D&D5e Barrowmaze (Inactive)

Game Master mikeawmids

Barrowmaze superdungeon for D&D5e

Barrowmaze Living Map


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

Mark takes his time to choose a proper target. He twists his free hand and a shadowy tendril sprouts, lashing at one of the zombies that have entered the room.

Thorn Whip: 1d20 + 5 ⇒ (4) + 5 = 9
Piercing damage: 1d6 ⇒ 4


Round 2 initiative;
PCs: 1d20 ⇒ 15
Zombies: 1d20 ⇒ 14
Order: PCs > Zombies

At present;
Kurt is engaged with one zombie, that has just been healed by Nil'mur'shass' necromancy.
Sumak is standing over the slain body of the zombie shot by Brene.
Two more zombies have joined the fray, but have yet to engage specific targets.

If Sumak moves:
The zombie at your feet is not as dead as you thought. As you move away, it reaches out to grab your leg and sink rotting teeth into your foot.
Attack with Disadvantage: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (8) + 3 = 11 Miss


Male Human FIghter 1

Kurt once again swings his maul at the undead creature before him.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9 re-roll 1's 1d6 ⇒ 6 total=14 hp damage

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 will start to move to engage another of the zombies with his reach so that it will have to move to come closer. He then slashes at the new zombie and tries to bash the one on the floor.

Slashing Attack: 1d20 + 5 ⇒ (5) + 5 = 10

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

Bludgeoning Attack: 1d20 + 5 ⇒ (18) + 5 = 23

Bludgeoning Damage: 1d4 + 3 ⇒ (2) + 3 = 5


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

Za'afiel hacks at another of lumbering zombies.

Longsword: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


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

Mark controls his tentacle of darkness and makes it slam again at one of the zombies, hopefully this time with better luck.

Thorn Whip vs the zombie with Za'afiel: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 ⇒ 5


Female Half-Orc Rogue - 1

Brene takes a step closer to get a better angle, and takes another bow shot at whichever Zombie is most visible.

1d20 + 4 ⇒ (13) + 4 = 17 Shortbow

1d6 + 2 + 1d6 ⇒ (3) + 2 + (1) = 6 Arrow at undead in melee with another.


Inactive

Talindra draws her rapier and goes for one of the zombies!
Rapier: 1d20 + 2 ⇒ (8) + 2 = 10; Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Arcana 1d20 + 4 ⇒ (5) + 4 = 9

The drow will attempt to firebolt the zombie that he attacked before
1d20 + 4 ⇒ (12) + 4 = 16
1d10 ⇒ 4 fire


Undead Fortitude, DC19: 1d20 + 3 ⇒ (1) + 3 = 4

Kurt crushes the zombies skull with his mighty mace. It twitches a bit, but does not get back up.

As Sumak moves away, the zombie felled by Brene's arrow lunges for his ankles, but misses as the barbarian scampers off to attack another enemy.

Undead Fortitude, DC10: 1d20 + 3 ⇒ (6) + 3 = 9

Sumak hacks a second zombie into (cheap, off-brand) dog food. It shall not rise again.

Undead Fortitude, DC14: 1d20 + 3 ⇒ (13) + 3 = 16

Za'afiel and Talindra team up to take down zombie #4. Despite their combined effort, and what appears to be a killing blow, the rotting corpse refuses to fall! A moment later, it is set aflame by Nil'mur'shass' firebolt and burnt to a crisp, leaving naught but a small, sad pile of blackened bones.

The final zombie crawls across the ground, after Sumak, who is seemingly unaware that the first corpse he put down did not stay down.

Attack vs Sumak, Disadvantage as prone: 1d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (18) + 3 = 21 Miss

You all can finish the final zombie however you see fit, combat is effectively over at this point. Total XP count now 250!!

Note to self: Order more zombies.


Inactive

Confident that the final zombie will be obliterated by the others, Talindra goes to the zombie holding her dagger with its body and pulls the dagger back out. "Nicely done. Seems like we have a capable group here."


One of the zombies was wearing an electrum necklace, which Talindra can value at 56gp.

The small antechamber that the zombies emerged from is empty. The door in the eastern wall of the antechamber opens into a rectangular room (5ft wide / 10ft tall). There are four squat stone pedastals, one in each corner of the room. Atop each pedastal rests a black funerary box; moldy, dusty and covered in cobwebs.

What's in the box?!:
The boxes are not trapped. Each box contains the remains of a skeleton and a single, right-handed glove made of black velvet (four total, one in each box). The backhand of each glove, near the knuckles, is decorated with a pair of demonic eyes, and the opening where you insert your hand is decorated with a fanged maw. There is nothing else inside the box, except bones.


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

Mark looks at the boxes with greedy eyes.

"Do you guys think there's a trap there?" he asks to no one in particular.


Male Human FIghter 1

"Let Brene check them...she will know for sure!"

