Barrow Mounds: A Clamour of Harpies.

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ravenn4544
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Re: Barrow Mounds: A Clamour of Harpies.

#301 Post by ravenn4544 »

Jorly feints and dodges the ripping claws of the wounded Harpy. He first tries to use his great speed to flank the monster and attack from the rear - unsuccessfully. Not one to be easily discouraged he takes advantage of his position - which is just perfect for a Scorpions Sting maneuver. Quick as the wing of a hummingbird, he leaps up and strikes with a devastating kick to it's skull!

Open Hand Attack [1d20]=8; Damage S/M/L: [1d3]=1
Rear Attack Chance (15%) [1d100]=69
Open Hand Attack [1d20]=20; Damage S/M/L: [1d3]=2

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Re: Barrow Mounds: A Clamour of Harpies.

#302 Post by Spearmint »

Assault on the Harpies Lair.

Another critical round. Fydmar knocked unconscious falls prone, adding to the pile of bodies that are mounding up on the rubble. Durgo shivers under the seductive touch but then the battle rage and downed comrades shake the young warrior to his senses. He is not persuaded by the Harpy crone and answers he call with a thrust of his sword. -4hp.

The Harpy Matriarch, Vultrix gets assailed by Moriartus' magic missiles and Cadeweed's poison darts. She visibly staggers, clutching her neck where a Mongrelman flechette sticks into her jugular. combined -10hp + save vs poison..

Her hardy constitution not enough to withstand the concoction coursing her veins, she crumples under a covering of black wings.

Jorly springs in to action, high kicking the Harpy he melees with a bone crunching kick. The critical toe-poke in a nerve sensitive spot causes a stunning blow, -5hp and another bird bites the dust. hit roll is +5 more than needed so stuns opponent.

Dougal alone embraces his fate. The Harpy enticing him lifts him off his feet, taking him under his arms and with the lair about to be overrun and the Matriarch falling, any harpy morale is just gone. She flies the nest, rising up with the ranger to the top of the shaft. Reaching there she takes an arrow through a wing which though is only a minor injury, threatens her ability to fly away encumbered by the sedated Dougal. -3hp. She flits to one side and the ranger dangles precariously in one claw. It is a long way down for him to drop.

The last standing harpy is about to fly too when suddenly her head is lopped off. A big meaty battleaxe cleaves her in half. "Bitch" Jake of the twins declares, coming to his senses in the midst of the mayhem.
next actions please.

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Re: Barrow Mounds: A Clamour of Harpies.

#303 Post by Spearmint »

The monk crits and stuns, Durgo saves, Vultrix doesn't, another Harpy slain.

I think you have done this against the odds!

Moriartus. 5/10 Unseen Servant active.
Cadeweed 6/12
Fydmar 0/8,
Durgo 4/10
Dougal 7/15
Conmhaol the hound. 6/8
Jorly 6/9
Rickford 2/8
Duval. 1/6
Two-Birds. 11/11. Spells: Shillelagh.


actions from Jorly, Cadeweed, Durgo, Moriartus.

Edited to contain the battle so far:
Assault on Harpy Lair.

combat from start to finish.
Assault on the Harpies Lair.

The giant vultures lured by the faux-dying fawn impression and ambushed are either dead or chased off. Given a report of the shaft nests, a new plan to raid them is put into action.

Several more members go invisible adding to the stealth and the potential for miscommunications and mix ups. Especially if you put wax in your ears, you will be deafened as well ...

Jorly, Rickford & Duval remain visible but away from the initial wave of insurgents. They position themselves hidden in the boulders and behind larger standing stones to act as Watchmen and also belay those descending by rope. Wolfhound Conmhaol chews some fresh vulture bushmeat. He sits on top off a collective of cast aside backpacks, shields and adventuring gear not taken personally by the raiders.

As the Unseen gather by the boulders and go through the attack routine, (probably bumping into each other), more spells are cast; area of effect incantations which centre upon the spell caster made.

Going assassin mode, Cadeweed descends on a rope, reaching to the entrance of the crypt he spied upon before and peeks in again. This time the new mother Harpy is cuddling her newly laid egg, curling herself around it to incubate the Harpy chick inside. She is alone.

