Barrowmaze: Crusaders and the Hand of Nergal

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Barrowmaze: Crusaders and the Hand of Nergal

#1 Post by Spearmint »

This is just the preliminary forum setting up for Sven, Orgoth, Cadeweed & Veronica plus npc cohort.

Setting off from Helix, circa July 15th 1066.

To be edited once details of exact location for the next Barrowmaze exploration are confirmed.

Npc details:
Yardie, street fighter and one time 'herbalist',
camp aide specialising in Jerk Chicken or Goat Curry and never without a pouch of 'reefers', a relaxing aromatic tobacco with sedative or hallucinogenic side effects.

Wears plated breastplate (AC 3 vs frontal attacks) over rusty chainmail and mailed helmet over dreadlocked hair and wields a Duchy broadsword.
Also equipped with Longbow and quiver (7 normal arrows, 3 phosphorus tipped, 10 silver tipped).

He also wears a 'bronzed death mask' designed as a fierce lion-faced warrior.

Has Moo-Moo, a minotaur skull that helps guide wearers around the Barrowmaze.

Speaks in 'pidgeon' Common or goblin.

AC 3, HP 17 (Con 15, +1hp), saves as F3.

Has 4640xp & 1510gp from expeditions

Subsequently buying himself out of Mercenary Guild contract to freelance as a retainer to the Adventurers Guild.

Crippens, Maze escapee, shifty but able mercenary. Human in his early 30's.

Leather AC 8, Broadsword, Javelins, saves as F1. Average stats. HP 6/6

Berric, dwarven Maze escapee.
Leather AC 7, Broadsword, Light crossbow. Saves as F1. HP 7/7 average stats, Con +1.

Wears Bone-Vest (+1AC).

BarkingToadLegs: Mongrelman, charmed by Sven. 6/6hp. Has half Kobold face and amphibian like spindly legs.

Gargyx: 20/20hp: primate-like Gargoyle befriended by Sven & Orgoth. Has innate magic spell casting abilities:
Friends, Mending, Push, Forget & Ray of Enfeeblement once per day. He is learning to Read Magic to. Once had wings but these were hacked of in retribution.

Barba, half-orc mercenary signed on to accompany the group delve and bodyguard Cadeweed. Wields a Qullan obsidian broadsword. Wears Scale Mail & Shield, AC 6, hp 10/10 Saves & THAC0 as F1, 18/02 Str.

Also seconded to the group on behalf of the Chapel of St Ygg is Brother Gamdar's nephew, Grymaldi, a novice Cleric of half-orc heritage, part of the militant Templar faction of the religion.

Wears chainmail armour under his outer raiments, equipped with mace and shield. AC 4, hp 8, Saves and THAC0 as C1. Holy Water, 1st Aid Kit,

Last edited by Spearmint on Wed Apr 24, 2024 3:30 pm, edited 3 times in total.

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Re: Barrowmaze: Cromm's Crusader's and the Hand of Nergal

#2 Post by OGRE MAGE »

Sven addresses the group before leaving Helix.

"Okay gang! Is everyone ready to go? It looks like the only thing we are missing is a good healer."

"I can't say I like that much, but it simply is what it is. We will need to keep that in mind as we explore, and when we get too beat up, we will simply need to return or go find the others. Unless one of you has a 6-pack of healing potions I don't know about?"

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Re: Barrowmaze: Cromm's Crusader's and the Hand of Nergal

#3 Post by gurusql »

Cadeweed

Cadeweed (and Barba) are ready to go.

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Re: Barrowmaze: Cromm's Crusader's and the Hand of Nergal

#4 Post by qtkat »

Ready boss!

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Re: Barrowmaze: Cromm's Crusader's and the Hand of Nergal

#5 Post by Rex »

Orgoth

"I am ready as ever. No healing potions but will have 1 Cure Light Wounds per day available."

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#6 Post by Spearmint »

Helix to the Barrow Mounds.

July 15th 1066.

Barrow Moor random vs 1: [1d6]=1[1d6]=1[1d6]=1[1d6]=6

The way to the Barrow Mounds seems contested. So time for some fun ...

viewtopic.php?p=642781#p642781
From the BRAGging Rites encounter:
meeting with Fenrice and the Barghests group at the Moor camp. Your overriding impression of this group is that they border on being a chaotic brigand like group reinforced with mercenary guild level torchbearers. They are on a specific mission and you are on yours. As two ships sailing in opposite directions you can wave and wish each other 'good luck' but not trust that they wouldn't be above extorting treasure from you given the opportunity. But, they might also be able allies in other endeavours.
Cadeweed & Barba learned this:
Interrogating them, you learn the 'Barghest' group follow a leader named Fenrice and that his group have been excavating across numerous sites of Menhirs and Standing Stones, between here and south of the Moorwash towards Bogtown. The men are deserters from the group, suggesting those loyal to him undergo rituals that brand them and causes them to become berserkers, taking upon themselves animalistic rages. "They are anthropaphagic, eating the dead's flesh that one might imbue the strength of another." Ritual cannibalism.

