2023-11-04 Never Tell Me The Odds
6 players for session #66.
- Ashley (Nifler & Arma)
- Eric (Nim)
- Jacob (Sora)
- Keith (Grem)
- Pete (Duhr)
- Quinn (Dolly)
12/28/614 - A frigid, clear, windy winter day. The party makes the trek into Helix from the Barrowkeep for supplies. After dealing with their business about town they gather at the Brazen Strumpet for a pint before returning home. The place is packed with all the regulars and many infrequent patrons, including a few well known adventuring groups; The Outriders of Ulek, Bertrand’s Brigand’s, The Fearsome Fivesome and the Norse Whisperers. Krisko Proodfoot, a pick pocket and member of the Bastards of Bogtown, who previously tried to lift a coin purse off the party was notably absent. The party receives unsolicited advice from the tavern patrons to beware of wyverns while traveling the moors. It seems the townsfolk believe every evil that can be imaged lurks in the moors. While at the tavern, maybe emboldened by the ale, the party decides to make another foray into the Barrowmaze in the morning.
12/29/614 - Shortly after dawn the party makes it’s way into the maze entering down through the hole beneath the Barrowkeep. While making there way through the previously mapped areas they find that some one has conducted some sort of divine ritual in front of the door (room #62) where the zombie horde is trapped. It appears to Nim they were attempting to consecrate the ground and reinforce the trap.
(#77-A) The party returns to Mitra’s shrine to be blessed.
(#74G) The party makes their way to the room where they found the illusory wall last week. After testing it with his hand to no ill effect, Duhr ties a rope to his waste and steps through the illusion. He finds himself in a 20’ deep 10’ x 10’ pit with stone block walls. It looks suspiciously like the bottom of a pit trap. He makes no attempt to climb out of the pit.
The party investigates three doors it had previously skipped over.
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(#76) In the first of the three rooms they find a dead mutoid man, as if he’d exploded in the room. His remains splattered all about in chunks with sticky blood seeping down the walls. They wonder if we was a failed experiment. They find a Necklace (400gp) and a coin purse (40gp).
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(#78-D1) The door to the second room is locked. Niffler atempts to pick it but is unable to. Duhr attempts to force it open but fails. The entire party lends muscles and noisily breaks it down, fortunately without attracting any wandering monsters in the process. Inside the room they find a robed skeletal figure lying on a stone table with an offering bowl containing coins (150pp) at his head. The room contains a mural depicting a precession of people arriving from the left and right, descending from the surface world into the underworld, to worship Nergal who sits on a throne at the center of opposite wall, receiving offerings.
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(#78-D2) The door to the third room opens easily. They find a large pile of broken clay tablets in the center of the room. An ancient book burning? They dig through the tables to realize the bits they can decipher come from Mitra’s worshippers and other good aligned gods. At the bottom of the pile of tablets they find a silvered warhammer.
(#74) The party moves to the end of the hall of fake mausoleums and begins to investigate new territory.
(#72) The door to this room was neither locked nor stuck. Once inside the room they see two iron clad doors on the opposite walls, one to the west, one to the south. On the west wall next to the door is a box with 3 levers. They rig a rope to the levers so they can be outside the room when they pull the levers. They pull the left most lever, nothing happens. They pull the center level and the west door slides back into a pocket in the wall. They see a hallway with six doors, three to the north and three to the south. A few minutes after they enter the west hall the door slams shut behind them, trapping them in the hall. They can hear muffled voices at the end of the hall but can’t make out the language.
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(#73-Q1) There is a fresco with law and chaos receiving a tablet from above. On the alter they find two silver rings (50 gp each), a wooden funerary figure of a knight and similar carving of an elk, three small emeralds (35gp each), a cracked clay bowl with 10 platinum coins inside (50gp).
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(#73-Q3) The door to this crypt opened without resistance. The room is empty except for a small altar on the far side of the room on which sits a bowl with coins (48sp) and a canopic jar.
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(#73-D4) The door to this crypt also opens without resistance. There’s a raised table where they would of have expected to see a body interred but it’s empty. There’s a large fresco on the wall the depicts the raising of the dead. Maybe who ever was interred here got up and walked away?
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(#73-D5) The door to this crypt is not latched. They push the door open and 3 shadows attack. The fresco on the walls of this tomb depict three men praying to Nergal. Just as they slay the last shadow 2 humanoid figures burst from the adjacent door (#73-D6). The figures are humanoid but not human. They have pallid, mottled, decaying flesh and random patches of short fur, almost like an animal with severe mange, they have elongated and sinewy limbs that end in wicked black claws. Their eyes are horrifying, not exactly white, but more a jaundiced yellow with solid red irises and tiny pitch black pupils. They have a menacing snarl and a maw of pointed razor like teeth. One of the creatures is carrying what appears to be the lower portion of a human leg with a boot still on it, apparently its meal. These creatures seem easier to hit with mundane weapons and go down fairly quickly.
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(#73-D6) This was occupied by the two feral undead creatures. Inside is the partial remains of the man who’s leg they were making a meal of. The party finds a coin purse on the body (102ep) and two unbroken stone tablets.
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(#73-Q2) This door is locked. Niffler fails to open it. Duhr breaks down the door. When he does he’s immediately greeted by the upside down face of a curly haired but deceased halfling, hanging from a spiders web.In each of the two opposite corners large (human sized) spiders launch forward and attack the party. When they cut down and search the halfling they find a purse of coins (43ep) and a very fancy looking dagger. There’s a large fresco of a temple on the wall.:
After clearing all the rooms they still have to deal with the closed iron doors. It takes an hour for them to break through it. All that time creating a horrible racket through out the maze. This resulted in 6 random encounter checks, each with a 33% chance of encounter, Ashley makes the first roll and Jacob five more without generating an encounter, completely defying the odds.
They make there way back to the Alchemist’s Tomb (#78-D4) to collect another haul of books.
They make there way out of the maze without any additional resistance (yet another successful encounter roll by Jacob).
After identifying which items were magic they later make there way to Helix to get help from Mazzahs in identifying the exact nature of the items.
- (#73-D6) Tablet #1 contains the level 3 cleric spell Cure Disease
- (#73-D6) Tablet #2 contains the level 3 cleric spell Striking
- (#73-Q2) The dagger is a Stoutblade, deals damage 1d6+2 when wielded by halfing or gnome.
- (#73-Q3) The canopic jar cures disease if the entire contents are consumed.
- (#78-D2) The hammer is a silvered +1 war hammer.
In addition they looted a total of 1,519 gp in coin or sellable items.