Further around the shaft are more small crypts that serve as nesting sites to some of the Harpy flock. Most replicate the bare interior of the first one. Fydmar descends to peek into one and sees a crone that he noticed earlier. She approaches to the edge of her crypt, spreading wings to ready a leap towards the new mother, clutching a meaty morsel of rancid leg bone, foot still attached but the toes are nibbled. Though you are invisible, your ropes are not and they dangle in view. She looks up to where they are belayed over the shaft edge. On the rope beside you, Durgo sways. He is not as agile as the dwarf and so has descended by abseil a little slower and in heavier leaps. His footfall in passing nesting birds illicits a few squawks of alarm. You both have the rope loosely around your waists, one hand belaying your descent and one holding a melee weapon of choice. You both see the Harpy emerge who is now within reach of an attack.

The third harpy that was spotted in the crypt is on the ground. She appears to be looking in a mirror or preening herself, cleaning feathers and picking dirt from her claws.

Moriartus, Two-Birds & Dougal descend by rope to a third crypt. This one is empty of nest material and has partially collapsed inside, the roof unstable thus making it unsuitable for nesting. However it does provide a stable ground from which to cast spells and unloose suppressing archery.

The Unseen Servant is a force. It requires no such stable floor to walk upon as it manifests as an incorporeal entity so may be summoned to carry a blazing firebrand into the middle of the shaft which when seen by the raiders becomes the signal for everyone to suddenly attack.

At the appearance of the blazing signal, Cadeweed attacks, taking advantage of being unseen with a surprise backstab. The rogue tries to kill the creature, swinging on the rope to leap inside the crypt and land beside her, swords swashbuckling. He is as surprised to miss her as she is to suddenly see him appear. Both of them cuss unprintable expletives.

Moriartus invokes his first Magic Missile which strikes the preening Harpy -6hp.

While magic missiles unerringly strike, ranger arrows go wide and clatter about the rubble at the bottom of the shaft. From their perch in the unstable crypt, both of them now become visible to the Harpy flock. Across from them Cadeweed presses his attack against the surprised Harpy. He stabs and slashes, cutting feathers but little else. His opponent counters with some raking claws. One catches him by the throat and she begins to squeeze the life out of him.-4hp.

Fydmar and Durgo have better success. The dwarf swings from the rope and stabs out with advantage into the spine of the creature. -12hp

The critical injury thrusts his blade out of her torso and then Durgo sweeps a decapitating slash. -11hp. She falls to splatter headless on the rubble below.

Above the Watchmen trio observe. The Unseen Servant still holding a flaming torch in mid-air in the middle of the shaft, their comrades appearing below, swinging on ropes as attacks are launched. One body in a shroud of black vulture feathers falling. Duval adds a volley of arrows to the mayhem, winging the bottom Harpy. -2hp.

With one of the trio of Harpies dead and another seriously injured, the first phase of the raid seems to be going very well. However the injured crone screams aloud and a repeating cry seems to echo from within unseen corridors at the bottom of the shaft. A stark contrast to the harmonious Blessing sung by Two-Birds, which echoes words of encouragement around the shaft. The alarm screech causes a furious flutter throughout the chambers and Jorly can see that a few of the larger pink, bald heads of carrion vultures peek out from their nesting spots as if summoned to attend the rallying call. Perhaps another half dozen giant vultures appear to reinforce the defenders. More alarming perhaps another Harpy crone peeking from a creeper covered alcove. She is bandaged around her torso. (if you could tell ugly old Harpies apart, this is one previously injured by Fydmar).


Jorly joins in the fray, grabbing a rope to coil around shoulder and torso and runs horizontal down the stony shaft. He has launched himself beyond the squawking normal vultures but is immediately assailed by some giant vultures who launch themselves from their alcove perches to attack him with horned beak and wicked claw. He fists one away and has to twist and turn acrobatically to keep hold of the rope and a foot hold on the uneven shaft. Duval whizzes a volley of arrows to suppress a trio of vultures that attack this new intruder.

Moriartus invokes his Magic Missile which strikes unerringly -7hp into the Harpy clutching Cadeweed. He stabs her as she throttles him, -7hp and then Durgo swings in -8hp. The barrow crone is rent apart and falls to her death.

Fydmar & Dougal both target the formerly encountered harpy who is coming out of a nest in the shaft. -8hp adding another wound to her already injured body.

The former preening, now screaming harpy at the bottom of the shaft flits to cover under the lip of the shaft. The shadow of her wings fluttering as a dark cape then folding around her body suggesting a narrower confine. entering a passage perhaps?. Her screams continue to echo as a warning alarm, which is answered by squawks from emerging giant vultures and other hideous calls in a tongue, barking and foreign as more harpies reply.

