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Barrowmaze

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Matt
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The Barrowmoor,  Barrowmaze #1 Barrows investigated.  1.  Gold and silver offerings (not looted) 8.  Covered earth Barrow, a magical trap, activates two statue warriors. Joint exploration with the Boon companions (Sly, Brule and Red Elf)  Loot = Pile of gems (including bloodstone) 9.  Earth covered giant centipede infested Barrow. We excavated a channel through the barrow roof. Mirabelle's dodgy mates from the Strumpet climbed down into the crypt, and the giant centipedes kill some. When we enter a few weeks later, a giant centipede killed brother Farnard R.I.P.   Loot = Nar Jewelry; a couple of rings, bracelet, circlet and necklace.  10.  Family themed Barrow. No encounter. Loot = 8 interesting amphora depicting pastoral scenes (sold to the wizard Mazar) 11.  20' tall stone covered in runes, something about Nergal 12. Known entrance to the Barrowmaze.   A rickety old bucket and pulley system allows access one at a time to the Barrowmaze below. Sam Rami scary. 19.  Flooded trapped complex, did we leave a third chamber unexplored in this Barrow? Loot = fancy amphora, glowing sword, fancy ring and elven boots. 20.    Deep Barrow, stairs down to Skelebob decorated Sarcophagus  29.    Multi-level Barrow. Stairs lead down to a corridor connecting the upper and lower chambers. A Wight (we name Michael Barrowmaze) killed Mr Iceshadow R.I.P. in the upper chamber.   We may have missed a clue in the rubble of a smashed statue in the hallway between the two chambers.   A bloody great statue of some terrible looking demon dominates the lower chamber, which was trapped. Rock golems surprised Sir Glen when he snaffled a magic ring, but he made his escape and pawned the ring to buy a new suit of armour.  Loot = ring of force, sword sized katar and a few choice pieces of Nar jewellery. Rumours The eastern Barrows are more dangerous Runic tablets curse those who read them Mutants dwell in the Barrowmaze Bullywugs have been known to roam the Barrowmoor Nergals’ chosen are buried in the maze Mirabelle heard a rumour about the legend of the wheel of time bringing back the dead Barrowmaze #1 Manu's Excavation notes Autumn 1359, Year of the Serpent PC: Mirabelle, Manu NPC: Estra Zo, Brother Farnard The trail from Helix to the Barrowmoor is dangerous, but we encountered nothing on our first two trips.  However, we were attacked by skeletons on the Barrowmoor when excavating.  
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Barrowmaze #2 Manu's excavation notes. Autumn 1359, Year of the Serpent PC: Mirabelle, Manu, Herald, Kaalih, Ulric Iceshadow , Sir Glendor NPC: Brother Farnard So far, Mirabelle and I have made four trips to the Barrowmoor. Ulric Iceshadow, Herald, Kaalih, Brother Farnard and Sir Glen joined us on the most recent expeditions.   It's a 4-hour hike from Helix, following the old trail around the worst of the bog. We have yet to encounter the bullywug's Hendon warned me about, but we have bumped into other treasure hunters and skelebobs on the Barrowmoor itself. The dodgy group of blokes Mirabelle flirted with in the Strumpet followed us to Barrow 9, and Sir Glen the Paladin came to Mirabelle's rescue when she fled from the Wight in Barrow 29.      Downtime Mirabelle has been flirting with an elf named Valeron; she purchased a nice elven cloak from him. Herald is trying to 'connect' with Merda, but he doesn't know that funny handshake's like Ted does. There is something quite unsettling about him; he's constantly muttering curses, like a Goblin Town witch.     I visited St Solars to pay my respects to Brother Othar, Cella and Gamdar on the passing of Brother Farnard. I donated a priests pack to the church and gave a Billy Boy a bath before the service.   
