Barrowmaze V: Expanding Dark Horizons
- OGRE MAGE
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Re: Barrowmaze V: Expanding Dark Horizons
Sven hands the bokkle of rum to Yardie again, rewarding the whole group with another well earned celebratory swig. “You guys all kick ASS!”
He looks over the dust on the hallway floor to check for similarities to the dust they found in the weird face memory loss crypt. He then looks through the broken statue glass, looking for magic hearts or any other anomalies that would indicate how they functioned. Do the shards appear valuable in any way?
“Maybe we should detect for evil on these coffers before you try to open them. They have an unwholesome appearance. We can look around in these other areas while the spell lasts too. I think we found another shrine over there, but let’s clear one area at a time to be safe.”
He looks over the dust on the hallway floor to check for similarities to the dust they found in the weird face memory loss crypt. He then looks through the broken statue glass, looking for magic hearts or any other anomalies that would indicate how they functioned. Do the shards appear valuable in any way?
“Maybe we should detect for evil on these coffers before you try to open them. They have an unwholesome appearance. We can look around in these other areas while the spell lasts too. I think we found another shrine over there, but let’s clear one area at a time to be safe.”
Re: Barrowmaze V: Expanding Dark Horizons
Orgoth
"Good idea. Do we have any healing available?"
"Good idea. Do we have any healing available?"
- OGRE MAGE
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Re: Barrowmaze V: Expanding Dark Horizons
Sven looks at the new ring on his finger, babbling to himself.
"This thing saved my life. That dusty skeleton was going to kill me, but this ring prevented it from seeing me......or something."
"I think I am really going to like this ring. It is.......precious to me."
"This thing saved my life. That dusty skeleton was going to kill me, but this ring prevented it from seeing me......or something."
"I think I am really going to like this ring. It is.......precious to me."
- OGRE MAGE
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Re: Barrowmaze V: Expanding Dark Horizons
Sven looks around, wondering what the others are doing.
“Hey Orgoth. You seen Peaches?”
“Hey Orgoth. You seen Peaches?”
Re: Barrowmaze V: Expanding Dark Horizons
I will just trawl notes and archives to describe the area again, any search results or consequences, update the party 'status', roll any random events.
Edit here in a short while.
Edit here in a short while.
Re: Barrowmaze V: Expanding Dark Horizons
Current status:
Sven 13/13
Orgoth 15/23
Amos 10/13 CLW, CLW, Protection from Evil. Shield, Read Magic. (Arcantryl domain spells). Detect Evil.
Truro 4/5. Light (Ygg domain spell) CLW, CLW, Remove Fear, Detect Evil
Gnimish 8/9
Treyvor 6/6
Bucko 5/8
Yardie 8/8
Smokie full health. Wolf Familiar to Sven
Peaches 8/8.
Truro casts CLW on Orgoth [1d8]=2 applied above.
The group secure the passage and search through the debris. You can take the gold coins offered on the coffers back if you wish.
The Crystal Statues are shattered and lie in ruins, sharp splinters of hardened glass, the pieces no bigger than the palm of your hand. Looking through them from a studious perspective, the gnomes think the swirling colours, created inside the glass like a marble effect, must be the root source of the enchantment magic that animated them to life. Gnimish sacks up another collection of bits and bobs. imagine a strand of DNA made of magic runes that swirl in a coloured pattern. More fiendish constructs to add to discoveries of clockwork cobras, sapphire skeletons and golem ingots.
Apart from as much broken glass as you want to carry, the Crystal Statues had nothing else of value. The robed undead looks partly skeletal and partly as one might find a Mummy. Its hands covered in a dusty stain like fine powder that leeches from its bones. A diseased marrow that contains a withering necrotic power to infect the living. You can poke the body at your own risk. The ceremonial mace an ancient and rusted implement.
The two guarded coffers are covered in 'Black Tongue', words taken from a foul vocabulary lauding Nergal and his attributes. The scripts are 'evil' in the sense of prose and statements but not necessarily threatening to anyone who might lift the lids off the coffers.
The small side alcove of pool and benched skeletons remains a silent place of eternal contemplation. The lower chamber contains broken statues, none of crystal. It was from this chamber the Huecuva wandered by. A casual view is the room is deserted and quiet but you need to enter to do a more thorough search.
North there were four doors, two closed, two open. The Huecuva seemed to be worshipping before a cross-legged Orcus themed idol. (goat-headed). It also detects an evil radiance, perhaps making those lawfully aligned clerics more nauseous and faint in its presence but it has no effect on you other murder hobos. Inside the room are some skulls placed near by the idol or in the corners. Each has a half melted wax candles upon them. There is some debris of previous adventurers here, half empty satchels of rotten foods, some unused torches and oil flasks, typical expeditionary gear such as crowbar and door spikes, balls of string, chalk, a faded scrapbook whose pages are yellowed and blank, some vials of ink. you can equip these to your person's.