The firebrand held mid-air by an Unseen force is suddenly targeted by sniping arrows. A volley of well aimed shafts hit and it falls out of the grasp of the servant. Though the torch contains no magic of its own, a flying firebrand waved mid air might attract more attention than a person as it obviously appears enchanted and out of place. For nuisance value alone, the volley of arrows snuff out the torch and not a character.

With harpies retreating out of view but not earshot (for those unwaxed characters), this next round of actions focuses on movement if any and range attacks against the emerging giant vultures.

Moriartus conceals himself. He and Two-Birds both invisible, 30'ft above the ground in a small crypt that has half collapsed. Dougal stands on the edge of the alcove and snipes the swooping giant vultures that defend their nesting territory.

Jorly is unable to fend away the beaks and claws of angry birds but does manage to get to the crypt below that Cadeweed now vacates, harpy egg stuffed in a sack, shinning further down the rope to the floor and hiding himself in between the overgrown rubble and boulders. Two dead harpy crones are splattered on the stones nearby.

Durgo and Fydmar descend also, the former striking a lantern to illuminate under the dark eaves of the shaft, the dwarf providing covering to suppress the hidden archers.

The ground floor is a roughly 50'ft octagonal chamber though not entirely square as the corners of the chamber cut diagonal. The floor overgrown with creepers and weeds along with piles of rubble from the fallen construction. The largest rocks and boulders in the north-east corner where a halfling takes a niche. Looking around you see three passages lead away into the dark to the north, south and west. To the east are some ancient double doors. One is open and the former preening Harpy stands guard there and targets the raiders. She receives a bolt from Fydmar for her troubles and falls over clutching her chest. -6hp

Suddenly behind her come charging several figures. One is a tall cumbersome looking human, ragged and scruffy. He carries a short bow and under vocal instructions of several crones, defends the nest. A glimmer of recognition strikes across his face as he looks up at Dougal, before the man releases an arrow that strikes the ranger in the leg. -5hp. The shaft is snapped in two by Two-Birds who lays healing hands upon his bleeding femoral artery, +4hp and pulls the barbed shaft from his thigh.

Behind the Bennerjake twin come several harpies; mean, lean, cackling crones armed with rusty axes and a feral but soothing touch that can charm those tickled by their long clawed fingers.

Above the shaft, the Watchmen are attacked by giant vultures. Duval -4hp, bitten and clawed as he looses his own volley of arrows into the fray. Rickford and wolfhound Conmhaol defend the gear.

The bandaged harpy remains deep in her crypt, waiting perhaps for an opportune moment.

After making himself invisible, mage Moriartus immediately casts a Light spell that makes Ben more visible. The brilliant flash shining upon his eyes and blinding him as he continues to loose arrows at those in the crypt.

Cadeweed shrinks more into the crevices of the rubble, fixing new wax pieces in his ears and watching for an opportune moment to gain some surprise advantage. Jorly might not be able to Move Silently but he sure moves quick, descending the last feet off the wall with an acrobatic tumble and roll. An incoming axe thrown by a harpy looks on course to hack him in half unless he can 'Matrix' a dodge roll.

Durgo and Fydmar are charged by a pair of crones, the young fighter braces himself while the veteran dwarf takes on all comers. An arrow from the ranger wings a harpy and Fydmar lands a critical blow, slashing left and right. It almost slays the crone but the wily barrow fiend is able to land her axe upon the dwarf.-6hp. Durgo is also not so fortunate. His prized fur-lined helm, an upgrade bought in Ironguard gets whacked and dented. The rim runs red with blood and the young warrior staggers, the dwarf's counsel to upgrade his armour ringing in his ears. Close enough to hear the Harpy's sweet voice though the braining has dulled all his senses before he can fall under her charm. -6hp.

The bandaged harpy flits across the shaft from her nest to the nest of the Harpy who laid an egg.
Two-Birds climbs down the rope, invisible to all. "We should try to capture Ben. Knock him unconscious, tie him up, lift him out." With that idea in mind she elopes.

Above at the top of the shaft, giant vultures and watchmen tangle. Another winged beast is put to flight while the wolfhound is pecked and savaged.-2hp.

The assault stalls, the group all wounded, acting on instinct and the raid looks like turning into a battle for survival.

tune in next update to see what happens ...

The giant vultures try to swoop in on the bloodied trio that valiantly overwatch from the top of the mound. The carrion creatures more than meet their match however and one is rent into separate wings, savagely plucked of feathers and gutted ready for a festive stuffing as wolfhound teeth tear apart a barrow game bird in revenge for his previous wound.

