Barrowmaze: Territorial Gains.

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Spearmint
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Re: Barrowmaze: Territorial Gains.

#561 Post by Spearmint »

Gerdal

Here are the notes from the previous use:
Sven drinks from the clawed goblet, a concoction mixed together from fragrant herbs, prayers to Kali and a potion. In a swirl of effervescent syrup, bubbling with hope and trepidation, what could go wrong with potion miscibility?

The Fungicides spawn via breathing out spores which biologically are parasitic in nature (according to Google mushroom lore ...) and this comes under a Disease rather than Poison bracket. However the goblet trait creates a single dose of curative saline that catalyzes the ingredients into a benevolent brew that either is effective as Cure Disease / Neutralise Poison.

The goblet has two traits in that enhancement. It will do a daily Holy Water into Slow Poison or weekly at a higher degree of restoration, transform any other magic potion into the CD / NP dose.
So using Callan's diagnosis, a Slow Poison supping from the goblet will delay onset of the necrosis by three hours (one per level of the sorceress) or can create a Cure Disease via a substitutional other magic potion.

So that should add to any discussions.
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Re: Barrowmaze: Territorial Gains.

#562 Post by Spearmint »

I assume we can start administering healing spells now?
Yes, please do. Post the CLW rolls and allocate them to whoever you pray over.
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Re: Barrowmaze: Territorial Gains.

#563 Post by Spearmint »

Search rolls, I narrated in the updates the results of all combined search rolls.
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.
these can be bagged up and studied.

in this Barrowmaze game, I reward the gaining of 'wider knowledge' with bonus boons, so for example, Sir Dewey reading the biography of knight Torrick Echensteig gave him a +1 bonus vs when duelling the Crypt knight. So reading the histories of the region may provide a bonus to some history or archeological based skill check.
“Hello there, sir. Quite a predicament you’ve gotten yourself into there”.
the statue is mute to anything spoken directly to it by Amos, Vann or others. It doesn't appear to be trapped and has no moveable parts. Vann knows he activated the 'No Evil' skeleton by giving it a tribute, a gemstone. Sir Dewey's check
"That statue feels familiar, like that skeleton room. We just need to figure out how to activate it. I think."
helps him conclude a similar offering or trigger might be needed to activate him / it.

Callan decide who you minister any healing wafers to.

Vann Hector you may take boots from one of the skeletons.

Plantie, since no one else has done so, he takes the dented breastplate and greaves of the other skeleton rather than see it go to waste.

Actions resolve the healing issues then decide on next moves as suggested by Sir Dewey.
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Re: Barrowmaze: Territorial Gains.

#564 Post by Kenjosephus »

Veryn

Question, where is the part of my body again that got the necrosis effect from the skeleton?
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Re: Barrowmaze: Territorial Gains.

#565 Post by Spearmint »

I believe it started in your hand or arm and quickly spread to begin rotting the whole limb, hence you raised the subject before of triaging an amputation.

But there is internal organ afflictions and such drastic action may not be a life saving alternative.
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Re: Barrowmaze: Territorial Gains.

#566 Post by sastaz »

Gerdal answers Cosmo while examining Veryn.

"Good thinking. I have not examined yet whether the head speaks only its native language or several. I need some time to examine it but it seems to me it is fully capable of casting these spells once, but after that needs help to recharge. Your assistance would of course be most valuable, as we'd use these for the good of the group."

Shaking her head when examining Veryn, she concludes

"I'm simply not sure if this ailment is natural or if it is a curse. There's no way of knowing, we need to take our chances. But he is rotting from inside, that's for sure." She looks up at the others. "Is anyone in possession of a magic potion or elixir that is of lesser use? I can use that to treat any disease or poison running through his veins. Apart from that, best I can do is to slow the progress, in order to have a higher chance of him surviving the trip back."

Gerdal actually never used her CLW so she'll use it on Vann before resting and regaining.

