Barrowmaze: Territorial Gains.

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sastaz
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Re: Barrowmaze: Territorial Gains.

#521 Post by sastaz »

Gerdal looks over the wounded. "Oh dear, a lot of you are badly hurt. We need to think about how we use our magic to the greatest effect here. Isvand or Amos need to be fit enough to dare look for traps if we are to continue."
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Re: Barrowmaze: Territorial Gains.

#522 Post by Spearmint »

I am trawling this expedition archive to summarise things so far and reconcile current hp, spells, etc.

A Brief Interlude.
Actions, I will update next with any findings in the Museum Crypt (A) and Statue Crypt (B) and any other character rolls.
The group can rest, turn to consolidating their position and restoring arcane spell knowledge. Health restoration may come with appropriated Cure Spells which are divinely accessed and taken each day at sunrise rather than via repeated study hours. Those who cast arcane spells rather than prayers, can set aside the four hour period advanced to replace three hours of spell levels (each spell level is 15 mins, so in an hour you can memorize four 1st level or two 2nd level and so forth. So choose what fits in this timeframe and you will have to study extra if you need more time later).

During the four hours some study, others go about various tasks. The miners go to the above barrow crypt to reinforce Bucko in his watch. The two gnomes, Gnimish and Treyvor take to guarding the 'Long Corridor', Copperpiece guards the 'de Ogilvy' corridor and Patra-patra makes rations into a healthy stew and tidies chambers to be suitable for camping in.

Sundance restores all her spells (she knows eight 1st level mage spells).

Crypt room A:
A twenty foot square room, typical of basic dungeon construction with flagstone floors and stone dressed walls. The west and north walls have small burial alcoves in them, dusty boxes about an arms length deep that from first view look to contain undisturbed bones. Three old wooden cabinets line the east wall. They are long but narrow and have slim drawers, the tops are glazed over, very much like the type of display cabinet you find in museums. Each glass lid has been broken and some previously displayed artefacts taken away though others are still on show. One cabinet has a skeleton on show, the bones labelled, femurs, tibia, pelvis, etc. The room is dusty and damp but otherwise looks danger free.
a study shows some of these bones are larger than normal, perhaps taken from a giant, others are from other humanoid species.

A search of the alcoves can be undertaken. Whoever searches needs to provide a [1d8].

Some scattered parchments line one of the drawers, they are fragments of historical papers detailing histories of the Barrow Moor that have value to a scholar or library if sold. There is also a drawer that contains ancient barbed arrowheads and spearheads 'used by barbarian hunters of yore'. None have a shaft so not presently useable but an inspection reveals various inscriptions that look like a bear, elk, crocodile, winged reptile.

Crypt room B:
also a twenty foot square room. The walls on each side have bas-relief plasterwork, designs showing funeral processions and burial rites. The north wall is stone and has a bronzed figure built into the wall, giving the impression that someone was partially stepping through. see picture from post #203.
There are two skeletons in the room. Both are shattered and splintered, the skulls of both each have a black hand branding upon them which some of the group may recognise. these are 'exploding bones' type skeletons, having exploded they are inert and dead. The bones can be thrown into the Charnel Room' or placed into empty burial alcoves.
If there is nothing left to find, he moves to the statue in the wall room, trying something different.

“Hello there, sir. Quite a predicament you’ve gotten yourself into there”.
The statue does not respond to Amos, but from previous study here, the room or statue gave a similar vibe as the Skeletons of No Evil room which Vann Hector at least activated in some way when a team rested inside there.

Barrow Maze random: [1d6]=5[1d6]=6[1d6]=1[1d6]=5
Barrow Maze random encounter: option [1d12]=2

Actions any specific in regard to Crypt A or B and spell users please renew your repertoire according to the above.
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Re: Barrowmaze: Territorial Gains.

#523 Post by Monsieur Rose »

Sir Dewey

He spends some time going over the papers found, trying to fill in the picture of the maze. He will also examine the alcoves, first inserting his morning star and then using a mailed hand.

"That statue feels familiar, like that skeleton room. We just need to figure out how to activate it. I think."

[1d8]=1
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Re: Barrowmaze: Territorial Gains.

#524 Post by Spearmint »

I was asked to list what packs where left behind by those who entered the Baptistry

Orgoth's backpack:

Wooden Holy Symbol of Cromm Cruach
11.5 chocolate coins
1 Bedroll
1 Waterskin
1 Tinderbox
9 Torches
1 Rope, Hemp, 50'
6 Rations, standard, day

Goatskin of 'Cinder's Oinkment'

Mal, the Malachite carved Goblin Head:

Isvand studied this item in his tavern room.
He expresses his ability to be able to manifest four spell like effects. He communicates only in goblin.