If they are truly deserters and possibly followed to enact some retribution upon them, better that you move on quickly.
The initial part of the trek takes the group out of Helix on the eastward trade route to Ironguard then once outside the 'civilised' patrolled area, take the much travelled southwards trails that heads across the misty Barrow Moor, a meandering trail around boggy furrows and tall grassy thickets. The usual croak of crickets and toads, amplified by the mist acoustics, deafen much of the trek, somatic gestures and hand signals as much a directive as verbal accords. A few miles into the Moor and the trail heads towards a slight rise of firmer and drier ground, surrounded by a small group of menhirs circled around a large flat boulder.

Standing Stones camp is a notable respite, often used by Moor sojourners and once again the area is already occupied before you arrive.

Barghests: reactions [1d100]=94

You hear a sudden 'whizz', a common sound of an incoming volley of arrows. Looking to the sound, several fiery arrows are launched just ahead of your path, thudding in turn to plant one after the other in a line a few yards apart to light your way.

A few voices and a guard steps out the mist. He bears a shield and a shouldered spear that he uses to gesture you to approach along into the camp ahead.

You have seen the shield design once before, black wolfheads upon a reddened background. These are the Barghests you met some days ago and of whom Cadeweed & Barba encountered more recently.

Actions Sven, Orgoth, Cadeweed & Veronica.
Edeldhur has decided not to join this group as the St Ygg cleric, so I will npc young Grymaldi going forward.
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Re: Barrowmaze: Crusaders and the Hand of Nergal

#7 Post by Rex »

Orgoth

"Hail, we are not here to fight unless forced to. I am Orgoth Stonewall of Helix, name yourselves."

Orgoth readies his spear and shield, just in case.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#8 Post by qtkat »

Veronica follows Orgoth's lead readying her shield and javelin, without brandishing it just yet. She tries to reckon the distance to the guard to properly range her weapon.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#9 Post by gurusql »

Cadeweed

He will whisper to Barba, "These are the so-called berserkers we fought the deserters from." If Cadeweed is far enough back that he cannot see the guards he will move to the side and hide

Move Silently (42%) [1d100]=42
Hide in Shadows (40%) [1d100]=31

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#10 Post by OGRE MAGE »

Sven keeps Smokie close to his side here, remembering these folks have an interest in fine wolves.

"Well met again, fellow seekers! Let us share a friendly drink and information while we rest, if there is any to speak of."

"What say you?"

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#11 Post by Spearmint »

Standing Stones camp:

Fenrice, approaches as his group of wildlings spread out. None act with hostility but the veterans among you can sense each party tenses for trouble.

Cadeweed defers making himself known, prefering to huddle the overgrowth and circle the Barghests' camp.

"Hail, we are not here to fight unless forced to. I am Orgoth Stonewall of Helix, name yourselves."

"Well met again, fellow seekers! Let us share a friendly drink and information while we rest, if there is any to speak of."

"What say you?"


Fenrice takes a wineskin, offering it towards Sven & Orgoth. He holds his hand out for Smokie to sniff but the Familiar just growls a 'don't touch the nose!'

Others remain quiet. "Three weeks we dug here, there, past the south waters." Fenrice details some of his group's activity, which initially focussed upon excavating several menhir sites looking for relics. "We took bits and bones, laid good men down. The Froglings we dispersed and took trade from the Saurons.

How do you fare in the robbing the dead and disturbing the Gods?"
he asks.

While the camp is tolerant, the halfling sneaks unseen. Inching around the area until he comes near to the boggy pool that is offset to one side. In the middle of that area is an old sunken wagon, only its roof remains not swallowed by the mud. Spread-eagled and bound upon the top of the wagon, restrained by heavy chains is a muddy figure. He lifts his head to look about, perhaps sensing the rogue nearby but he doesn't see you. There are no guards patrolling, at least none you see.

Cadeweed: observing vs FRT [1d100]=2

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#12 Post by Rex »

Orgoth

"Oh, the usual I suppose. An occasional trinket and occasionally something that reminds us the Gods are watching."

Has he noted Cadeweed is missing?

