Barrow Mounds: Mummy, the Return.

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Spearmint
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Re: Barrow Mounds: Mummy, the Return.

#261 Post by Spearmint »

Dougal you can assess the wound of Durgo, rolling a 4d6 vs Wisdom to successful treat it and restore 1d4hp of health. A fail roll just restores a single hp. include the roll please.
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Re: Barrow Mounds: Mummy, the Return.

#262 Post by Spearmint »

Exploring the Mummy Mound

With the miners skill, the burned and charred body of the Mummy is retrieved but he is mostly a dry flaky husk, burned beyond recognition and he has nothing of value surviving with him.

Barrett (also known as Garrett) from an inscription on the inside of a silver bracelet he wears on his left wrist, is also retrieved from under the rubble. A bloated corpse with maggots already feasting upon the victim of Cadeweed's assassination backstab. Checking his belongings, rummaging pockets and pouches gives up just a few meagre coins, 6gp, 23sp. Sadly no time or arcane volume is found with the body.
The north curved wall of the chamber has two pillars set into the wall, between which are hung stone tablets engraved with an ancient script. Carved into the wall is a large stone plaque, also engraved with similar calligraphy and hieroglyphics
The group each take a turn to check over the inscription and pillars, trying to spot hidden Sean's flush with the wall, push-pull spots that might trigger a door opening. But none of you are successful. Resorting then to blunt force, the miners earn their keep, hacking the wall with pick axes as instructed by Moriartus.

actions please from others as they work.
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Re: Barrow Mounds: Mummy, the Return.

#263 Post by scottjen »

Fydmar
One-stone, ha! Wasn't he in an old dwarven children's story? (continues chuckling)
Is it too late to tell the miners to try to keep the inscriptions intact? If not, he will do so.
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Re: Barrow Mounds: Mummy, the Return.

#264 Post by Cwreando »

Durgo

Durgo grabs his lantern and slings his shield on his back. He'll light the area near the miners, but well back out of the way. If his lantern isn't needed, he'll blow it out to save oil possibly depending on the alternate source(s) remaining life.

Good job with the spiders guys and thanks for saving my arse.
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Re: Barrow Mounds: Mummy, the Return.

#265 Post by Karaunios »

Spearmint wrote: Thu Mar 24, 2022 4:39 pm Dougal you can assess the wound of Durgo, rolling a 4d6 vs Wisdom to successful treat it and restore 1d4hp of health. A fail roll just restores a single hp. include the roll please.
Sorry I completely forgot. That's what happens when you read the DM's post in a rush and decide to post your action later :oops:

Dougal

The ranger tries to assess Durgo's wounds and then tries to heal him with the herbs.

Hard Ability Check [4d6]=18 vs 14

But he does a poor job indeed. The worst part is that he doesn't even notice it. "Well. Ye're fane and rehdy tae goh!" He says in a cheerful tone.

His attention then focuses on the miners work. He doesn't trust this place, so he keeps his bow ready.
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Re: Barrow Mounds: Mummy, the Return.

#266 Post by GreyWolfVT »

Dalin chuckles again enjoying someone catching his joke. "Well if anyone needs my expertise just call for me." the dwarf will check over to make sure the place is safe enough were everyone is working and where the spiders were removed from.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
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Re: Barrow Mounds: Mummy, the Return.

#267 Post by Cwreando »

Durgo

Durgo says, "I feel a bit better, thank you Dougal." Not realizing the job was partially successful. "I still feel just a slight discomfort. I should be ok in a day though."

Added +1 hp to Durgo's sheet
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Re: Barrow Mounds: Mummy, the Return.

#268 Post by Spearmint »

Exploring the Mummy Mound

The north wall between the inset pillars is wide enough to just hack one half, leaving the inscription intact. The miners make short work (a gnome usually does) of chipping away the stone. It becomes apparent as the wall is hacked that the wall was deliberately bricked up and plastered over for they see signs of a door beyond. Confirming Moriartus suspicions that an inner chamber was underneath the hall above.

The stone is quickly cleared as people get more excited. A bronze door, grimy with age, unopened since the tomb was erected.

actions please
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Re: Barrow Mounds: Mummy, the Return.

#269 Post by scottjen »

Fydmar
Let's have a look then... (checks for traps). Also assess if it has any type of lock, handle, or knob, and whether it opens towards us or pushes in.
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Re: Barrow Mounds: Mummy, the Return.

