Barrowmaze: Territorial Gains.
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Re: Barrowmaze: Territorial Gains.
Isvand looks down at the thing and says Bloody tapestry! Literally! I don't like that! Tapestries are for keeping drafts out, not me in! Picking up his dropped sword, he looks around and says What next? I don't know that I can take much more until some rest and healing!
- OGRE MAGE
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Re: Barrowmaze: Territorial Gains.
Amos checks the halfling over for injuries he might not be able to see.
"If these rooms are clear now, let's search them over well before deciding where to go next."
Keeping an eye out for more trouble, Amos begins searching the three rooms.
d6 roll?
"If these rooms are clear now, let's search them over well before deciding where to go next."
Keeping an eye out for more trouble, Amos begins searching the three rooms.
d6 roll?
Re: Barrowmaze: Territorial Gains.
[1d8] for casual searches, vs Thieves skills for F&RT's
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Re: Barrowmaze: Territorial Gains.
Isvand joins in the searching once his shakes die down . Search [1d8]=3
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Re: Barrowmaze: Territorial Gains.
Last edited by OGRE MAGE on Thu Apr 25, 2024 4:31 pm, edited 1 time in total.
- Monsieur Rose
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Re: Barrowmaze: Territorial Gains.
Sorry to all for my extended absence. However I did see that SM rolled quite well for SD, so maybe my return isn't so beneficial.
Sir Dewey
The Knight searches with the others. "That image that was on the tapestry, a bone pit? Do you think that is the same thing that Sven mentioned? The taint must be spreading for simple tapestries to show foul images and turn animate."
[1d8]=7

Sir Dewey
The Knight searches with the others. "That image that was on the tapestry, a bone pit? Do you think that is the same thing that Sven mentioned? The taint must be spreading for simple tapestries to show foul images and turn animate."
[1d8]=7
Re: Barrowmaze: Territorial Gains.

Pit trap tapestry. A 'cloak of danger' creature.
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Re: Barrowmaze: Territorial Gains.
The secluded crypts are searched. The one nearest the breached wall is a twenty foot square chamber, damp and fetid. Old scrawlings mark the walls, undecipherable now, ruined by the erosion of age and decay. Stone coffers lie in broken pieces, vandalised or just collapsed from rot. The first crypt offers no promise, only despair.
The middle crypt is of similar size. It too has faded frescoes, depicting burial scenes. Three large vertical alcoves are set into the west wall, enough for an upright figure to stand. Slumped however upon the floor are three inert and rotting skeletons. They lie motionless and do not trigger any Light warning from the Paladin's shield. A search of them finds some grave goods of value; brass and steel plated gorgets which detail each wearer to be some accredited 'Sgt at arms'. Faithful, Steadfast, Loyal' inscriptions upon each.
Each skeleton has a weapon, still in good condition; a pike, a warhammer, a glaive. These appear as quality common rather than enchanted weapons and can be taken to boost group stocks.
The last crypt, from which the raging Crypt Thing exited has three coffers inside. The central one is vacant, presumably the Undead creature rested there. Either side are smaller coffers, both sealed and engraved with an image of a young boy or girl.
A broken pottery jar in the empty coffer contains a mini horde of colourful marble sized gems. Cosmo has an appraisal skill and can assess them as base ornamental stones; a mixed bag of smooth or chipped baubles that might retail for a few gold each.
Crypt Things: baubles [5d10]=17
The thick fabric tapestry, now rent into separate pieces hung upon the end of the passage wall. You can search walls for concealed niches and secrets but despite extensive investigations, you don't discover much more in this dismal area. Rogue skilled can check for traps around the coffers.
Actions in these crypts please

The middle crypt is of similar size. It too has faded frescoes, depicting burial scenes. Three large vertical alcoves are set into the west wall, enough for an upright figure to stand. Slumped however upon the floor are three inert and rotting skeletons. They lie motionless and do not trigger any Light warning from the Paladin's shield. A search of them finds some grave goods of value; brass and steel plated gorgets which detail each wearer to be some accredited 'Sgt at arms'. Faithful, Steadfast, Loyal' inscriptions upon each.
Each skeleton has a weapon, still in good condition; a pike, a warhammer, a glaive. These appear as quality common rather than enchanted weapons and can be taken to boost group stocks.
