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Barrowmaze

1699628103

Edited 1699629276
Barrowmaze #43 29.10.1362 PC: Aya, Droghall, Glendor, Liam & Mac. XP: 6420 GP: 4690 Mac struggles with the trunk of junk, the stairs are steep, the corridor narrow, and the cackling skeleton he's chasing waves the Chaos Tablet provocatively, always just out of reach. The big dark elf squeezes through a secret door too small for his new augmented size into a bedroom.  " Welcome to the honeymoon suite, lord mounteback," says Glendor through his visor. Spartagus stands on the other side of the bed, sword drawn. The skeleton tilts its skull coyly from the bed. The paladin wakes with a gasp his brow is cold with sweat and he wonders how long it has been since his last shag. The Chaos Tablet must be destroyed soon!    ..................................................................................... Helix Wall - Skeletal constuction crew. The Barrowmazers(minus Spartagus, who's in Praka) leave Helix through what's being called Drog Gate. The eponymous Kroxiger leads them over South Moor through blustering wind and heavy rain, through the sodden bog to the Barrowmoor where they are intercepted by a Black Legion patrol that demands to know their purpose. Liam shows his Jergalite pass and deceives the Crypt Knights, the party trudges through the mud to the Barrows at the eastern edge of the necropolis.  The Black Legion #69 Plundered Mound. Marlon, Liam's fey rat familiar scampers through a plundered Barrow and proudly presents his master with some rotten teeth he found in the rubble.     #68 Collapsed mound.  This time Marlon's efforts fail to unearth anything.   #67 Covered mound. Droghall digs while Mac milks a shovel, and Glendor points, the paladins get in the way more than helping the saurian champion. After several hours, the dauntless treasure seeker gets what he was after, runes glowing faintly through the mud. When the Barrow Cover Stone is exposed both paladins experience a vision, this is the Barrow of the Blade. Liam deciphers the ancient warning, the runes can be used but a few times. Aya uses divination magic rituals to ascertain necromantic and conjuration magic present. The group decides to research the Barrow of the Blade through investigation and divination before returning.   Barrow of the Blade The Barrowmaze The party uses Liam's new rope of climbing to descend the Harpy Hole to the Barrowmaze. The paladins led the Barrowmazers west and then south into the Gargoyle King's domain. Flickering light from Glendor's flame tongue lends a demonic light to the leering skulls, monstrous busts and frightful frescos the gargoyles have decorated their lair with. Mac sends pulses of dancing lights far ahead of the party to further illuminate the darkness for potential traps, Aya and Liam prowl behind keen senses stretched for the inevitable ambush. Droghall brings up the rear, twitching and muttering to himself about the potion of growth cradled to his chest. When the gargoyles launch their ambush, the Barrowmazers are ready. The brash monster's first mistake is to swamp Droghall at the party's rear. Huge four-armed margoyles barrel forward on knuckles of stone like subterranean gorillas to rip, tear and whip the Kroxiger with spinning raking attacks propelled by rock-hard muscles. A cunning Magog mage cackles with glee and fires magic missiles into the adventurers. More gargoyles attack the front of the party exploiting a gap in the marching order to assault Aya. But the Paladins inspired by St Sollars (crits all around) all but destroy the frontal assault and Aya unleashes her wand of fireballs upon the attackers at the rear. The fight ends when Droghall breaks a tooth on the last gargoyle's head. When the gargoyle dust settles, Liam searches the area and finds a secret door leading to a dusty chamber seemingly abandoned for centuries by the few coins of old Implitur scattered among the remains of an old chest. As the paladins lead the party south, Sir Glendor spots a pit trap and Droghall's scaly brow scrapes dust from the ceiling as he clambers across it. The party press deeper into the gargoyle realm, ready for the next assault to come from stone carvings lining the walls, they do not have to wait long. Bulky margoyles surround Glendor and again a magog mage targets Droghall, but the ambush is shot down in flames again. After the scrap, the party returns to the secret room to rest.  The gnawed bones, blood smeared on the walls and distant screams indicate the adventurers are now deeper in gargoyle territory. Demonic faces leer from Mulholland and Untheric-style frescos that cover walls and ceiling, Liam spots snaffles a magnificent Narfell tapestry of Graz'zt into his bag of holding. Droghall eliminates the final gargoyle sentry post before the showdown with the gargoyle King Ziggstraal Nabassu. "Foolish Mortals, come meet your doom!" The demon gargoyle savages Droghall gloating. "You have been too long in the midnight swamp." Mac puts a band-aid on Droghall before the raging barbarian returns the mauling to Ziggstraal with such interest, he destroys the gargoyle king's gloating confidence and it's easy for the dark elf to finish him off. Mac demands the Magog visier's surrender, who complies, handing him a two-pronged key to the Locked Barrow (# 46) above. Droghall's tireless lust for loot sees him sneak up on and destroy a mimic, only to fall into a bottomless pit. Fortunately for Droghall Liam's quick thinking sets up a dramatic flying escape. While that was going on Glendor released Renata from Gargoyle jail and Mac took the inventory of Ziggy's treasure hoard; a magnificent array of gems and jewellery, the  Rerebrace of Palantis,  two unique spellbooks:  The first is a huge tome. The cover is made of lizardman scales and it is bound with silver fittings. It contains all first-level magic-user spells. This book attracts reptiles and reptile-like monsters. The second is made of doppelganger hide. The colour of the book changes, chameleon-like, to match its surroundings. It possesses more pages than its thickness might suggest. This book contains all second-level magic-user spells in addition to all the spells located in the New Spells section of this book. Occasionally, this book snarls at its owner and a +3 Battle Axe. Renata in chains Epilogue: Liam's Lightfoot Detective Agency & Aya determined to research the Barrow of the Sacred Blade (Deckeon named as Caliburn). Mac donates the liberated silver and copper coins to St. Sollars and enquires about magic that will enable him to converse with the dead.