The warrior waves his friend forward towards the possible booty!

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 falls back to the entrance to the area and lets the others deal with the small rectangular room.


Inactive

Talindra impatiently heads to one of the boxes and opens it. "There's a skeleton here. And a black velvet glove." Talindra dangles it for all to see. The backhand of each glove, near the knuckles, is decorated with a pair of demonic eyes, and the opening where you insert your hand is decorated with a fanged maw.

"Wonder what this is all about," she says, studying the glove. [b]"Not sure I want to put my hand in it.

She checks the other remaining boxes and grabs the identical gloves anyway.


If Brene/anyone else checks for traps;

Investigation, DC10:
You don't find any traps, but beneath one of the black funerary boxes, you do find a hidden compartment containing a lever.

Investigation, DC15:
In addition to what's written above, you check the other pedastals and discover that each one also has a hidden compartment and lever.

Investigation, DC20:
In addition to what's written above, you are pretty sure there is a secret door in the eastern wall of the room.


Sumak Wildheart wrote:
Sumak falls back to the entrance to the area and lets the others deal with the small rectangular room.

While the rest of the party investigate the adjacent rooms, Sumak returns to the larger chamber where the group fought the four zombies. Sumak hears an irregular dragging sound and feels something touch his boot. You look down and see the last zombie (which nobody has finished off, lol) attempting to gnaw though your shoe to the tasty foot meat packaged within. It still has one of Brene's arrows sticking out of its head.

"Gruuuuugh..." it groans, as it slobbers cold grave-slime all over your toes.

Current time: 11:30am


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

Za'afiel shakes his head as he walks over to the crawling undead and plunges his blade into the creature's skull.

Attacking prone zombie at advantage
Longsword: 1d20 + 4 ⇒ (18) + 4 = 22
Longsword: 1d20 + 4 ⇒ (19) + 4 = 23

Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Female Half-Orc Rogue - 1

Brene rushes to where Talindra is reaching into the box... "Careful girl"!.

"Never reach in or pick something up in an area like this without carefully inspecting the area first. I saw Klinger the Oaf reach into a box in a tomb like you just did, and a scythe blade took off his hand at the wrist. No telling what kind of nasty's are down here".

Brene takes her time to investigate the box and compare it to the others before relaying if it seems safe.

1d20 + 6 ⇒ (3) + 6 = 9 Investigation

Wow! It would be nice to actually make a successful roll every now and then :-)

"Hmm. Looks fine to me. Maybe they didn't trap this tomb, though that would be unusual".

Just to err on the side of caution she takes one of her spent arrows, and sticks it into one of the other gloves picking it up from the box.

BTW. I believe you might have missed Brene's successful second arrow hit above.


Brene wrote:
BTW. I believe you might have missed Brene's successful second arrow hit above.

I'm pretty sure I noted the damage, I just didn't mention it in the post. Apologies for not signposting that better.

Brene carefully removes one glove from the box and waves it around on the end of an arrow. Nothing happens.

You hear a squelch from outside, as Za'afiel finishes off the final zombie.

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 finishes off the last Zombie.


lol :D

Za'afiel drives his blade into the zombie's skull, finally sending the unquiet soul to its eternal rest.

As Za'afiel is wiping the gore from his blade, Sumak wallops the still corpse with his glaive, splattering them both in more grave slime.


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

Incredulously, Za'afiel stares at the barbarian and with a sigh asks, "Was that completely necessary? before heading back into the other chamber.

The paladin looks around the chamber for anything of note while waiting for the group to come to consensus about the next course of action.

Investigation: 1d20 - 1 ⇒ (20) - 1 = 19 Of course, the worst investigator in the party finds stuff, but can't hit the highest DC. Damned fickle dicebot.

"What's with these compartments below the funerary boxes? There's a lever in each one. Anyone have any ideas on what horrible thing they might do?"


Inactive

Investigation: 1d20 + 4 ⇒ (12) + 4 = 16.

Talindra sees the same levers as Za'afiel, and not much more. "I don't really know, but seeing the gloves and the levers makes me think they might go together? Like each of us puts on the glove and then pulls the levers at the same time?"

It's pretty obvious that Talindra is operating on pure speculation here, but she decides she's going to put on a glove to see what happens.


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

"Eh... Uh..." Mark hesitates. "I'm... not sure about that..."

He looks around quickly.

"Can any of you check whether these have any kind of magic?" he asks, pointing at the glove Talindra is about to wear.


Arcana DC8, or Detect Magic:
The gloves do not detect as magic.

Putting on the glove:
The glove feels soft and supple against your fingers. Despite the sinister design, there is no immediate/obvious effect of putting it on.


Female Half-Orc Rogue - 1

Brene gives the girl a lifted eyebrow look.

"Humm. You might have something there. Let's make sure the others are save, then perhaps we could try what you just suggested".