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Barrowmaze #3 Manu's excavation notes. 2nd Tenday, The Rotting (Month 11), Year of the Serpent (1359)  PC: Mirabelle, Manu, Herald, Kaalih NPC: The Boon Companions & Enk the torchbearer The 4-hour hike along the old trail is more demanding and dangerous in the Winter. Wolves and Bullywug's attacked us. The Barrowmoor is becoming flooded, and almost impossible to travel on foot. A skiff or a raft could be useful if you knew how to navigate this waterlogged maze.  Herald arranged for us to join a group of adventurers called the Boon Companions, we looted Barrow 8 together, but set off magical traps during the excavation and were later attacked by a giant scorpion, all the Men at Arms died.  Enk the Torchbearer signed on for our second and last expedition while the surviving Boon Companions rested and on that trip, at last, we found a secret entrance to  The Barrowmaze. Herald, Mirabelle and Calih want to keep it a secret.   We entered a complex of ancient tunnels predating the demon-worshipping Nar (according to Mirabelle). This area still used by cultists (by the looks of the signposts made from human teeth) and other stranger creatures. We made friends with three mongrelmen, I, They and IT. I will bring them honey bars and rum when I return.    Downtime I carved a bears face into a tree's in Hurn's grove and rubbed mithral dust I got from Karg in, it looks great in the moonlight  Kaalih and Mirabelle left town, haven't seen them for a while. 
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Barrowmaze #4 Manu's expedition notes Date: 3rd ten-day of The Rotting, 1359 PC: Sir Glendor, Herald+1*, Manu NPC: Enk, Esta Zo (recently returned from Wenders clan hold), *Megira No encounters on the way to the Barrowmaze, although we come across Bullywug tracks. On the return leg of the journey, Sir Glendor led us safely around a hungry giant toad. The Barrowmaze  We took the 'secret' staircase to rendezvous with Mongrelmen I, They & IT (& friends) and deliver their goody bag (rum and honey bars). The Mongrelmen pleased assisted us by pointing out known traps, monsters and plenty of loot.   Exploring north, northwest we discovered several new exciting areas: a cage trap dropped on Esta and Enk before skeletons attacked talking sphinx statue summoning chamber trap room of many graves protected by an impaling trap office of golden scarabs zombie (JuJu & Ravenous) tombs more carnivorous flies barred the way to a section containing amber mould (amber mould can be destroyed by fire)  A friendly rat told us that a dwarf lords tomb full of treasure lies beyond the puzzle door.   We spent a comfortable night as guests of the Mongrelmen, sub-chief Horned One told us of other factions of the Barrowmaze.  Necromancers (worshipers of Myrkul) have kidnapped Mongrelman Chief Crabclaw and the Truth (Leo)  Sayer, he believes the captives are held in a Necromancer stronghold to the east.   Another group of cultists (followers of Orcus) are rivals of the Necromancers.  The Necromancers and Orcus Cult are in competition to recover the Tablet of Chaos, some kind of death cult doomsday device.  Herald seems to more about the subject than he lets on.  Oh and something about a dracolich.   The Puzzle Downtime: Manu spends 5 x days ' middle-class carousing' with Karg & Bollo, donates 5 x priest packs & 5 bottles of brandy to St. Sollars Church and 5 x days hunting, presenting a 'bagged' hind to Hendon the Miller. Re-equip & upgrades; Mithril Halfplate, +1 Warhammer, resupply healing potions, antitoxin, oil flasks, goody bags x 2 for mongrelmen, and outfitting 'Enk of Helix'.
