Barrowmaze: Territorial Gains.

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OGRE MAGE
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Re: Barrowmaze: Territorial Gains.

#641 Post by OGRE MAGE »

It seems like we have been in one of these rooms before.

Was Svens dead familiar sniffing the bodies an illusion? A holographic image? Hallucination? ;)


Amos pulls out his blanket and bedroll, trying to use it as a makeshift net to snare the closest construct by tossing it over the top of them.

Thrown Item [1d20]=15
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Re: Barrowmaze: Territorial Gains.

#642 Post by sastaz »

Gerdal gasps for air as the poison enters her bloodstream. She falls to her knees.

"Ghaaaaaahhhh"
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Re: Barrowmaze: Territorial Gains.

#643 Post by sastaz »

Patra-Patra is furious when she sees her mistress being stung and throws herself on the automaton with her scimitar:

Patra-Patra scimitar attack: [1d20]=13 dmg: [1d8]=5
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Re: Barrowmaze: Territorial Gains.

#644 Post by Spearmint »

Exploring the Long Corridor.

Two rooms, two encounters.

Mayhem in the first room. Cosmo hacks his pick into the scuttling construct, -5hp, it wriggles caught on the end, spewing oil and drips of venom from its shattered body. Still alive, if constructs live, but pierced through it is immobilised and at the Gnome's mercy.

Amos covers the second with a thrown sleeping bag. It halts momentarily before Patra-patra & Sir Dewey try to crush it with blows but with no direct hit, the construct scorpion scuttles out rapidly, stinger raised to ward away one of its assailants.

Scorpions attack: vs PP ,Amos or SD [1d3]=3 [1d20]=1 [1d3]=2

It targets the paladin, scrabbling up his rusty greaves and stabbing out to inject venom into him but the armour is suffice and blunts the attack.

Gerdal, faint from the venom coursing in her veins staggers out into the Long Corridor, collapsing in the arms of the miners. Breathless and blue lipped she fades very quickly. -2hp. Her Familiar chameleon pulsates in stressed orange speckled colours as slowly the scorpion venom debilitates her into a spiral of multiple organ failure. She needs immediate treatment and crucially, her Slow Poison goblet trait has been used upon Veryn and is not longer active. Anti-venoms or divine grace her only hope.

At the other end of the corridor, Gideon, Isvand, Gnimish & Treyvor have gone to investigate the poltergeist activity. The room, labelled as 'rocking chair room' since that seems to be the focus for most of the poltergeist's previous disturbances. The east wall was investigated by Smokie & Amos previously. The wall is bricked up but a portion has been breached. Three skeletal figures are chained to the proceeding wall, a fourth set of chains dangles empty suggestive that at least one victim escaped his prison (alive or as a skeleton?). They had animated before, rattling chains but the feeling was that was more under the influence of the unseen poltergeist than the skeletons volition. Presently they hang limp upon their chains. The rocking chair gets prodded by Isvand. It squeaks noisily and then settles still. He repeats the action and moves the chair upon its frame. After a moment the chair rocks by itself in more rapid motion, the two doors in the room bang shut and "Click" themselves locked.

Staying inside rather than outside the room, Gideon is locked in as well. The two gnomes trigger crossbow bolts into the rocking chair but they do not halt its creepy heavy rocking that thud-thud-thuds in rhythmic fashion.

Next actions please
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Re: Barrowmaze: Territorial Gains.

#645 Post by Spearmint »

Health Status of Territorial Gains expedition:

Isvand: 9/21hp
Cosmo: 4/14hp
Amos: 12/20hp
Gideon: 8/8hp
Gerdal (with chameleon Harkazz): 4/8hp (8/12hp) poisoned -2hp/round.
Sir Dewey: 14/22hp

Patra-patra: 8/8hp
Copperpiece: 6/6hp
Gnimish: 9/9hp
Treyvor: 6/6hp

Plantie: 4/8hp
Lemmy: 4/8hp
Ozzie: 6/8hp
Meatloaf: 8/8hp

In upper Barrow Mound:
Tamson:10/10hp
Bucko: 6/8hp
Mule: 12/12hp


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Re: Barrowmaze: Territorial Gains.