Brene moves to the next box, and peers in at the glove. "Anybody know if there is any magic involved here"?


Inactive

Arcana: 1d20 + 2 ⇒ (19) + 2 = 21

Talindra puts on the glove without any immediate/obvious effect. "See, I'm still fine. Doesn't seem like these are magical. We ought to try something with these levers, right?"


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

"Hm" he nods. Them he tries one of the gloves as well, and puts his hand on one of the levers.

"At the count of three?"


Assuming the group follows Talindra's suggestion to pull all four levers simultaneously, while wearing the gloves....

You hear the sound of grinding stone, as a secret door opens in the eastern wall of the chamber. Beyond the threshold, lies a dark and dusty crypt. The area is almost completely obscured by cobwebs, but brushing them aside reveals the dessicated body of an old man, set upon a stone slab. The remnants of a long, wiry grey beard clinging to his skeletal chin and his bony hands clasp a staff of ancient ash across his ribs. The torso of the cadaver seems to have been clothed in vestments spun from spider webbing.

On the wall overlooking the slab is an idol carved to represent the face of Silvanus/The Green Man, the elder god of nature and balance. The face looks down upon the corpse with an unreadable expression etched upon its stony visage.

There is a wooden door in the southern wall of the crypt, leading to a T shaped passageway with no apparent exit.

Searching the body:
The ancient staff crumbles away at the slightest touch. The corpse is wearing vestments of spider silk that grant resistance to cold damage when worn. They can be worn over armour.

Checking the area, Investigation DC15:
You find two secret doors in the T shaped passage south of the crypt, one leading West, another leading South. Neither door is trapped.
Beyond the secret door to the west, you hear guttural grunts and snorting.
Beyond the secret door to the south, you smell the rank scent of decay.

1d6 ⇒ 2


He makes sure that there are lights a dancing around

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 looks at the robes and says, "That could be useful. Brene, would you like to wear it in case some trap hits you with cold?

Map updated.


Male Human FIghter 1

Kurt moves into the hallway and listens for any sounds coming from further in.

Investigate: 1d20 + 0 ⇒ (18) + 0 = 18

Quote:

You find two secret doors in the T shaped passage south of the crypt, one leading West, another leading South. Neither door is trapped.

Beyond the secret door to the west, you hear guttural grunts and snorting.
Beyond the secret door to the south, you smell the rank scent of decay.


Inactive

Talindra takes in the scene with awe. "Look at THAT! An ancient carving of Silvanus! Notice how the face looks ancient and wise? The modern depictions are usually much younger."

While the others look for danger, she spends some time studying the idol and stone slab out of historical interest. Probably doesn't matter, but rolling anyway.
History: 1d20 + 4 ⇒ (5) + 4 = 9
Investigation: 1d20 + 4 ⇒ (10) + 4 = 14


Talindra Misraria wrote:
While the others look for danger, she spends some time studying the idol and stone slab out of historical interest.

You recall studying ancient scripture scratched into tablets hewn of rough bark, mentioning how druids and clerics of the Green Man would make sacrifices and/or offerings to Silvanus, consisting of grapes, ears of grain, milk, meat, wine or pigs, in the hope of gaining the God's attention and favour.


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

Under the supposition that Talindra shares that info...

Mark can't help but remember the cult of Mother Night back in his homeland. They also sacrificed to get Her favour... only the sacrifices themselves were not too keen on it. From what he knows, Silvanus has two sides of the same coin, just like Mother Night, and he wonders which one the old man with the staff belonged to.

"A fascinating finding, for sure."


Female Half-Orc Rogue - 1

Brene turns to Sumak with a smile on her face. She is appaising her gloved hand and thinking she might like the look of it.

"Those robes are disgusting and spooky looking... and of course I'd like to wear then... unless someone else wants dibs on them".

1d20 + 8 ⇒ (4) + 8 = 12 Investigation

"Well I don't see anything, but I trust Kurt. So stinky or loud? I think loud first"?


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

"I vote for loud." Za'afiel says.


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

Mark rises his hand. "Loud."


The secret door in the western passage opens into a 20ft/20ft square chamber. There are two other exits from the room; one in the south-east corner (facing south), another in the south-west corner (facing west).

In the centre of the room, a group of six small, twisted humanoid creatures are gathered around the smoky embers of a cold campfire. One of the figures is ineffectually poking the coals with a stick, whilst the others hoot and holler derisively. There faces are mostly shrouded by shadow and their own tattered hoods, but you do catch a glimpse of crude, bestial features beneath their filthy rags.

Can I get a Stealth roll from whoever is opening the door, rolling with Disadvantage if you require a light source to see.


Female Half-Orc Rogue - 1

1d20 + 4 ⇒ (19) + 4 = 23 stealth.

”stand back a bit with that lantern… here we go”.


Inactive

Talindra waits expectantly as Brene proceeds forward.


Please see Discussion thread for obituary for this dead game.

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