The last crypt, from which the raging Crypt Thing exited has three coffers inside. The central one is vacant, presumably the Undead creature rested there. Either side are smaller coffers, both sealed and engraved with an image of a young boy or girl.
A broken pottery jar in the empty coffer contains a mini horde of colourful marble sized gems. Cosmo has an appraisal skill and can assess them as base ornamental stones; a mixed bag of smooth or chipped baubles that might retail for a few gold each.
Crypt Things: baubles [5d10]=17
The thick fabric tapestry, now rent into separate pieces hung upon the end of the passage wall. You can search walls for concealed niches and secrets but despite extensive investigations, you don't discover much more in this dismal area. Rogue skilled can check for traps around the coffers.
Actions in these crypts please

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- redwarrior
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Re: Barrowmaze: Territorial Gains.
Isvand checks the leftmost coffer. This one appears untrapped! How about the other one? Shall we see what is in it?
FaRT Target 30 [1d100]=96
FaRT Target 30 [1d100]=96
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Re: Barrowmaze: Territorial Gains.
Amos checks the other coffer, but doesnt try to open it. FaRT (20%) [1d100]=31
Instead, he takes the two pieces of tapestry and lays them across the floor, pushing them together perfectly to see if they will magically transform into a real pit.
"If this doesn't work, perhaps magic could be cast upon this to Mend it?"
Instead, he takes the two pieces of tapestry and lays them across the floor, pushing them together perfectly to see if they will magically transform into a real pit.
"If this doesn't work, perhaps magic could be cast upon this to Mend it?"
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
"Interesting idea. We could keep it and take it back if needed." The Knight looks over the inscriptions. "This seems to confirm my thoughts. There are remains of the forces of good interred down here alongside those of malevolent intent. I pray that Gerdal has found the former."
"Let's gather the usable gear. And open those coffers." He examines the engravings of all three, trying to place the imagery.
"Interesting idea. We could keep it and take it back if needed." The Knight looks over the inscriptions. "This seems to confirm my thoughts. There are remains of the forces of good interred down here alongside those of malevolent intent. I pray that Gerdal has found the former."
"Let's gather the usable gear. And open those coffers." He examines the engravings of all three, trying to place the imagery.
Re: Barrowmaze: Territorial Gains.
Cosmo assists as he can:
F/Rt vs. 45 [1d100]=68
Cosmo will go to one of the coffers and start searching the exterior.
Cosmo
F/Rt vs. 45 [1d100]=68
Cosmo will go to one of the coffers and start searching the exterior.
Cosmo
Re: Barrowmaze: Territorial Gains.
Exploring the Secluded Crypts
The gourget inscriptions are honorific titles giving praise to a specific character trait. The items seem well crafted and have not suffered much of the general erosion that afflicts most of the grave goods found in crypts. While they would not add much to any increase in armour class protection, unless to turn aside a blade aimed specifically at the upper torso, they are geared more towards establishing the wearers authority among peers.
Unless characters wish to bid for them, I am happy to apportion one each to miners Plantie, Lemmy & Ozzie and give them the weapons in addition to the picks & sledgehammers they normally bear. add the ornamental gems to party trove.
The miners with npc'd cleric Gideon ward the outer passages as others continue the search. Copperpiece can sack up the torn tapestry. It doesn't repair itself but a closer inspection reveals the little triangular patterns that borders the fabric have a definite 'fang tooth' shape about them. Mending is an option to refurbish it, you know the Helix weavers can work winders with spider silk enhanced threads.
The two coffers in the final crypt are assessed. Careful investigations do not reveal the presence of any traps. But those rogue skilled are not confident that their arts have been proficient enough to locate any hidden springs and triggers.
Actions, the coffers are designated as 'a boy' or 'a girl'. Which do you open first or do you unseal the lids simultaneously?
The gourget inscriptions are honorific titles giving praise to a specific character trait. The items seem well crafted and have not suffered much of the general erosion that afflicts most of the grave goods found in crypts. While they would not add much to any increase in armour class protection, unless to turn aside a blade aimed specifically at the upper torso, they are geared more towards establishing the wearers authority among peers.
Unless characters wish to bid for them, I am happy to apportion one each to miners Plantie, Lemmy & Ozzie and give them the weapons in addition to the picks & sledgehammers they normally bear. add the ornamental gems to party trove.
