Barrowmaze: Territorial Gains.
Re: Barrowmaze: Territorial Gains.
Callen
"I will accompany you Vann Hector."
-5 Wafers deducted
"I will accompany you Vann Hector."
-5 Wafers deducted
Former GM:Adventures in the Old World (WFRP, 1e)
Re: Barrowmaze: Territorial Gains.
Vann Hector
Sigrid & Sir Dewey explored this area before too, so please speak up if I miss anything that might be important.
So, 'Rat Room' is basically a crypt with skeletons on tables and rats scurry through as the door has large gnawed holes in them to allow the rats access.
'No Evil', is a karge room used for study or meditation. There are three statues of skeletons posed with hands across eyes, ears and mouth. In the mould of 'see no evil, hear no evil, speak no evil'. If you offer them a trinket of gold or gems, then you get some telepathic help, which might be quite cryptic or useful. I guess it depends on the tribute value and how specific the question is. Is that like an Augury type response.
thinking of that, Gerdal would you mind brewing an Augury herbal infusion and read any futures for the groups.
The 'Grotesques' were strange undead ghouls that had no legs. In fact from the waist down they trailed entrails behind and left bloody drag marks and leakage of food behind, everywhere they went. Very fast though and able to spider climb vertical and ceiling surfaces. They had a lair room and adjoining that a room with a coffer and suit of armour if I remember correct. (I think Isvand searched the armour already).
MM is where we encountered a huge undead Mongrelman 'champion'. His enchanted axe is now carried by Rum.
That black square is a spiked pit. We out the bodies of the ravenous zombies and Mongrelmen who sneaked up on us in there.
Nest is lots of burrows of rats, churned up floor and rat holes.
The big room in the centre is the Wraith Statue room. Basically has some bronzed statues that are hollow (I think Mongrelmen hid under them) but if you dally there too long, the room is trapped which triggers the statues breathing out a 'breath weapon' and those affected find that their own shadows become Undead Shadows and they try to strangle you to death.
The Mural room had ravenous zombies in. We killed them. There is a strange mural there and a blocked passage or door that I think suggested some kind of altar was beyond.
That black square on the left is another pit and Dark is an area of Darkness, like the spell of the same name.
The most southern part are two hallways with burial alcoves connected by a long corridor. We met Undead Cats there who 'meowed' painfully that nearly killed Sundance and Sigrid.
"Any questions for those who come?
Okay, once ready, grab gear, eat something now, use the bathrooms, say your prayers; we can set off in ten."
"Great. Well for those who come along, let me share what I know of those rooms.""I will accompany you Vann Hector."
Sigrid & Sir Dewey explored this area before too, so please speak up if I miss anything that might be important.
So, 'Rat Room' is basically a crypt with skeletons on tables and rats scurry through as the door has large gnawed holes in them to allow the rats access.
'No Evil', is a karge room used for study or meditation. There are three statues of skeletons posed with hands across eyes, ears and mouth. In the mould of 'see no evil, hear no evil, speak no evil'. If you offer them a trinket of gold or gems, then you get some telepathic help, which might be quite cryptic or useful. I guess it depends on the tribute value and how specific the question is. Is that like an Augury type response.
thinking of that, Gerdal would you mind brewing an Augury herbal infusion and read any futures for the groups.
The 'Grotesques' were strange undead ghouls that had no legs. In fact from the waist down they trailed entrails behind and left bloody drag marks and leakage of food behind, everywhere they went. Very fast though and able to spider climb vertical and ceiling surfaces. They had a lair room and adjoining that a room with a coffer and suit of armour if I remember correct. (I think Isvand searched the armour already).
MM is where we encountered a huge undead Mongrelman 'champion'. His enchanted axe is now carried by Rum.
That black square is a spiked pit. We out the bodies of the ravenous zombies and Mongrelmen who sneaked up on us in there.
Nest is lots of burrows of rats, churned up floor and rat holes.
The big room in the centre is the Wraith Statue room. Basically has some bronzed statues that are hollow (I think Mongrelmen hid under them) but if you dally there too long, the room is trapped which triggers the statues breathing out a 'breath weapon' and those affected find that their own shadows become Undead Shadows and they try to strangle you to death.