#646 Post by ateno »

With his contraption pinned by his pick, Cosmo will stand out of range and throw his daggers at the other one.

Thrown Daggers [1d20]=19 dmg [1d4]=3 [1d20]=9 [1d4]=2

Cosmo
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Re: Barrowmaze: Territorial Gains.

#647 Post by Monsieur Rose »

Sir Dewey

"Blast! These things are vile!"

He swings down once again, hoping the third time is the charm.
Flail(17): [1d20+1]=13+1=14
Flail Damage: [_2d4+2]=(3+3)=6+2=8 L:[1d6+2]=1+2=3

"Amos! Gerdal looked bad. What options do we have?"

Actually, what options do we have? SD can lay on hands, which may not cure the poison. Are we able to use the new house rule on snakebites?
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Re: Barrowmaze: Territorial Gains.

#648 Post by Spearmint »

Actually, what options do we have? SD can lay on hands, which may not cure the poison. Are we able to use the new house rule on snakebites?

It is a good question and best answered via character Wisdom checks. Certainly you will know the Lay on of Hands virtue addresses physical wounds rather than effects of poison (though no reason that trait could not be ministered as the paladin gains ranks and upgrades skills).
She needs immediate treatment and crucially, her Slow Poison goblet trait has been used upon Veryn and is not longer active. Anti-venoms or divine grace her only hope.
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Re: Barrowmaze: Territorial Gains.

#649 Post by tanker405th »

Gideon acutely aware that this is definitely not good, grabbing his holy symbol and holding it forth:

"O St. Ygg, beacon of righteousness and foe to all that is wicked, grant me your divine vision, that I may pierce the veil of shadows and discern the lurking evil. Open my eyes to the darkness that seeks to harm, and guide my hand to strike it down with the righteous fury of your holy light. Let the evil presence be revealed, hidden no more, so that I may confront it with the strength of your unwavering grace.

By your blessed name, I call upon your power, reveal the evil, St. Ygg, and let your justice prevail!"


casting Detect Evil
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Re: Barrowmaze: Territorial Gains.

#650 Post by OGRE MAGE »

Amos keeps clear of the scorpion construct, using staff and blanket to defend himself.

“I will try to think of a way.”

Wisdom Check (15) [4d6]=18

:lol:
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Re: Barrowmaze: Territorial Gains.

#651 Post by Monsieur Rose »

Sir Dewey

Wis (13): [4d6]=16
Wis (13): [3d6]=7 eh? eh? :lol:
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Re: Barrowmaze: Territorial Gains.

#652 Post by Spearmint »

With the two encounters separate, I will move on with the scorpion group and update the other as Isvand posts.

The stinging scorpion, scuttles from one to another, failing to stab any Intruder. It gets crushed by the flail, -8hp and pinned by a dagger, -3hp. Both scorpion constructs whirr their last, falling apart as dissected enchanted clockworks. They will tick no more.

The final countdown ticks ominously for Gerdal too, beleaguered by the venom. It was deeply injected and despite cutting into the wound to try and siphon venom out, Amos doesn't think the poison wound can be treated in the same way as a snakebite might.

Gerdal -2hp (6/12hp using Harkazz hp buff.)

Patra-patra hunts through the sorceress's personals, trying to locate any potion, lotion or salve that may be of use. Her spell books, scrawled in her own exotic calligraphy offer up no secrets to spell casting salvation. Her scrolls need scanning and unless you have prior knowledge of previous scrolls taken as plunder division, they too may take time to assess.

the situation reminds me of this

https://www.unseenservant.us/forum/view ... 09#p565709

when Orgoth was bleeding out and only by random determination was a CLW scripted on a treasure scroll that was used to save him.