The way you understand it is similar to a Ring of Spell Storing. Certain spells and only those specific spells are cast directly at the head, which absorbs the magic incantation. You can then hold the head some time later and cast the spell, through the mind-link.

So the spells are:
Affect Normal Fires,
Ventriloquism,
Snake Charm,
Phantasmal Force.

The head, Mal' gets to make a spell retention check just as a mage would [4d6+1 per spell level] vs intelligence, which in this case is equal to the wielder's. Success means he retains the spell for another usage. Fail and the spell is erased and a mage or illusionist needs to cast those specific spells at him in order to regain the functions.

I ask who may carry it for a simple reason as for example, Orgoth keeping it will enable him to use the head to cast spells and therefore if ever attacked by a wielder of a dagger +1/+3 vs magic-users, you become vulnerable to the greater damage or if a similar 'vs mages or spellcasters' effect was in place.
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Re: Barrowmaze: Territorial Gains.

#525 Post by Spearmint »

I am just checking that arcane spellcasters have used the four hour respite to study spells and have modified character sheets with any changes.

By my checking Cosmo, Sigrid, Amos, Sundance are able to use the time to replenish all cast spells.

Gerdal can memorise all your 1st level Mage and two out of three 2nd level. Charm Undead & Magic Mouth. I don't think you cast the Darkness one, so you should still have that as well.

Clerics will have to wait until morning to appropriate their spell allocations.
A search of the alcoves can be undertaken.
Sir Dewey, you find in the museum room alcoves, among the burial linens, two long silk scarves of blue and black plain fabric that may be woven around your head as turban, held in place with brooch in the shape of a inset gemstone and a dangling pearl.

Actions everyone please, any specific action in regard to any room and acknowledge spell memory is done.

Image

If folk are fine and set to camp here until morning, I will advance the next update to cover any rest period.
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Re: Barrowmaze: Territorial Gains.

#526 Post by ateno »

I have taken care of that. Thanks.

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Re: Barrowmaze: Territorial Gains.

#527 Post by tanker405th »

Gideon

I'll have to wait for the morning to recover my curative abilities. During the downtime, he'll keep sporadic checks on the company offering encouragement and prayer.
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Re: Barrowmaze: Territorial Gains.

#528 Post by sastaz »

Gerdal might be interested in a turban, when the treasure is divided later on. It'll look good on her.

If no one else volunteers, Gerdal can carry Mal the Goblin Head - being no more or less a spellcaster than before. She doesn't know any of those spells though, so it's practically useless for her as of now.

While the others rummage through the drawers, she will check one of the alcoves.

Alcove search: [1d8]=2
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Re: Barrowmaze: Territorial Gains.

#529 Post by Spearmint »

She doesn't know any of those spells though, so it's practically useless for her as of now.
anyone with a knowledge of goblin language could carry the 'Goblin Head' and trigger the spells that Mal' has in his repertoire.

Encounter

Gerdal you laid a Magic mouth trap I believe on the upper barrow crypt entrance which triggers loudly as strangers approach the mound. Bucko is alerted and after a tense moment realises the bedraggled group is Vann Hector's barrow mound expedition. I had to delay their arrival otherwise I would have conflicting Continuity issues, so they arrive in the upper barrow during your respite period.
Vann Hector, a Guild member took on a mission to locate and befriend Mongrelmen that he believes live in a portion of the Barrowmaze and are enthralled under some of the cults based here. Hoping befriending them might provide further intelligence and create an allied group if there was a way to help them. To that end he recruited some character players (Cosmo would know Callan the Ygg priest and Rum the dwarf from his last trips) to go exploring.
I have asked Vann Hector to post here as his group seek help, then actions please everyone to 'meet & greet' and respond as you interact.
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Re: Barrowmaze: Territorial Gains.

#530 Post by Stirling »

Vann Hector as requested

His group, minus one :oops: arrive outside the barrow mound. After checking with Bucko, I am at least inside but not below. So from the upper barrow chamber, I will greet folk.

"Vann here. Hope all is good for you guys. Is Sven, Gerdal or Sir Dewey available, we have an urgent issue that needs attention."
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Re: Barrowmaze: Territorial Gains.

#531 Post by Monsieur Rose »

Sir Dewey

After getting the word that his old friend Vann has tracked him down, Sir Dewey moves to the entrance and calls up. "Vann! Good to see you. What is your urgent issue, we can add it to the pile." The Knight is wearing different, older, and damaged armor.