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Barrowmaze #5 Manu's expedition notes Date: 1st Ten-day of Nightfall, 1359 PC: Herald+1*, Manu, and introducing  pub quiz champion  Brother Ripper  NPC: Enk , Esta Zo & *Megira Norse Whisperers: Bjorn , Hagatha , Ivar , Leif, Ragnar , and Rollo The Brazen Strumpet.  We recruit Brother Ripper from the pub quiz and encounter Leif, a shady rogue. Herald asks Leif to join us; I am glad he declines; he smells funny.   Fine weather for the time of year (no flooding) we reach the Barrowmaze without incident. However, the secret staircase we have been using is open; powerful looking claws have torn the stone sarcophagus.  Scouting ahead, Megira, invisible, sneaks down the stairs into the Barrowmaze, finding a pair of gargoyles ready to ambush us. She flees, leading the monsters to us. Enk dies.    The gargoyle tracks lead to a dead-end in a rubble-strewn chamber off the main corridor north of the Hall of the Old Gods. Herald detects necro magic beyond one of the walls, and after further investigation, a secret door connecting a concealed tomb.  B rother Ripper identifies it as t he tomb of Klex the Maligned, telling  us Klex earned his moniker after 'accidentally' stabbing his older brother (and heir to the throne) through the heart.  The inner tomb is surrounded by 143 black urns and another gargoyle, who would have killed me had it not been for the healing words of Brother Ripper (we have battled three gargoyles, and there are four plinths).  Unsurprisingly Klex is waiting for us in his necrotic inner sanctum, and he tries to scare us to death, which Herald really enjoys.  After Klex is destroyed and looted, H erald insists on searching all the urns, which takes quite some time and attracts more undead (these ones infested with a flesh rotting disease).  We need a break and rendevous with the mongrelmen, taking a short rest. Not feeling strong enough to search for their missing chief, we show Bother Ripper the puzzle room; he solves it in short order, opening the dwarf hero's tomb.  Herald orders Megira to loot the heroes remains ( dwarven thrower, ring of fire resistance and potion of heroism) , and in doing so, she sets off a poison gas trap but is unharmed.  Feeling like we have pushed our luck far enough and saddened by the loss of Enk, we decided to return to Helix.   But misfortune is not yet finished with us, outside Helix, the Norse Whisperers (remember Leif) mug us. In the brutal skirmish, Hagatha murders Esta. Hagatha, Ragnar, Ivar and Bjorn die, Leif and Rollo, flee into the woods. Back in Helix, we lay our friends to rest, console Enk's family.  Esta has no kin and has left me a large sum of gold in her will.  Downtime; Manu level's up to 4th and carves memorials to Enk and Esta into the Totem tree in Herns Grove.   
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Barrowmaze #6 Manu's excavation notes. 2nd Tenday of Nightfall, 1359, Year of the Serpent PC: Sir Gelndor,  Herald , Manu, Brother Ripper NPC:   Krago mountain dwarf ranger  and the henchtwin's Milly and Mathar   The Brazen Strumpet is lively with gossip of the Boon Companions teaming up the surviving members of the Norse Whisperers. It is late in the year the weather is cold and wet; most 'sane' adventurers are settling down to enjoy the midwinter festival. We recruit brother and sister henchtwins Milly and Mathar and a brusque dwarven ranger named Krago and head out onto the Barrowmoor once again. As we cross the Barrowmoor, a flock of ravenous giant vultures attacks, swooping down through the gloom to kill Krago and Herald, flying off with the takeaway corpses. I can't help thinking those vultures looked a bit like Merira. With no way of tracking the avian monsters, we hurry into the relative safety of a Barrow and take stock. On the way, Alya, a glamourous druid, joins us and helping restore health and confidence. We press on, following the usual route to rendezvous with the Mongrel Men (MM). The MM seem a little worn down, but their high spirits return when I hand over a goody bag.   We leave the MM camp to excavate the bricked-up wall in the amber mould chamber. Breaking into a wide chamber with five tomb doors lining the southern wall. Sir Glendor detects the presence of the undead in the eastern tomb and bravely Alya wild shapes into a spider to investigate, returning to report the vault is protected by magical wards. Sir Glendor and I shove the tomb door open, setting off the ward toasting us in magical fire. Ripper mumbles something about a ring of fire resistance, but I can't quite hear what following the explosion. Inside, a great shield bearing the mark of the paladins of Ilmater lies atop an old skeleton. Sir Glendor tells me all about it when a ghost materialises and attacks us, seemingly cross about Sir Glen taking the shield. We defeat the spirit, the twins proving very stout of heart, loot the other tombs, and discover another secret door. The secret door leads to a 'clean' chamber dominated by a skull-topped altar. Sir Glen gets a nasty necrotic prick when he investigates; fortunately, Brother Ripper's quick thinking with antitoxin stops any permanent damage. Then cultists burst in from another secret door (the Barrowmaze is full of them, we must remember to check more often). They put us down (with sleep magic), but we get up again. In the deadly skirmish, Brother Ripper turns the cultist zombie muscle, which surely would be the end of us, and I take a grisly trophy - the lead necromancers head. After the encounter, we discover another staircase leading up, presumably the  Barrowmaze  entrance the necromancers were using. Then via MM camp, we exit the Barrowmaze and return to Helix.   Downtime: We give Milly and Mathar a bonus (372EP), they sign on for the next expedition, impressed by their courage and resolve I buy them a set of splint armour each from Karg.  That's another 400gp for the dwarf smith, I tell him the mithral halfplate is holding up well and ask him to put a wolf motif on the shield Sir Glendor gave me.  Shop for the MM (3 goody bags 36gp & 3cp) then take Karg drinking.  It's almost years end, so many friends have died, I wonder how Kaalih & Mirabelle are getting on and hope they are well.  
