Barrow Mounds: Mapping the Nergal Obelisk

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ateno
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#21 Post by ateno »

Cosmo see it approaching and hopes he has enough time to draq his hammer when it comes to it. He pulls and throws 2 of his daggers at the beast.

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Re: Barrow Mounds: Mapping the Nergal Obelisk

#22 Post by Hadarai »

Callen, startled by the speed of the undead, moves in to engage the injured creature and attcks with his morningstar.

Attack: [1d20]=10 Damage: [1d6+1]=1+1=2
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#23 Post by Spearmint »

Exploring the Barrow Mounds

The group come under attack and quickly act to defend themselves from the ravenous duo. The one running towards you along the red and black tiles if the trench footpath leaps into a barrage of pain. Taking more damage from a second arrow and two accurately thrown daggers. -7hp. It staggers momentarily; its breath, fetid and rasping as it exhales and falls to a knee, crawling relentless forward in the hope of a bite to feast its famine. You watch it advance, glaring at you lustfully from deadening eyes that as it bleeds out, fade and glaze over.

The second zombie still has much zest and an eager glint in its eyes. The arrows loosed towards it whizz by to clatter yards away in the mist, it parties the swords of Rickford and clawing him, gashes him a new wound, tearing through his scale link gambeson and raking his torso open to the bone. -5hp. Callen rushes over to help but cannot land a blow upon the creature who now, with blood running over his hands, seems driven more into a violent frenzy.

The two merceneraries fight back with differing successes. Rickford wrestles to stab the zombie but is still pinned to the floor, Duval though manages to skewer the creature, stabbing it with his spear. -6hp

Traeliorn makes sure the prone one stays dead a second time by unceremoniously beheading it.

actions for Callen and Cosmo.
There is just this one zombie still alive.
Last edited by Spearmint on Sat Jan 14, 2023 12:32 am, edited 1 time in total.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#24 Post by ateno »

"Rickford, Fall back and heal yourself, use the herb pack i gave you"

Cosmo runs up with his Military pick in a way to have the zombie forget about Rickford.

"AARRRGHHH."

And swings

Military Pick [1d20]=12 damage [1d6+1]=3+1=4
Last edited by ateno on Sat Jan 14, 2023 1:28 am, edited 1 time in total.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#25 Post by Spearmint »

it is Rickford not Callen who was injured.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#26 Post by Hadarai »

Callen tries to smash the creature off of Rickford but the turmoil of battle causes his swing to go wide yet again.

Attack: [1d20]=2 Damage: [1d6+1]=4+1=5
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#27 Post by Spearmint »

Exploring the Barrow Mounds

Before Rickford can wrestle himself free, the creature tears once more at the wounds in his body. A clawed fist pulls out some entrails and the zombie leans over to take a mouthful, regardless of the others trying to stab, hack and bash its own brains to smithereens. -7hp

Ravenous Dead: vs R, D, Call [1d3]=3 ignore, attacks closest bloodied opponent.[1d20+1]=14+1=15[1d8]=7 Duval spear [1d20]=9 [1d6]=3 Traeliorn looses arrows: [1d20+2]=6+2=8 [1d6]=3[1d20]=7[1d6]=4

The mercenary pales and profusely bleeds as he is torn open and treated as a gourmet dish. It grabs the spearhead of Duval as he thrusts at it once more. In the melee of bodies, the ranger cannot find a clear target to snipe with his arrows.

actions for the zombie kneeling over the prone mercenerary, you can add a rear attack, +2 bonus to your attacks while it feasts.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#28 Post by ateno »

Moving to aim for the back of the head.

backstab pick [1d20]=20 backstab damage [1d6]=2 +[1d6]=2

"Callen heal him call your God after we kill it!"

Cosmo

whoops, forgot my +4, but with a crit, dont think it will matter.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#29 Post by Spearmint »

Just +2 for a rear attack, you only get +4 in a surprise situation. But as noted the critical inflicts extra damage and you cave its cranium in as if you were shelling a walnut.

Brains and bone split open and the zombie falls off his feast. Rickford is in a bad way, bleeding out on -4hp and just minutes from death.

A Cure spell of +5hp or more will rouse him to minimal health, less divine favour, 1-4hp will at least stabilise him from bleeding out.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#30 Post by Hadarai »

Callen

"Keep an eye on the mist, who know how many creatures there still could be!"

