Barrowmaze: Territorial Gains.

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tanker405th
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Re: Barrowmaze: Territorial Gains.

#401 Post by tanker405th »

I only have one casting each left of light and detect evil. Pretty sure clerics don't get the retain chance that others do.
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sastaz
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Re: Barrowmaze: Territorial Gains.

#402 Post by sastaz »

tanker405th wrote: Sat Sep 23, 2023 8:19 pm I only have one casting each left of light and detect evil. Pretty sure clerics don't get the retain chance that others do.
No they don't. I have a mix of mage and cleric spells, and I only get to roll for retention for mage spells.
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Re: Barrowmaze: Territorial Gains.

#403 Post by Spearmint »

Patra, Sundance, Gnim & Trey, Amos, Bucko, Copperpiece will stay rather than take a risk.

Yardie: takes the plunge vs Charisma reactions [1d100]=95 +5% loyalty from healing of disease, = 100% on reaction table .

I rolled reactions to the news of the two characters disappearing as it could have a dramatic effect upon NPC loyalty and morale. None are too shaken to desert and of the group only Yardie had the above, really high score.

With that in mind, he seeks permission to speak.

"When I was diseased and dying from Fungicidal poisons, Sven and Orgoth stood beside me, shielding my health until it was healed by Ygg's grace under Sir Dewey.

I would like to take the risk, enter the pool after them. Blood is thicker than water and I fear not watery death or damnation."
you might think he has been at the 'Waccy-baccy reefers' again while guarding the corridor by the Charnel room. Do you allow him to go?

to be fair I rolled reactions as taking into consideration previous adventures together. PP would follow Gerdal, Sundance may follow Sigrid, the gnomes though inquisitive, probably not; miners certainly not.

Actions as far as 'group leader' is concerned, though OM is taking over Amos, I would expect leadership and direction to come from the elder or more veteran player characters who have explored the Barrowmaze. In character that might be Gerdal & Sir Dewey.

So consider who may need to take that role as it helps with then getting directions for updates.


Actions: waiting on some character decisions regarding taking the plunge in the bloodied waters of the Sarcophagus.

Then decide next 'group actions' (retreat to upper Barrow Tomb, secure this area, explore further ...)
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Re: Barrowmaze: Territorial Gains.

#404 Post by OGRE MAGE »

Amos knows his place.

“I am no leader, but I know Sven badly wanted to discover the contents of this other secret room we found. If they yet live, perhaps there is a clue inside that will show us where they went?”

Once everyone who isn’t taking the blood plunge has cleared the room, Amos vacates with the shield, looking for changes in the black walls again.

Is there any value to stripping the gold from this coffin before we leave?
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Re: Barrowmaze: Territorial Gains.

#405 Post by Darithe »

Sigrid

"While I don't think all is lost for our comrades," Sigrid remarks, "I also agree with Sir Dewey and doubt anything good can come from this coffin and its blood sacrifice." She will remain, keeping her distance from the sarcophagus.
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Re: Barrowmaze: Territorial Gains.

#406 Post by tanker405th »

Gideon

"I want nothing to do with that cursed thing."

Gideon will assist in getting the injured miners back towards the entrance while the powers-at-be decide our next course. I'm not leaving if we're continuing the search.
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Re: Barrowmaze: Territorial Gains.

#407 Post by Monsieur Rose »

Sir Dewey

The armor-less Knight is a lesser authority figure than usual, but he attempts to corral people. Nodding at Yardie, he speaks. "I respect your decision and reasoning. I must confess, I don't know the best course of action here. I feel a sense of responsibility to ensure everyone gets home safely, you included. Asking you to go in the coffer, even giving you my blessing to do so feels irresponsible."

"If we are to continue searching here, we could use your experience and blade. Especially now that I've lost my armor. The choice, as all are, is yours.

If he presses on to jump in the coffer, Sir Dewey asks him to convey a message to Sven and Orgoth. "Tell them not to lose hope, we will continue to search for them. The lid will be left off in case they find a return path. Return safe."