The Mural room had ravenous zombies in. We killed them. There is a strange mural there and a blocked passage or door that I think suggested some kind of altar was beyond.
That black square on the left is another pit and Dark is an area of Darkness, like the spell of the same name.
The most southern part are two hallways with burial alcoves connected by a long corridor. We met Undead Cats there who 'meowed' painfully that nearly killed Sundance and Sigrid.
"Any questions for those who come?
Okay, once ready, grab gear, eat something now, use the bathrooms, say your prayers; we can set off in ten."
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Re: Barrowmaze: Territorial Gains.
Veryn
Having healed from the necrotic touch, Veryn for the first time say a prayer of gratitude and thanks Gerdal for her treatment.
I could eavesdrop and check the other door simultaneously with Vann Hector, to increase efficiency.
Also, sorry for not posting so long. Have been busy with assignment, but now i am back.
Having healed from the necrotic touch, Veryn for the first time say a prayer of gratitude and thanks Gerdal for her treatment.
I could eavesdrop and check the other door simultaneously with Vann Hector, to increase efficiency.
Also, sorry for not posting so long. Have been busy with assignment, but now i am back.
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
He listens to the plan for some to branch out and explore new areas. "I'd like to stay close by and deal with the stuck doors and bricked areas while we have the miners here."
Sir Dewey plans to start on the room west of the charnel room, then the east room. "Someone needs to stay close in case that sage returns."
He turns to Vann. "We need to think about securing the area, including the barrow above. If you find any materials like benches or such, bring them back so we can construct barricades."
"Come on lads! Let's bash in some doors!" He calls to the miners to direct their attention to the door.
He listens to the plan for some to branch out and explore new areas. "I'd like to stay close by and deal with the stuck doors and bricked areas while we have the miners here."
Sir Dewey plans to start on the room west of the charnel room, then the east room. "Someone needs to stay close in case that sage returns."
He turns to Vann. "We need to think about securing the area, including the barrow above. If you find any materials like benches or such, bring them back so we can construct barricades."
"Come on lads! Let's bash in some doors!" He calls to the miners to direct their attention to the door.
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Re: Barrowmaze: Territorial Gains.
Amos is confused by the sudden influx of members heading in all directions. He decides to stay near Sir Dewey for now.
"I am still quite injured, so I can stay behind to watch for the return of the sage, or aid the miners if they need help."
"I am still quite injured, so I can stay behind to watch for the return of the sage, or aid the miners if they need help."
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Re: Barrowmaze: Territorial Gains.
Gideon
With Amos remaining with Sir Dewey, "Gerdal, I'd like to accompany you and your group. I think it prudent to keep a cleric with the various teams for now."
With Amos remaining with Sir Dewey, "Gerdal, I'd like to accompany you and your group. I think it prudent to keep a cleric with the various teams for now."
Re: Barrowmaze: Territorial Gains.
Sigrid
As Vann mentions the grotesques, Sigrid involuntarily shivers at the memory of the things. She rises and chats amiably with Sundance, while the various endeavors are discussed. In her thick northern accent she says, "I will accompany whoever, has the greatest need of my skills."
As Vann mentions the grotesques, Sigrid involuntarily shivers at the memory of the things. She rises and chats amiably with Sundance, while the various endeavors are discussed. In her thick northern accent she says, "I will accompany whoever, has the greatest need of my skills."
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Re: Barrowmaze: Territorial Gains.
Rum
Rum will review the map with Vann and has a bite to eat. He checks his belongings to make sure he has everything.
"I'm ready when everyone else is ready to explore the corridor."
Rum will review the map with Vann and has a bite to eat. He checks his belongings to make sure he has everything.
"I'm ready when everyone else is ready to explore the corridor."
Last edited by Craigers07 on Tue Nov 21, 2023 1:23 am, edited 1 time in total.
Re: Barrowmaze: Territorial Gains.
Vann Hector
A gnome too if the brothers can be separated or both?"
He asks regarding extra npc support, figuring we have lost Martell and that Tamson the ranger is supporting Bucko in securing the upper barrow entrance.
