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Re: Barrowmaze: Territorial Gains.

Posted: Fri Aug 11, 2023 8:13 pm
by Darithe
Sigrid

Is about to ask Cosmo, if he heard anything when the sight of hideous rat intrudes. She doesn't hesitate and calls out "Nista fleinn!" As she points a finger at the rat two arrows fly forth.

Magic Missile Damage: [1d4+1]=1+1=2
Magic Missile Damage: [1d4+1]=3+1=4
Chance to retain spell vs 14 Intelligence: [4d6+1]=9+1=10+1=11

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 12:34 am
by OGRE MAGE
Amos spins around to club at the scurrying rat thing with his staff.

Staff Attack [1d20]=19 Dam [1d6]=2

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 2:25 am
by ateno
After looking up from the explosive rocks, Cosmo will run up behind the line and help out with thrown daggers.
daggers, thrown [1d20+1]=14+1=15 [1d4]=1 [1d20+1]=19+1=20 [1d4]=2

Cosmo

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 3:11 am
by Spearmint
Rat-a-tat-attack.

Injured, -6hp, the frenzied and giant rat, runs towards Sigrid and straight into a volley of unleashed missiles that resemble cat faces biting upon it, -2hp & -4hp, the rodent continues squeaking and terrifying, clouted by Amos, -2hp and finally pinpointed by accurate dagger throwing from Cosmo, -1hp & -2hp. It halts its assault just centimetres away from biting and gnawing upon the tasty flesh of the intruders.

Up the corridor, Orgoth, Bucko & Yardie are playing a dangerous game of 'whack-a-mole' with the last of the bloated beasts. Hacking, slashing, stabbing, even bashing the creature is hard work. Despite their veteran status, none of the trio can land a significant blow upon the beast and it, jaws savagely clamped upon the unfortunate mercenary, continues to savage him mercilessly.
-4hp, -2hp, -2hp, -1hp. It actually brings him unconscious and another jugular bite causes him to start bleeding out. The whiskered freak wallows in the spurt of blood and begins to lap up the pooling crimson. Finally a cut by Yardie draws a splash of congealed black blood from the creature, -6hp and drives it away from feasting more upon his luckless comrade.

The rat retreats, scurrying under the splayed limbs and bodies of numerous Barrowmaze victims. Unless healed and his wounds addressed, Buxstonvale Fotheringhay may be joining the pile.

Bucko -2/8hp.

next actions for Orgoth, Cosmo, Sigrid, Amos & Yardie in the Maze below.

actions if any for those above.

once this scene is reconciled, I can move to the next corridor exploration and conclude moving your gear and folk inside.

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 3:25 am
by Rex

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 1:15 pm
by ateno
Cosmo pulls out one of his first aide patches and runs to the downed man and putting down the patch near Buckos head as he gets on his knees and places both his hands on the nasty wound trying to staunch the bleeding. "I have a first aid kit, if someone knows how to use it better than me."

Cosmo is only a 8 wisdom, so small chance.

Cosmo

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 1:48 pm
by OGRE MAGE
Amos will calmly lay a hand on the shoulder of Cosmo.

“Allow me to help you save this man.”

He will use a combination of the kit…. Healing Kit Check (15) [4d6]=15

And a healing spell….
CLW [1d8]=2 :(

To get Buxstonvale back on his feet.

(would he regain the 1-4 points over the next few hours if he applies the kit after the spell?)

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 1:50 pm
by Spearmint
yes, you add a 1d4 with the wisdom check, so +1 immediately and any extra over subsequent hours at +1hp/hour

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 2:01 pm
by Spearmint
Yardie & Orgoth climb over the rubble into the charnel room to wade among the bodies to slay the rat in case it returns with renewed hunger.

Yardie: [1d20]=11[2d4]=5 [1d20]=18[2d4]=6

After a couple of rounds it is slain. Bucko treated and on minimal hp, becomes walking wounded for a few hours. While his wounds are dressed, the second corridor is checked out ...

... the light from lanterns and torches awakens the rabid mob of restrained Undead cell mates. The Ravenous zombies, rattle the bars to the rusted iron gate, grasping and reaching to try and pull those who step too close towards them. Wisely you keep to the far side and observe the three closed crypt doors and the still blocked up wall. After listening and hearing nothing suspicious, the last room is accessed. Empty. That's good. The first strategic point reached, you can begin the chain of gear to this storage point.

Actions everyone please as those above in the Mound, descend into the Barrowmaze.

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 2:35 pm
by OGRE MAGE
Glad to see the hired help being treated like family, Sven tries to organize things.

“Well Bucko, looks like you just won yourself some guard duty for a while. You can get pulled back up to watch the mule for a few hours while we get set up below.”

