Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Barrowmaze

1619427277

Edited 1659510179
Matt
Pro
BARROWMAZE BLOG HERE 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.  
1621856052

Edited 1651472495
Matt
Pro
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.   
1625239616

Edited 1625398499
Matt
Pro
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. 
1625511223

Edited 1627898872
Matt
Pro
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'.
1626695830

Edited 1626704861
Matt
Pro
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.   
1627891418

Edited 1627901643
Matt
Pro
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.  
1629713456

Edited 1659975643
Matt
Pro
Barrowmaze #7 From Manu's diary. Last ten-day, Year of the Serpent PC: Brago, Manu, Brother Ripper NPC: Milly & Mathar   Grey orcs 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
1641561245

Edited 1641561284
Matt
Pro
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
1642154035
Matt
Pro
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 :)
1651436525

Edited 1656153246
Matt
Pro
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;
1652692524

Edited 1659975846
Matt
Pro
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, 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
1653850602

Edited 1656153283
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" :)
1656153095

Edited 1656156209
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)
1656369107

Edited 1656484351
Matt
Pro
Barrowmaze #14&nbsp; Late Autumn/Early winter 1360 (27/11/1360) Year of the Turret (Year of the Turret?)/Black Chronology, Year of the Armies PC:&nbsp; Aya, Droghal, Sir Glendor, Kevan, Liam, Macready, Spartagus and The Witch of Narfell.&nbsp;&nbsp; The Witch of Narfell We gather at the Brazen Strumpet in Helix; the party has grown since I returned from Impultur. Kevan, the bard, has come south to investigate the fearsome reputation of the Barrowmaze; when the tavern troubadours spot him, they launch into a bawdy version of The Bard in the bucket. But the mysterious beauty who refers to herself as the Witch of Narfell and the luminous Aya, not Kev, catch the eye. Droghal leads the party safely through the bogs of the South Moor to the mist-shrouded Barrowmoor. Our first stop is the Barrow of Presence, where I perform the charisma-enhancing cleansing ritual. Following the ceremony, we retrace our steps to centre west Barrowmoor, where we come across a troll pack's faint but distinguishable tracks; they are stalking us. Alerted to the danger, we press on to the Barrow where Mohag perished. The Barrow in which the skeleton warriors slew Mohag looks much like the others, ancient and foreboding. Sir Glendor orchestrates the memorial service atop a coffin; we reminisce about Mohag's easy-going charm, antics and dour wisdom.&nbsp; Ilmater who art in heaven, Hallowed be thy name, Mohag is done, He wonders no longer on the Barrowmoor but now in the Beastlands, Give us this day our daily loot,&nbsp; And forgive us our trespasses, As we take vengeance on those who trespass against us, Lead Mohag into the Happy Hunting Grounds, And deliver us from evil For thine is the kingdom, The power and the glory Forever and ever&nbsp; Lets Rock! Aya As I finish Ilmaters prayer, thinking us trapped, the trolls attack. Half a dozen green-skinned monsters charge into the Barrow.&nbsp; But the trolls have fatally underestimated us; we are not trapped in the Barrow with them; they are trapped in it with us. Aya and the Witch of Narfell burn the trolls with fireballs; the rest of us chop, bash and stab them to bits, conducted by Sir Glendor (still atop the coffin). Following the skirmish, keen-eyed Aya discovers secret stairs descending into the Barrowmaze.&nbsp;&nbsp; As we make ready to enter the Barrowmaze, the Witch of Narfell bids us farewell; as mysteriously as she joined the company, she leaves it. At the foot of the stairs is a junction, sturdy double doors warped by centuries of damp bars entry to a chamber to the north. In the other direction, a corridor runs south with exits to the west, south and northeast.