In the middle of the shaft, Dougal and Moriartus continue suppressing archery, the enchanted shaft impaling the Harpy before she can hack apart the stricken dwarf Fydmar. Her wings fold around him like a giant cloak and she collapses on top of him as he flails in self defence.

The bandaged Harpy screams from the alcove opposite and launches herself in flight to try and snatch the mage, intent on grabbing him by the shoulders and lift him off the ground to test his feather fall ability. He manages to duck and leaves her to grouse, so she flies away up the shaft.

Arrows loosed by charmed Ben clatter about the wall nearby. Blinded he doesn't sense Two-Birds who is trying to loop the end of the dangling rope into a loop that she can trap him with and hopefully aid in rescuing the charmed captive.

On the ground floor, Durgo, his senses recovering from the head quaking cosh, attacks. He leverages his shield and sword, parrying away the grasping Harpy intent on chopping him for the stew-pot.

Fydmar pushes the dead crone aside. Jorly back flips and twists in aesthetic slo-motion to dodge the incoming axe. He takes a stance and breather to summon inner harmony and strength before getting raked by the Harpy who closes to melee him as he shelters behind a boulder. +7hp restored to full health then take -1hp. The touch of the claw, though it draws blood in a thin line across your torso, is much more subtle. Her fingers trace a becalming passiveness that challenges the whirlwind of fists and fury brewing in your mind. Save vs Spells please, add wisdom bonus if any. Fail and be charmed by the Harpy.

Cadeweed sneaks to attack. He gets in an advantageous position but his surprise backstab lacks power and precision, -2hp stabbing the crone that afflicts Jorly.

It could have been a devastating round for the party had the Harpies hit with weapons or touched more with charm abilities. Instead you weather the storm and the carrion creatures morale starts to wane with another crone fatally injured.

A screeching cry comes from behind the double doors, a horrible screech that echoes within the shaft and causes the normal vultures to cower within their nests. The noise carries a unseen pressure like a sonic wave that permeates your senses even beyond the dulling off the wax buds. The effect is to instill a paralysing fear in those who hear it.

The larger, more warty, hagged and vicious crone emerges through the double doors, a dull looking thrall by one side. The other twin bodyguard with large battleaxe in hand and 'erect club' between his legs. She has a cohort of two more harpies who carry short-bows.

everyone make a saving throw vs spells with a +2 bonus from using candle wax and any Wisdom bonus. Succeed and act as normal, fail and quiver momentarily in awe and fear and the Harpy Matriarch makes her appearance.

The Bless prayer cast by Two-Birds ended, no more morale boosting feats, just when you need them. Struck in awe and fear, several of the team becoming as rabbits in headlights, knees quaking, cowering, drooling in fear.

Cadeweed presses on with his attacks, short swords in each hand but both main and off-hand strikes are wide of the mark.

Jorly follows up to attack the same Harpy. The trio tangle in a melee.

Moriartus manifests more Moriartus's and a quintet of mages shape-shift visually upon the crypt ledge. Dougal has bad memories coming back to him and wanes mentally. He lowers his bow.

Fydmar is between boulders and Harpy body alongside Durgo, their aggression subsiding as they both lose morale. The dwarf is struck across the head -2hp, stunning him temporarily. on 0hp. Charmed Ben, still blinded by the Light, looses more arrows in the direction of the crypt, hitting one of the clone images out of existence.

Above the shaft, the bandaged harpy swoops upon the two watchmen. She dives into a volley of arrows as Duval puts another through her wing and crashing to the ground, she is pounced upon by the wolfhound. -9hp, deceased.

The Harpy Matriarch, a taller, gaunt but muscled crone spreads out her black shroud of feathers wide. "My boys, my boys. I would gather you under my wings as a mother hen her chicks. End this strife and come embrace my comfort." she speaks in a seductive, persuasive voice and counsels her cohort to attend to those who are not fighting. One reaches out to take Durgo by the hand, stroking his arm softly and wooing him closer. The second flutters close to Dougal, doing the same, calming his fear with an invitation to solace and comfort.

To the others the Matriarch would croon but as she steps forward, a sword blade thrusts from her chest. Two-Birds, unseen and unheard until now makes her appearance behind the Matriarch and displays the endeavour and skills of a former vice. -12hp.

The surprise backstab cutting short the Harpy's seductive invitation and potentially saving the party from calamity.