CLW on Vann: [1d8]=1 I blame it on the evil influence of the Barrowmaze
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Re: Barrowmaze: Territorial Gains.

#567 Post by Stirling »

Vann Hector

So this was how I activated the 'No Evil' skeletons:
my actions

In fact you previously described the statues as having votive offerings placed in the pelvic bones. I will place some jewelry from my hair braids in each and ask a question to each skeleton, relating to whatever sense they cover.

"What is beyond the corridor with the magical darkness?" to See No Evil.

"Tell me more about Nathalas the necromancer." to Speak No Evil.

"How can you shield us from more verbal attacks, spells, songs or caterwauling?" to Hear No Evil.

your response

Vann Hector You do not find traps but in making a small, negligible offering you get reciprocating answers from the Skeletons.

"What is beyond the corridor with the magical darkness?" to See No Evil.

"Death that walks, Death that talks, Death that worships, Death that summons."

"Tell me more about Nathalas the necromancer." to Speak No Evil. "He seeks the Tablet of Nergal"

"How can you shield us from more verbal attacks, spells, songs or caterwauling?" to Hear No Evil. "Silence is golden, you are unseen but not unheard."

The three answers come as 'a voice in your head' rather than from any animation of the statues though you instinctively feel each has answered your question. The offering of gems was received and each crumbles into dust as though used up in seeking the knowledge you wanted. Perhaps better offerings or more informed questions garner better answers.
"Do any of us have any gems that we could stick in its palm? Then ask it a question?"

+1hp, (every blessing counts!) He thanks Gerdal.
the more I play this, the more I think how strange or uniquely customized we are as characters.
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Re: Barrowmaze: Territorial Gains.

#568 Post by ateno »

Cosmo feeling useless will help Vann Hector[/] in the bronze man room.

He will say hello and ask Vann what he has gone over already and get yo work looking.

Find Traps vs. (45) [1d100]=18 Remove traps vs.(45) [1d100]=43

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Re: Barrowmaze: Territorial Gains.

#569 Post by OGRE MAGE »

Amos makes his rounds, healing the folks with the most need and the worst injuries.

He starts with one prayer over Isvand. CLW [1d8]=5

Then prays over himself. CLW [1d8]=7

"I will hold my final healing prayer in case of emergencies, but only if someone else can aid Sir Dewey beforehand."
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Re: Barrowmaze: Territorial Gains.

#570 Post by Spearmint »

Cosmo, checks for traps again, confident he would find any if such are present but seemingly none abound and 'statue man' reveals no secrets.

Actions. I have Amos casting his Cure Light Wounds allocation. I need others who wish to cast spells to action any.

Actions specific in response to Vann asking if anyone has any gems or coins.
"Do any of us have any gems that we could stick in its palm? Then ask it a question?"


Actions in response to Gerdal's request that she can minister a Cure Disease imbibition from her special alchemy goblet to heal Veryn, but it needs a substitute magic potion of any sort to use as the material compound.

Or, someone give Gerdal a vial of holy water in order to concoct a lesser healing, Slow Poison, which may delay Veryn's impending doom by a few hours.

Actions discuss how you group up and explore further.

So: .... each character (I have Amos action) post a specific action so I can update with definitive resolutions.
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Re: Barrowmaze: Territorial Gains.

#571 Post by Stirling »

Vann Hector

I do have a Vial of Holy Water which I can give to Gerdal if there is not any magic potion among the group that can be donated to heal Veryn fully.

as far as 'Guild concerns' might be a thing but I should point out that I underwrote the guild membership fee for each of my player character group as a guarantee regarding sharing the knowledge of this Barrow's entrance and the excavations here. But if there was a potion, even an unidentified one that was 'guild trove', it would be used to heal up a guild member.

If someone has a personal magic potion and we (my group) or Veryn can trade something in return or be in debt to some service, I am sure something can be arranged.


As to the statue, I will use gold earring (worth 15gp) for a starter, placing it in or over a palm of the Statue-in-Wall and then ... I don't know, I'll ask it a question.

