Barrowmaze: Of Where-Rats and Mongrelmen.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Exploring into the South Crypts
Veryn sneaks ahead, quietly observing and decides to head east along the bottom corridor, bypassing the rubble by clinging fingertips and toes into the stone walls niches. Inching himself along to avoid kicking rubble inadvertently and alerting anyone by noise created.
You can advance half way into the rubble strewn section before you are forced off the wall face as several chitinous insects wriggle out of the earth and mud that backs up behind the unstable and crumbling passage. Centipedes, long as a sword blade and inquisitive rather than aggressive, they wave antennae and multitudes of gripping legs in the rogue's direction.
Unstable wall vs 1-2 [1d6]=3.Giant Centipede: vs Veryn [1d20]=6 [1d20]=1
There is probably a 'swarm' of such insects in the section and passing beyond needs to happen with care lest the critters drop and bite upon any victim. Beyond the rubble, the east passage continues into the dark with a wider branching passage leading off at an angle to the NE.
Rum & Sigrid are in the vertical passage and can follow after Veryn or explore the four crypts nearby.
Veryn sneaks ahead, quietly observing and decides to head east along the bottom corridor, bypassing the rubble by clinging fingertips and toes into the stone walls niches. Inching himself along to avoid kicking rubble inadvertently and alerting anyone by noise created.
You can advance half way into the rubble strewn section before you are forced off the wall face as several chitinous insects wriggle out of the earth and mud that backs up behind the unstable and crumbling passage. Centipedes, long as a sword blade and inquisitive rather than aggressive, they wave antennae and multitudes of gripping legs in the rogue's direction.
Unstable wall vs 1-2 [1d6]=3.Giant Centipede: vs Veryn [1d20]=6 [1d20]=1
There is probably a 'swarm' of such insects in the section and passing beyond needs to happen with care lest the critters drop and bite upon any victim. Beyond the rubble, the east passage continues into the dark with a wider branching passage leading off at an angle to the NE.
Rum & Sigrid are in the vertical passage and can follow after Veryn or explore the four crypts nearby.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Clarification, currently there are several giant centipedes that crawls out from the wall and stands in my way, yes? Also, can i jump from where i am towards the end of the rubble corridor or at the start of the rubble corridor towards the party?
Clarification, currently there are several giant centipedes that crawls out from the wall and stands in my way, yes? Also, can i jump from where i am towards the end of the rubble corridor or at the start of the rubble corridor towards the party?
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
You can try to dodge the Giant Centipedes with a successful Move Silently. Failure means that a few get attracted towards you and you may be nibbled at. Or you could give a successful Dex check to leap over the rubble vs [4d6]
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Veryn will leap off the wall, over the rubble towards the start of the rubble corridor where his companions at.
dexterity check [4d6]=22 vs 15
Veryn will leap off the wall, over the rubble towards the start of the rubble corridor where his companions at.
dexterity check [4d6]=22 vs 15
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
22 is a fail!
Giant Centipede: vs Veryn [1d20]=1 [1d20]=7 [1d20]=10 [1d20]=5
You leap, dodging over rubble, landing on a stone that twists an ankle and you fall on the floor where several Giant centipedes crawl towards you but you equally wriggle away fast and out of reach.
To the direct east the passage continues, your infravision doesn't discern anything that way. To the NE the passage is wider (20'ft wide) and ends in a fancy crypt door after about twenty feet.
Giant Centipede: vs Veryn [1d20]=1 [1d20]=7 [1d20]=10 [1d20]=5
You leap, dodging over rubble, landing on a stone that twists an ankle and you fall on the floor where several Giant centipedes crawl towards you but you equally wriggle away fast and out of reach.
To the direct east the passage continues, your infravision doesn't discern anything that way. To the NE the passage is wider (20'ft wide) and ends in a fancy crypt door after about twenty feet.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Okay, just gonna wait for the others to make their move, before Veryn gets into another trouble.Also, i did mention that Veryn is going to leap westward to his party instead of eastward .
