound and interior is studied by Two-Birds, Moriartus and Cadeweed, others spread out to guard and search the area. Fydmar & Jorly check the standing stones. You have already noticed the two described graves and it comes as no surprise as you check out the immediate area and listen for predatory things that the two grave victims return to the scene of their burial and undead resurrection.

The hound barks, scenting the ghoulish rot and decay reeking from the duo of former adventurers.

Luca and Dardo, grotesque alterations of life, grimace and gnash drooling maws.

Durgo & Dougal can assist the duo and engage the two ghouls.

actions please
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Re: Barrow Mounds: A Clamour of Harpies.

#27 Post by Cwreando »

Durgo

[1d6]=2

Durgo attacks and assists as needed.

[1d20+1]=8+1=9, S/M dmg [1d8+3]=5+3=8, L dmg [1d12+3]=12+3=15

Shield bash....
[1d20+1]=17+1=18, Shield Bash, Dmg SML, 3
Str +3 Damage ?? so I'm thinking just a straight 3 damage SML?
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Re: Barrow Mounds: A Clamour of Harpies.

#28 Post by scottjen »

Fydmar
If the ghouls are not in melee with him and he has a clear shot, he will fire his X-bow
X-bow attack [1d20+2]=11+2=13
If he is in melee, he will attack with short swords.
short sword attack [1d20]=17
off hand short sword [1d20-2]=6-2=4
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Re: Barrow Mounds: A Clamour of Harpies.

#29 Post by ravenn4544 »

Jorly immediately reacts with a grace and speed that belies his old age and frame. Before it can be believed, he is darting to the side and almost behind one of the creatures as his hands lash out like hammers to pummel the undead thing. One hand knifes into the side of the foul creature where a human organ would be while the other is deflected. He returns to a defensive position ready for another assault!

Rear Attack Chance (15%) [1d100]=29

Open Hand Attack [1d20]=16; Damage S/M/L: [1d3]=1
Open Hand Attack [1d20]=4; Damage S/M/L: [1d3]=3
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Re: Barrow Mounds: A Clamour of Harpies.

#30 Post by Quonundrum »

Moriartus

While the torch bearers rig up the rope, he peers into the gloomy interior of the collapsed tumulus. "They must be further inside, guarding the nest. We were attacked before late in the evening, so maybe the harpies are out hunting with the vultures. I'll summon a servant to carry a torch." He casts Unseen Servant, oblivious to the danger heralded by the distant barking.

Spell Retention (17): [4d6+1]=11+1=12
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Re: Barrow Mounds: A Clamour of Harpies.

#31 Post by Karaunios »

Dougal decides against using a bow here and avoid the posibility of wounding his companions. He unsheathes his sword and attacks at the closest fiend.

Broad Sword - To hit: [1d20]=15; Dmg S/M: [2d4+1]=7+1=8, L [1d6+2]=5+2=7

He shouts for Comhaol to stay his ground. "Guard!" Hoping that he'll bark if other enemies appear.
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Re: Barrow Mounds: A Clamour of Harpies.

#32 Post by gurusql »

Cadeweed

Cadeweed is torn, it is clear that the true evil of this place the Necromancer has once again sent scouts to resources and perhaps even life from the group. Cadeweed knows that he should be helping the fighters with these creatures, but he also knows that he is in the middle of a scouting mission and attacking the ghouls would spoil the spell. Oh the guilt, in the end Cadeweed decides that he is being trusted and must finish his mission and prepares to go down with the rope.
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Re: Barrow Mounds: A Clamour of Harpies.

#33 Post by scottjen »

Fydmar
Just realized I didn't put a shorts sword damage roll in case it was needed. So if it is:
short sword damage [1d6]=4
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Re: Barrow Mounds: A Clamour of Harpies.

#34 Post by Spearmint »

Barrow Mounds, Duchy of Aerik.

June 5th 1066.


The ghouls and group attack. Durgo hacks up his swish with a blade but puts shoulder to shield and slams into a ghoul as it tries to claw at him. there is no damage but a successful Shield Bash penalises the ghouls present attacks and enhances your next one vs him.

Fydmar triggers his crossbow. I allow at short range you can fire into melee with no penalty to hitting allied companions. The shaft goes wide and so he joins the melee, drawing blade and blood in the next round. I will use the posted attack macro.

Jorly springs in a flurry of open handed attacks. Is that unwise against creatures whose touch is venomous to paralyze? It seems not, the poison contained in their drooling fangs and raking claws. The sprightly man feels his punch target a weak spot and the crunching blow surely winded the creature.

Dougal takes on the second walking cadaver, slicing and dicing with his trusty claymore. His hound barks at the aggressor but he doesn't yet lunge in to protect his new master. He may need to though as the ranger is assailed by ghoul Luca who grapples with him, leaping upon him and in a frenzied attack, clawing, clawing, biting for -8hp and save vs paralysis please

The ghouls retaliate. Despite being shoved off balance, the ghoul is able to compose itself and rake a combination of claw and teeth attacks that draw blood upon Jorly. -3hp and save vs paralysis please.