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Barrowmaze #7 From Manu's diary. Last ten-day, Year of the Serpent PC: Brago, Manu, Brother Ripper NPC: Milly & Mathar   Grey orc's from Orc Glen led by an orog raided Helix last night. We defend the Strumpet making a new friend Brago the battle master, brother of Krago, the dwarf who giant vultures carried off along with Herald.   Because of the lack of numbers, we decide to avoid the Barrowmaze and instead search for the giant vulture volt and Krago's remains. Hendon recommended exploring Dead Man's Hill and the ruins of Argus. The Barrowmoor is flooded, so we hire a flat-bottomed boat from Hendon. We will head to Dead Man's Hill first. Days pass but Brago, Manu, Ripper and the twins Milly & Mathar do not return.
Just a note that I'm planning to add Barrowmaze as an available adventure site to the online campaign(s) - lots of gold, magic items and horrible death to be had for the brave and the foolish. >:D
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Barrowmaze #8 Macready's expedition notes The month of Flowers, Year of the Turret 1360DR PC: Chance, Droghal, Sir Glendor, Liam the Slayer, Macready, Spartigus NPC: Mohag the Wanderer, Yor, Tasset Sir Glendor leads us safely into the Barrowmaze and the Mogrelkin without incident. They accepted our tributes and invited us to a BBQ, giant rat the main dish.   We push north through the secret doors of summoning trapped bone shelf room, then east along a long corridor to an octagonal room featuring six doors and four stone pillars, liar of Miriam the Margoyle. Miriam and a trio of gargoyles attack when we enter; hard-pressed Miriam attempts to negotiate, but "Mohag does not negotiate with Margolyes!" We destroy the enemy, but the Yellow Rose novice Tasset is ripped to shreds by the last gargoyle. We break for a rest, vowing to lay Tasset's remains to rest at the Monastery. However, the noise of battle attracts a group of Necromancers escorted by special forces skeletons. Outmatched, we bargain for our lives and retreat to Mongrelfolk territory, leaving Tassets remains behind. Taking the Mongrelman advice, we push east past the room with the puzzle where Manu found what I now know to be the  Hammer of Cirdan Man-friend.   We come to a large square room, not unlike an ossuary, full of niches and bones with a portcullis barring entry to a long hall with many concealed alcoves along its walls. Droghal bends the bars of the portcullis so we can proceed. As soon as we enter the tunnel, calcified skeletons burst from the hidden cavities to attack, but they are no match for us. The southern end of the tunnel has been bricked up, Droghal smashes through the wall revealing a large chamber with a door-sized mirror on the wall opposite us. Intrigued by the mirror, we are surprised by an arcane construct that pounces from the shadows. The rune golem covered in glowing tablets attacks with efficiency, but many of the spell tablets fail to engage; we make short work of the golem—Liam the Slayer riffles through the remaining tablets setting of a terrible curse of enfeeblement upon himself. The golem was guarding a Tome of Clear Thought but scant gold.   The expedition is a failure, Tasset died, and the loot doesn't cover the costs. But we have established a good relationship with the Mongrelmen, giving us a bridgehead into the Barrowmaze. We agree to make another expedition into the Barrowmaze. 