Okay, just gonna wait for the others to make their move, before Veryn gets into another trouble.Also, i did mention that Veryn is going to leap westward to his party instead of eastward .
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn, sure west is good. You note the features on the other side but can return to your companions without engaging any Centipedes.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Rum
Rum walks toward the T-intersection to the south and chooses to go left after seeing Veryn go that way. As he rounds the corner he will motion to Sigrid. He'll proceed towards the rubble to the east and assist Veryn in getting away from the centipedes.
Rum walks toward the T-intersection to the south and chooses to go left after seeing Veryn go that way. As he rounds the corner he will motion to Sigrid. He'll proceed towards the rubble to the east and assist Veryn in getting away from the centipedes.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Noted.
Veryn will regroup with the party eastward ,a little bit limping, and carefully without tripping any rubbles or bugs. A twist to the other side of the ankle ensure the fix as he inform the rest of what he saw.
He then looks towards Rum.
Also Rum, as a dwarf with good knowledge of stonecraft, do you know how to collapse a wall behind us? I swear, when i climb that thing, i felt that the wall will fall down on me.Maybe we can use that to our advantage if we got chased by dozen of zombie.
He then will check for trap with his 10 foot pole as he heads towards north east to the fancy door, seeing if the door has any similiarity with the double door he first encountered westward of the cross stair platform.
find trap vs 20% [1d100]=16 remove trap vs 25% [1d100]=32
Noted.
Veryn will regroup with the party eastward ,a little bit limping, and carefully without tripping any rubbles or bugs. A twist to the other side of the ankle ensure the fix as he inform the rest of what he saw.
He then looks towards Rum.
Also Rum, as a dwarf with good knowledge of stonecraft, do you know how to collapse a wall behind us? I swear, when i climb that thing, i felt that the wall will fall down on me.Maybe we can use that to our advantage if we got chased by dozen of zombie.
He then will check for trap with his 10 foot pole as he heads towards north east to the fancy door, seeing if the door has any similiarity with the double door he first encountered westward of the cross stair platform.
find trap vs 20% [1d100]=16 remove trap vs 25% [1d100]=32
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
fancy door is NE of the east end of the rubble pile. But I will use your action to comb the west of this horizontal passage and probe by the four curtained alcoves.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Okay, a little clarification. What i mean westward means that i go back to where i initially came from, not explore west. Recently, Rum has followed me east and because Veryn purpose of leaping west from the wall is to regroup with the party, it's sort of counter-intuitive. So Veryn will return eastwards and check the fancy door, unless the party objects or so.
Okay, a little clarification. What i mean westward means that i go back to where i initially came from, not explore west. Recently, Rum has followed me east and because Veryn purpose of leaping west from the wall is to regroup with the party, it's sort of counter-intuitive. So Veryn will return eastwards and check the fancy door, unless the party objects or so.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
sorry, we must be confusing each other. No problem here is an updated map with two options for Veryn.
A) west corridor, using pole to trap find.
B) east of rubble at crypt door.
Just confirm your preference. There are no Giant Centipedes except in the rubble portion.
A) west corridor, using pole to trap find.
B) east of rubble at crypt door.
Just confirm your preference. There are no Giant Centipedes except in the rubble portion.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
sorry, we must be confusing each other. No problem here is an updated map with two options for Veryn.
A) west corridor, using pole to trap find.
B) east of rubble at crypt door.
Just confirm your preference. There are no Giant Centipedes except in the rubble portion.
A) west corridor, using pole to trap find.
B) east of rubble at crypt door.
Just confirm your preference. There are no Giant Centipedes except in the rubble portion.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Veryn is at B: east of rubble of crypt door
Veryn is at B: east of rubble of crypt door
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Okay, since Veryn intention is to regroup with the party and based on the map, it seems that the party cannot go through the rubble portion without being attacked by the swarm. I changed my mind and decide to go west to the curtain corridor. Same treatment, search for trap and such. I just don't want to edit out a large chunk of my post. Also, roleplay wise, it's what Veryn would've done initially with the exception of the party already heading eastward when Veryn leap off the wall.