#270 Post by Karaunios »

Dougal

"Sae he was rate. I wonder hae he daes it. He kens what hades here and there withaut it being even possible to be seen with the naked eye." He looks at the inner chamber and, when he's about to speak, Fydmar has read his mind and is already looking for traps.
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Re: Barrow Mounds: Mummy, the Return.

#271 Post by Cwreando »

Durgo

"Maybe he has some otherworldly knowledge and stuff? He seems real smart to me. Maybe he has a map we don't know about too. Either way I'm right behind ya if you need me.

Can I get a light source count or is there daylight coming in such that we don't need artificial light sources? I just want to make sure we use our resources wisely.
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Re: Barrow Mounds: Mummy, the Return.

#272 Post by Spearmint »

At the Mummy Mound

there is no daylight. The chamber is below ground but you have sufficient lantern oil and spare flasks for several refills.

Fydmar and Dalin trap check [1d100]=32 [1d100]=78

The dwarves take a turn each to check the exposed bronze door for traps and tricks. At least one of them on the ball as Fydmar notes some kind of glass cryptex.

There are two bronze doors that open inwards into the chamber beyond. A glass tube is fixed to the doors, lucky the miners did not hack into it taking the stone facing away. It contains some granules of dust and the trap needs disabling to open the doors or you can trigger the device by smashing the glass, but what that might do is anyone's guess.

Venwynn still watches out for the return of the scouting trio. A couple of the miners take the body of Barratt to be placed in a shallow grave.

Everyone else can decide actions as you gather around the trapped bronze doors.
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Re: Barrow Mounds: Mummy, the Return.

#273 Post by scottjen »

Fydmar
Have a strange feeling there is gas in this thing (points to glass tube) that is going to be unhealthy to everyone in the room when it is released. Could try to disable it. Or maybe we could rig something to break it while we are safely outside...
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Re: Barrow Mounds: Mummy, the Return.

#274 Post by GreyWolfVT »

Dalin will attempt to see if he can remove the traps unless they are magical.

F/R T 40% [1d100]=90 figures. Rolls high when I want lower thant 50%
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Barrow Mounds: Mummy, the Return.

#275 Post by Spearmint »

Dalin will attempt to see if he can remove the traps unless they are magical.

F/R T 40% [1d100]=90 figures. Rolls high when I want lower thant 50%
I will clear the room unless folk note they stay in the chamber and then narrate the results of your inability to disarm the trap successfully.
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Re: Barrow Mounds: Mummy, the Return.

#276 Post by Cwreando »

Durgo

Durgo backs up a bit to give those working on the door some room. He keeps quiet so he doesn't disturb them and mentally thinks, "Do a good job. Do a good job."
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Re: Barrow Mounds: Mummy, the Return.

#277 Post by Karaunios »

Dougal

Dougal follows Durgo's steps, but goes back a little farther just in case. If there's gas there, it's gonna spread.
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Re: Barrow Mounds: Mummy, the Return.

#278 Post by scottjen »

Fydmar
Seeing the intent of his cousin, will leave the room. Then will listen intently.
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Re: Barrow Mounds: Mummy, the Return.

#279 Post by Spearmint »

The Mummy Mound.

Conscious of some terrible effect, the chamber clears leaving an impetuous Dalin to diggle his tools and try to rendered the trap inert.

Durgo, Dougal, Fydmar retreat to the guard chamber, the miners go back upstairs. With bated breath. They hear an "aw f@#£" or words to that express as the sausage fingered rogue breaks the glass of the cryptex ward. Exposed to the air, there is a triggered eruption as the grainy spores enclosed in the vacuum conditions suddenly release in a dark cloud.

Spluttering and temporarily blinded, Dalin wanders, cloaked head to toe, face and red beard in grayish embers. The grains pock mark his exposed skin causing burning blisters that weep pus and necrosis.

It is ironic that the dwarf has just completed one expedition cut short by members catching a Fungicide infection and the pair being isolated in the Helix Hospice to recuperate from their bacterial disease and now Dalin faces the same issue. -4hp.
Eventually you can tend to the wounded dwarf, helping to clear his eyes and throat but you realise that though his external wounds can be addressed in time, he has an inner problem which affects his long term health.

The bronze door remains closed though the trap has been dismantled. The door may be simply pushed open.

At this point, Venwynn announces that the scouting trio have returned.

Reunited, actions please.
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Re: Barrow Mounds: Mummy, the Return.

#280 Post by gurusql »

Cadeweed

Cadeweed listens to what happened and replies "Two-Birds, perhaps now might be a good time for the water you just collected?"
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