Amos will know Gerdal took this as one of her scrolls at that time.
Jerome (78/Q3) random spell scroll #3: [1d24]=6 [1d24]=23

A Mage scroll two 3rd level spells: no's 6 & 23 in list.
Feign Death & Tongues
.

Miners, relay any call for help from the two guards in the barrow mound above, but neither Bucko or Tamson have anti-venoms and though the miller's son is an apprenticed ranger, he has yet to attain high enough levels to gain the Snakebite medic trait.

The other group, Vann Hector's, advancing in their own exploration are possibly still nearby but it is doubtful from previous testimony that they have any potions or spells that could help as they came seeking mercy for Veryn themselves.

So, ...Actions and thinking heads please. Roll any Wisdom or Intelligence check you think can help.

Sastaz, you can act on behalf of Patra-patra.
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Re: Barrowmaze: Territorial Gains.

#653 Post by Spearmint »

cross posted with Sir Dewey, but I will take the roll as your action check.

Resolved as ... nothing comes to mind except delaying the inevitable with Cure spells or Lay on of Hands.
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Re: Barrowmaze: Territorial Gains.

#654 Post by Spearmint »

Meanwhile in the room at the end of the corridor.

This was the original 'rocking chair room' description:
Though not in use now, the room looks to have had basic modifications done to it. A few iron sconces stuck into the walls at height could bear torches or hold lanterns. On one wall several coat pegs. A small mirror hangs in another corner, underneath it a large bowl and shaving utensils, old and rusted razors. There are a couple of long benches and a single wooden rocking chair with tattered upholstery. Alarmingly you do realise it is a rebuilt facade and to the left and right of the gap, you can see more chained skeleton figures dangling from chains attached to iron rings. Your lantern light does not trigger any undead animations though. It looks as though six figures were chained up and one in the middle was released, escape, broke out, rescued? The wall is not a new construction, it looks as old as the rest of the tomb. Certainly the chained bodies are not serving any purpose as guards such as the skeletons in the alcoves of the Silas Barrow did.

There is no pick or sledgehammers about unless you bought one (though the gnomish pick-bows could hack through the wall more slowly). An unarmoured and skinny fellow might be able to squeeze through the gap between the back wall and false one.
Gideon prays,
"By your blessed name, I call upon your power, reveal the evil, St. Ygg, and let your justice prevail!"
casting a Detect Evil to scan for the poltergeist as Isvand tries the doors but both are securely locked. The gnomes investigate the chained bodies for supernatural activity but those corpses dangle motionless.

I made a typo, there are five chained bodies not three.

The bold highlighted mirror from the above narration was never taken, indeed it still remains in place. The Detect Evil certainly provides the sensation and discernment that the poltergeist spirit is present but you cannot at first locate it. However you glance at your reflection in the mirror and the presence of the ghostly spectre is visible, standing behind you in the opposing SW corner of the room.

The ghost is of a man, perhaps once a priest or scholar, now all but a haunting memory staining the unhallowed crypts and passages. It has a pernicious and evil visage, like a bully who delights in the torment of those weaker yet flees when resistance prevails. You can feel its displeasure at your faith branded before it.

Actions Gideon & Isvand please.

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Re: Barrowmaze: Territorial Gains.

#655 Post by ateno »

"Put her someplace high, ah, on top of the sarcophagus, lower her arm where she was injected, take off rings and bracelets now! Then we wash it. That should slow it Can the clerics pray? Some can change change their spells?"
int vs. 16 [4d6]=12

Cosmo pauses.

"When I was in class a student got bit by a snake, should be the same treatment."

Coosmo
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Re: Barrowmaze: Territorial Gains.

#656 Post by sastaz »

Patra-Patra, half- panicked by now, quickly nods as Cosmo reveals his theory and starts placing the witch on the sarcophagus.