The furthest open room on the right has its doors broken and splintered on the floor. You have yet to go check that one out.
The party empty the rum. A welcome dram after a tight encounter. The second alcove is slippery with poured oil. Despite the noise of the brief encounter, nothing disturbs your exploration in this corridor.
Sven fawns over his possession, delighted in its ability to shield him from view of undead eyes. Peaches rereads the new found scroll from Gabby's nest. Orgoth is ministered to by Truro. The gnomes investigate, the Mercenaries guard.
actions please
Sven 13/13
Orgoth 15/23
Amos 10/13 CLW, CLW, Protection from Evil. Shield, Read Magic. (Arcantryl domain spells). Detect Evil.
Truro 4/5. Light (Ygg domain spell) CLW, CLW, Remove Fear, Detect Evil
Gnimish 8/9
Treyvor 6/6
Bucko 5/8
Yardie 8/8
Smokie full health. Wolf Familiar to Sven
Peaches 8/8.
Truro casts CLW on Orgoth [1d8]=2 applied above.
The group secure the passage and search through the debris. You can take the gold coins offered on the coffers back if you wish.
The Crystal Statues are shattered and lie in ruins, sharp splinters of hardened glass, the pieces no bigger than the palm of your hand. Looking through them from a studious perspective, the gnomes think the swirling colours, created inside the glass like a marble effect, must be the root source of the enchantment magic that animated them to life. Gnimish sacks up another collection of bits and bobs. imagine a strand of DNA made of magic runes that swirl in a coloured pattern. More fiendish constructs to add to discoveries of clockwork cobras, sapphire skeletons and golem ingots.
Apart from as much broken glass as you want to carry, the Crystal Statues had nothing else of value. The robed undead looks partly skeletal and partly as one might find a Mummy. Its hands covered in a dusty stain like fine powder that leeches from its bones. A diseased marrow that contains a withering necrotic power to infect the living. You can poke the body at your own risk. The ceremonial mace an ancient and rusted implement.
The two guarded coffers are covered in 'Black Tongue', words taken from a foul vocabulary lauding Nergal and his attributes. The scripts are 'evil' in the sense of prose and statements but not necessarily threatening to anyone who might lift the lids off the coffers.
The small side alcove of pool and benched skeletons remains a silent place of eternal contemplation. The lower chamber contains broken statues, none of crystal. It was from this chamber the Huecuva wandered by. A casual view is the room is deserted and quiet but you need to enter to do a more thorough search.
North there were four doors, two closed, two open. The Huecuva seemed to be worshipping before a cross-legged Orcus themed idol. (goat-headed). It also detects an evil radiance, perhaps making those lawfully aligned clerics more nauseous and faint in its presence but it has no effect on you other murder hobos. Inside the room are some skulls placed near by the idol or in the corners. Each has a half melted wax candles upon them. There is some debris of previous adventurers here, half empty satchels of rotten foods, some unused torches and oil flasks, typical expeditionary gear such as crowbar and door spikes, balls of string, chalk, a faded scrapbook whose pages are yellowed and blank, some vials of ink. you can equip these to your person's.
The furthest open room on the right has its doors broken and splintered on the floor. You have yet to go check that one out.
The party empty the rum. A welcome dram after a tight encounter. The second alcove is slippery with poured oil. Despite the noise of the brief encounter, nothing disturbs your exploration in this corridor.
Sven fawns over his possession, delighted in its ability to shield him from view of undead eyes. Peaches rereads the new found scroll from Gabby's nest. Orgoth is ministered to by Truro. The gnomes investigate, the Mercenaries guard.
actions please
- OGRE MAGE
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Re: Barrowmaze V: Expanding Dark Horizons
Sven pokes around in the oil puddle at the back of the alcove, looking for anything weird where the statues were standing.
“Let’s check these coffers for traps and try opening them from a distance, if we can. Hopefully they’re full of gold.”
“We should check these other 2 doors for traps too, and the busted one. See if you pick up any evil coming from beyond them before we enter. We can check over the bigger room to the south last.”
“Restock anything you need from this other stuff. I don’t think whoever left it in here is coming back for it.”
“I can’t imagine camping in here with this statue. Very creepy.”
Sven does NOT poke the diseased skeleton. What do you guys think about the seated skeletons?
“Let’s check these coffers for traps and try opening them from a distance, if we can. Hopefully they’re full of gold.”
“We should check these other 2 doors for traps too, and the busted one. See if you pick up any evil coming from beyond them before we enter. We can check over the bigger room to the south last.”