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Barrowmaze #44 12.11.1362 & 19.11.1362 PC: Aya, Droghall, Glendor, Liam, Mac & Yor. The Barrowmazers (minus Spartagus, who's still in Praka) trudge through heavy late autumn rain across moor and bog to the Barrowmoor, making their way directly to the Barrow of the Blade (#67). #67 Barrow of the Blade The Lightfoot Detective Agency has not been able to shed much light on the mystery of the Barrow Door puzzle, but Aya's legend lore spell does; her solar deity Shamash illuminates her with the knowledge that the sword glyph begins the sequence, then sun, moon and star runes must be anointed in the correct order. When she relays this to the party, Mac shrugs and to Glendor's surprise steps up and presses the runes in precisely the order the priestess relayed. Rune of the Sword, Sun, Moon and Stars and the door to the Barrow of the Blade opens with a simple click. Stairs descend into a 30' x 30' crypt, in which the statue of a noble knight on bended knee holds a gleaming blade above his head “Caliburn” the holy avenger.   "Caliburn is a long sword,"  says Mac with a sigh.   “Wey aye man”  says Caliburn this time it's Mac's turn to be surprised. "Ha!"  Exclaims Glendor, then he strides forward and grasps the blade. "Alreet ya radgie gadgie, be a bobby dazzler, I'm clamming to slay undead so let's howay man."    Glendor seems confused, Mac chuckles and says to Caliburn  "Hadaway pet we will leave the door on the sneck and deal with the Black Legion alreet?"    "Bonnie."  Replies Caliburn. Some of the party members seem bemused by the Paladin and talking swords colloquial conversation, Mac shrugs again and says "My Grannie has a similar accent" then leads the party south to the Black Legion tomb H.Q. while chatting with Caliburn.   "Are you sure it's not an ancient variation of Thieves Can't?"  asks Liam, taking notes. #66 Dark Legion H.Q. The Dark Legion didn't stand a chance. Drogzilla blocked the exit while Aya's fire and sun magic scorched the trapped crypt knights. Glendor and Caliburn charged the horde, while Liam threw fireballs. Yor made a big show of getting ready for a date 'somewhere else' and Mac shouted encouragement from the back. When the dust settles the adventurers collect 83 enchanted spears, swords axes and hammers from the ash.   After the destruction of the Black Legion, the adventurers leave the Barrowmoor to rest and train. Barrowmaze, The Hall of Pillars Rested, trained and invigorated the party returned to the Barrowmoor, once again using the Harpies Hole to descend into the Barrowmaze. Mac leads them west and north, passing close to the area St Sollars marked as the route to the Chaos Tablet  not long now  thinks Mac. The Barrowmazers enter a dark chamber complex of crypts supported by crumbling pillars, seemingly dedicated to the ancient priests of Nergal  the architects of the necropolis perhaps.    The central pillars are shaped like shielded warriors, the supporting columns robed women with swords, and eerie dim lights dance softly at the far end of the chamber the light show is enticing. But before the lights can be investigated Droghall rolls around in Amber Jelly again, Liam's hisses of " Bad Drog, naughty Drog " echo about the chamber. When Glendor investigates the lights to Caliburn's delight they turn out to be ghostly corpse candles which the Holy Avenger takes great delight in extinguishing but not before the necroluminescence has charmed Droghall and Liam. More undead attack; Juju Zombies in gold death masks and Mummies, one of which is of particularly putrescent and curses Droghall, luckily for the Kroxiger, Aya is on hand to remove the hex.  The Barrowmazers slog back to Helix along the sodden trail, which will soon, no doubt be flooded and impossible to travel by foot.
