D&D5e Barrowmaze (Inactive)

Game Master mikeawmids

Barrowmaze superdungeon for D&D5e

Barrowmaze Living Map


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Inactive

While the others look downward, Talindra looks around for any fresh tracks in the area. She was curious to know if there were other explorers down in the catacombs.
Perception or Survival?: 1d20 + 3 ⇒ (1) + 3 = 4. Bleh.


Za'afiel climbs down the rope, into the subterranean chamber. The room is 30ft / 30ft. The western wall has collapsed, spilling rubble across the floor. An open doorway in the south-east corner of the room leads to a long, dark passage leading east.

After 10ft, another passage branches off to the north. A further 10ft beyond that branch is another passage, also leading north. You can see two wooden doors along the southern wall of the long passage, and a third door on the northern wall, just beyond the second branch. The light from your holy symbol does not extend beyond this point.

Talindra Misraria wrote:
While the others look downward, Talindra looks around for any fresh tracks in the area. She was curious to know if there were other explorers down in the catacombs.

Fresh muck tracked in by you and the rest of the party has muddied any previous prints in the vicinity of the hole.

Grand Lodge

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

Sumak follows the paladin down and then will post himself in front of the doorway to the south east to guard it while others make their way down.


Female Half-Orc Rogue - 1

I can see this is a group that has no use for stealth or scouting. Fine they'll learn the hard way. I'll just stay back here and let them find any traps the hard way.

Brene shrugs and follows behind the group.


HP 28/28| Spells 1st 4/4 | Spells 2nd 2/2 | Status: NG Human Blessed Soul 1 / Cleric 2 AC 23

Seeing Talindra looking for footprints, Mark has a quick look over the explorer's shoulders.

Survival: 1d20 + 5 ⇒ (9) + 5 = 14

Commenting what he's found, if anything, he follows the rest, only leaving Brene behind.


Mark Calaway wrote:

Seeing Talindra looking for footprints, Mark has a quick look over the explorer's shoulders.

Commenting what he's found, if anything, he follows the rest, only leaving Brene behind.

You are able to identify booted footprints that do not match those belonging to any of your fellows, It seems you are not the only group of fortune seekers descending into the Barrowmaze on this day.

Current time: 10:30am


Inactive

Talindra nods at Mark's revelation. "Before we go, let's make sure we got our own way back up, in case the other folks take their tripod and rope home."

She looks around for an appropriate anchor for a backup rope.


He will maintain his dancing lights spell so that people without darkvision can see.


Talindra Misraria wrote:
She looks around for an appropriate anchor for a backup rope.

The four stone pillars around the room would act as serviceable anchor points for a second rope.


Nil'murr'shass- House Everhate wrote:
He will maintain his dancing lights spell so that people without darkvision can see.

Assuming that Nil'mur'shass snds the Dancing Lights to scout ahead...

The east-bound tunnel extends 120ft, ending in a wooden door. Large rats scurry away from the dim glow cast by the floating orbs.

On the left-hand side of the tunnel;
20ft away: passage north
40ft away: passage north
50ft: wooden door (closed)
80ft: broken down door
110ft: wooden door (closed)

On the right-hand side;
30ft: wooden door (closed)
50ft: wooden door (closed)


HP 28/28| Spells 1st 4/4 | Spells 2nd 2/2 | Status: NG Human Blessed Soul 1 / Cleric 2 AC 23

"So many possibilities..." Mark thinks out loud. "I think we should check the shortest corridor first - thus we will have a checked area of which not to worry while we explore the left aisle."


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Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

Mark, I assume you mean the closest passage (a.k.a. 20ft away passage north), or do you mean the door 30ft away south?

"Methodical and logical. I like it. Who wants to lead the way? It does not really matter to me, although we should have a strong warrior at the end of our order to act as a rear guard as we proceed." Za'afiel says.

@DM - Thanks for the detailed description, helps a lot for mapping purposes.