Looking at the situaton, Veryn will be at A instead and search for trap by unveiling the curtain carefully without alerting its residence.
Okay, since Veryn intention is to regroup with the party and based on the map, it seems that the party cannot go through the rubble portion without being attacked by the swarm. I changed my mind and decide to go west to the curtain corridor. Same treatment, search for trap and such. I just don't want to edit out a large chunk of my post. Also, roleplay wise, it's what Veryn would've done initially with the exception of the party already heading eastward when Veryn leap off the wall.
Looking at the situaton, Veryn will be at A instead and search for trap by unveiling the curtain carefully without alerting its residence.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Sigrid
Trying to remain as silent as possible, the light-footed mage will follow Rum's movements.
Trying to remain as silent as possible, the light-footed mage will follow Rum's movements.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Exploring the Mongrelmen Crypts:
Minions: vs 25% [1d100]=20 [1d6]=3
The group sneakily advance down the passage, assessing the area before choosing to bust any doors. It means Veryn can stealth ahead though he retreats from passing through the unstable rubble as many centipedes lurk about and passing that way may provoke the critters to wriggle upon you. The westward end of the lower corridor has more curtained alcoves and crypts. The rogue carefully pulls aside the first of the four curtains, revealing a basic ten foot square crypt that has minor burial alcoves for bones and memorabilia of the deceased. You step inside to finger through the cobwebbed and dusty items, not really locating anything above a scrappy trinket value.
As Rum & Sigrid peer around the adjoining corridor, the far crypt door on the west opens and a trio of robed figures exit, walking in the corridor, stopping as the faint light from torches and lanterns cast tell-tale shadows into the passage. The three look up from their hooded garb, one clutching an emblem or holy symbol. They approach cautiously
Rum can note their approach, signalling to those behind, Sigrid & Sundance that an encounter looks imminent.
Veryn can remain hidden to surprise them if you wish.
Further up the corridor, Callan can "hush" the Mongrelmen group. The Ygg priest dims his lantern, the group taking to the area above the platform of steps.
next Actions please
Minions: vs 25% [1d100]=20 [1d6]=3
The group sneakily advance down the passage, assessing the area before choosing to bust any doors. It means Veryn can stealth ahead though he retreats from passing through the unstable rubble as many centipedes lurk about and passing that way may provoke the critters to wriggle upon you. The westward end of the lower corridor has more curtained alcoves and crypts. The rogue carefully pulls aside the first of the four curtains, revealing a basic ten foot square crypt that has minor burial alcoves for bones and memorabilia of the deceased. You step inside to finger through the cobwebbed and dusty items, not really locating anything above a scrappy trinket value.
As Rum & Sigrid peer around the adjoining corridor, the far crypt door on the west opens and a trio of robed figures exit, walking in the corridor, stopping as the faint light from torches and lanterns cast tell-tale shadows into the passage. The three look up from their hooded garb, one clutching an emblem or holy symbol. They approach cautiously
Rum can note their approach, signalling to those behind, Sigrid & Sundance that an encounter looks imminent.
Veryn can remain hidden to surprise them if you wish.
Further up the corridor, Callan can "hush" the Mongrelmen group. The Ygg priest dims his lantern, the group taking to the area above the platform of steps.
next Actions please
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
I don't have any trick off my sleeve for this case, so are we down to fight, or do you guys have any idea on how to overcome this?
Also, Spearmint, where am i right now and how far am i from the three cultist?
I don't have any trick off my sleeve for this case, so are we down to fight, or do you guys have any idea on how to overcome this?
Also, Spearmint, where am i right now and how far am i from the three cultist?
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
They came from furthest door west. Veryn, you are in Alcove D, which on the map is the fourth curtain closest to the rubble.
Rum, Sigrid & Co in the vertical passage.
Rum, Sigrid & Co in the vertical passage.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Sigrid
Readies herself intending to follow Rum's lead. She reaches into her components pouch to ready a spell should a battle ensue.
Readies herself intending to follow Rum's lead. She reaches into her components pouch to ready a spell should a battle ensue.