He makes sure the stone pile traps as still around and draws attention to them. "Some creature of ill-intent trapped these piles so watch your step."
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Re: Barrowmaze: Territorial Gains.

#532 Post by sastaz »

Will meet and greet, but...no alcove search?
sastaz wrote: Sun Nov 05, 2023 9:46 pm
While the others rummage through the drawers, she will check one of the alcoves.

Alcove search: [1d8]=2
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Re: Barrowmaze: Territorial Gains.

#533 Post by sastaz »

Spearmint wrote: Mon Nov 06, 2023 1:58 am
She doesn't know any of those spells though, so it's practically useless for her as of now.
anyone with a knowledge of goblin language could carry the 'Goblin Head' and trigger the spells that Mal' has in his repertoire.
Yeah what I meant was she can't refill it since she doesn't know the spells. So in that sense it is no more useful to her than to any fighter type class.
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Re: Barrowmaze: Territorial Gains.

#534 Post by OGRE MAGE »

Amos will search. Hit Die [1d8]=4

"Unless we rest, I will have no way of reviving anyone who goes down. I believe we are all in this similar situation."

"It would be foolish for any of us to go looking for trouble that we cant be revived from, so I suggest anyone who is injured remain here and rest, while anyone who isn't injured can go ahead and get into any trouble they see fit."


Gerdal (with Harkazz): 8/8hp (12/12hp)
Patra-patra: 8/8hp
Gideon: 8/8hp
Gnimish: 9/9hp
Treyvor: 6/6hp
Copperpiece: 6/6hp
Meatloaf: 8/8hp
Mule: 12/12hp

Looks like the perfect party. :lol:

Isvand: 3/21hp
Sir Dewey: 7/22hp
Sigrid: 8/14hp
Cosmo: 4/14hp
Amos: 4/20hp
Sundance: 6/8hp
Plantie: 3/8hp
Lemmy: 3/8hp
Ozzie: 5/8hp
Bucko: 5/8hp
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Re: Barrowmaze: Territorial Gains.

#535 Post by Stirling »

Vann Hector

My team are in similar heath issues.

Health Status:

Vann Hector: 1/16hp
Callan: 7/8hp
Veryn: 5/6hp
Rum Lightbender: 11/11hp

Martell: deceased. :oops:
Tamson:10/10hp

"We encountered a dread priest wandering among the Barrows. Though we slew it and his zombie congregants, its touch was diseased and he has infected our comrade Veryn.

He withers by the hour and will be dead come dawn tomorrow unless a Cure is found."
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Re: Barrowmaze: Territorial Gains.

#536 Post by OGRE MAGE »

Amos looks over the newly arrived Guild members, wishing there was something he could do for them. He is aghast to hear about the fate of Martell.

"I think I already know what Sven might have said.........YOU can mention that to Krothos." :lol:

Noticing the meager supplies left on the elf, the repentant cleric continues.

"Did you find the mongrelfolks you sought out? Are they.....as friendly as you hoped?"
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Re: Barrowmaze: Territorial Gains.

#537 Post by Monsieur Rose »

Sir Dewey

It looks like SD can cure disease on the 12th. I've lost track of the days. :D
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Re: Barrowmaze: Territorial Gains.

#538 Post by Spearmint »

It looks like SD can cure disease on the 12th. I've lost track of the days.
This is the evening of July 10th.
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Re: Barrowmaze: Territorial Gains.

#539 Post by tanker405th »

Gideon

"Sir Dewey, while I'm glad to have more friends join us, I do believe Amos is right. He and I both have no curative powers until after a night's rest, and everyone should exercise due caution--especially the injured. Vann, I'm terribly sorry to hear of your friend. I'll be sure to offer some prayers to St. Ygg for their repose."
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Re: Barrowmaze: Territorial Gains.

#540 Post by Stirling »

Vann Hector
"Did you find the mongrelfolks you sought out? Are they.....as friendly as you hoped?"
"We confirmed their presence and a likely Barrow Mound they use. Which might prove they don't enter and exit from this Barrow."

His boots missing and longsword absent, he doesn't mention his precious ring though now, absent from his finger, his lust over it has been forgotten. His arm still physically affected but covered under his sleeves.

"We could not recover his body." he says regarding Martell.
I'll be sure to offer some prayers to St. Ygg for their repose."
"Prayers are a mighty resource. Maybe your clerical brother here, Callan of St Ygg can join you for morning vespers."

In regard to curing Veryn, the Paladin's prayer may suffice or come too late (I shall have to rely on Callan's Wisdom diagnosis and the GM).

My other thought was to approach Sven or Gerdal for help if either could minister to him.
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