Barrowmaze: Crusaders and the Hand of Nergal

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#21 Post by Rex »

Orgoth

"I agree on not starting trouble, but I wish I knew more about the man and why he is a prisoner. Do we have any magical way to figure out if he is justly held?"

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#22 Post by qtkat »

"What do y'all know about these guys?

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#23 Post by Rex »

Orgoth

"Not a lot. We have encountered them in passing before. Going our own ways each time. We prefer to not fight unless necessary for some reason. I wish we knew more."

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#24 Post by gurusql »

Cadeweed

After out of ear shot, "From what stories I have hear they are hunters that gain some sort of animal abilities or berserk like rage. Those are just stories mind you. When were were making the last trip with the wagon we were attacked by some deserters from the group and they wanted the wagon. We killed them and then later we met the band and were thinking of trying to take the wagon, but noticed we had killed their deserters and thanked us and let us go."

"I assume that the prisoner is someone not following the rules and I did not want to bring down the wraith of them for trying to get in the middle of an unknown situation."

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#25 Post by Spearmint »

The group chat about Fenrice and his brigand outfit referred to as the Barghests. Certainly what you have shared sums them up correctly as far as you know.

They carry themselves with more than a hint of berserk and feral nature and I think on the first encounter, Sigrid alluded they may ascribe to some primeval barbarian vocation.

Still in three encounters across your expedition treks, they have not resorted to violence though Cadeweed can testify to their general cutthroat renegade nature.

Continuing forward, no other significant encounters are generated and once more the group can arrive at the sealed Silas Barrow entrance, ready to roll back the large stone that secures the access.

actions please

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#26 Post by Rex »

Orgoth

Orgoth will check around the stones vicinity for any sign of recent activity. Once he is sure there hasn't been any, he will get to rolling it open.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#27 Post by qtkat »

Veronica says "Let me give you a hand with that," and helps Orgoth rolls away the stone.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#28 Post by OGRE MAGE »

Sven checks the place over for any obvious danger before attempting to get back inside.

"The cultists below rigged this place up hard the last time we entered, so BE CAREFUL!!!"

"We haven't used this entrance in a while, but that certainly doesn't mean it's safe."


The mage looks around for any notable differences in the surrounding area, specifically looking for the fire trap they set off last time.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#29 Post by gurusql »

Cadeweed

Cadeweed will attempt to find traps and when he does not find any will offer to help push.

Find/Remove Traps (35%) - [1d100]=71

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#30 Post by Spearmint »

Into the Barrowmaze

The group advance cautiously into the Barrow Mound (#16), designated as the burial place of Silas, Chief of the Mercian Barbarians, the 'Bear of the North'.

The entrance stone is rolled to one side, revealing a short passage that opens to an interior dome chamber that has inset alcoves and a second smaller chamber that contains the remnants of two ancient stone coffers. One of them has been blasted apart and in the floor where the base of the coffer was fixed, a huge gaping hole that provides access into the Barrowmaze below. Previously the coffer had a trapdoor that led to the top of a metal spiral staircase which descended to a landing formerly used as a nest to the maternal Rust Monster. The previous 'hellfire' trap placed in the trapdoor dislodged the fixture screws securing the staircase to the wall and it was further weakened by the nibbling of the Rust Monster and oxidised. It is toppled over now so access is shimmying down a rope ladder which can be easily secured above.

The Silas Barrow has shown signs of 'investigation' or trespass with a few bits of discarded ware (used rations, bloody bandage), but no one is about, no further traps, no sign any interested explorers descended ahead of you.

You can drop a torch or lantern into the landing below the coffer to illuminate the room properly. Nothing stirs and so far the progress is not interrupted. The first descents can be made.

Here is an old map to refresh memories:

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#31 Post by OGRE MAGE »

Sven frowns at the remnants of other tomb explorers. "DAMN! It looks like we aren't the only ones who know about this entrance anymore. Let's be extra cautious and watch out for others as we search."

Once the group gets below, he leads them around the first jog to the unsearched hallway with the portcullis on the right.

"We didn't check this room over well last time we were here, as there is a poor fellow inside."

