Barrowmaze: BRAGging Rites

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OGRE MAGE
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Re: Barrowmaze: BRAGging Rites

#201 Post by OGRE MAGE »

Sven fires futilely into the mass of moving chaos.

Crossbow Attack [1d20]=2 Dam [2d4]=6
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sastaz
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Re: Barrowmaze: BRAGging Rites

#202 Post by sastaz »

Gerdal tries her luck with her two throwing daggers but the slitherers prove to be hard targets. Wow that's some streak of bad rolls from the entire party this round.

Thrown dagger, to hit: [1d20]=8 dmg: [1d4]=2
Thrown dagger, to hit: [1d20]=7 dmg: [1d4]=4
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Re: Barrowmaze: BRAGging Rites

#203 Post by Spearmint »

Exploring beyond the Long Corridor.

The group hit and miss, eventually combining to overwhelm one Grotesque that dies under flailing staves and numerous shafts. The last, pinned against a wall by Orgoth manages to reach over the aspis shield and pull the warrior closer towards him. Despite his augmented helm increasing his armour defence, the fiend is able to pull him closer and having grabbed him, take a huge bite into his neck and shoulder. -3hp

Gnimish & Treyvor light crossbows [1d20]=5 [1d20]=17 [2d4]=4 [2d4]=6Yardie broadsword [1d20-2]=18-2=16[2d4]=7 Amos melee quarterstaff [1d20]=11 [1d6]=6 Sigrid melee quarterstaff [1d20]=19 [1d6]=4Barrowmaze Grotesque: vs Orgoth : claw, claw, bite. [1d20]=10[1d20]=16[2d4]=3

The half-humanoid bites the half-orc, filling his mouth with flesh and blood and at the same time, vacating previous consumed morsels out of his entrails; bits of bone, teeth, toenails and other indigestible material scattering upon the flagstones.

With a single critter left, it can be easily overwhelmed before it may chomp again.

After a minute's respite, the two adventuring groups can meet up having concluded the brief encounters.

actions please as you all gather in that portion of newly explored hallways and passages.

I will get everyone to post here then 'cut & paste' any dialogue and decisions if you split up again.
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Re: Barrowmaze: BRAGging Rites

#204 Post by Rex »

Orgoth

"Thanks everyone. Amos needs help he is infected with some fungal disease we think."

Orgoth will try and clean his wound and bandage it.
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Re: Barrowmaze: BRAGging Rites

#205 Post by Stirling »

Vann Hector will enter after concluding the fight against the Mongrelman champion.

He looks at the charnel nature of this room, trailing blood and guts and a decapitated head lolling about.

He can't help but say, "Having fun?" Our little group seemed to have fared better, we are more or less uninjured.

Cautious knowing other undead are around, though kept behind barred doors, I will station my self on guard with Sundance in the next room ('zombie on the wall' passage) while others give a report and minister to those in need.
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Re: Barrowmaze: BRAGging Rites

#206 Post by redwarrior »

Isvand will cautiously look down the various entrances to the room, making sure that we don't have visitors coming, while making small talk, asking members of the other group what they may have encountered and sharing his story of the explode-y floating eyeball he vanquished.
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Re: Barrowmaze: BRAGging Rites

#207 Post by Rex »

Orgoth

Could we get an update on everyone's HP totals and who is in various states of disease?
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Re: Barrowmaze: BRAGging Rites

#208 Post by Spearmint »

So here is a current status with health and disease.

Current Health Status:

Sven: 16/16hp, diseased by Fungicides spores.
Orgoth: 12/23hp.
Gerdal: 4/8hp (12hp with Harkazz, chameleon).
Isvand: 17/21hp.

Amos: 10/13hp, rotting via Violet Fungi touch.
(CLW x2, Bless, Protection from Evil, Detect Evil, Read Magic, Shield).

Gnimish: 9/9hp.
Yardie: 6/9hp, diseased by Fungicides spores.
Smokie: 12/12hp.

to be fair, I spent a bit of time on DnD wiki' and Reddit to read through how others approach poison and disease. My gut feeling is that the Fungicides breathe out necrotic contaminated spores which afflict a victim, hence the ongoing debilitating effects. Eventually, if untreated, this leads to character death, whereupon a rotting body begins to grow a new sentient Fungicide creature. But is this a poison or a disease? Certainly divine and arcane spellcraft treat each as different domains.