&nbsp; Mighty Droghal and Spartagus use their strength to breach the doors with crowbars, revealing a large ossuary, shelves stacked with bones and skulls that rattle and shake as calcified skeletons crawl from the remains to attack! Sir Glendor leads the charge, smashing into the undead Droghal close behind blasts through them like a wrecking ball, his great maul obliterating several in a reckless rush. The rest of us deal with the bare bones still standing. After the scrap, Marlon, Liam's familiar, helps search through bones and rubble, and we find some loot, including a diamond ring good for revivifying spells, so Aya keeps hold of it. Spartigus notices another set of double doors to be slightly ajar during the search and hears a scratching sound beyond when he investigates hungry blood spiders set upon him poisoning him. We jump to the recuse - "If you want blood, You got it!" We take a short rest in the ossuary; Kev, the bard, uses his arcane wand to lock the doors. After resting, we head south. Spartagus and Droghal crack open another old warped set of double doors, opening up an ancient tomb featuring a sarcophagus and a gargoyle. Sir Glendor immediately dislikes the gargoyle and starts bashing it, causing the gargoyle to attack and a mummy to burst from the coffin. The mummy paralyses Spartagus with fear before it, and the 'Margoyle' are pounded into dust. The mummy must have been of some importance in its day, adorned as it is in fine jewellery; there's also a great deal of indecipherable text on its casket. Meanwhile, in the corridor, bard Kev casually leans against the dungeon wall, strumming away without a care in the world, working on a new jingle. Suddenly, a large gang of tomb robbers round the corner, Kev tongue-tied for once (mummy and margoyle dust perhaps), is unable to talk his way out of the seemingly inevitable mugging. But before the situation gets ugly, Sir Glendor strolls into the corridor and tells the muggers to sling their hook, and the villains skulk off to the west; one falls into a pit trap and dies. We travel west along a passageway that runs parrel to the one the footpads took, coming across a short passage north blocked by a portcullis, behind which hangs a dirty yellow curtains screening whatever lies behind it. We leave it be and continue west.&nbsp; The Cells A short distance west of the portcullis, we come across a sinister altar covered in dried blood. To the north runs a long corridor (over 100') lined with burial chambers (7). We investigate the easternmost crypt first. It contains what we believe to be a dead adventurer (magic sword and armour); desperate scratch marks on the inside of the door indicate the adventurer was trapped here. It is unclear how they died, starvation? It turns out it's not a dead adventurer but an undead adventurer, and it attacks, but the Drog smashes the lone skeleton to pieces effortlessly. When Liam discovers a sticky trail of slime leads from the undead adventurer's tomb, a few of us simultaneously burst into the chorus of The Bard in the bucket. Graffiti, both puerile and telling, covers the walls of this corridor - CAN'T GET OUT - perhaps a reference to the trapped adventurer. Toward the western end of the catacomb, a strong wind comes from nowhere and blows the torches out, but thankfully not the light spell Aya cast on Spartagus's shield. Possibly drawn to the light spell half a dozen giant snakes attack Sir Glendor from the darkness and Spartagus gets poisoned again. In the vault adjacent to the snakes, Sir Glendor finds the remains of another adventurer, probably a wizard from the magical scrolls that remain unravaged by time. As we pause to discuss next steps Aya identifies a scarab the from the mausoleum skeleton with her vast knowledge of Mulhorandi antiquity as a powerful token against fear; we agree the Spartagus should have it as the Barrowmaze seems to have it in for him. Are the chambers lining the corridor cells rather than crypts? We decide to return to Helix, share out the loot and rest. As Droghal leads us back to Helix, my mind wanders; it seems to be the dungeon has regions defined by different characteristics or personalities. Am I going insane, have I missed the Barrowmaze? Spartagus Downtime (28/11/1360 - 12/12/1360 TBC): Liam (successfully) and Mac (failure) spend a week navigating the used magic market to make a tidy profit on the unwanted items.&nbsp; Spartagus teaches Mac some gladiator moves. Mac purchased an extra crowbar for the trunk of junk.
1657721774