The injury to the crone has another profound effect. With five more figures appearing (the mirror images) and the cleric becoming visible, you have doubled your apparent numbers and her backstab injury is a major one. With another Harpy dying as well, I think a morale check for them is in order.

so the Matriarch would have used her seductive song at a penalty to save against and an increased penalty for those already suffering with fear. Taking the damage this round negates that effect but Dougal & Durgo need to make saves vs spells or follow the Harpy cohort back to their Barrowmaze lair.

Fydmar, make a [4d6] vs Constitution save please. Failure means you become comatose for a while, success and you become 'walking wounded' on 0hp, enough to crawl away and hide but not fight. See House Rules thread: Healing, Death & Dying page.


Another critical round. Fydmar knocked unconscious falls prone, adding to the pile of bodies that are mounding up on the rubble. Durgo shivers under the seductive touch but then the battle rage and downed comrades shake the young warrior to his senses. He is not persuaded by the Harpy crone and answers he call with a thrust of his sword. -4hp.

The Harpy Matriarch, Vultrix gets assailed by Moriartus' magic missiles and Cadeweed's poison darts. She visibly staggers, clutching her neck where a Mongrelman flechette sticks into her jugular. combined -10hp + save vs poison.

Her hardy constitution not enough to withstand the concoction coursing her veins, she crumples under a covering of black wings.

Jorly springs in to action, high kicking the Harpy he melees with a bone crunching kick. The critical toe-poke in a nerve sensitive spot causes a stunning blow, -5hp and another bird bites the dust. hit roll is +5 more than needed so stuns opponent.

Dougal alone embraces his fate. The Harpy enticing him lifts him off his feet, taking him under his arms and with the lair about to be overrun and the Matriarch falling, any harpy morale is just gone. She flies the nest, rising up with the ranger to the top of the shaft. Reaching there she takes an arrow through a wing -3hp which though is only a minor injury, threatens her ability to fly away encumbered by the sedated Dougal. She flits to one side and the ranger dangles precariously in one claw. It is a long way down for him to drop.

The last standing harpy is about to fly too when suddenly her head is lopped off. A big meaty battleaxe cleaves her in half. "Bitch" Jake of the twins declares, coming to his senses in the midst of the mayhem.

Despite valiant attempts to bring her crashing to the ground, Duval's arrows go wide. The Harpy staggering in flight, encumbered by the heavy but docile ranger. Right at the limit of his range, Moriartus invokes a bullseye cast, his Magic Missile striking the Harpy between her shoulders. -10hp. Weakened she does plummet, but not before she releases Dougal, dropping him from the shaft height to fall below. The Harpy herself crash lands at the feet of Rickford and between him and the wolfhound, she is quickly despatched. -7hp.

Dougal

He screams, flaps hands wildly and somersaults, going head over kilt and spreadeagled ...

Below, Cadeweed has invoked his own casting. Unfurling his Mongrelmen Entangling Net . The ball of spider silk and creeper vine threads, thrown to quickly spread out and a shout given for comrades to grab and hold a corner each.

I will use Cadeweed's Find/Remove/Create Traps skill ability as he practised this during his downtime so as to specialise in Snares & Nets, using this to cast the net quickly so that folks can attempt to grab hold. F/R traps% is not on your sheet but should show 30%.

Cadeweed traps: [1d100]=17

Cadeweed successfully spreads the net out, for reaching comrades to try and take hold before Dougal hits the ground.

Two-Birds, Durgo, Jorly, Jake, Ben: Grab a corner of the net vs 12: [1d20]=18[1d20]=10[1d20]=11[1d20]=14[1d20-4]=3-4=-1 only two comrades can grab a portion of the net in time.

resolution: disregard -1HD of damage per extra holder if successfully snaring him.


Dougal tumbles, once more embracing imminent doom. The net below only covers a quarter of the floor area, have they positioned themselves underneath him to brace his fall?

vs 25% [1d100]=7 Dougal falls into the net rather than splattering upon the ground. actually a 10x10'ft net covers 1/16th the area of a 40x40'ft area, rounded up equates to vs 7% ...!

However falling from such a height, a net held at waist high only cushions your fall to the minimal level. The ranger hits rock bottom, mentally and physically.

the shaft is 60'ft high, damage 6d6 reduced by net bonus to 4d6.

Dougal: Entangling net [4d6]=15 no net [6d6]=24

Dougal wears Chainmail, bonus allocated to reduce damage vs Crushing Blow +4hp


Dougal, caught in the net! But still splatters upon the ground, incurring a modified total of -11hp damage. It puts him on -4hp negative, bleeding out but still alive!

