Barrow Mounds: Mapping the Nergal Obelisk

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Hadarai
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#41 Post by Hadarai »

Callen

"If we could reduce their numbers that would hamper their cult, if they do infact have more members. With your magic and the Saint's guidance we can take them. Rickford keep yourself safe."

Callen will prepare to cast his Bless spell on the party just before the attack commences.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#42 Post by ateno »

"Gentlemen, ready your bows, fire when the blessing is among us, then I will cast my spell. Stay away from in front of me, my next spell is in a cone."

Cosmo moves with arms not straight, but a slight open angle.

As the spell is about to end.

"Fire at different targets please gentlemen, Traeliorn, the one with the amulet that somehow catches light please, "

gm: trying to distinguish leader
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#43 Post by Spearmint »

The Nergal Obelisk.
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.
My own understanding or interpretation of this spell may be different to yours. I am led to believe the PF can create a visual image though one of numerous archers might not fit into the parameters of the spell. But I would be fine with for example, a volley of fiery arrows (Traeliorn uses a bow which ignites arrows with flame), that originate from the spot atop the mound where you are and descend upon the 'Nergalites' who are within the casting distance of the spell effects.

The PHB description outlines the AoE as 'eight square inches plus an additional one square inch per level' but I think that is a typo and should be set reasonably in Feet rather than Inches.

As far as actual effect goes, I think with gaining surprise, the visual effect of fiery arrows raining down on the group is seen by each of them and I will roll a single attack on each, an illusory hit may still cause damage if the target fails a basic saving throw vs spells.

Hope that resolution works amicably.
Deciding to press an advantage on the suspected cultists nearby, the group launch a surprise attack. Traeliorn and Duval nock bows and loose a volley of arrows which are accompanied by an illusion of flaming shafts conjured by the arcane trickster.

Callen creates another bubble, to Bless the endeavour in St Ygg's name. Rickford wards the group with his dual blades.
Resolution: adding a +1 to hit from the Bless spell effect, the normal arrows of the NPC's both go wide of the mark, piercing the ground at the feet of the Nergalite group. However the pseudo-arrows have a tangible effect.

Using a bow's rate of fire as two arrows per round, I rolled each victim seeing an arrow coursing towards them. Five were initially 'hit' and come subject to taking damage from the effect but gaining a saving throw as they put hands over wounds or try to extinguish the none existent fiery shafts. If they passed a Save vs spells, they would recognise the illusory arrow for what it is, perhaps as their hands pass through it while it is supposedly impaled in them. Failing a save, means they would actually believe and act as though taking physical wounds, receiving the damage as if really injured and subject to any further damage from additional arrows. On a critical score rolled for the To Hit, I will impute also the bonus critical damage.

Nergalites:
1) missed, missed
2) hit, -1hp saved vs spells. No damage
3) hit, -3hp, failed save, missed -3hp
4) hit, -1hp, failed save, hit -3hp -4hp
5) hit, -4hp, saved vs spells, no damage
6) crit hit, -8hp, failed save, crit hit -11hp deceased.

The Nergalites come under attack. The arrows are fantastic, imaginary but unbelievably accurate and in one case, deadly. As one collapse, slumping upon the floor in ragdoll fashion, others scream out as if indeed pierced brutally by the ambush. Others clutch torso's as the shafts fall among them only to find Nergals's favour as they see through the illusion.

Those who rally try to rouse others who lay upon the ground as if truly injured, while those characters upon the mound can charge into the fray to take advantage of the real or imaginary effects.

hope the above seems a good outworking of the spell and effects. Let me know if you think it ought to be manifested otherwise.

Actions please.. with one dead and two injured and prone, you can close to melee or stay separated.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#44 Post by ateno »

GM: I am happy with the outcome of the spell, no worries.

Cosmos would like to be able to cast Color Spray to further degrade the enemy.

Color Spray, no. of creatures affected: [1d6]=6

Color spray either strikes unconscious [2d4]=6 rounds or blinds [1d4]=1 rounds or stuns [2d4]=4 segments

After that he will prepare to throw daggers or pull his pike, depending on the situation.

Cosmo
Last edited by ateno on Tue Jan 24, 2023 11:48 am, edited 1 time in total.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#45 Post by Hadarai »

Callen

The Cleric tries to strike one of the cultists with a bullet from his sling but his shot goes wide by a large margin. He decides to draw his hand weapon instead and wait for the Cultist's charge.

Sling Attack [1d20]=1 Damage [1d4]=4

Oof!
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#46 Post by Spearmint »

The Nergal Obelisk

okay, with not closing to melee this round I will cover two rounds of actions. Using the last round as a surprise action, the team archers let loose another volley to rain shafts, real and imaginary among the group of Nergalites below. Cosmo could carry on with the Phantasmal Force for as long as he has concentration and doesn't take damage or cast another spell and principally for those targeting, as long as they believe they are on the receiving end of real arrows.