The Cleric qucikly kneels beside Rickford, pushing the creature away from the poor man. "Hold still now, let the touch of St. Ygg bring you respite." Closing his eyes the Half-Elf begins to chant under his breath, calling for his god's aid as he cups his hands over the Mercenarie's wound.

Cure Light Wounds: [1d8]=6
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#31 Post by ateno »

Cosmo turns to the east and talks to the other two in the party.

"Face different directions, let Callen work,, that noise might have attracted someone else."

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Re: Barrow Mounds: Mapping the Nergal Obelisk

#32 Post by Spearmint »

Exploring the Barrow Mounds.

Calling on St Ygg's for divine favour, Callen lays hands upon the bleeding Rickford and under his ministration, the injured mercenerary's gored open abdomen closes up and his wounds begin to heal. He will be left with a long scar but thankfully can stand and importantly walk.on +2hp

While Duvall guards over them, Traeliorn and Cosmo can sneak along the trench to check for other Ravenous undead. There are none. The two bodies are brought into the trench and can be given a modicum of burial in the shallow trench or covered over with the barrow of tiles and dug out earth.

You all follow along the red and black tiles path until the end of the trench which must be over 60 yards in length, bending to the southeast halfway along. At one point you pass an area of buried bones, ancient bodies bearing the scars of battle, crushed skulls, caved in ribs, broken limbs. Warily you can investigate them, noting no eerie radiance and necrotic chill that the presence of undead may provide. Simply victims of a fight, hastily buried and now long forgotten. You carry on past the bones towards the far end of the trench, finding it has a similar array of tile-loaded wheelbarrows and cargo sledges; most broken in axle, overturned and contents in disarray. On the lip of the trench is what looks to be a short, sinewy tree whose upper trunk has been hewn away. But you notice that entangled in the roots of this tree is another body, very similar in appearance to the two zombies that assaulted you. However this zombie is unmoving and is being slowly smothered by the slim branches which seem to be absorbing the corpse judging from the bloody streaks that stain the tree bark. The weird tree makes no acknowledgement of your nearby presence, no roots reach out to grasp you though wisely, you stay well out of reach. It seems content to slurp on its prize and you can move around it. Surely the Barrow Mounds have many strange and fiendish inhabitants.

Image

Continuing a scout south-eastwards, following the line of the path though no more excavated trench has been dug out. After another distance, perhaps a long bowshot in length, you come across a few small standing stones. They are overgrown with weeds and lichen but each bear a skull design and the crossed over rose stalks as common in Nergal motifs. On the edge of your dimmed lantern light, you can see other stones peeking out the undergrowth and in their fashion, seem to curve to the left and right suggesting they ring a mound, rather than being set in a straight line.

actions as you approach this next mound please.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#33 Post by ateno »

Before leaving. "Rickford, you stay back, run if you have too, don't engage in hand to hand.

"We need to be on top, right Callen? What do you want to do?"

any treasure on the indead GM?
Last edited by ateno on Mon Jan 16, 2023 2:44 pm, edited 1 time in total.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#34 Post by Spearmint »

Just to give you a visual of the Barrow Mounds meadow and your explored area. Hopefully this can be magnified for viewing.

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The 'start' is the Mammoth graveyard and in the picture, the little red 'n's are a ring of standing stones that surround the base of the Obelisk Mound.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#35 Post by Hadarai »

Callen

"You're correct Cosmo we'll need to get closer to the Obelisk for study but these stones at the base unease me. I will try to divine if they've been cursed to pose any danger to us."

Callen clutches his holy symbol and recites the incantation of his order.

Callen casts Detect Evil
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#36 Post by Spearmint »

Exploring the Barrow Mounds.

Frisking the two Ravenous zombies does not enrich you beyond a few coppers in a zipped pocket. Swerving the strange tree creature that digests the third zombie, you arrive at the foot of the mound. A ring of standing stones, each a few feet high, weathered with age and covered in weeds or green mossy lichen. Their visual inscriptions giving you cause for concern. The cleric intones the favour of St Ygg, holding forth his holy symbol and scanning for any aura of diabolic radiance. The stones themselves appear as memorial markers though you get the feeling that beneath each, a body is buried. A sacrificial victim or willing devotee of Nergal? You don't know but the common rumour of pirate captains killing a crewman to guard buried treasure might have a parallel here. It makes you uneasy and you scan the floor lest grasping hands or claws suddenly erupt from the earth to drag you away. Cosmo has experienced just that when trekking over the mound of Nergal Legionnaires but here, no such animation happens. It is 'as silent as the grave'.