"Statue-Man, do you have a function?"

Vann Hector: save vs Spells 15+ [1d20]=10

Vann Hector intelligence check vs 13 [4d6]=11

any response?
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Re: Barrowmaze: Territorial Gains.

#572 Post by tanker405th »

Gideon

After morning prayers and ablutions, "By Ygg's grace, I have the ability perform his healing miracle twice again this day. However, I think it prudent to 'keep one in the chamber' should misfortune befall us again as we search for our lost comrades. Who is left among us that is in the most dire need, and what stock do we have left of 1st aid kits? I'd rather we distribute them now than when under fire."

Sorry for the delayed response, hectic weekend of travel again!
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Re: Barrowmaze: Territorial Gains.

#573 Post by Spearmint »

Gideon: roll your CLW and note it as 'most injured character' and I will apportion it in my update.
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Re: Barrowmaze: Territorial Gains.

#574 Post by tanker405th »

Gideon

CLW [1d8]=6

Most injured character
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Re: Barrowmaze: Territorial Gains.

#575 Post by Monsieur Rose »

Sir Dewey

"I don't have any gems on me, but we could use some coin. And I agree, Vann, if nothing else is available we should use holy water. I have one."

He offers the holy water to Gerdal. "Would this delay the terminal effect until after midnight? It's possible I could receive the gift then."

Sir Dewey looks at the statue in a new light. "Maybe he is running from something and needs assistance. Like a torch or weapon in his hand." If Vann's treasure offering doesn't pay off, the Knight will ask for a torch to place and then place his extra Morningstar.
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Re: Barrowmaze: Territorial Gains.

#576 Post by sastaz »

Gerdal accepts the Holy Water from Vann (who offered first) and goes about brewing a Slow Poison potion, which will be administered as soon as it's ready. She will then keep watch over Veryn to see if the potion seems to have any effect at all. We had our suspicions that we might be dealing with a curse, not a poison per se.

Also, was the museum room checked in its entirety? Otherwise Gerdal will, while waiting for Veryn to show progress. She will have Patra-Patra close, if any assistance would be needed.

Museum search roll: [1d8]=8
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Re: Barrowmaze: Territorial Gains.

#577 Post by Craigers07 »

ateno wrote: Fri Nov 10, 2023 4:28 pm
" Rum, Hello. Cosmo hugs the dwarf. "Did the Dwarves give you anything or .. In a gruff low voice. "Its It's a Dwarfs duty.

Cosmo laughs..

"Sorry to hear of the loss of the teammate, I knew him. Anything I can do for you?

Cosmo
Rum

"Nah, they didn't give me much of anything, but I'm thankful to be alive. I'm not sure if there's anything you can help me with right now. We had a difficult journey getting here."
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Re: Barrowmaze: Territorial Gains.

#578 Post by Spearmint »

As folks progress posts, I will move the scene on.

In regard to searches of the mueseum room,

https://www.unseenservant.us/forum/view ... 19#p678519
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.

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.
The turbans could be bound around anyone's (unhelmeted) head. Mal' the carved malachite goblin head can be triggered by anyone who speaks Goblin.

Cosmo touches base with former Three-Moon rescuers,
" Rum, Hello. Cosmo hugs the dwarf. "Did the Dwarves give you anything or ..
You may remember that Karl Barrelgut gave Rum the holy symbol of Moradin that the unfortunate cleric wore which has been imbued with a minor blessing.

Gerdal ministers a potion of holy water, swishing the blessed elixir in her crafted goblet and infusing it with other essences and a prayer (to Kali), offering it to the diseased Veryn.

"It will slow but not negate the poison and corruption flowing through your body. By grace it may provide the longevity and resilience needed in order to sustain your life long enough until Sir Dewey can pray to his god for divine grace to lay healing hands upon you".