He moves up to the rusty bars and whispers to the shambling figure beyond. "Hello. Is there anything we can do for you in there?"

He turns back to the others and shrugs.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#32 Post by gurusql »

Can I please clarify where the entrance that we are using it on this map? I have not been able to figure it out.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#33 Post by Spearmint »

Sure. If you look above the rubble portion of diagonal corridor, there is a vertical passage with A & B doors noted and a staircase with arrows pointed at it.

Top of those stairs is the entrance lobby, a 20'ft square chamber with collapsed and rusted metal spiral staircase leading to the coffer trapdoor and then these stairs which descend into the Maze.

The room noted by Sven is in the space to the left of door A with a III sign.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#34 Post by gurusql »

Cadeweed

Cadeweed looks at the individual behind the gate and then looks in the hallway the party is standing in. He says, "If this individual is trapped on that side then the mechanism to raise the gate should be on this side."

He begin looked for a secret compartment or hidden panel/door and if he finds one he will check it for traps.

Secret Door [1d6]=1
Find/Remove Traps (35%) - [1d100]=43

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#35 Post by Rex »

Orgoth

Orgoth stands ready by the portcullis in case something happens to free him.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#36 Post by qtkat »

Sorry so late in replying guys

Ill watch back the way we came, says Veronica posting herself at the last turn in the passage, javelin in hand.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#37 Post by Spearmint »

So Cadeweed & Veronica might appreciate that Sven & Orgoth have trawled much of these corridors in previous explorations. Indeed their doing so was the foundation for the Adventurers Guild initiative.

Delving for Power and Glory was a long expedition that covered much of this area.

Here is a precise of what was discovered here last time: through the eyes of the chameleon Harkazz.
Exploring the Corridors:

The chameleon keeps to the sidewalls, sniffing tasting, munching on an earwig (tasty, bitter shell and full of splurge and grit), then going north up the first open corridor on the right coming to a portcullis.

Thick and heavy, rusted but enough gaps for a chameleon to pass through but not you. Beyond a mildewed tapestry or curtain shields the room. Sneak beyond, wait, camouflage into stone. A figure stands, dressed as human, booted, cloaked, armed. Standing still or to attention? Some movement. Figure gives very little heat radiation. Not warm blooded. Harkazz observes, staying still. Pictures hanging on walls, a mirror like in the tavern, a shield on floor, a broken bench, some pottery, a scattering of coins. The chameleon scuttles along, climbing up a wall but is in turn observed. He scuttles away before a mighty crash of steel upon stone threatens to carve him in two.
Cadeweed checks for traps, concluding none are present but that the portcullis is very heavy and needs a lot of 'strength points' to raise above a suitable waist height to crawl through. It seems any permanent locking latch to keep it fully raised and open is broken, hence it is permanently down.

Sven stands by the portcullis, calling the figure on the other side of the thicky curtain to reveal itself.

"Hello. Is there anything we can do for you in there?" The figure on the other side stops his shuffling, aware that his presence is noted but does not move the curtain to inquire after who calls him.

The curtains themselves look quite normal pleated fabrics, heavy woven, mouldy, faded in design. They stretch from ceiling to floor and across the room, overlapping in the middle.

Figuring you have overwhelming numbers, npc's can brace themselves to lift up the portcullis and give characters access to the curtain and beyond.

In the corridor, Veronica has set herself as guard, noting the passage north and south of the entrance are clear. Water drips 'plinking' steadily in the crypt to the north are the only disturbance.

Actions raise portcullis and challenge guard?

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#38 Post by OGRE MAGE »

Sven motions for the big guys to lift up on the rusty portcullis, slipping underneath once there is enough room.

He waits till a few others have time to get under before addressing the guard on the other side of the curtain again.

"We mean you no harm and are only seeking information. We don't want to hurt anyone. Are you able to parlay with us? What keeps you tied to this place? Is there any way we can free you from your dark prison?"

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#39 Post by Rex »

Orgoth

Orgoth will lend his strength to lifting the portcullis.

"Be careful Sven, I have a bad feeling about this."

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#40 Post by gurusql »

Cadeweed

Cadeweed always feeling stronger than he is tries to help lift the gate. (STR 11)

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