After that is resolved:

"Ok, Amos. Let's hope that other secret room has something to offer. I think we all need a distraction to clear our heads for a bit."
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Re: Barrowmaze: Territorial Gains.

#408 Post by ateno »

"I am on the fence about staying or not, but I will assist as I can with the secret room for now."

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Re: Barrowmaze: Territorial Gains.

#409 Post by Spearmint »

Is there any value to stripping the gold from this coffin before we leave?
the gold portions might have a base worth, a minor reward weighed against a risk the coffer might suddenly eject some of the Black Pudding that it absorbed.

You would need a deliberately action to begin to peel the gold away and while there may not be any risk at all, it is worth considering.

The sarcophagus lid has no lock on it. Leaving it up and vacating the room with the shield causes another flow of Black Pudding which over the next few rounds pools in the same manner as before, entirely covering the room before being slowly absorbed into the black coloured structure of the sarcophagus.
The choice, as all are, is yours.
Yardie: reactions [1d100]=100

Yardie considers "Fate n' Destiny just herbs fro di Tree of Life dat wi roll up an smoke. Nuh worry bout a ting. Mi wi guh search fi dem boys an bring dem home!"

I gave Yardie a second check after consulting with Sir Dewey but it only seems to harden his choice to trust the sarcophagus does not lead to annihilation but another portion of the Barrowmaze. With 100% rolled, can I do any less?

He grabs a backpack, Sven's, stuffs a few extra torches inside, lantern, oil, rations, waterproofing the spell book in the biscuit tin, grabbing the bull by the horns or rather Moo-Moo from the top of Orgoth's. Pulling his fierce mask mask over his own face and without looking back, takes the plunge into the baptistry.

He immerses under the murky waters, a cloud of blood spawning to swirl and then dilute but cloud the waters a little more brackish and crimson with each person.

Yardie disappears.

Actions just waiting on Gerdal then I will update the scene and investigations for you all.
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Re: Barrowmaze: Territorial Gains.

#410 Post by sastaz »

Gerdal finally decides to (wo)man up and take the lead.

"Okay everyone, listen carefully. As has already being stated, the lid is to remain off if our friends should return using the same portal. Our last to trips ended up with us returning the same way we came, so that is our best guess at the moment. But, we don't know when this will happen. And time may even flow differently on the other side, so there's no use in waiting here. On the contrary, the longer we hang around, the greater the risk of attracting attention from monsters."

She catches her breath.

"We will examine the other two crypts and the secret room before we leave. If we do not, the sacrifice of our friends will have been for naught. We owe them to bring something interesting back home. We will split up in three groups. One group will clear out the shelves in the first crypt. Please, use a staff or something similar, not your hands, as not to get bit or stung by any critter or trap it may contain. A second group will examine the man disappearing into the wall. It might be some sort of portal, and if it is, might be a clue as how to bring our friends back. Try to experiment with it, see if it can be activated. As for the third room with the rusted armor guardians, we should enter the room to see if they animate. I can be the one entering, but if they animate, I will fall back immediately and you'll have to protect me. Okay?"

She looks at the group members one by one.

"And, if someone yells, please drop what you're doing and come to aid!"
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Re: Barrowmaze: Territorial Gains.

#411 Post by Monsieur Rose »

Sir Dewey

The Knight nods in agreement. "Sounds like a plan. With one alteration. It's a better-than-even bet that those two skeletons are going to get up. We need all hands to deal with them, and after they are down, we can split up. Got it?"

Sir Dewey notices Orgoth's pack and moves to grab it. "Yardie piqued my interest. It's not Sven's pack of magic stuff, but maybe Orgoth has something we can use to remedy the situation."

He starts barking orders for the anticipated fight. "Gerdal is volunteering, good on her. She goes in, and when they animate we need to hit them hard. Gideon and Amos, try turning them. Sigrid, Cosmo, and Sundance use some magic. Something restraining is you have it or focus on one at a time. CP and Isvand fire away. Gnimish and Treyvor are with me, blocking them from reaching our friends."
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Re: Barrowmaze: Territorial Gains.