“Restock anything you need from this other stuff. I don’t think whoever left it in here is coming back for it.”
“I can’t imagine camping in here with this statue. Very creepy.”
Sven does NOT poke the diseased skeleton. What do you guys think about the seated skeletons?
Re: Barrowmaze V: Expanding Dark Horizons
Orgoth
Orgoth has no interest in sleeping in the room with the creepy statue. He will rest as the others check out the chests.
Orgoth has no interest in sleeping in the room with the creepy statue. He will rest as the others check out the chests.
- SocraticLawyer
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Re: Barrowmaze V: Expanding Dark Horizons
Peaches McGee
Peaches continues reviewing her new scroll. She helps the others with the tasks of searching if they ask, although she has no talent for such things herself.
I vote for poking the skeleton. Peaches will do it if you want.
Peaches continues reviewing her new scroll. She helps the others with the tasks of searching if they ask, although she has no talent for such things herself.
I vote for poking the skeleton. Peaches will do it if you want.
How do we know you're not a donkey-brained man?
Re: Barrowmaze V: Expanding Dark Horizons
The undead Huecuva is quite dead. This particular creature type bears forth a necrotic touch that afflicts victims with a quickly progressing disease. The virus leeching from within its bones to create a fungus which permeates under any living skin touched and weakens the heart. With the death of the creature, the virus it carries is quickly dying too but you may if you wish, collect a vial or two of 'Huecuva bone marrow' which might act as a compound in creating healing potions or anti-toxins.
Going to check in the side passage. The bench is by the west wall and the two skeletons rest with their backs against it rather than sitting upright or leaning upon weapons. Their skeletal features resemble humans and their armour is fitted half-plate cuirass with thigh tassets. A fleur-de-lis motif is embossed upon the breastplates. The strappings need some refurb and there are dents from use but they could be taken to upgrade lesser worn armour. Their scabbards, made of wide leather to hold a broader blade rather than long are empty. The skeletons have no visible injury.
The murky water is heavily silted by the brackish minerals. It extends at least as deep as a Quarterstaff. There is no suggestion of which deity the pool is dedicated too. Truro continues with his Detect Evil scrying, shaking his head that no specific aura radiates from the pool area.
Smokie does 'his business' behind a coffer, "A momento for the next group to investigate Hooman". he sniffs the coffers but cannot note any scent beyond a common rot and decay that pervades the hallway. No wonder the robed figure was swishing some perfume about.
The chill breeze that fluttered up the south passage when you came through the temple door once more wafts by, shivering those who guard at the passage junction.
actions as you search please.
Going to check in the side passage. The bench is by the west wall and the two skeletons rest with their backs against it rather than sitting upright or leaning upon weapons. Their skeletal features resemble humans and their armour is fitted half-plate cuirass with thigh tassets. A fleur-de-lis motif is embossed upon the breastplates. The strappings need some refurb and there are dents from use but they could be taken to upgrade lesser worn armour. Their scabbards, made of wide leather to hold a broader blade rather than long are empty. The skeletons have no visible injury.
Smokie does 'his business' behind a coffer, "A momento for the next group to investigate Hooman". he sniffs the coffers but cannot note any scent beyond a common rot and decay that pervades the hallway. No wonder the robed figure was swishing some perfume about.
The chill breeze that fluttered up the south passage when you came through the temple door once more wafts by, shivering those who guard at the passage junction.
actions as you search please.
Re: Barrowmaze V: Expanding Dark Horizons
Orgoth
Orgoth stands guard as the others search.
Orgoth stands guard as the others search.
- OGRE MAGE
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Re: Barrowmaze V: Expanding Dark Horizons
Sven encourages Peaches to gather them both some of the diseased Huecuva dust, handing her a couple of empty sample jars to help. "Be very careful now."
Confused by the sitting skeletons, the young mage scratches his chin. "This reflecting pool reeks of a trap, but why? Lets leave it alone for now and grab up this armor and other stuff on our way out."
Feeling the breeze up the passage again, Sven wonders aloud. "I wonder if that swoosh of air indicates the possibility of another open entrance to the outside somewhere nearby."
He takes the incense burning mace and touches it to the top of the coffers to see if anything happens before ordering them to be either opened or broken into.
Laughing at his wolf's memento, he touches the mace to the oil puddle on the floor, and then dips it in the pool of murky water, avoiding the wolf turds if he can.
"Lets check these last couple of doors down here, then search the big room with the broken statues to the south before investigating that breeze."
Confused by the sitting skeletons, the young mage scratches his chin. "This reflecting pool reeks of a trap, but why? Lets leave it alone for now and grab up this armor and other stuff on our way out."