Grand Lodge

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

"I can act from the second rank just fine. So if people would rather be forward I can take the rear position and just move forward and let those who would rather not be in melee fall back when a fight happens to let me in if the back is secure." Sumak says.

Do we want to do a group map that we can all see and be on the same page about?


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

A map sounds like a good idea. I don't have the time today to put one up online, but if someone else would like to before I can get around to it, great.

Za'afiel nods. "Alright, there's our rear guard. Who wants to lead the way? I am comfortable doing so, but if someone else feels strongly one way or another, I am flexible."

Grand Lodge

1 person marked this as a favorite.
Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

Can we assume the hallways will generally be 10 ft wide.


Male Human FIghter 1

"I don't mind going first, but I will need light as I cannot see in this darkness!"

Kurt hefts his maul and moves forward. He waits until everyone is ready and then moves forward down the right-hand side to the first door 30 feet down.

"Do we have someone here who can open locks and perhaps check for potential traps?" the warrior asks as they mill about the door.


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

Za'afiel points to the lighted holy symbol around his neck. "As long as you don't get too far from me, you should be able to see as well as you going to be able to down here."


The party moves 30ft east, stopping at the first door on the right-hand side of the long passage.

As you pass the north-bound branch at the 20ft mark, you can see than another passage leads north for 20ft, before ending in a wooden door (closed).

Listening at Door, Perception DC.10:
You hear nothing.

Checking for Traps, Investigation DC. 10:
The door is not trapped.

Opening the Door:
The door open into a square room, 20ft/20ft. The light from Za'afiel's holy symbol reveals the floor is littered with debris, but the room is otherwise empty. There is another wooden door directly ahead of you, in the southern wall.

Grand Lodge

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

Sumak allows others to deal with the front and moves to stand in front of the 20 ft hallway leading north and keeps an eye north and east as the party deals with the southern door.


Inactive

Way back at the entrance, Talindra ensures a second rope down is secured before exploring further.

* * *
Talindra keeps to the middle of the group. She was perfectly capable of stabbing things, but it was not her specialty.


Female Half-Orc Rogue - 1

"I might have spent some time as an information gatherer and infiltrator... and might have some knowledge of traps and locks. Maybe I'll go up front and you right behind me to help me out if things get too hairy... or you can take the lead and I'll be right behind you. We've worked together before, though not without a squad to back us up so I trust you".

1d20 + 2 ⇒ (9) + 2 = 11 Perception

1d20 + 6 ⇒ (1) + 6 = 7 Investigate (Find Traps).

"Well, it's quite in there and doesn't appear to be trapped... but you never know for sure".


HP 28/28| Spells 1st 4/4 | Spells 2nd 2/2 | Status: NG Human Blessed Soul 1 / Cleric 2 AC 23

Mark nods as he takes mental notes. Brene is a good infiltrator - that's always nice to have.

For now he's not good at almost anything, but he's young and he's working hard. Soon, he expects to be a valuable asset in s party and a helpful hand for the follow of the Duchy.


Some time passes, as the party stand idily before the first door, of a dungeon with many hundreds of doors. It occurs to you that, at some point, someone should probably open it.


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

If no one else is going to, I suppose I can.

Following Brene's investigation of the door, Za'afiel opens the door to the chamber.


The door open into a square room, 20ft/20ft. The light from Za'afiel's holy symbol reveals the floor is littered with debris, but the room is otherwise empty. There is another wooden door directly ahead of you, in the southern wall.


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None
mikeawmids wrote:
The door open into a square room, 20ft/20ft. The light from Za'afiel's holy symbol reveals the floor is littered with debris, but the room is otherwise empty. There is another wooden door directly ahead of you, in the southern wall.

So, like another door on the southern wall, if so how far away from the one we just entered? We just entered from the south.


Looking at the Barrowmaze map Sumak created, I am treating Up as North, Right as East, Down as South & Left as West. The door you just opened leads down/south into a 20/20ft room, with another door on the bottom/south wall.