#412 Post by sastaz »

Actually SM can you include a rundown of what (backpacks etcetera) was left behind by the coffin divers? I guess I assumed that Sven would bring his spellbook at least?
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Re: Barrowmaze: Territorial Gains.

#413 Post by redwarrior »

Isvand nods his agreement. Diving into bloody water that makes you disappear doesn't seem to be the clever thing to do... He'll move on to help search the other secret room.

A roll, if appropriate
Search [1d8]=3
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Re: Barrowmaze: Territorial Gains.

#414 Post by Darithe »

Sigrid

Sigrid, agrees with Gerdal, standing around accomplishes nothing so she briefly go over her spells in her mind as they begin to search.
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Re: Barrowmaze: Territorial Gains.

#415 Post by tanker405th »

Gideon

After helping situate the miners, Gideon will ready himself to follow Gerdal just inside the room to provide cover, and a turning attempt if necessary per Sir Dewey and Gerdal's instructions.
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Re: Barrowmaze: Territorial Gains.

#416 Post by OGRE MAGE »

Amos points at the floor.

"Do those scratches suggest the door may close again once someone enters the room?"

"We should be prepared for that."
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Re: Barrowmaze: Territorial Gains.

#417 Post by Monsieur Rose »

Sir Dewey

"Good eye. I'll spike it so it can't lock us in. Or out." The Knight grabs a spike and hammer from his pack and sets about putting a spike somewhere to prevent the secret door from fully closing.
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Re: Barrowmaze: Territorial Gains.

#418 Post by sastaz »

Gerdal

"Good call. Now, give me some room and some silence, I need to focus before entering."

She takes a deep breath, and after a brief pause, steps into the room, grinding some herbs between her fingers.
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Re: Barrowmaze: Territorial Gains.

#419 Post by Spearmint »

Exploring the de Ogilvy Corridors.
a loose tile in the stonework of the east wall that when pushed and twisted opens into another twenty foot square room. Inside this room there is a raised circular plinth that is twenty feet in diameter, so a circle in the square. In the middle is a chest. By the chest are two prone skeletal figures, each wearing rusty plate armour. Around the room, the walls have scratch marks dug into them.
The Knight grabs a spike and hammer from his pack and sets about putting a spike somewhere to prevent the secret door from fully closing.
A large wedging spike is secured in the jamb of the secret door to keep it open. The door is heavy upon hinges that grind in the stonework of the holding wall and once Gerdal steps upon the dias and walks towards the the grinding of gears as well as herbs is noted. The round plinth shudders slightly underfoot. Gideon follows, prepared and Isvand tools up to check on any likely areas for traps or tricks. Each of the advanced trio feel the shudder of the dias underfoot.

remember this footnote:
but Treyvor does pick up tell-tale marks in the secret room. The round dias spins around, like a slow moving turntable. It is geared to the secret door in order to close it behind.
Plinth Dias: turning against spike: vs 1 [1d6]=4

Amos considers the scratches in the room which may align with attempts to claw a way out rather than being testimony to a fight. Those by the door can note the wedging spike becoming stressed by the force of the mechanical power generated against it. Holding firm now, it may relinquish its hold sooner or later.

None of the two plated bodies animate despite the voiced fears, giving hope that the unarmoured paladin could be re-armoured, albeit in lesser, dented and rusted ware.

The chest in the centre of the room looks like s typical 'pirate' treasure chest; a strongbox with huge padlock and arched lid. Though trimmed black and gold, it is not the same make as the Sarcophagus Baptistry and no 'Black Pudding' walls or gaseous capstones are evident.

Actions, more bodies in the room? More spikes in the door, any attempts to render to cogs or whatever mechanism unusable, other actions please
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Re: Barrowmaze: Territorial Gains.

#420 Post by ateno »

"Lets get another spike in the door everyone, a couple of you not helping with that, hold the door back."

Cosmo looks at the man with the hammer making sure things are moving along and he moves to where the
first spike is and gives it a whack with his hammer to seat it since it might have moved due to force..

[1d20+1]=20+1=21

A resounding thump!


Cosmo
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