Clerics and comrades rush to his body, searching packs for potions and 1st Aid kits.

Amazingly, all the party survive and the Harpy nest is decimated.
Last edited by Spearmint on Mon Oct 10, 2022 3:55 pm, edited 2 times in total.

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Quonundrum
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Re: Barrow Mounds: A Clamour of Harpies.

#304 Post by Quonundrum »

Moriartus

Nice clutches with the blowgun and stun!

His perception of time slows dramatically as the harpy matriarch collapses along with the morale of the nest. Hoping that the charm effect was also lifted from Jake, he utters the command word to cancel the Light spell blinding the fighter. His mind smoothly ticks like the cogs of a watch into the incantation of a Magic Missile against the fleeing harpy.

Magic Missile: [2d4+2]=8+2=10 :D

1st level spell retention (17): [4d6+1]=12+1=13
Last edited by Quonundrum on Mon Oct 10, 2022 2:05 am, edited 1 time in total.

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Re: Barrow Mounds: A Clamour of Harpies.

#305 Post by gurusql »

Cadeweed

With Vultrix at least temporarily down for the count, Cadeweed will pull out his net. He originally thought about capturing one of the twins, but with them appearing to be free of the charm he will pivot and try to set up the net to catch or at least slow the fall of the ranger, Dougal.

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Re: Barrow Mounds: A Clamour of Harpies.

#306 Post by Spearmint »

he is prepared to invoke a Feather Fall spell on the ranger,
Sorry to say, unless I am wrong, but that is not a spell that you currently know. Not according to your character sheet.

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Re: Barrow Mounds: A Clamour of Harpies.

#307 Post by Quonundrum »

Ack. You're correct. I was conflating different spell lists. A previous update got that idea stuck in my head.
The bandaged harpy screams from the alcove opposite and launches herself in flight to try and snatch the mage, intent on grabbing him by the shoulders and lift him off the ground to test his feather fall ability. He manages to duck and leaves her to grouse, she flies away up the shaft.

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Re: Barrow Mounds: A Clamour of Harpies.

#308 Post by Cwreando »

Durgo

Durgo puts his blade through the matriarch for good measure unless he's called off. He kind of wonders if he pissed himself but shakes the thought away. He scans for threats if any.

[1d20+1]=16+1=17, S/M dmg [1d8+3]=6+3=9, L dmg [1d12+3]=4+3=7

If none spotted.

He grabs his lantern, wipes his sword and sheaths it. He grabs up Fydmar and pull him to safety to be bandaged up signaling for Two birds or any healer to assist.
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Re: Barrow Mounds: A Clamour of Harpies.

#309 Post by ravenn4544 »

Jorly scans the battlefield, and with no foe in sight, lends aid to any that have fallen near him.

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Re: Barrow Mounds: A Clamour of Harpies.

#310 Post by Karaunios »

Is Dougal still charmed? Since the Mother Harpy is now dead and it was her who charmed him IIRC...

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Re: Barrow Mounds: A Clamour of Harpies.

#311 Post by Spearmint »

Assault on the Harpies Lair.

Dougal failed vs the touch of the Harpy carrying him away.

Despite valiant attempts to bring her crashing to the ground, Duval's arrows go wide. The Harpy staggering in flight, encumbered by the heavy but docile ranger. Right at the limit of his range, Moriartus invokes a bullseye cast, his Magic Missile striking the Harpy between her shoulders. -10hp. Weakened she does plummet, but not before she releases Dougal, dropping him from the shaft height to fall below. The Harpy herself crash lands at the feet of Rickford and between him and the wolfhound, she is quickly despatched. -7hp.

Rickford's dual wield [1d20-1]=17-1=16[1d6+1]=3+1=4[1d20-3]=5-3=2[1d6+1]=3+1=4Conmhaol bites [1d20]=15[1d6]=3

Dougal

He screams, flaps hands wildly and somersaults, going head over kilt and spreadeagled ...

Below, Cadeweed has invoked his own casting. Unfurling his Mongrelmen Entangling Net . The ball of spider silk and creeper vine threads, thrown to quickly spread out and a shout given for comrades to grab and hold a corner each.

I will use Cadeweed's Find/Remove/Create Traps skill ability as he practised this during his downtime so as to specialise in Snares & Nets, using this to cast the net quickly so that folks can attempt to grab hold. F/R traps% is not on your sheet but should show 30%.