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Edited 1713194734
Barrowmaze #45  Nightal 1362 PC: Aya, Droghall, Glendor, Liam, Mac & Spartagus. Barrowmaze is a name that is whispered with reverence and trepidation. It sprawls beneath the earth like a forgotten memory and its winding passages, each echoing with the weight of ages, harbour secrets and perils aplenty. In this place, Aya, Droghall, Glendor, Liam, Mac, and Spartagus venture forth, with their fates entwined in the shadows. Their final journey begins with a dark, rain-soaked trek across the desolate Barrowmoor. They descend the treacherous Harpies Hole, past the crumbling remnants of the Colossus of Nergal. They turn eastward, guided by the annexe of the cursed wells, until they reach the elusive secret door—anointed by St. Sollars as the gateway to their ultimate trial. Mac steps forward resolutely, only to plummet into a pit trap. Spartagus, ever watchful, hauls Liam across the chasm. And so, our heroes find themselves in a room veiled by time—a wide corridor cloaked in dust, untouched for centuries. Here stands a monumental stone sarcophagus, its black rose sigil etched into the very fabric of dread. Within lie the decayed remains of a black legionnaire, alongside six clockwork scorpions—crushed swiftly underfoot. Drog heaves the sarcophagus aside, revealing a narrow tunnel that snakes eastward. Yet, the tunnel’s dimensions defy the engorged Kroxiger. He imbibes a potion of tiddly-winkle, shrinking himself to fit, and crawls onward. Liam follows while Glendor grumbles close behind. And now, the Secret Vault of the Unholy Relic beckons—a clandestine passage leading some 60 feet to a trap door. Beyond lies another Barrowmaze tunnel, its walls curiously smooth and unlike the surrounding masonry. The tunnels converge, forming a rectangular corridor. At its far end stands a single door, adorned with the symbols of Nergal and the carved relief of the Tablet of Chaos. A dire warning etched upon it: “Embrace Death Ye Who Enter Here.” Through that ominous door, our intrepid band steps into an audience chamber.  The door creaks open, revealing a short, dimly lit hall. As they step inside, the air grows heavy with ancient energy. The hall widens into an expansive audience chamber, its walls adorned with faded frescos. These murals depict Nergal’s devoted followers, kneeling in prayer. Their faces are etched with desperation, their eyes hollow. One by one, they walk forward, driven by an unseen force, and commit the ultimate act of devotion: suicide. Their corporeal forms collapse, but their spirits emerge, ethereal and weightless. Three raised platforms dominate the eastern end of the chamber. On the north and south platforms rest ornate sarcophagi, their lids adorned with mithril death masks inlaid with gold and platinum. These masks seem to watch, spectral eyes following every move. What secrets lie within those stone coffins? Atop the central staircase stands a circular platform, its surface etched with arcane runes. This is no ordinary dais—it is a nexus of magic, a gateway to distant places. Before they can fully take in the scene, a figure materializes atop the dias. The Keeper—a mysterious being who has shadowed their journey—steps forward. In its dead eye sockets, hateful evil burns bright, assessing the adventurers' worth. He speaks, his voice echoing through the chamber, revealing cryptic truths and mocking the adventurers. He has observed their progress, but now he wishes to witness the hero's actions firsthand. Combat awaits, but not yet. Suddenly, the air crackles with power. Aceyet, the enigmatic lich his presence commands attention. With a flourish, he summons Barrow mummies from their slumber. These ancient guardians wear mithril death masks, their eyes gleaming with otherworldly knowledge. Gold and platinum inlays glint in the dim light. They rise, silent and obedient, ready to serve their master. But that’s not all. Crypt Knights—stealthy and deadly—spring forth from concealed doors flanking the entrance. Their armour clinks as they encircle the party, weapons drawn. The ambush is swift, catching the Barrowmazers off guard. The mummies fall quickly, their ethereal forms dissipating like smoke. Yet Aceyet is no mere conjurer. He deflects Aya’s fiery magic back upon her, leaving her singed and disoriented. Meanwhile, Drog faces a relentless onslaught from the Crypt Knights. Blades clash, and bruises bloom on his skin. Just when hope wavers, Avery, St. Sollars handmaiden, intervenes. Her golden charm is radiant. Her eyes lock with Mac’s, and she gestures toward the central dias. There, the teleporter awaits—a shimmering circle of power. Recite the phrase “Life in Death” she communicates telepathically, Mac hears says in her husky drawl and the magic will respond. The way out lies beyond that threshold. The Barrowmazers rally, forming a protective line. They hold the Crypt Knights at bay, allowing their wounded comrades to press on the humming teleporter to face Aceyet, The Keeper head-on. The air grows thin and they re-materialize. As the adventurers emerge from the darkness, they find themselves standing on a floating stone platform. The void surrounds them, and the walls are just faint outlines, stretching infinitely beyond. The only thing beneath their feet is the cool and unyielding surface of the stone platform. In the centre of the platform hovers the Chaos Tablet, adorned with unholy runes and defying gravity. But it is just a mirage, a mere illusion that taunts the adventurers. The true resting place of the Tablet is hidden, and the room itself is conspiring against them, ensnaring them in a web of illusion.  The adventurers are uncertain about what to do next. Aya's voice trembles as she asks the question that hangs heavy in the air: “Must we die to move forward?” The answer echoes back, stark and unyielding: “Yes.” Mac grabs one of the sacrificial blades and steps forward, resolute. Death awaits, but it is not the end—it is the path. 