The conclusion is a second wave still wreaks havoc as the Nergalites gather themselves. One cultists takes a combined -6hp from the attacks and a second takes minimal damage but crucially that interrupts his spell casting attempt. -1hp
After an initial flurry, the cultists rally themselves and the illusory bubble bursts. With a warcry, the group descend to take the battle up close and personal rather than allow the cultists to withdraw under cover of the fog. Running down the incline as a charge and including the ongoing Bless, you gain a +2 attack advantage.

The two merceneraries buddy up to run one cultists through as he staggers from wounds taken by the phantom arrows. -9hp, deceased

Cosmo crafts another stunning visual to mesmerize those who still stand. Running down the incline he sprays a fan of vivid and stunning colours which stun the retinas and brains of a duo of cultists who collapse fitting in an induced epilepsy. Two stoutheart remain and they brace themselves as comrades fall.
Callen post two attacks, one for this charging round and one for the next.

Cosmo post a single action to cover the next round.

I will act out the cultists actions and reconcile the results after you post. It might be you kill one with Callen's 1st attack.

Nergalites:
1) -6hp, unconscious
2) deceased
3) -3hp, Priest figure?
4) -4hp, unconscious
5) - fighter figure?
6) deceased.

actions please
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#47 Post by ateno »

Cosmo pulls his pike as he advances on the one attempting to throw spells

pike [1d20+2]=11+2=13 damage[1d6+2]=5+2=7

I think I got it right now.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#48 Post by Hadarai »

Callen advances alongside Cosmo and charges the "Fighter Figure" striking with his Morningstar. Rearing back he strikes at the Fighter again.

Attack: [1d20+2]=17+2=19 Damage: [1d6+1]=1+1=2

Forgot to remove my bonus damage against undead, this should just be 1 damage

Attack: [1d20+1]=4+1=5 Damage: [1d6]=6
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#49 Post by Spearmint »

The Nergal Obelisk.

Callen charges in, taking the vanguard and brunt of the fight. Though he wounds his opponent, -1hp, the warrior hacks a broadsword into his side, splitting his mail and slicing between ribs. -5hp

The priestly figure dodges the pick and saves his brain from being hewn out of his skull. He quickly calls upon his unholy vows and from his hand hurls a dark fan of impenetrable darkness towards the gnome, seeking to blind the conjurist with Darkness.

save vs Spells please Cosmo to dodge the reverse of a Light spell afflicting you personally.

The darkness descends, snuffing out natural illumination from lantern light and the faint sun rays, disadvantaging all within its radial burst. As Callen calls out, grimacing through his injury, Rickford and Duvall swing their weapons, going by instinct and voice to add another wound to the fighter. -3hp. The man cries out, wounded by an unseen foe. Though blinded by Darkness, Traeliorn hones in on the warrior and a third stab, -5hp takes him down.
actions and Saving Throw please.

Nergalites:
1) -6hp, unconscious
2) deceased
3) -3hp, Priest figure?
4) -4hp, unconscious
5) deceased.
6) deceased.

Callen -5hp.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#50 Post by ateno »

Cosmo dodges the wrong way for the Light spell:

Save vs. Darkness [1d20+3]=2+3=5

He swings wildly, attmepting to catch his body from his memory:

pike [1d20+2]=11+2=13 damage [1d6+2]=1+2=3
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#51 Post by Spearmint »

With the Darkness afflicting Cosmo and remaining upon his eyes until its duration ends, the best is for the gnome to either counter-spell it with Light spell or just 'wait it out' in his own sphere of darkness while others explore.

With the spell being effected, the Necromantic priestly figure takes his opportunity to make good on an escape.

You have slain three acolytes and another two lie unconscious from the effects of the Colour Spray.

Traeliorn could try ranger skills to track the fleeing man and chase him down if you wish or you can leave him to an unknown fate.

continuing actions.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#52 Post by ateno »

Cosmo will counter-spell.

"Well lets see if there is anything on them. He casts a spell on the 5 that are down.

Cosmo's last spell is Detect Magic

"We need to tie up the ones that are unconsious before we take our due, help us out everyone."

"What do you want to do with the dead Callen?"
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#53 Post by Hadarai »

Callen

The Half-Elf grunted as he held his side and crouched beside one of the dead cultists and began searching the body. "We should check for any possessions that might be of interest to the Church. Scrolls, books, maps, that sort of thing. Afterwards we should throw them into a pile and burn them, who knows what rituals that Priest who got away could perform on them."