Feeling the breeze up the passage again, Sven wonders aloud. "I wonder if that swoosh of air indicates the possibility of another open entrance to the outside somewhere nearby."
He takes the incense burning mace and touches it to the top of the coffers to see if anything happens before ordering them to be either opened or broken into.
Laughing at his wolf's memento, he touches the mace to the oil puddle on the floor, and then dips it in the pool of murky water, avoiding the wolf turds if he can.
"Lets check these last couple of doors down here, then search the big room with the broken statues to the south before investigating that breeze."
Re: Barrowmaze V: Expanding Dark Horizons
The head of the mace is hollow and contains burning ashes. Putting it to dip in the oil causes the pool to alight. A sudden conflagration of smoky (not Smokie) oil that splashes as it erupts to sizzle on your enhanced lab cloak.Laughing at his wolf's memento, he touches the mace to the oil puddle on the floor, and then dips it in the pool of murky water, avoiding the wolf turds if he can.
I imagine from your description you were trying various ideas that a ritual or ceremony might suggest. If you had dipped in water first, the hot ashes would have been doused, oil first from the flask spilt open, well that goes up in flames.
The flames rise and flares, burning quickly as oil does and you clear the alcove so as not to be burned. Once cooled you can get around the coffer again.
The soot staining wall behind the coffer, which would have been behind the 2nd Crystal statue, makes a distinctive pattern, highlighting faded shapes that are not visible to the naked eye. Some mage bumbling rather than deductive investigation revealing a hidden mystery.

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Re: Barrowmaze V: Expanding Dark Horizons
Orgoth
Orgoth will gather up the armor.
Orgoth will gather up the armor.
Re: Barrowmaze V: Expanding Dark Horizons
are you sacking the armour? Two large sacks, who carries them? Or changing into the armour? Bucko & Yardie could benefit.
Re: Barrowmaze V: Expanding Dark Horizons
Orgoth
Orgoth is not going to try them on, he has magic mail coming from the dwarves. He is fine with Bucko & Yardie trying it on if they want.
Orgoth is not going to try them on, he has magic mail coming from the dwarves. He is fine with Bucko & Yardie trying it on if they want.
- OGRE MAGE
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Re: Barrowmaze V: Expanding Dark Horizons
Sven looks surprised at his discovery initially, but then acts as if he intended to find something all along.
"Ah, as just as I suspected. This looks.......important?"
He tries to decipher the strange glyphs before having Amos and Gnimish look it over for anything mechanical.
"We have found a lot of areas where random walls were broken open. Maybe there's a hidden crypt behind this one?"
"Ah, as just as I suspected. This looks.......important?"
He tries to decipher the strange glyphs before having Amos and Gnimish look it over for anything mechanical.
"We have found a lot of areas where random walls were broken open. Maybe there's a hidden crypt behind this one?"
Re: Barrowmaze V: Expanding Dark Horizons
Orgoth
"Down here, I think there is a hidden crypt behind every wall. Lets see what is in the chests before we plan on taking out a wall."
"Down here, I think there is a hidden crypt behind every wall. Lets see what is in the chests before we plan on taking out a wall."
Re: Barrowmaze V: Expanding Dark Horizons
Secret door opening vs 1 [1d6]=3[1d6]=1[1d6]=3
The mage takes a turn to check out the glyphs and pictorial on the wall. It is representative of a burial ceremony and suggests a crypt beyond which Amos can check out next and he, by tracing the dirty seams ingrained by the soot, follow to outline a secret door.
The party rogues unpack tools to try to discern and unpick the lock but to no avail, it is hidden beyond their experience to identify.
The keys from Gabby are also of no use. Pushing and poking, the now not-so-secret door is heavy and does not budge to barging attempts.
Amos and Trey open locks check. [1d100]=34 [1d100]=75
Other options are available. While the locksmiths try their skills, others keep on guard, swap gear or open a coffer.
I will upgrade the NPC profiles with the new armour and add any other search results or actions once Peaches posts.
Who opens a coffer and which one do they grave rob?
The mage takes a turn to check out the glyphs and pictorial on the wall. It is representative of a burial ceremony and suggests a crypt beyond which Amos can check out next and he, by tracing the dirty seams ingrained by the soot, follow to outline a secret door.
The party rogues unpack tools to try to discern and unpick the lock but to no avail, it is hidden beyond their experience to identify.
The keys from Gabby are also of no use. Pushing and poking, the now not-so-secret door is heavy and does not budge to barging attempts.
Amos and Trey open locks check. [1d100]=34 [1d100]=75
Other options are available. While the locksmiths try their skills, others keep on guard, swap gear or open a coffer.
I will upgrade the NPC profiles with the new armour and add any other search results or actions once Peaches posts.
Who opens a coffer and which one do they grave rob?