Veryn I am presuming you drink the concoction which quells at least the creeping nausea in your stomach and less than minty fresh breath exhaled from ever rotting, halitosis inducing lungs.
He offers the holy water to Gerdal. "Would this delay the terminal effect until after midnight? It's possible I could receive the gift then."
-1 holy H2O from SD.

Gideon blesses another Cure Light Wounds, allocating it to the paladin. Callan breaks bread and wine, all who partake receive a minor blessing, +1hp
I used 11 wafers in total, one each per injured character & npc.

Here is an updated Health Status:

Vann Hector: 3/16hp
Callan: 8/8hp
Veryn: 6/6hp
Rum Lightbender: 11/11hp
Tamson:10/10hp

Isvand: 9/21hp
Sir Dewey: 14/22hp
Sigrid: 9/14hp
Cosmo: 5/14hp
Amos: 12/20hp
Sundance: 7/8hp
Plantie: 4/8hp
Lemmy: 4/8hp
Ozzie: 6/8hp
Bucko: 6/8hp

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


This section of Barrowmaze, which I refer to as the 'de Ogilvy' corridors (named after a cleric of Arcantryl that was encountered trying to breach the blocked up wall here), has been secured in as much as the rooms are investigated and no further secrets revealed. it doesn't mean all secrets found, just using current group perception and skills, you have exhausted the physical 'finding of traps, checking alcoves, searching for concealed or secret doors'.

The wrought iron cell door has a new crafted gnome lock, using Isvand's short sword styled keyblade. The secret door into the plinth room has been busted by the miners ram. So it is not so secret but as an extra measure to secure belongings, you can if you wish transfer goods and supplies into those two adjoining rooms rather than the current Crypt C.

Your Mule is secured in the upper barrow mound chamber. Too big to fit through the ceiling hole even though the block & tackle might hold its unloaded weight. the two explosive trapped rubble cairns are still in effect below the dangling rope.

Tamson is a ranger, used to outdoors and will volunteer to aid Bucko in guarding the upper entrance from intruders, adding his archery skills to any defence.

Miners Lemmy, Ozzy, Plantie & Meatloaf are good to explore / excavate as basic labourers. Sundance will shadow Sigrid, Gerdal has Patra-patra and Sir Dewey has yet to shake off Copperpiece.

Gnimish & Treyvor can patrol the 'Long Corridor' as the group mingle.

Statue-in-the-Wall ... with some concentrated actions, physical investigations, poking, prodding and asking questions, a direct approach is proffered with Vann Hector giving it his heirloom earring.

The statue is impassive for a moment, staring blankly, motionless until it suddenly turns its head to look at the gold trinket. The hand moves to place the jewellery into a jacket pocket, minus earring from inventory

"I am a Vermissian Sage. What mysteries of arcane delicacy do you wish to know? I can offer you my wisdom and knowledge of things that were, that are and that may never have been.

For a price. Research is expensive and knowledge is priceless."
it says. The visage of the statue-man has a scholarly look about him, certainly not a fierce warrior gaze, much more that of a head-teacher gazing upon the latest influx of illiterati.

It answers but probably provokes more questions.

Those mages and clerics of Arcantryl can take a skill check Intelligence or Wisdom vs [4d6] for any recall on what such a 'sage' might specialise in.

Actions please
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Re: Barrowmaze: Territorial Gains.

#579 Post by OGRE MAGE »

A worshiper of Arcantryl himself, Amos is shocked to hear the statue introduce itself as a Vermissian Sage.

"Can you tell us any more about yourself first?"

Wisdom Check (15) [4d6]=12
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Re: Barrowmaze: Territorial Gains.

#580 Post by Monsieur Rose »

Sir Dewey

-1 Holy Water

"Thank you Gerdal. Veryn, by the Grace of St. Ygg this should give you the time I need."

The learned Knight tries to recall what a Vermissian Sage is, or does. Wis (13): [4d6]=15

"Does this sage know things recent or only historical? I want to know what this tablet thing is." He refers to something that possessing sister said.
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