Sven looks around the room at everyone, specifically Isvand. “Can anyone think of an easy way we could communicate over long distances between our groups? That would be incredibly handy down here.”

He stays alert and watches in all directions as the crew transports the supplies into the far room past the caged zombies. He shows Sir Dewey the exact spot where the breach was attempted on the end wall with the skull designation. He warns everyone about the poisonous gas that escaped.

“Let’s break through this one first before we leave, while we are still all together. Just in case it hides something really dangerous.”

“But I guess our first order of business should be dealing with the caged zombies? What do you folks think? I just know there must be something important hidden inside that cage.”


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Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 2:39 pm
by ateno
"Thank you Amos.

Cosmo hands Amos another first aid kit.

"Don't worry I have another, you are better at using them than I. Use it to save a life."

Cosmo will reclaim his daggers, wash his hands and daggers a bit and stay with Bucko as he comes around.

that's-2 kits for now.

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 2:46 pm
by ateno
OGRE MAGE wrote: Sat Aug 12, 2023 2:35 pm "But I guess our first order of business should be dealing with the caged zombies? What do you folks think? I just know there must be something important hidden inside that cage.”
Cosmo looks up from sitting next to Bucko.

"Do we have spears? Long tiring work, but effective. Do it at angles, harder to be drawn in and we can tie a rope around the weilder to pull back in case of problem."

Cosmo

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 2:58 pm
by tanker405th
Rex wrote: Sat Aug 12, 2023 3:25 am Orgoth

At the top of his lungs, "Bucko is down we need a healer!"
Gideon
After hearing Orgoth's shout, Gideon would have rappelled down to answer the call--albeit too late it appears as the first aid kit has been already applied.

"Looks like you're a little worse for wear, Bucko. I'm thankful your wounds were staunched so quickly. You're all aware that I'd prefer those foul zombies be dealt with, but I defer to your expertise as to when. If desired, I could attempt to turn them, which would force them back away from me as long as my faith is strong enough to be granted this request. Perhaps that would give some easement for ranged attacks?"

When I hear zombie cage, are we talking about a barred door similar to a jail cell that would allow missiles to go through, or is it a solid door?

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 3:25 pm
by Rex
Orgoth

"I have my silver spear and 6 javelins."

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 3:48 pm
by Spearmint
When I hear zombie cage, are we talking about a barred door similar to a jail cell that would allow missiles to go through, or is it a solid door?
The cell is just short of 20'ft square with rusty iron cell bars across 10'ft in the passage, a single locked cell door. About a dozen ravenous zombies (ravenous are faster & stronger than 'normal shambling' zombies) mill about inside and press towards the railings whenever you get close enough to try and reach.

I couldn't find a great image but the cell bars and door are similar to these
Image

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 3:51 pm
by Monsieur Rose
Sir Dewey

The Knight descends last and joins the group. The zombies give him pause, but he suspects they are only unfortunate victims in cages who turned zombies when the maze 'woke up'.

"You want to check the cage without killing the zombies?"

With a distaste for ranged weapons aside from hunting, he will wait to see if another plan is presented. In the meantime, he will gather the tools with the miners and discuss how best to use them.

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 4:17 pm
by sastaz
OGRE MAGE wrote: Sat Aug 12, 2023 2:35 pm Sven looks around the room at everyone, specifically Isvand. “Can anyone think of an easy way we could communicate over long distances between our groups? That would be incredibly handy down here.”
SM, what would be the range, in the maze, for the telepathic link between Gerdal/Sven and their respective familiars?

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 4:27 pm
by Spearmint
Familiars, empathetic link as per spell description. In general you get a mile distance for sensory exchange (vision, hearing) but you need to be in close AoE, to benefit from exchange of skills (like the chameleon camouflage effect).

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 6:11 pm
by OGRE MAGE
Becoming more used to the horror of it all, Sven stands just out of the zombies grasp, looking at the walls beyond them.

“I don’t think it does much good to pretend we can save them in any way. I think Duece was an exception, as none of these have acted in any way other than mindless pawns.”

“I could think of several ways to eliminate them, but the idea of our priests keeping them at bay, while shooting at them from a distance seems as easy as any other. These suckers are tougher than normal zombies though, so we need to be cautious of how much ammunition we spend.”

Re: Barrowmaze: Territorial Gains.

Posted: Sat Aug 12, 2023 6:15 pm
by ateno
"I don't want to use the only spear ww have with this, and should not cut pieces from the wagon. We don't want to burn them, the smoke would be terrible and don't want to waste magic. I could cast detect magic and see if there is anything within my range?"

Cosmo