Edited 1657882394
Matt
Pro
Barrowmaze #15 Nightfall 10/12/60 Year of the Turret /Black Chronology, Year of the Armies PCS:&nbsp; Aya, Chance, Droghal, Liam, Macready, Moxy, Orik and Runeoff I part ways with Ted at Helix; he is going north for revenge. I should go with him, but the Barrowmaze is calling, and I answer. The Strumpet is heaving with winter custom; what remains of the tomb robbers we met last time look to be settling in until next season. The leader of a small adventuring group, a dwarf with paladin sigils, a bubbly bard and a half-elf with a Luskan accent, asks to join the expedition "for the glory," says Orik, the dwarf with a twinkle in his eye.&nbsp; Droghal leads us safely across the moor yet again but surprises his old comrades when he turns saurian tour guide and shows Orik the Barrow of Pools; Orik takes up the challenge without hesitation after that we seal the Barrow of Pools.&nbsp; From there, we crash through several neighbouring Barrows. #22 Looted - probably by the tomb robbers resting in the Strumpet. A large group of undead ambush us once inside. Drog crushes them.&nbsp;&nbsp; #23 A covered barrow. Orik, Liam and Chance burrow through boreholes into the sealed Barrow to find it's now the nest of three giant boring beetles. The little folks despatch George, Paul and Ringo and loot a handful of emeralds and some scrolls. Intrigued by the lonely Barrow that rises from the northern marsh, we trek through the ankle-deep bog and find that its ancient stone portal is smashed open and its entrance busy with tracks (cultists, I think). Inside the Barrow, a desecrated statue of Jergal lies next to stairs spiralling down confirming my suspicions; this is a cult route.&nbsp;&nbsp; Beneath Jergals desecrated barbican, following a north-running passage, we discover stone doors barring entry to the crypt Mahlor Royc.&nbsp; None of us know who or what Mahlor Royc was, but it seems Mahlor Royc was rich enough to have a tomb constructed, so we enter cautiously. A short corridor leads to stairs spiralling up to another stone door. Believing the heavy stone doors to be trapped, I rush back to the entrance to block it with rubble, so our egress remains open. The party cautiously opens the upper door to find the ghastly remains of presumably Mahlor Royc encased in a magnificent suit of plate, and that's when the trap is sprung.&nbsp; &nbsp;A huge boulder ' Mahlors Royc'&nbsp; crashes down on the party, then rolls down the stairs into the corridor (there was no need to keep the door open after all). Liam is cross with himself for not checking the ceiling; Orik, less concerned with self-recrimination, strips the corpse of its magnificent armour (+2plate) and puts it on. We decide to take a break here.&nbsp;&nbsp; Continuing north, I almost fall into a bottomless pit (save or die) before we come to another 'luxury' crypt, this one the resting place of Pinto the Pyromancer. It occurs to me this area of Barrowmaze seems newer, the tombs larger, the upscale Barrowmaze neighbourhood perhaps. Pinto's grave is crazy. Half a dozen discs suspended by chains swing from the ceiling above an inferno - an entrance to the elemental plane of fire. I am willing to attempt to jump, but Liam adamant this is his moment bravely springs out to the first platform. Liam's natural agility, halfling surefootedness and moral support, particularly Moxy, see him across the disc-o inferno. Liam loots Pinto's coffin of its contents a spell book, inferno staff and magic ring moving them across the trap with a nifty mage hand relay and returns to the group unscathed.&nbsp; Buoyed by success, we plunge further into the Barrowmaze, passing the Mahlor's Royc. Drog leads us into an octagonal chamber with several exits. While searching, Moxy succumbs to a pungent stench of decay and falls ill; her retching echos around walls attracting a large group of necromancers. The necromancers, a branch of the cult Myrkul, demand tribute - our dead bodies for entering their domain. But Chance bullshits convincingly, and with some name-dropping (sorry, Wisteria, your Myrkul club membership may be called into question), he talks them out of attacking (shame I would have liked to add another necromancer skull to my collection).&nbsp; There are some bricked-up doors here Drog smashes one open to reveal hundreds of undead chained in frightful conditions. Aya leads the cleansing of Jergal's larder with fire; her scorched dungeon policy is fantastic, she's a wonderful addition to the team. I feel that we have been pushing our luck for a while and suggest we withdraw, but Drog is in no mood and smashes another bricked-up door down, this time revealing an antechamber full of skulls. The skulls begin to cackle with magical laughter, which drives Moxy and Liam insane. Chance envelopes himself in a fog cloud and then disperses it with a loud wind. Now everyone agrees it's time to leave. But before we secure the babbling Moxy (she's not much different IMO) and Liam in the trunk of junk, Orik spots a radiant gem gleaming in the eye socket of a skull and snatches it up. The trek back to Helix is uneventful. Father Othar restores our gibbering comrades to 'normal' for a very reasonable donation to the church roof fund. Following that, we divide the remaining loot equally. The gem Orik found is a Gem of Seeing - he talks about replacing one of his eyes with - paladins are a strange bunch!&nbsp;&nbsp; The winter floods make the Barrowmoor impossible to reach on foot now, so we agree to regroup in the new year (30/1/61). In the meantime, think I'll head north to support Ted, maybe have that chat with Einar I've been meaning to... What about you?&nbsp;&nbsp;
1659430590