Once decided, he leads the way, going through the Rat Room and into the Grotesque Hallway.
"Certainly we will gave need of your intuition and skills. If Gerdal & Cosmo are staying with Sir Dewey, that group will be well secured by all classes."I will accompany whoever, has the greatest need of my skills."
A gnome too if the brothers can be separated or both?"
He asks regarding extra npc support, figuring we have lost Martell and that Tamson the ranger is supporting Bucko in securing the upper barrow entrance.
Once decided, he leads the way, going through the Rat Room and into the Grotesque Hallway.
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Re: Barrowmaze: Territorial Gains.
Isvand will stick by Gerdal to check out the hallway
Re: Barrowmaze: Territorial Gains.
Sigrid
"Very well then," Sigrid states to Vann. "Who will be the lead vanguard? I will impart Strength upon them."
"Very well then," Sigrid states to Vann. "Who will be the lead vanguard? I will impart Strength upon them."
Re: Barrowmaze: Territorial Gains.
Vann Hector
Lets stick it on Rum the dwarf. He has the enchanted axe, so will be the most frontline fighter type.I will impart Strength upon them."
Re: Barrowmaze: Territorial Gains.
Gerdal
"It's settled then. I will examine the long corridor with a group. How about starting with the door north of the Rat Room?"
SM do you want to fork threads here?
Gerdal will brew her herbal tea and tell the fortune of both groups:
Her own group: Heirloom Augury vs 72: [1d100]=53
Other group: Heirloom Augury vs 72: [1d100]=5
"It's settled then. I will examine the long corridor with a group. How about starting with the door north of the Rat Room?"
SM do you want to fork threads here?
Gerdal will brew her herbal tea and tell the fortune of both groups:
Her own group: Heirloom Augury vs 72: [1d100]=53
Other group: Heirloom Augury vs 72: [1d100]=5
Re: Barrowmaze: Territorial Gains.
Gerdal infuses a herbal brew and swilling the dregs after drinks are consumed, reads a generalised soothsaying for herself (and associated group) and for Vann Hector's team.
Gerdal's:
"The Cursed Man has sent his timely blessings; holy anointing to rebuke the dead and a stretcher to bear home the dying.
Those who awake the Ravenous will come to ruin and riches." two cryptic readings that concern your planned activities in the Long Corridor.
Vann's augury:
"Secrets beyond secrets will bring you into the light where Shadows stalk in darkness and those you seek hunker over bread and wine; praying for help and a sacrificial offering."
Another cryptic prophecy of what may be. Each needs some extra consideration though once the incident it points to becomes apparent, you will know how to respond more appropriately.
Actions: I will update here for the continued exploration of the nearby area.
Actions Vann's group, please follow and post in the Where-Rats expedition thread as the two groups split to explore.
Gerdal's:
"The Cursed Man has sent his timely blessings; holy anointing to rebuke the dead and a stretcher to bear home the dying.
Those who awake the Ravenous will come to ruin and riches." two cryptic readings that concern your planned activities in the Long Corridor.
Vann's augury:
"Secrets beyond secrets will bring you into the light where Shadows stalk in darkness and those you seek hunker over bread and wine; praying for help and a sacrificial offering."
Another cryptic prophecy of what may be. Each needs some extra consideration though once the incident it points to becomes apparent, you will know how to respond more appropriately.
Actions: I will update here for the continued exploration of the nearby area.
Actions Vann's group, please follow and post in the Where-Rats expedition thread as the two groups split to explore.
Re: Barrowmaze: Territorial Gains.
Exploring the Long Corridor.
This thread is for Gerdal, Sir Dewey, Isvand, Amos, Cosmo, Gideon and npc's Patra-patra, Copperpiece, the four miners and the two gnomes, Gnimish and Treyvor.
The plan is to simply sweep the entrance corridor, exploring the side rooms and breach the blocked up wall.
Bucko and Tamson remain on guard in the upper Barrow Mound.
So, to start with,
The room is dusty, the corners choked with old spider webs, an emaciated rat scuttles and squeaks, escaping through the door as you open it. It is alone, thankfully no swarm of rodents and no further abominable rodents of unusual size have been imbued with the necrotic essence from feeding upon all the Charnel room corpses.