Cadeweed traps: [1d100]=17

Cadeweed successfully spreads the net out, for reaching comrades to try and take hold before Dougal hits the ground.

Two-Birds, Durgo, Jorly, Jake, Ben: Grab a corner of the net vs 12: [1d20]=18[1d20]=10[1d20]=11[1d20]=14[1d20-4]=3-4=-1 only two comrades can grab a portion of the net in time with Cadeweed.

resolution: disregard -1HD of damage per extra holder if successfully snaring him.

Dougal tumbles, once more embracing imminent doom. The net below only covers a quarter of the floor area, have they positioned themselves underneath him to brace his fall?

vs 25% [1d100]=7 Dougal falls into the net rather than splattering upon the ground. actually a 10x10'ft net covers 1/16th the area of a 40x40'ft area, rounded up equates to vs 7% ...!

However falling from such a height, a net held at waist high only cushions your fall to the minimal level. The ranger hits rock bottom, mentally and physically.

the shaft is 60'ft high, damage 6d6 reduced by net bonus to 4d6

Dougal: Entangling net [4d6]=15 no net [6d6]=24

Dougal wears Chainmail, bonus allocated to reduce damage vs Crushing Blow +4hp
Armour.

Armour Types:

I wanted to build something in the game which rewards armour for the protection it gives. In normal melee and man-to-man combat your armours protection is built into your AC with additional bonuses coming from dexterity, magic or other factors.

When faced with making a saving throw vs a Blast Weapon, such as fireball or acid attack, or even when you take a crushing blow such as falling into a pit trap, I am going to rule that your armour type will add an additional bonus to any saving throw you are required to make or to give a reduction in the damage received.

Light Armour types: Leather, Hide, Padded, Studded Leather anything AC 9 to AC 7 have no additional bonus.

Medium Armour types: Scale, Ring, Chain and Banded Mail anything AC 6 to AC 4 receive a+1 saving throw bonus or reduce crushing blow (not by weapons) by -1/per HD of damage.

Heavy Armour types: Platemail anything AC 3 or below. receive a +2 saving throw bonus, -2 dam reduction/per HD of damage

If your character is using a shield and that takes your natural AC into those of another type, for example studded armour AC7 plus a shield +1 to AC so you are AC 6 and therefore the equivalent armour as a medium type you receive the additional save bonus. Got that?
Dougal, caught in the net, still splatters upon the ground, incurring a modified total of -11hp damage. It puts him on -4hp negative, bleeding out but still alive!

House-keeping: I trawled the archives and character sheets to make notes of healing spells and abilities, use of 1st Aid kits. I have amended Cadeweed +2hp as he received a 1st aid dressing from Two-Birds that was one point initially and extra two points over the following hours which I didn't add on the following day. Other 1st Aid kits carried by TB where used after the ghoul encounter and Dougal used his upon himself in the mound.

You still have 3 x healing potions on Cadeweed's, Durgo's and Fydmar's sheet and as far as I can tell, none have been used. Each person also has a 1st Aid kit and Moriartus has one listed too.


Current status:

Moriartus. 5/10 Unseen Servant active.
Cadeweed 8/12
Fydmar 0/8,
Durgo 4/10
Dougal -4/15
Conmhaol the hound. 6/8
Jorly 6/9
Rickford 2/8
Duval. 1/6
Two-Birds. 11/11. Spells: Shillelagh.


I would be fine actioning a party triage, using the potions (healing as rolled) and kits (+2hp), on the most injured and killing the stunned and sleeping harpies. Doing so can resolve the group as below. please deduct all healing potions and 1st Aid Kits from inventory.

Healing potions used Dougal, Fydmar, Durgo [2d4+2]=3+2=5 [2d4+2]=4+2=6 [2d4+2]=8+2=10

Moriartus. 7/10
Cadeweed 10/12
Fydmar 6/8,
Durgo 10/10
Dougal 3/15
Conmhaol the hound. 6/8
Jorly 6/9
Rickford 2/8
Duval. 3/6
Two-Birds. 11/11. Spells: Shillelagh.

If that is okay, we can progress with all the team, Ben & Jake included, either at the top or bottom of the shaft.

actions and comments please.

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Karaunios
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Re: Barrow Mounds: A Clamour of Harpies.

#312 Post by Karaunios »

Wow. Way to move the action forward! :lol:

Thanks a lot. My heart was racing as I was reading that.

And thanks to everyone involved in saving Dougal, voluntraily or not :D


Dougal

"Oh, my. That was claus!