"We should bind and gag these two."
He says pointing at the unconscious cultists. "We might be able to get more information about the Cult from them once we get back to town."

Callen has 5 flasks of oil on him to burn the bodies after he/the group finishes searching the dead, if that will be enough.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#54 Post by ateno »

Cosmo follows Callen`s direction.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#55 Post by ateno »

Spell Retention:

Phas Force [4d6+1]=13+1=14 color Spray[4d6+1]=15+1=16 Detect magic[4d6+1]=20+1=21

Int of 16, so I keep Phantasmal force. On a retcon, I only have 2 first level spells, so I am blind untill the dark spell expires.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#56 Post by Spearmint »

The Nergal Obelisk.

After casting Darkness, the Necromantic priest of Nergals's Chosen manages to flee the combat, slinking away into the interior of the Barrow Mounds. He can be followed, Traeliorn studies the ground, confirming his ability to pick out the ever so slight imprint of the soles of his boots, upturned or scuffed gravel, flattened grasses. He follows cautiously behind for a few moments.

Cosmo, afflicted by the Darkness, counters that with his own Light invocation and as one negates the other, you can see fine.

Callen suggests burning the bodies. Lantern oil may set them ablaze temporarily but not incinerate them, unless you chop wood for a proper funeral pyre. You could dump the bodies in the trench and cover them, a basic grave and there are various excavation tools around that area.

Rickford and Duval search the bodies and frisk the prisoners. Among common gear are backpacks of rations, a lantern and oil supplies. Each bore a simple melee weapon and under their cloaked raiments wore basic padded gambesons. Of more interest are parchments and papers which detail them as an underground sect from Ironguard, with links to a certain tavern whose basement is used for 'rituals and worship'.

You can collect 666sp from them, in a bag marked 'tithes', an unholy offering and several small marble like uncut stones, glassy pieces of Obsidian each marked with letters, (AV, SF, B O'D and others) suggestive that Nergal devotees carved their names in each as some form of dedication or remembrance. A frothy green syrup in an opaque vial is also found, the only item that pings of magical enchantment. The two prisoners offer little verbal help, despising you as "mere grave robbers and murderers of which Nergal would be proud" or counselling you to, "turn or burn, bow now or bow later for all will come to death and Death will embrace you kindly"

Bound as they are, the prisoners carry little threat. Traeliorn reappears after a few moments. "The footprints go through the mounds then out upon the Moor. I hesitated to hunt him further".

You also check out the area that the Nergal group stopped in. You find that a niche or stone alcove has been set up in the base of the mound, just a little ten foot square chamber. Inside are stone walls covered in devilish bas-relief designs and upon the rear wall a large carved demonic horned face, stretching wide his maw in a gaping yawn or bite. A black void beyond, one that tantalisingly draws you inwards.

To one side an iron brazier burns with embers and within those ashes lie the sacrificed body of a goblin like child.

Image

next actions please
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#57 Post by ateno »

Traeliorn said:
"The footprints go through the mounds then out upon the Moor. I hesitated to hunt him further".
"good man, thank you for trying!"

Inside the room.

Lets search the inside for hidden doors and areas, but first let me search the area for hidden traps.

F/R traps [1d100]=40
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#58 Post by Hadarai »

Callen

"Best we just leave the bodies where they are, we dont have time to perform a prober burial and they'll just be dug up anyway if the Nergalites really want them. These papers we found will more than please Brother Gamdar, once we've inspected the cultists alcove we could head back to town."

Callen carefully stows the discovered papers and partchments into his scoll case and follows Cosmo and the others to the alcove. Seeing the burnt offering, the cleric makes the sign of St. Ygg and says a prayer for the deceased child.

"Barbaric heretics!" he hisses to the bound cultists whilst glaring at them as he waits for Cosmo to finish his work.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#59 Post by Spearmint »

The Nergal Obelisk

The goblinoid body is taken off the brazier and wrapped in sackcloth, taken outside the alcove. The body can at least be covered by a minimal layer of stones. The deceased cultists are not treated to even that, left as more victims to the perils of the Barrow Mounds. You know carrion critters lurk about and no doubt they at least will feast upon their carcasses.

The two prisoners kneel in front of the horned visage, bowing heads and praying in whispered gibberish. Their present fate uncertain, they still determine to continue on a certain afterlife path. Cosmo checks the unholy alcove, seeing if he can note any secrets it may yet still hold.

actions, Cosmo, can you give me a [1d20] roll please, adjust for wisdom bonus or penalty.

Callen can you give me a [4d6] roll please.
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Re: Barrow Mounds: Mapping the Nergal Obelisk

#60 Post by Hadarai »

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