That's cool thanks Matt, Barrowmaze players who read this can add 100 XP :)
Sounds very cool! 
Updated Barrowmaze Blogspot page with links to session accounts -&nbsp; <a href="http://frloudwater.blogspot.com/2021/04/helix-barrowmoor.html" rel="nofollow">http://frloudwater.blogspot.com/2021/04/helix-barrowmoor.html</a> I put latest session at the start of M6 June/Flowers 1360 DR
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Barrowmaze #9 Macready's expedition notes The month of Flowers, Year of the Turret 1360DR PC: Droghal, Liam the Slayer and Macready. NPC: Mohag the Wanderer and Yor.&nbsp; We meet the Outriders of Ulek, another band of adventurers in the Brazen Strumpet. They are friendly, we compare notes and share drinks. Their good fortune rubs of on us, and the following day we reach the Barrowmoor without incident. Missing critical personnel, we decided not to enter the Barrowmaze; instead, we systematically excavated several Barrowmounds. Marlon, Liam's rat familiar proves to be an excellent scout.&nbsp; &nbsp; &nbsp;&nbsp; The systematic approach proves successful, and we uncover several Barrows containing the buried remains of Nar nobility. The Mulhoran influence is evident now, and perhaps the reason for the Nar peoples decline into Demonworship. Excavation reveals several tombs dedicated to women; the statue of a warrior princess stands masterfully on a dead dragon head, statues of beautiful women with glittering jewels for eyes line a hall and a womanly shaped casket feature. There are traps everywhere, and Liam's magic hand proves incredibly useful, saving us from certain death more than once. Liam's previous over-eager treasure hunting antics inspire somewhat impulsive behaviour within the group at the outset of the expedition; Droghal claims a ring of protection by snatching. We agree to take a more measured approach and split the loot fairly. Droghal's cold-blooded thoroughness in the Barrows uncovers hidden treasure and the haul grows to over three thousand gold pieces in value.&nbsp; The loot consists of jewellery, golden figurines and other grave goods, including collector's items such as Narish perfume and some fascinating scrolls describing the Nar demon-worshipping cults. Liam 'the lucky' finds a magical snake hilted throwing dagger and some wizard scrolls; Droghal smashes a child's toy, the wooden sword had survived two thousand years but not grip of the giant lizard man. The noise of sledgehammers ringing on stone doors as we smash through to the Barrows attracts a frightful pair of coffin corpses who seemingly burrow up from the Barowmaze. We manage the rest of the day's encounters well, determining to draw the undead into uncomfortable daylight where we can.&nbsp;&nbsp; It is late afternoon when we come across Jergal's Barrow. The unusual bronze doors (the other Barrows sealed by stone) are magically warded even Liam's magical hand unable to open the dread portal. We resolve to leave the ominous Barrow and return to Helix alive and significantly more prosperous. Tymora is with us, and nothing other than Droghal showing off his impressive haulage capability happens on the return to the Brazen Strumpet. Safley, back in the tavern, we use the small coins to celebrate with the locals and the outriders of Ulek. Mohag and Yor negotiate a full share of treasure on future expeditions, some of us spend gold with Karg.&nbsp;&nbsp; I have kept the silver dagger from the warrior princesses tomb; the Nar metalwork is fascinating and makes me wonder about my Nar ancestors.&nbsp;
Great stuff Matt, 100 XP to Mac, &amp; to Droghall &amp; Liam if players read this :)