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Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

Ahh, got confused with which door we opened, was thinking we went down the 20 hallway to the north...got it.

"More debris and another door. Brene, want to give that one a look over, or are we just going back to hallway for now?"

Grand Lodge

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

"We should check for secret doors and compartments. This close to the front easy stuff will have been taken." Sumak suggests as he glances into the room. He wanders in and looks around to see if anything is hidden.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7


Male Human FIghter 1

Kurt moves over to the next door and awaits Brene's arrival.

"Good work so far...now let's just keep it up!", the warrior says in encouragement to the half-orc.


Current time: 11:00am

If I have interpreted the above posts correctly, the group is searching the (seemingly empty) room, then checking the new door in the south wall...?

Sumak checks the room, kicking aside some of the bigger chunks of masonry, but finding nothing of particular interest or value.

The southern door opens into a 30/30ft room. This room also appears to be empty, although there are multiple exits leading further into the labyrinthine catacombs.

Imagine a 3x3 grid;
123
456
789

1: The door (in north wall) you are entering through.
3: Passage extending 70ft east, into another open area;
two doors in the north wall; 10ft and 40ft along passage,
one door in south wall; 50ft along.
7: Wooden door in south wall.
9: Wooden door in east wall, muted groans from other side.


Male Human FIghter 1

"I say we see what is moaning in the other room behind this door! Face danger head-on is my motto!"


Inactive

As the party explores, Talindra uses her Cartographer's Tools to help with the mapping, though she sees that Sumak is really on top of things in that front.

As they approach the sound of moaning, Talindra nods in agreement, joining in but keeping her voice down. "Yes, I'm with Kurt on this. There's probably unexplored passageways on the other side!"


Regarding the door in the eastern wall (9);

Listening at Door, DC.5:
You hear several mournful voices, groaning disharmoniously.

Checking for Traps, DC.10:
The door is not trapped.

Opening the Door:
The door opens into a small antechamber (10/5ft). There is another door in the eastern wall of the antechamber. As soon as you open the door, four rotting corpse turn towards the dim light of Za'afiel's holy symbol, blind eyes unblinking beneath a milky grey film.


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

Perception: 1d20 + 0 ⇒ (17) + 0 = 17

Listening at the door, Za'afiel says, "Whatever lies beyond making that noise, there's more than one of them. I suspect we should be ready for a fight, given what we discovered earlier."

Za'afiel waits ready with sword and shield in hand for the door to be opened.


HP 28/28| Spells 1st 4/4 | Spells 2nd 2/2 | Status: NG Human Blessed Soul 1 / Cleric 2 AC 23

Mark nods and stands with hands ready to wield staff and spells as needed - at least to the small degree he's capable of.


Female Half-Orc Rogue - 1

1d20 + 2 ⇒ (8) + 2 = 10 Perception (Listining at the door)

1d20 + 6 ⇒ (3) + 6 = 9 Investigation (Detect Traps)

Brene watches the others kick about, then approaches the next door taking a moment to concentrate.

"Yeah. I hear that cacophany from beyond the door as well. As far as traps go... if there is one there I don't see it".

She then steps aside for the more burley combatants in the party, and pulls forth her bow.

"Kurt... be my guest".


Male Human FIghter 1

Kurt nods and steps forward, his hand on the handle.

"We all ready now? Tell me if'n yer, not cuz I am going to open this door in...Three...Two...ONE!"

With the final number he yanks the door open and stands to the side, ready to bash whatever comes through the space.

Grand Lodge

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

Sumak moves to stand behind the front line and holds his glaive ready and waits to see what lies beyond the door.


Ok, I am going to assume that someone opens this door. :D

The door in the eastern wall is pulled open, revealing a small antechamber (10/5ft). There is another door in the eastern wall of the antechamber. As soon as you open the door, four rotting corpse turn towards the dim light of Za'afiel's holy symbol, blind eyes unblinking beneath a milky grey film.