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#13 Post by Spearmint »

Has he noted Cadeweed is missing?
assume the group of characters know he sneaked away but the Barghests have yet to notice him.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#14 Post by gurusql »

Cadeweed

With everything looking friendly, Cadeweed will come in the same way as the rest of the party like he was behind.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#15 Post by OGRE MAGE »

Sven takes the wineskin and feigns a drink before handing it off again.

"We have had similar luck ourselves, though we all got out alive this time. We still haven't found anything we can retire on yet. So, we go back again to risk life and limb. You know.......the last time we were there we ended up fighting a damn Pit Fiend!"

He looks crossways at Smokie. "Hey! Be good, Smokie. You must remember our friend Fenrice here. The Barghests are friends of the wolf."

He tries to keep everyone calm so no rash decisions are made. "I don't know if you ever get to Helix much, but we started an adventurers Guild there and intend to build a museum to house the more interesting trinkets we find in the maze. We have extensive notes and maps already, and I am wondering if any of our information could be of use to your quest. You would be welcome to stop by for a look anytime we are around town."

He tries to take the *your business is your own* approach to the conversation, but wishes he could learn more about what it is these men are actually looking for.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#16 Post by Rex »

Orgoth

Orgoth is ignoring the offer of drink for now.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#17 Post by qtkat »

Veronica

Veronica gulps hard at the mention of a 'pit fiend' but tries not to show it. She puts her javelin back in its quiver and leans on her spear.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#18 Post by Spearmint »

Standing Stones camp.

"the last time we were there we ended up fighting a damn Pit Fiend!"

Fenrice eyebrows raise, you don't know if he his surprised or thinks an actual encounter with a demon is too incredulous. He drinks from the wineskin once it comes back to him.
"Oh, the usual I suppose. An occasional trinket and occasionally something that reminds us the Gods are watching."
This does illicit a response bug a scoffing one. The Barghests do not seem to be religious men, the idea of 'the Divine watching them' stirs up a few insults; aimed at the divine not especially directed towards yourselves though an obvious cleric might be scorned for his devotions. You feel they view the pantheon of Gods as being capricious and uncaring entities who involve themselves into humanity much in the same way as someone might play a chessboard game; that the Races are just pawns in the eternal scheme of things.

"Survival of the fittest." seems to be a mantra among them which might be an aspect of their suspected feral nature, learning to warg and shapeshift into augmented berserkers or actual creatures as being a higher form of evolution.
"We have extensive notes and maps already, and I am wondering if any of our information could be of use to your quest. You would be welcome to stop by for a look anytime we are around town."
"Perhaps we will. Fenrice adds, his smile provoking thoughts that an actual visit would be as welcome as a thief in the night.

"Dragon bones. They have a residue of ancient power. Long since have the Leviathans reigned other these parts; their remains scattered and buried but not forgotten. As they once were, so they shall be." he says, offering not a proverb but more a word of ambition.
With everything looking friendly, Cadeweed will come in the same way as the rest of the party like he was behind.
Cadeweed determines that whoever the captive person is, his troubles are his own and sneaks away to casually join the others. He is mute with his discovery. The halfling and Barba are quite recognisable and indeed, Fenrice notes your were in the wagon he stopped. He makes a comment regarding the two Barghests who had mutinied and encountered you as you changed the supply wagon axle.

"They did not go so far." he says which gets a few smirks and a wolf howl from one of his men.

Fenrice: reactions [1d100]=88

The overall group to group encounter remains favourable. Fenrice might have offered, indeed insisted that some Barghests 'accompany you' across the rest of the Moor journey but he dismisses that idea. He says his group will probably move on very quickly but he is sure your paths will cross again.

You have all the resources you need; rations, equipment, so can wave away any gesture to restock basic supplies.

Once more you shake hands, wishing each other success in whatever endeavours you undertake.

actions, unless you have last comments or questions, I will move in to the next portion of the trek.

Actions everyone please

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#19 Post by Rex »

Orgoth

Orgoth remains alert as the 2 groups part ways.

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Re: Barrowmaze: Crusaders and the Hand of Nergal

#20 Post by OGRE MAGE »

Sven tries to remain cordial, despite the two groups obvious uncomfortable differences.

"I for one can appreciate having allies such as you folks around these dangerous lands."

"Until we meet again, friends! If you are ever in need of aid, and we are able to do so, we will be there to help."



Once out of earshot and told about the chained man, Sven addresses the group.

"Do you think we should try to help the poor bastard? Or leave that business to them?"

"I would hate to start trouble with a potentially dangerous group that has not attacked us twice now."

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