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Barrowmaze #10 Autumn 1360 Year of the Turret (Black Chronology, Year of the Armies)&nbsp; GM: ca 1/10/1360 DR PC: Droghal, Sir Glendor, Liam the Ghost Slayer and Macready. NPC: Mohag &amp; Yor.&nbsp; Helix We gather at the Strumpet to&nbsp; discuss this mission's entry point and&nbsp; check equipment - A true gentleman Sir Glendor splashes a lot of cash on a Revivify scroll. Liam makes inquiries with Mazahs about Jergals Door -&nbsp; Known as the Pool of Secrets, a very particular key (linked to the number 100) is required to open it. Yet again Drog leads us through the marsh to the Barrowmoor without incident.&nbsp; The Barrowmoor Grave of Azcuursh the Arcane Drog breaks through the stone barrier with his maul. Narrow stairs lead into a summoning decorated in sinister runes; a spellbook floats over a plinth. When Liam opens the tome, he is transported to an extradimensional space where he must defeat his ghost.&nbsp;&nbsp; Loot: Spellbook&nbsp; Tomb of Genniis the Warrior Preist A narrow tunnel leads into the Tomb of a Nar Warrior Preist who seems to predate the era of demon worship. A semi- collapsed staircase leads down to the Barrowmaze. We attract a group of wights when we excavate the tunnel to allow access to the tomb. Loot: Splendid chainmail, Scrolls - The Life of Genniis part I, II, III &amp; IV. Barrowmaze As we thought, the Tomb of Genniis grants us access to the Barrowmaze, where giant scorpions nest. We are hard-pressed by the lethal predators; both Macready and Droghaul are dragged into the seething mass of monsters, and Sir Glendor takes a deadly poisoned tail in the chest but eventually, we prevail.&nbsp; Loot: Nar Fertility Idol, sapphire, gold&nbsp; "The mini's all 'identify' as giant scorpions" Shortly after the scorpion skirmish, we link up with the Mongrelfolk. Pleased to see us and receive the goody bags we have brought for them, their mage - Liger, presents us with a pair of unique keys (78-Q4 'book' &amp; 7-100 'pentagram'). There is much rejoicing; we spend the evening at the camp; unfortunately, there is no news of Chief Crab Claw. We resolve to&nbsp;&nbsp; head across the Barrowmoor in the morning to the use the key Liger gave us on the Door of Jergal, which will hopefully reveal the Pool of secrets. The Pool of Secrets&nbsp; The key works; we enter the necrotic majesty of the Pool of Secrets, quite literally, when Drog dives in and swims through the eerie submerged tunnel into the secret mirror chamber at an unfathomable distance below. Yor stands to watch at Jergal's door, and the rest of us press on. More stairs descend to the outer chambers of a Chaos Demon's temple. The demon, Zargon or Zorgon, seems to come from a realm beyond space called Sinisdasia (Cynidicea). After a disgusting scrap with giant pit leaches, we decided to withdraw from the 'Porch of Chaos' locking Jergals Door door on the way out.&nbsp; In Helix - we sell The Genniis Scrolls, Chaos Etchings (after making copies),&nbsp; Azcuursh's spellbook 1200gp and Nar Fertility Idol to Mazzahs the Magnificent, and the splendid Genniis Chainmail to Karg.&nbsp; Combined with the other loot 450g.p, shares are distributed.&nbsp; The 'party' keeps 83 g.p. to restore mundane equipment and mongrel man goodie bags.&nbsp; The paladin's inquiries about the Zargon illustrations with father Othar, and uncover another connection to the Nar trend to Mulhorandi demon worship.&nbsp; n.b. &nbsp; The Hag Aretha's Map is proving a great boon; the sorcerous cartography has enabled us to make several reasonably accurate deductions (I believe the Death Spa to be some 300'n &amp; 450'w of the Scorpion Nest). Droghal's knowledge of the marsh allows for much safer travel. Level up Sir G, Mac, (5&gt;6), Mohag and Yor (2&gt;3)&nbsp; &nbsp;
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Barrowmaze #11 &nbsp;It'll be all Wights on the Knight Late Autumn 1360 Year of the Turret GM: ca 21/10/1360 DR (Black Chronology, Year of the Armies)&nbsp;&nbsp; PC: Chance, Droghal, Sir Glendor, Liam 'The Key Bearer', Macready and Spartagus NPC: Mohag the Wanderer &amp; Yor 'on Gaurd Duty'.&nbsp; Chance and Spartigus round out the large and well-armed party. Barrowmounds - west We arrive on the Barrowmoor to find a pair of wights giving chase to a group of scavengers. The scavenger leader is a game sort turning to face the undead, but his attempt to rally his crew falls on deaf ears. We dispatched the evil spirits in short order but didn't get to introduce ourselves to the brave scavenger leader, who, in haste, searched for a fleeing colleague with the scavenged loot. The excitement didn't stop there; some scavengers had run into a pack of harpies to become brunch. Chance and Liam persuade us to avoid the harpies' picnic and lead us skillfully through the Barrows out of the vulture women's sight.