Patra-patra INT or WIS check: [4d6]=10 not totally bad!

She stops half way and considers something (or does she?)
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Re: Barrowmaze: Territorial Gains.

#657 Post by Monsieur Rose »

That feign death spell scroll may help. If someone can cast it on Gerdal, the suspended state will give more time for a solution. What solution, I'm not sure.
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Re: Barrowmaze: Territorial Gains.

#658 Post by redwarrior »

Isvand looks to see the spirit that Gideon is talking about Is it ONLY visible in the mirror, or is that just where it was first seen? If so, Isvand might have an idea involving 7 years's bad luck.... Aware of the mechanism now, Isvand will briefly search for the activating mechanisms. I'm assuming from the above description that I'm not going to find a reset, but just in case. Is this a spirit you can banish or cause to cower? Can we hit it?? Maybe we can talk to it and figure out what it wants? Why don't we start with that? pause Hey you in the corner, what do you want?
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Re: Barrowmaze: Territorial Gains.

#659 Post by Spearmint »

Rocking Chair room
Aware of the mechanism now, Isvand will briefly search for the activating mechanisms. I'm assuming from the above description that I'm not going to find a reset, but just in case.
I am not sure what you mean by this unless relative to the two doors which are locked. You can try to pick locks to open them.

The poltergeist is seen in the mirror by Gideon alone as a result of his prayer and detect evil spell. But he can tell that to the others.
Is this a spirit you can banish or cause to cower? Can we hit it?? Maybe we can talk to it and figure out what it wants? Why don't we start with that? Hey you in the corner, what do you want?
The poltergeist does not respond verbally to the question from Isvand.

You could try to Turn Undead perhaps. Typically non-corporeal undead (ghost, spectres, wraiths) are only hit by enchanted weapons and holy water, some are vulnerable to silvered weapons. Certain types of such spirit form undead are immune to magic effects (cold, sleep, hold, etc).

Gnimish & Treyvor lock in a silvered crossbow bolt each and point in the general direction of where Gideon gestures, looking into the mirror and over his shoulder as the poltergeist flits around the room. He sees it raise its arms and dramatically gesture, much like the motion of a music conductor which immediately animates the chained skeletons behind the bricked up wall to rise up and rattle chains.

The effect is two fold. Firstly in conducting an action that might be deemed 'offensive', for that brief moment to poltergeist becomes semi-visible. Secondly, the rattling of chains causes a Fear like effect amongst those in the room, so each needs to make a Saving Throw vs Spells (Wisdom modified).

Actions & saves please.


Scorpion room
There are three tables in this room, one in the middle of each tiled square except the one by the door.
The three small tables are pushed together and cleared off stuff, Gerdal placed prone on top and her critical wound addressed in some practical ways. It only slows her regression slightly however and death seems to shadow her pale form.
lower her arm where she was injected, take off rings and bracelets now!
I will say the actions bring a round of relief.
She stops half way and considers something (or does she?)
Patra-patra looks at the broken constructs for any clues, wondering if the Artisans and Innovative Connoisseurs might have more knowledge of such enchanted clockworks, Gnimish does bear a clockwork cobra based upon the one that bit Isvand & Harkazz weeks ago.

"Get the gnomes." she suggests and offers a forlorn hope that an antidote syringe might be found among the construct corpses if examined.

Amos can consider casting a Feign Death , typically used 'only on a willing subject', I would rule a dying person scrabbling for extra moments to live as not being unwilling.

Sir Dewey, pragmatic but not insensitive to the dying can only pray. Acting on the suggestion he goes up the corridor after the other quartet but finds the door locked, rattling the handle but unable to open it inwards.

Actions please.
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Re: Barrowmaze: Territorial Gains.

#660 Post by OGRE MAGE »

Amos does what he must to save Gerdal, even though he suspects she is secretly worshiping an evil goddess.

Do you need some kind of roll for this?
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