There are three tables in this room, one in the middle of each tiled square except the one by the door. The tables contain bones, one has a pyramid of skulls piled into a neat triangle, the topmost sports a leathered tricorn helm. The other two are just assorted bones, much gnawed upon and without any set arrangement to them. Graffiti in the room, in lurid ink colours date various intrusions here with such remarks as "Loughnane, May 1033', 'Frosty, he rode the stable girl and the winner in the Harvest Mile, Citadel 1060', 'Dettori, bent as a copperpiece, he lost a hand picking the wrong pocket', 'if you read this you are already doomed', 'behind YOU! Dec 1050.'
actions please.
This thread is for Gerdal, Sir Dewey, Isvand, Amos, Cosmo, Gideon and npc's Patra-patra, Copperpiece, the four miners and the two gnomes, Gnimish and Treyvor.
The plan is to simply sweep the entrance corridor, exploring the side rooms and breach the blocked up wall.
Bucko and Tamson remain on guard in the upper Barrow Mound.
So, to start with,
, the consensus being barging open the first door adjacent to the de Ogilvy corridor. A few whacks with the ram and the swollen oak panelled door shivers, creaking in its frame and finally caving inwards into a twenty foot square crypt."Come on lads! Let's bash in some doors!" He calls to the miners to direct their attention to the door.
The room is dusty, the corners choked with old spider webs, an emaciated rat scuttles and squeaks, escaping through the door as you open it. It is alone, thankfully no swarm of rodents and no further abominable rodents of unusual size have been imbued with the necrotic essence from feeding upon all the Charnel room corpses.
There are three tables in this room, one in the middle of each tiled square except the one by the door. The tables contain bones, one has a pyramid of skulls piled into a neat triangle, the topmost sports a leathered tricorn helm. The other two are just assorted bones, much gnawed upon and without any set arrangement to them. Graffiti in the room, in lurid ink colours date various intrusions here with such remarks as "Loughnane, May 1033', 'Frosty, he rode the stable girl and the winner in the Harvest Mile, Citadel 1060', 'Dettori, bent as a copperpiece, he lost a hand picking the wrong pocket', 'if you read this you are already doomed', 'behind YOU! Dec 1050.'
actions please.
Re: Barrowmaze: Territorial Gains.
"Hold on. Everyone, I will scan.
Cosmo casts Detect Magic vs 16 [4d6+2]=18+2=20, starting from the right and scanning across the room slowly.
He will call out what , if anything notes of magic.
"I will check the doors and area for traps after this, unless you care to be a trap collector? Har ha."
Cosmo
Cosmo casts Detect Magic vs 16 [4d6+2]=18+2=20, starting from the right and scanning across the room slowly.
He will call out what , if anything notes of magic.
"I will check the doors and area for traps after this, unless you care to be a trap collector? Har ha."
Cosmo
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Re: Barrowmaze: Territorial Gains.
This door?
Re: Barrowmaze: Territorial Gains.
yes, that door.
Re: Barrowmaze: Territorial Gains.
Gerdal will walk around and read some more graffiti while watching the walls.
"Anyone that can help me look for hidden doors or passages?" Seems there should be something more to this room. When reading the BEHIND YOU, of course she can't help herself glancing over her own shoulder.
"Anyone that can help me look for hidden doors or passages?" Seems there should be something more to this room. When reading the BEHIND YOU, of course she can't help herself glancing over her own shoulder.
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
He scans the dates and does some math. "Thirty to half a dozen years ago. Multiple people have been through these doors since the great battle. I'm not sure we'll find anything of value but we do need to make sure nothing is hanging around to surprise us."
The Knight looks over the scattered bones on the tables, trying to determine what kind and type they are. Besides skulls.
He scans the dates and does some math. "Thirty to half a dozen years ago. Multiple people have been through these doors since the great battle. I'm not sure we'll find anything of value but we do need to make sure nothing is hanging around to surprise us."
The Knight looks over the scattered bones on the tables, trying to determine what kind and type they are. Besides skulls.