&nbsp; There was something about the harpy leader, the slender shoulders, her glossy black feathers...&nbsp; Using the pentagram key, we pass through Nergal's Door and down through the Pool of Secrets and into the Barrowmaze.&nbsp; I am convinced the Barrowmaze mirror the dimensions of the Barrowmounds.&nbsp; On the porch of Chaos, a pair of heckuva lie in wait, but the sinful beings are quickly smote. After showing Chance and Spartagus around the giant leach pit, we explore the south.&nbsp;&nbsp; The Abandoned Dormitory&nbsp; Several doorways lead from the southern tunnel (which seems abandoned and in a state of disrepair). Liam and Sir Glendor work in unison; Sir Glendor locates the bloodthirsty spider ambush by walking into it, after which Liam points it out. There are several chambers in this area we begin to refer to as the Abandonded Dormitory of Chaos; undead and spiders hide, waiting to pounce from the nooks and crannies. Some crypt doors are bricked up, no problem for mighty Droghal, whose demolition work collapses the roof on our heads. His armour dented and dusty, Sir Glendor walks through the smashed doorway into another ambush, this time with the withered corpses of adventurers turned undead-they don't last long-Sir G's armoured paladin bait trap works smoothly. We put the wights down and strip their corpses of loot; Sir G picks up a suit of magical plate, which will undoubtedly improve his reverse ambush tactic further, and Spartagus finds what he's always wanted, a glowing sword. The last of the doors on the western wall opens into an empty room; ironically, Sir G entered cautiously. Wight washed, we pause for a short rest, but that is interrupted by a mob of exploding zombies, the blasted undead set off a chain reaction of exploding corpses, and the ceiling collapses again. Chance comes into his own in the melee, blinding the party with a wall of fog, then deafening us with a mini-tornado. Rested, we leave the foggy hurricane hideout searching for crypts to loot; mighty Droghal shows off his strength again by jamming a sarcophagus under a portcullis. Liam assists, telling him exactly where to put it; more bloodthirsty spiders ambush the pair through the gap as they wedge the portcullis up.&nbsp;&nbsp; Wights to the left of me, exploding skeletons to the right, here I am, suck in the middle with Yor.&nbsp; &nbsp; In the final encounter, undead come at us from both sides, catching Spartagus and his glowing sword cowering at the back. But it's all wight; he takes the fiend down with a wight hook.&nbsp; It's OK I'm not here next week. Porch &amp; abandoned dorm of chaos Loot: Bracelet 50GPV, Trinkets 141GPV, Thin silver bracelet 129SPV?, Emerald necklace 350GPV, Liam's marbles &amp; a pouch of 4 x rubies 413pgv each.&nbsp; Total 2205GP (- 5GP to the trunk of junk) 2200GP/8 = 275GP each. n.b.&nbsp; The exploding undead are marked with black inverted triangle runes on their heads, radiating powerful evil to the paladins' divine sense. Is there a connection to the Chaos Tablet? In downtime Spartagus is getting Sir G's armour refitted by Karg for 100GP&nbsp; As I am away next session, Mac will visit the Hag Aretha for Barrowmaze research purposes Trunk-of-Junk fund stands at 88GP