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Barrowmaze #46 Nightal 1362 PC: Droghall, Glendor, Liam, Mac & Spartagus. Mac advises the team to think like those who once worshipped Nergal to proceed. Death was their gateway, and the room demands sacrifice, a surrender of flesh and fear. The Tablet remains elusive, and its true purpose is veiled. As the party prepares to make their sacrifice, a lighter thought flits through Mac's mind: “I feel the need, the need for mead.” Perhaps gallows humour is the best armour against the abyss.  The platform shifts and Mac finds himself in a smaller chamber, a refuge from the void. Dusty bookshelves and scrolls litter the room, and ancient lab equipment lies dormant, a testament to forgotten experiments. The party checks their gear, makes a few jokes, and presses forward. To the west, tall braziers cast flickering shadows, illuminating a darker space. And there, upon a broad throne in the room’s northernmost corner, sits The Keeper—Acyet. His voice booms, fueled by arrogance and dark magic. He mocks “their” inferiority, relishing in their weakness.  Aceyet reveals his secret: power drawn from The Tablet. The Keeper is shielded by demons—Vrock, Hezru, and Glabrezu. The second battle looms, and chaos swirls. Meteor Swarm claims Liam and Glendor, but Mac’s misty steps and action surge carve through the diminishing demons. Yet the Keeper eludes their grasp, slipping away like smoke through fingers.  The room pulses with ancient energy, and destiny awaits. Within the dim-lit chamber, chests and coffers stand like silent sentinels, revealing a hoard of wealth: 2,984 silver pieces, 666 platinum coins, and 731 gold pieces. The tall necrotic font, resembling a crystal ball, pulses with eerie energy. It serves as both an oracle and gateway—a teleportation circle to distant realms.  Through the final teleporter, they step—another leap of faith into the unknown. Another floating platform materializes, and there it is the true Chaos Tablet. The Keeper awaits, his phylactery pulsing like a malevolent heart. Beside him, a red Dracolich, the abominable guardian, snarls. Amidst the shadows, you notice a peculiar glimmer. Dhekoen’s empty eye sockets sparkle, perhaps a remnant of his spirit lingers, guiding the path.  Mac charges forward, leaping across the void onto the platform with such speed that he strikes The Keeper mid-sentence. Spartagus follows, unwavering. Drog Force One, the stalwart air-lifter, hoists the crew onto the platform. The dragon lich, its skeletal wings unfurling, descends upon Mac, but Spartagus grapples with The Keeper, their struggle echoing through the void.  Deckeon, the enigma, steps forth, his purpose clear: destroy the Chaos Tablet. Its necrotic magic binds the void plane, threatening existence itself. As the Tablet shatters, reality trembles. The Dracolich roars, enraged and batters the adventurers beneath him. And then, Glendor—the paladin with a penchant for audacious rhetoric—strikes a double 69s, the mother of all dragons.  The Barrowmazers ride a tide of St. Sollar’s light, a celestial current that carries them to safety, away from the chaos and destruction behind them. The celebrations in Helix lasted for several days. Before joining the revellers in Wizardspoons, Mac stood vigil. Amidst the lively atmosphere of the living, he paid tribute to the fallen - all of them (Chance, Manu, Ripper, Brago, Herald, Ulric, Mohan, the young brother and sister, countless NPCS…) In the dance of fate, even the departed leave their mark. And thus ends the tale - a tapestry woven with magic, sacrifice, and the indomitable spirit of adventurers.  
The most awsome of campaigns!  Thanks to all of you who played and of course the very best DM Simon, huzzah!
Matt said: The most awsome of campaigns!  Thanks to all of you who played and of course the very best DM Simon, huzzah! Thank YOU Matt! Best players - and best Chronicler - Ever!! B)
Bless you mwhahahaha :-P