In the case of the Violet fungi, the MM describes the reaction to their touch as 'your flesh rotting within a melee round unless 'a save vs poison or a Cure Disease is applied', so in that instance draws both together. Save the check and the effect is nullified. Fail and the disease begins to take its course. There is a recommendation that though each touch does not inflict damage such as a poisonous bite from a snake might, a diseased limb or body part should be reflected in a loss of hp. So one touch might afflict a single limb, several touches needed to corrupt a body in one instance and kill a person in situ.

So here, Amos saved vs four touches but failed vs two Violet fungi touches. I was fine with him applying a healing potion (Marcia's Anti-venom) to counter one touch before the rot effect could take place. A CLW though focuses on physical healing not ongoing disease, so he was able to restore some hit points lost as a result of the fall but he is still afflicted by the Violet Fungi touch to one arm that will rot him completely as the rot advances. I resolve that a person with two arms, legs, a head and torso would need six unsaved hits to succumb, one to each portion. Reflected in each diseased body part also reducing total hp by 1/6th rounded up. If rescued before completely rotting, with no more injections of rot via an attack, the victim continues to atrophy and decline quickly until deceased, at a rate of one further body portion decayed per hour subject to the use of Constitution saves. So having fallen victim to the Violet Fungi disease, Amos is 1/6th rotted presently and declining further.

He needs a Cure Disease application.

Sven and Yardie are both afflicted by the ongoing effects of breathing in contaminated Fungicide spores. The immediate effect is to slow your movements and give you bouts of coughing, etc but a more insidious effect is that you are slowly rotting from the inside out.

Each needs to face an increasing daily not hourly Constitution check, starting with a 3d6 check. Fail and then next day your continuing survival faces a 4d6, 5d6 and after failing a 6d6 check, the person dies and the following day rises again as a new incarnate Fungicide.

The Fungicide breath weapon seemingly weaker than the Violet Fungi touch but both if left untreated leads to death. Both of them can be healed via Cure Disease applications. Their decline is over days rather than turns so of less immediate concern, though still concerning.

I think as a resolution. As I made you Save vs Poison then any use of a poison antidote should be allowed as long as it is administered before the first onset of decay and rot sets in which then comes under a Cure Disease. A Neutralise Poison I feel should be effective as long as it is administered prior to the first physical stage of decay setting in.
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Re: Barrowmaze: BRAGging Rites

#209 Post by OGRE MAGE »

Can we get that new position map as well?

I have no idea where anyone actually is at the moment.
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Re: Barrowmaze: BRAGging Rites

#210 Post by Rex »

Orgoth

Thanks on the health update.
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Re: Barrowmaze: BRAGging Rites

#211 Post by Spearmint »

I will get an all inclusive one sent to Sastaz so an updated version is made

Here is what you have. You are in the hall in the SW of the map.

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Re: Barrowmaze: BRAGging Rites

#212 Post by Spearmint »

A complete, up to date, knowledge map has been posted in the BRAG Co-op thread.
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Re: Barrowmaze: BRAGging Rites

#213 Post by OGRE MAGE »

After making sure Sigrid and the others who were attacked are okay, Sven rushes up to Sir Dewey.

"Amos is badly hurt, good sir. Inflicted with some horrible rotting disease. Are you able to help the man in any way?"

Looking around at the mostly intact fellow guild members group.

"So, what do you folks think about the dungeon so far? Pretty crazy down here, eh?"

"We had another run-in with numerous threats at the same time again. Undead Mushroom Men this time. This place is filled with weird monsters like that, so be wary of such things."

"Have you found anything interesting yet?"
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Re: Barrowmaze: BRAGging Rites

#214 Post by Monsieur Rose »

Sir Dewey

The Knight rushes into the room to save Sigrid, just in time to see the battle end. He swiftly moves to her side, stopping just short of embracing her. "Right. Um, are you ok?" You can almost hear the redness under his helmet. "I mean, you're standing so I guess so." At this point, he seems to notice the crowd.

"Good gods, you all look horrid. It's been what, ten minutes? And you're rotting? Is that right?" The Knight has no hesitation in ministering to the ill, knowing that St. Ygg shields those who serve. "Yes, I can help. But how about the rest of you? Has the disease spread? Should they be worried?"

The Paladin of St. Ygg asks Amos to kneel and remove any head coverings. Sir Dewey manages to remove his gauntlets to allow skin contact and starts praying. After what seems to be a turn later, he completes the prayer and removes his hands. "Praise Ygg."

"If this has spread, we need to get help. I can't do that again for a while."