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Adventure log as scribed by Sir Glendor&nbsp; GM: Barrowmaze #12, ca 1/11/1360 DR After our previous delvings in the Barrowmaze, the party decided it prudent to return to Helix for some rsets and recovery. My brother-in-arms, Mac, had business elsewhere and departed therewith. Unfortunately we were waylaid by the flock (??) of harpies we had previously avoided en route to the Barrows. During the ensuing melee, a number of our party were charmed (not me of course) plus Chance managed to grow 2” taller and his skin turned blue!! We did, naturally, prevail and returned to the town. Liam had the honour of dispatching the Queen Harpy with a skilful cast of his dagger. After two weeks of rest and training we returned to the Barrows. Thankfully Droghul spotted an ambush by two walking plants which, I am reliably informed, are called Shambling Mounds. A violent fracas took place during which both Droghal and Mohag were ingested by the walking lettuces. Both were struck down by blows from Spartagus and Droghal (once he had managed to extricate himself from the innards of the rabid broccoli) and the party took shelter in a Barrow where they had previously encountered the Boon Companions. A short rest then onward! We proceeded to another barrow with a blocked entrance. This was expeditiously cleared and we proceeded inside. Inside we discovered the following in various rooms. Two pools smelling of peat. One made you stupid whereas the other one made you not so stupid, plus very clean and shiny (or even more shiny in my case). Droghal was the guinea pig in this case. Two wooden statues in a room of 8 sarcophagi. The statues came to life and attacked us. Fire, searing smites (yours truly) and other stuff were our friends here. Moving on to other rooms, Liam found a stone trap which he judiciously disarmed. This led to a 30’ x 30’ room with a number of alcoves. A splendid shirt of mithril was found and donned by Chance. There was also a very mouldy looking door which we didn’t open (not even Droghal.....or me for that matter!). Moving back to what we believed to be the last room in the barrow, Liam seemed to spend an awfully long time checking the door for traps. I pushed past and marched into the room. There was a large bronze, gem encrusted chalice in the room. Upon closer inspection I saw that it contained a jelly like substance, ochre in colour. This turned out to be (wait for it) an Ochre Jelly. Had a bit of a to do with it solo, before the others joined in. As we dispatched this, I heard a commotion in the room behind us. Two evil looking fellows (quite dead don’t you know) with pus, ooze, grubs, maggots and other nasty things coming off them, had attacked our rear. Again, fire was our friend and we were victorious. Quick search of the room turned up a stone tablet which Droghul picked up…….and promptly put down again as his hand had started to rot. Rolling my eyes, I laid hands and cured the mummy rot disease before smashing the tablet to pieces. After that it was a case of sweeping up all the treasure in the location, of which there was a lot. I had a spiffing bronze helm which made me even more persuasive as well as a bit more intimidating. Liam documented the other goods as I was a bit bored at this stage as we had smited everything!! Back to Helix for tea and crumpets! HUZZAH!! Memorable quotes: Mohag to the harpies: “You should have run when you had the chance………Unfortunately I’m charmed.” Mohag to the harpy who charmed him: “I love you so much. Can’t wait to be in your tummy.” Yor to the harpy who charmed Mohag: “Get away from him you BITCH!” Mohag to wood golems: “Make Mohag angry” Mohag to wood golems: “The axe of Mohag is upon you!” Droghal to wood golems: “On to glory”. Ochre Jelly to Sir G: “Hello” Mohag to Sons of Gax: “You are no match for my Mohagicity”
List of goodies found: Diamond studded goblets Gem encrusted electrum plate&nbsp; Enchanted dagger (Claimed by Chance) Rune shield Lump of Jade 1 x healing potion 4 x spell scrolls Bronze helmet (claimed by Sir G) Potion of climbing Wand of paralysis (Chance) Scroll of protection from elementals Bronze chalice encrusted with gems 1 x potion greater healing Coins - 45gp
&gt;&gt;Mohag to the harpy who charmed him: “I love you so much. Can’t wait to be in your tummy.”&lt;&lt; I think it was actually the harpy who said something like "I can't wait for us to be together, with you in my tummy" :)
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ca 14/11/1360 DR: Barrowmaze #13, Death of Mohag (12/6/2022 AD) ca 27/11/1360 DR: Barrowmaze #14 (26/6/2022 AD)