With Rickford bringing up the rear, the group advance, passing between the stones and climbing the steep sided incline to the top of the barrow mound. At the top your 'detect' pings, for the Obelisk, a large pillar of stone covered in hieroglyphs dominates the pinnacle. It stands perhaps sixty feet high and each face is inscribed with lurid decals that leave little to the imagination. In fact being near to the Obelisk causes you to suffer nauseous sickness and aching migraines. each make a Save vs spells or suffer the debilitating effects.

Inscriptions etched in an infernal script cover portions of the Obelisk, a 'black tongue' language akin to a necromancer's secret cant.

The top of the Obelisk has a horned skull design.

Traeliorn scouts the area checking for predators, zombies or cultists. Presently none show themselves.

actions please

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Re: Barrow Mounds: Mapping the Nergal Obelisk

#37 Post by Hadarai »

Callen

Feeling the eminations of evil radiate from the Obelisk and seeinh the obvious signs of foul heresy, Callen retrieves the writing equipment he brought along for the journey and begins to sketch. "This is definitely what we're looking for, give me a moment to record these markings."

Save vs. Spells [1d20+3]=12+3=15 vs. 15
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#38 Post by ateno »

"ugh, thats nasty." under his breath.

Save ve Spell[1d20]=9 vs 12

"Let me know if you need me any closer or need help? He, the 4 of us should stay close and just wander around the base, incase anything is nearby."
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#39 Post by Spearmint »

ateno, remember Cosmo has a ring of protection+1 which adds that as a bonus also to any saving throw.

Rickford, Duval, Traeliorn saves vs Obelisk effect: [1d20]=8[1d20]=20[1d20]=6

The Nergal Obelisk.

Taking the stout mercenerary Duval with him, Callen braves the nauseous radiations to go closer to the Obelisk. Both squint eyes and would strap ice packs upon furrowed brows, such is the aching sensation inside their temples but with some scripture quoting, "Greater is He that is in us than He that is in the world." they press forward in their dimmed lantern light to take rubbings and readings of the infernal hieroglyphics.

Spreading out around the base of the Obelisk, the top of the mound is flat and about forty feet in diameter with the Obelisk in the centre., the other trio watch nervously for movement in the misty surrounds.

After several turns, it is taking at least one turn to get a basic study of each face of the Obelisk, one of the trio signals a "hush" and points lower down the steep incline to the mounds base on the eastern side. Two firebrand torches are held among a group of half a dozen shadowy figures. They huddle no more than 30 yards away, appearing to stand before something and chant in unison a short prayer or litany, in common then one voice seems to repeat the words but in a hoarse and guttural tongue. You cannot tell if they are standing before a door in the barrow mound's side or perhaps just a particular memorial stone.

You lower yourselves, belly to grass to peer at them from a distance, wondering if indeed this group are mere adventurers or Nergals's beloved. Indeed one side of the Obelisk exalts 'His Chosen Few' which refers to a select group of extra devout worshippers.

After the group below finish their corporate chant, each person seems to approach the edifice they stand before, kissing it twice as if once on each cheek. Getting the feeling that they will advance up the mound's incline to the Obelisk, you can take any action you feel necessary or wise. hide, attack them, parlay, trade, etc

actions please
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#40 Post by ateno »

Cosmo heads up the other side of the hill quickly once he heard of others around.

"Does your edict include reducing his followers? I'm for it if you are. I have a couple spells that would affect living more such more than dead, or undead."

Cosmo pulls a bit of fleece out of his pouch and getting a good look at the ranger and his bow and imagining his helmet and armor.

With a bit of Mirth. "Are you ready to command a company Traeliorn?"

Cosmo prepares Phantasmal Force. his idea is to have a group of 10 archers to step around from behind and line up in front of us five 2 ranks of five and fire arrows at the party.

But only if Callen agrees.
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