2023-11-04 Never Tell Me The Odds

6 players for session #66.

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.

(#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.

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.

In addition they looted a total of 1,519 gp in coin or sellable items.