Tehking that revenge almost costs me may lafe. Incredible! But the damned harpies are well dead, haha!"
An unusual burst of good humor surrounds the ranger. "Sae, shall we nae busy aurselves with looting their lehr and then ganging back haum? I think we desever it!"

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Re: Barrow Mounds: A Clamour of Harpies.

#313 Post by Cwreando »

Durgo

"That was...That was.....That was....tooooooooo close folks. We are not home yet either so don't think we're safe just yet.....Man oh man we were all in the shit there for sure. Let's finish this up here and get back home my friends. Moriartus what's the plan?"

Gidlor stands guard as they all get situated.

healing potion and kit removed with HP updated.
Trist Flameheart Multi-Class in progress Gray Elf Fighter/Mage 3/3 - Grey Wolf's Mystara Adventures (Ad&d 2e) Active
Durgo Brigthboon Fighter Human Level 3 - Spearment's Barromaze

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Re: Barrow Mounds: A Clamour of Harpies.

#314 Post by Quonundrum »

Moriartus

Wow ... :shock:

Moriartus stands with the assembled group at the bottom of the shaft amidst a veritable flock of dead harpies ... Gesturing for Ben and Jake, he procures two bottles of dwarven hooch potato vodka and offers them to the twins. He claps each on a shoulder, saying, "I thought you lads could use a stiff drink. It is good to see you both again."

Forgot to add these before to my sheet.
viewtopic.php?p=614291#p614291

He brushes away any immediate questions. "I'll explain later. For now, drink." His demeanour is mixture of relief, fatigue, and profound joy, the smile reaching almost ear to ear. He then glances around at the others, cheeks flushing deep crimson. "I ... <ahem> ... promised Mr. Osen that I would find them."

Moriartus shuffles from foot to foot, offering a pathetically transparent excuse that was obviously not the whole truth. He didn't particularly care though, a grin still teasing his expression. Producing a cigar from a coat pocket, he takes a long, relaxing drag after lighting it. "I can finally indulge myself in this vice again!"

Settling back into business, he indicates the harpy corpses with the lit cigar. "Behead them. I'd rather not meet them again. Let's also search the crypts in the shaft for anything of value." Turning to the Bennerjake twins, he continues in a lower voice, "I assume Friar John is dead? What is down these passages and beyond the door? Anything else we need to deal with?"

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Re: Barrow Mounds: A Clamour of Harpies.

#315 Post by scottjen »

Fymar
Surprised at being alive, he looks at Durgo as he comes to. This isn't the afterlife. I owe you quite a few drinks, my friend!
Once everyone is up and about, He'll wait until the twins give the intel on what's behind the door. If no dangers are reported and they have seen it opened and closed: He will pick the lock if it is locked. If the twins report seeing a trap set up, he will see if he can find it. A dwarf's work is never done, thank Moradin!
if needed: skill check [1d100]=87

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Re: Barrow Mounds: A Clamour of Harpies.

#316 Post by Quonundrum »

Moriartus

Casts Invisibility on Cadeweed.

2nd level spell retention (17): [4d6+2]=16+2=18

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Re: Barrow Mounds: A Clamour of Harpies.

#317 Post by Spearmint »

is Cadeweed happy to be made invisible again? Is there a reason or just a precaution if he scouts ahead?

I will update after Jorly and Cadeweed post.

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Re: Barrow Mounds: A Clamour of Harpies.

#318 Post by Quonundrum »

Just standard precaution, but if it's not desired, no problemo!

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Re: Barrow Mounds: A Clamour of Harpies.

#319 Post by Karaunios »

Dougal stares at the Benneejake twins. "It's good tae seh ye in one piece, lads!" He looks at the vodka. "Not my drink af choice, that's faer suir, but couldda tehk a sip? I need tae wet my gullet after all I've been through... And also tae celebreht!"

After drinking more than just a sip, the ranger unsheathes his broad sword and looks at the harpies. "It'll be my plehsuir tae behehd these monsters." He gets to the task.

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Re: Barrow Mounds: A Clamour of Harpies.

#320 Post by gurusql »

Cadeweed

Cadeweed will gather his equipment and make sure that all the harpies are beheaded (if they are not he will direct someone else to do it to maintain his invisibility.) Once that is complete he will start a sweep around the bottom looking for hidden treasures that the harpies may have not wanted to share with each other. If there are any places to check for traps here is a roll

Find/Remove Traps (30%) - [1d100]=69

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