The miners with npc'd cleric Gideon ward the outer passages as others continue the search. Copperpiece can sack up the torn tapestry. It doesn't repair itself but a closer inspection reveals the little triangular patterns that borders the fabric have a definite 'fang tooth' shape about them. Mending is an option to refurbish it, you know the Helix weavers can work winders with spider silk enhanced threads.
The two coffers in the final crypt are assessed. Careful investigations do not reveal the presence of any traps. But those rogue skilled are not confident that their arts have been proficient enough to locate any hidden springs and triggers.
Actions, the coffers are designated as 'a boy' or 'a girl'. Which do you open first or do you unseal the lids simultaneously?
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Re: Barrowmaze: Territorial Gains.
Amos looks up at Sir Dewey.
“I just felt a slight……..disturbance in the force of things down here. As if something very important happened somewhere.”
Taking a second look at the two coffers.
“Boy first but stay alert to open the girls too, just in case?”
If nobody disagrees, he commits.
“I just felt a slight……..disturbance in the force of things down here. As if something very important happened somewhere.”
Taking a second look at the two coffers.
“Boy first but stay alert to open the girls too, just in case?”
If nobody disagrees, he commits.
Re: Barrowmaze: Territorial Gains.
Cosmo moves behind Amos to cover him, and looks to see the way to the door is open.
Cosmo
Cosmo
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Re: Barrowmaze: Territorial Gains.
Isvand gets his boomerang in hand, backs up, and waits to throw, if needed.
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Re: Barrowmaze: Territorial Gains.
Sir Dewey
He looks at Amos. "Indeed? A good important, I hope?"
The Knight stands ready as the boy coffer is opened.
He looks at Amos. "Indeed? A good important, I hope?"
The Knight stands ready as the boy coffer is opened.
Re: Barrowmaze: Territorial Gains.
Exploring the Secluded Crypts
The lid of the coffer is forcefully slidden away, revealing the corpse interred within.
Amos & Isvand have seen very similar linen wrappings before, indeed the raging vortex of the Crypt Thing makes some sense when comparing this crypt to the one near to the Barrow Grove mural, where enchanted inscribed bandages were unentangled from two of the corpses there.
In similar fashion, the body in this first coffer is a young boy, perhaps aged in his pre-teen years before his death. Death he has suffered for his skin is palid and grey but he has not suffered the disintegrating rot and decay that usually afflicts those deceased buried in these tombs. The boy is finely dressed in silk blouson and garb those these do show the yellow moulding and erosion of age. The body is wrapped in 'mummy' style, bound head to foot in layers of swaddling linens that bear various embroidered runes and cuneiform designs.
A simple bronze plaque at his feet names him as Vladiboris II: succumbed to the Mercian Pox.
No immediate threat emerges or trouble arises from disturbing the grave. actions please
The lid of the coffer is forcefully slidden away, revealing the corpse interred within.
Amos & Isvand have seen very similar linen wrappings before, indeed the raging vortex of the Crypt Thing makes some sense when comparing this crypt to the one near to the Barrow Grove mural, where enchanted inscribed bandages were unentangled from two of the corpses there.
In similar fashion, the body in this first coffer is a young boy, perhaps aged in his pre-teen years before his death. Death he has suffered for his skin is palid and grey but he has not suffered the disintegrating rot and decay that usually afflicts those deceased buried in these tombs. The boy is finely dressed in silk blouson and garb those these do show the yellow moulding and erosion of age. The body is wrapped in 'mummy' style, bound head to foot in layers of swaddling linens that bear various embroidered runes and cuneiform designs.
A simple bronze plaque at his feet names him as Vladiboris II: succumbed to the Mercian Pox.
No immediate threat emerges or trouble arises from disturbing the grave. actions please
Re: Barrowmaze: Territorial Gains.
Cosmo will search the remains and around the body and top of the lid visually, then cast a Detect Magic vs. 16 [4d6+2]=11+2=13
"Pox should be dead by now, anyone heard of the one on the plaque, 'Mercian'. he says for those who cant see.
Cosmo
"Pox should be dead by now, anyone heard of the one on the plaque, 'Mercian'. he says for those who cant see.
Cosmo