Edited 1659700906
Matt
Pro
Barrowmaze #16 30/1/61 Year of the Maidens&nbsp;&nbsp; PCS:&nbsp; Aya, Chance, Sir Glendor, Sir Geoffrey, Liam, Macready, Moxy, Spartigus, Wendel &amp; Yor&nbsp; DM (Damaran Magister) Simon wrote : after a 7 week break for bad winter weather, the party re-assembles in Helix. With a boat. Return &amp; loot treasure chambers, find Deck of Many Things. Spartigus is lost, while Chance is turned into an idiot and left with the church of St Sollars, then carried off by a horned devil. 1/2-14/2/61 Party sell Deck of Many Things in Heliogabolus to an agent of Khelben Arunsen, the Blackstaff of Waterdeep, use the cash for a Wish to find Spartigus. They visit the Vaasan Gate - Emelyn the Gray is away campaigning, but they have Myrddin Viligoth in Ravensburg use a Wish scroll to locate him at the SE extremity of the Barrowmoor. 15/2/61 Party breach the Barrow of Lord Varghoulis, Commander of the Black Legion of Nergal/Jergal centuries ago, before the founding of modern Damara. In a terrible battle Vargoulis and his warriors are defeated, and Spartigus is freed. From the memoires of some paladin or other, entiled&nbsp; All my friends are zombies ; There are two doors at the back of Jergal's Larder; behind the first door, Sir Glendor found a Deck of Many Things. I cannot explain the chaos that followed... Deth Lord Vargoulis
1659959236

Edited 1659965157
Prayers to Avery Barrowmaze #17 Leaving the Barrowmoor prematurely, Petyr returns to Helix feverishly excited. Feeling he has achieved much already with an eclectic band of adventurers, he is eager to commune with Avery and tell her all that he has discovered. Surely this will be met with her approval - and up me in her estimations? He bustles into the Church of St Sollars and kneels before the altar in due reverence, letting his soul reach out to his Deva patron. Dearest Avery, I beseech thee to hear what I have discovered. Fate and Sollars’ will was indeed well-placed. I found the group the Halfling squire spoke of: the brave bard, the doomed warrior, the cunning Halfling and his pet, as well as one of the paladins of Ilmater. They also had a mighty member of the crocfolk in their company, who acted as guide across the moors. They readily accepted my aid and mission, also seeking what lies in the Barrowmaze. I signed their contract without hesitation - I was meant to find them, and it seems we are now entwined in writing as well as by fate. By way of initiation, Droghal the Kroxigor lead me to one of their excavated barrows - inside were two pools that, when both are entered one after the other, the bather is granted power - I felt the great gifts you bestowed upon me enhanced by this simple act. Perhaps the Gods’ divine influence had somehow infused these waters? We then proceeded, lead by the black knight Macready, to an as yet unexplored barrow half buried in the dirt. Our excavation efforts drew the attention of a most cursed host of harpies - a twisted imitation of your angelic form. I drew on my divine heritage to protect my fellows, but soon drew the attention of the cursed haggle of harpies - were it not for my thunderous teleportation gift, I would have surely perished. This fate nearly befell the Halfling, Liam who, enthralled by the harpy’s horrid song, offered himself willingly to be carried away to torture and death. Were it not for a mighty throw from the doomed warrior, Spartagus, whose awesome throw of a spear exceeded all normal range for such a weapon, struck the laden craven creature, slaying it and bringing Liam crashing back to earth to make his escape. Perhaps the Gods guided his spear too? I was at first dubious of the bard, Moxy; there is something sinister that I cannot quite perceive beneath her whimsical appearance - mother always said to be careful around actresses, and I can see why. Nevertheless, were it not for her enchanting words of encouragement to our team, and dissonance to our enemies, we surely would have fallen to their many talons. Once excavated, we found the barrow to be an entrance to the maze itself, used ostensibly by the enemy you warned of: the cultists of Jergal. His foul iconography littered the sarcophagus that held the secret entrance down to a chamber of mirrors, a foul skull on a plinth at its centre. This was a powerful magical item guarded jealously by air elementals, perhaps put there by the cultists. Our magical weaponry, including the one you presented me with all those moons ago - your first blessed gift, oh Avery - saw to the creature and the two that followed. Droghal took the skull despite my warnings, and found it guarded him from magical harm, a powerful prize indeed. More exciting still, dearest Avery, we found from there an entrance down into the maze itself. Upon its discovery, I knew I must entreat with you immediately. I will rest and recuperate as best I can and return with those warriors once again. I ask only for your divine guidance, my lady. How can your servant and Champion of Sollars serve you best? Are we on the right path to finding the cursed Tablet? Or is there another path less treaded? Would you have me cleanse the place of cultists, their undead hordes in their entirety, or will the Tablet alone suffice? Your sweet word is my will, always. Yours, Petyr &nbsp; Petyr gets the feeling that Avery is happy for him to proceed in his current investigations. Satisfied, he retires for the evening. That night he dreams of swimming with her in an ocean of stars. Her glistening form turns to him and speaks. "Dear one, I believe the Tablet has been empowered by Orcus' fall, to raise the Dead of the Barrowmoor... if we can seal it away, the Dead should cease to rise." Petyr feels his heart burn with a radiant fire; a desire for her, of course, but as much the conviction to follow her will. Wishing the dream would linger longer, he awakens all too soon, now knowing the course forward. Orcus has fallen? Then what of his followers? I must consult the others immediately. Liam seems the studious sort, perhaps I shall speak with him first...
1660044101