While the mayhem ensues at the bottom of the mound, invisible Cadeweed descends a rope belated around two nearby stones. You land on the pile of collapsed stones and rubble some forty feet below. You can explore ahead using your racial sneaking ability to remain even more undetectable. Above in the lip of the mound, Moriartus intones an otherworldly force that strikes a lantern and he prepares to descend with Two-Birds next.

Having secured the rope, Rickford and Duval race to join the melee a short distance away.

actions please
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Re: Barrow Mounds: A Clamour of Harpies.

#35 Post by Quonundrum »

Moriartus

After conjuring an unseen servant and mere moments before climbing down the rope himself, he spots Rickford and Duval rushing away. At this point he realizes the cause for the hound's barking as the unmistakable sounds of combat drift up from the base of the mound. He quickly shuffles downhill and launches an arcane barrage at the nearest ghoul.

Magic Missile: [2d4+2]=3+2=5

Spell Retention (17): [4d6+1]=14+1=15
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Re: Barrow Mounds: A Clamour of Harpies.

#36 Post by Karaunios »

Dougal can't resiste the cool touch of the ghoul.

Saving Throw [1d20]=4

And starts feeling colder.
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Re: Barrow Mounds: A Clamour of Harpies.

#37 Post by Cwreando »

Durgo

Durgo refocuses and attacks again, "Blast you. You undead piss of dung my sword will test your skin yet."

[1d20+2]=20+2=22, S/M dmg [1d8+3]=3+3=6, L dmg [1d12+3]=2+3=5

Critical hit damage = Critical hit damage roll s/m [1d8+14]=6+14=20, L [1d12+18]=10+18=28 Roll is 1d8+3 max dmg is 11 for s/m. So for crit its 1d8+3+11 or [1d8+14] is how I set up the dice roller and 1d12+3 max 15 for Large. I'm not sure of the macro to just make it a single roll so that if it's a critical to do it in one roll.
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Re: Barrow Mounds: A Clamour of Harpies.

#38 Post by ravenn4544 »

Jorly feels his movements are altered after the scrape from undead thing. Lessened. Now becoming stiff...

Save vs Paralysis (13) [1d20]=10
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Re: Barrow Mounds: A Clamour of Harpies.

#39 Post by scottjen »

Fymar
Continues the attack with his blades.
(saw the note about using what I've already rolled)
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Re: Barrow Mounds: A Clamour of Harpies.

#40 Post by Spearmint »

Barrow Mounds, Duchy of Aerik.

June 5th 1066.

Collapsed Mound.


Jorly and Dougal. Failing to shake off the foul ghoul touch, your bodies and senses begin to spasm and stiffen in uncontrollable cramps. I am trialling this House Rule so we will use the following:
Poisons and Paralyzing Effects

I house rule poisons so they are not instant death or instantly paralyzing. The affect of the poison will usually still take place but characters suffering may make increasing skill checks to continue to act.

Firstly, a character would roll a 3d6 check vs Constitution at the start of the following round. If you pass you may attack though at a -2 penalty. If you fail the check then you do indeed collapse straightaway.

If you succeed in the first Constitution roll, the next round you will have a 4d6 vs Con check, then 5d6, 6d6. Eventually you should fail and suffer the poison effect but doing it this way offers players an opportunity to act while the poison courses around your body, which could save a life if it means you can quaff a potion or even slay your opponent before you fall under the poison or paralysis effect.
Roll a [3d6] vs Con please. (you could actually post a macro: Character Name: Constitution check vs stat score: [3d6][4d6][5d6]). Then if you pass you can act at a penalty, when you fail you fall paralysed.

Fydmar enters melee, striking a ghoul for -4hp. Durgo carves his name in Barrowmaze legend by slicing a ghoul open from neck to pelvis. (for critical damage, natural 20's, I just add a max damage from the weapon type plus character modifiers to your rolled damage, no need for you to roll extra). He cleaves the undead for -17hp.

An explosion of arcane energy from Moriartus , -5hp impales the creature readying to feast upon the stricken ranger. The ghoul is then tackled by the mercenary pair. Rickford hacks with his short blades, stabbing the ghoul -6hp, Duval drives it further away.

Rickford's dual wield [1d20-1]=17-1=16[1d6+1]=5+1=6[1d20-3]=5-3=2[1d6+1]=3+1=4Duval spear [1d20]=10 [1d6]=4

Two-Birds caught between addressing the ghoul attack or being a link to the invisible Cadeweed who has clamoured down into the barrow chamber below. Invisible and moving silently, the halfling sneaks around. Info in private forum.

The unseen servant carries a torch behind the mage, shedding light upon the scene by the standing stones.

I will update any ghoul attack once Jorly and Dougal resolve their Constitution check.
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