Rolling initiative, as per post in the Discussion thread;
Round 1;

Players: 1d20 ⇒ 1
Zombies: 1d20 ⇒ 8

The zombies shamble forward hungrily, through the open door into the larger chamber where you are all gathered. The first two clear the threshold, but the other two attempt to get through at the same time and become wedged in the doorway, neither one possessing the common sense to give way to the other.

Attack vs Kurt: 1d20 + 3 ⇒ (6) + 3 = 9 Miss

Attack vs Sumak: 1d20 + 3 ⇒ (10) + 3 = 13 Miss

The other two zombies, now hopelessly stuck, reach out to claw at anyone approaching the doorway, but are otherwise unable to threaten you.

PCs to act.

Grand Lodge

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Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

Sumaks glaive whirls as the creature comes in and then again as he tries to end the undead.

I get a reaction attack when a monster comes into attack me with Polearm Mastery.

Reaction Slashing Attack: 1d20 + 5 ⇒ (15) + 5 = 20

Slashing Damage: 1d10 + 3 ⇒ (4) + 3 = 7

Slashing Attack: 1d20 + 5 ⇒ (4) + 5 = 9

Slashing Damage: 1d10 + 3 ⇒ (1) + 3 = 4

Bludgeoning Bonus Attack: 1d20 + 5 ⇒ (5) + 5 = 10

Bludgeoning Damage: 1d10 + 3 ⇒ (5) + 3 = 8


Male Human FIghter 1

Swinging his maul, Kurt slams the weapon into the zombie that attempted to attack him.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10 re-roll 1's 1d6 ⇒ 6 total=15 hp damage


Rules Clarification, re: Polearm Master

Da' Rulez wrote:
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.

I'm gonna' let it slide on this occasion, but keep it in mind going forward.

Damage noted, both Zombies are still up.


Female Half-Orc Rogue - 1

Brene attempts to shoot one of the distracted Zombies with her bow, careful not to hit one of her friends.

1d20 + 4 ⇒ (18) + 4 = 22 Shortbow

1d20 + 4 ⇒ (4) + 4 = 8 Shortbow (Disadvantage for firing into melee)

1d6 + 2 + 1d6 ⇒ (2) + 2 + (1) = 5 Arrow into zombie in melee with ally.


Brene's arrow hits the zombie fighting 1d6 ⇒ 5 Sumak, piercing its cadaverous skull and dropping it to zero HP. The zombie totters for a moment, then falls to the ground.

Just a random roll, don't worry about it...: 1d20 + 3 ⇒ (11) + 3 = 14


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

Za'afiel slashes at the remaining free zombie

Longsword: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Still up, plus the two wedged in the door.


The drow begins to concentrate and lets loose magical words as a ghostal spectral skeletal hands manifests next to the undead and he attempts to use it to touch it

1d20 + 4 ⇒ (12) + 4 = 16
1d8 ⇒ 4 necrotic
ntil then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.


Inactive

Talindra throws a dagger at one of the zombies wedged in the door.
Dagger: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Crit Damage: 1d4 + 2 ⇒ (1) + 2 = 3


Nil'murr'shass' ghostly hand attaches itself to the zombie fighting Kurt and inflicts necrotic damage to its new undead host. Bizzarely, this seems to heal the zombie, as the sudden surge of necro-energy re-charges its zombattery!! It will still suffer Disadvantage on attack rolls until end of your next turn.

Arcana, DC.10:
When you cast your spell, you felt something ancient and powerful stir within the depths of Barrowmaze, and assert its fell influence over your magic, to heal the zombie. You get the impression that spells from the School of Necromancy could be... unpredictable, whilst exploring the dungeon.

Talindra Misraria wrote:
Talindra throws a dagger at one of the zombies wedged in the door.

The dagger strikes the zombie in the chest and remains embedded in the putrid flesh between its ribs. Unfortunately, the force of your throw jostles the two zombies free of the doorframe, and they follow their fellows out into the larger room.

Only Mark left to act this round.

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