Edited 1660045159
Matt
Pro
Barrowmaze #17 continued... 27/2/61 Year of the Maidens&nbsp; PCS:&nbsp; Droghaul, Liam, Macready, Moxy, Spartigus &amp; Yor&nbsp; + 1st half Petyr /2nd half Aya Stuff that happened... As Petyr said, we were hassled by Harpies again; Moxy, quite the survivor, savaged the flock of harpies with curses. Vicious Moxery, as they are calling her now, is bard to the bone. If the vermin have a nest here, we should destroy it. I (probably overcompensating for the loss of the family estate) finally asked Yor to go steady as my henchwoman. I also attempted to dress Spartagus in vengeance colours (but Mrs Spartagus won't have it, he will dress as he pleases, in the clothes she sets out for him). &nbsp; &nbsp; Following a shattering encounter beneath Barrow #36, the Drog wears the Skull of Calderon. Liam made an uncharacteristic mistake; butter-fingers nearly lost an arm to a 50-ton stone block trap. He wasn't himself after the fall or the buffetting, come to think of it. But how do we now get to those gold skull masks with ruby eyes?&nbsp; We encountered not one, not two, but three cockatrices, 'cockathrice'. The lair, understandably bricked up, contained decent magic loot, including a rope of climbing (Spartagus) and a ring of spell storing (Aya). Drawn by the fresher air, we pushed north through an encounter with a pair of animated caryatid columns into what we recognised as the domain of the Necromancers of Myrkul. We agreed to withdraw to rest and replenish supplies, but not before the Drog, hungry for loot, set off an exploding secret door trap.&nbsp; Search for the Chaos Tablet. The rumours surrounding the Chaos Tablet suggest its hiding place is the eastern reaches of the Barrowmaze, where a mighty undead dragon guards it.&nbsp;&nbsp; According to Aretha's map, we have explored 7 of the 13 Barrow, allowing ingress to the Barrowmaze. The remaining portals: Central eastern portion of the Barrowmoor&nbsp; #46 &nbsp;&amp;&nbsp; #47 Central southeast Barrowmoor, on the border of the southern swamp&nbsp; #42 &nbsp;&amp;&nbsp; #55 &nbsp; Central Northeast&nbsp; #49 &nbsp;and to the far northeast, the collapsed mound&nbsp;&nbsp; #70&nbsp; looms ominously from the swamp The Necromancers of Myrkul. &nbsp;&nbsp; We've entered their domain lair through the Necromancers' entrance (Barrow&nbsp; #35 ) and the Barrowmaze. Is it time to mount a raid? Removing rivals in the search for the Chaos Tablet would be good. If the Mongrelman chief lives, restoring him to the tribe would be great. Also, he might have valuable information about the Barrowmaze.&nbsp;