"Oh, Vann. Let me check that axe. I do wish you would have left it lay for a moment. We need to exercise great caution." He focuses and attempts to detect evil, turning his attention to the fine battleaxe, and then to the area and people."
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Re: Barrowmaze: BRAGging Rites

#215 Post by Rex »

Orgoth

"Thank you Sir Dewey. Sven and Yardie came in contact with the mushroom undead and I think are infected but Amos had a different violet mushroom infection that seemed much worse."


After seeing Sir Dewey check the axe, "Sir Dewey if you want to check my Silver Spear at some point you are welcome too. I know it is magic but not really what it does if anything."
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Re: Barrowmaze: BRAGging Rites

#216 Post by Darithe »

Sigrid

Sigrid rises and thanks those who assisted her by dispatching those repellent creatures. Sighing with relief, she gingerly touches the wound on the back of her neck. She is surprised by the sudden appearance of Sir Dewey but certainly glad to see him, "I'm alright, roomie," she grins up at him, "in truth I've had more painful love bites. I was just startled by the foul things." She turns around and lifts up her hair exposing the nape of her neck, "Does it look alright? In any case you and Moorheath have plenty of more urgent patients to see to." Letting her hair drop back down her back.
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Re: Barrowmaze: BRAGging Rites

#217 Post by Spearmint »

Exploring beyond the Long Corridor.

The hallway at the west end of the corridor is a little charnel like with the stomach churning, intestinal crawling critters bleeding out upon the flagstones. To ensure a bit more comfort and give a shared report, the combined adventure groups can retreat back to the safer and cleaner environs of the Rat Room.

While NPC's guard, (Bucko & Yardie in the Long Corridor, gnomes in the Grotesque hallway), characters share talking points and minister to each others needs. Of most importance is addressing the rapidly decaying Amos and in a ritual of prayer and confession, the cleric of Arcantryl is healed from the Violet Fungi disease through the intercession of the paladin, Sir Dewey. The 'Cure Disease' ability, though limited to a weekly grace is an act of salvation and a much needed and valued ministry. Sven and Yardie suffer but to a lesser extent. There diseased and poisoned bodies decay at a slower rate though they are hampered by the afflictions.

Gerdal, you could use your goblet trait to convert a magic potion into an Anti-Venom to heal one of them. Express how that is done.

Moorheeth prays for the wounded. He administers a Cure Light Wounds upon mage Sigrid that restores her grotesque bite wound back to peachy flesh and full health.

Sir Dewey checks over some finds, reviewing any evil radiances from the weapons.

Orgoth, your spear is a +1 weapon, the silvered edge upon the blade actually enchanted to give the wielder a +1 save vs any lycanthropy bite saving throws.

Martell offers the Battleaxe taken from the corpse of the giant Mongrelman (very tall rather than actual giant sized). The weapon is well crafted and has survived centuries in the crypts with little rust or damage. There are no identifying marks. There could be a conundrum. The longsword taken by Vann Hector from the lieutenant Crypt Knight was sentient but that never openly manifested any 'evil' trait until in the presence of Magyar Varghoulis. So knowing whether a weapon is 'blessed or cursed' is no easy to define and Identify as a spell may only discover its properties. For now though, you might conclude it to be equivalent to a +1 weapon (and hopefully no more).

Vann Hector, there is some unvoiced speculation that the ring you wear is cursed in some way though this too would not radiate as 'evil' under a 'detect evil' analysis. Though some effects of using the ring have caused an affliction upon you also. Your arm radiates some nefarious infection, almost as if you are diseased or demonised too. You wear gloves over your hands and thus on first appearance, your affliction is not publically noticed until you roll up your sleeve and take your glove off.

Your arm is becoming transparent, almost fading from view as you hold it up though your bones are clearly seen (imagine folk looking at your arm with x-ray vision). Are you turning permanently invisible except for your bones or are you becoming a living skeleton?

While ministry and discovery is going on, Isvand you hear your name called, a voice speaking to you, calling once more from the eastern chamber with the multiple coffers. You can sneak to investigate with elf mage Sundance going with you and Smokie lopping behind.

actions and discussions please.
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Re: Barrowmaze: BRAGging Rites

#218 Post by Rex »

Orgoth

Orgoth stands guard with the main group.

"Thanks for looking at my spear Sir Dewey, glad to hear it isn't evil."


Sheet updated.

What is the current date?
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Re: Barrowmaze: BRAGging Rites

#219 Post by Spearmint »

June 27th 1066.
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Re: Barrowmaze: BRAGging Rites

#220 Post by Rex »

Orgoth

Thanks.
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