D&D5e Barrowmaze (Inactive)

Game Master mikeawmids

Barrowmaze superdungeon for D&D5e

Barrowmaze Living Map


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Map of Aerik

The town of Helix squats upon the northern border of the Barrowmoor, like a wizened old toad atop a mossy rock. Raised upon the foundations of a much older settlement, the population of some 600 souls make their living fishing on the Moorwash River, or hunting in the Blackened Forest. Few willingly enter the Barrowmoor to the south, for the swamp ravenously devours those unprepared for its perils, and they are never seen again.

Enter the PCs!

There are several reasons/adventure hooks that might have drawn you to Helix, in the grand, old Duchy of Aerik;

A wizard calling himself Mazzahs the Magnificent resides in a crumbling tower in Helix. He is intrigued by the Barrowmaze and seeks to hire a party of adventurers to recover historical and arcane lore from the dungeon. He is particularly interested in why the dead rest so uneasy in the area, and suspects the answers lies somewhere beneath the foetid moor.

While passing through Ironguard Motte, you witnessed a group of adventurers, flush with cash and splashing it about, bragging about the gold and jewels they plundered from a barrow mound in the swamp. "It was just lying on the ground, waiting to be taken!" they claimed. It got you to thinking, that maybe the dangers of the Barrowmaze have been greatly exaggerated over the years, and that you too could make your fortune raiding those old tombs.

Or perhaps you have some other reason for visiting this dank and dismal corner of the world.

Please take this opportunity to introduce your character to the group, and describe why you have come to the village of Helix at this time.

Grand Lodge

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

Sumak wandered into town, his glaive resting on his shoulder as he walked in looking around the place. His clothes showed signs of traveling a long way to get here and small scorch marks from working the blacksmith forges. He had heard that the wizard Mazzahs, one so humble as to refer to himself as magnificent, sought to pay adventurers to go into the barrows and working for this wizard to align with Sumak's true goals served his purposes. So Sumak began asking around the common folk, many of which recognized him as one of their own, for directions to this famed wizards home.


Male Human FIghter 1

Kurt sits comfortably on a stool at the Brazen Strumpet...a flagon of ale in one hand and Taycee the barmaid sitting on his knee.

"Ah, there now lass...that's where I got this last scar...fighting a bear in its own den. Had ta go in as it had dragged my bounty off into the hole for a light lunch! Not much left once I got out...of the bear or the criminal I was sent to fetch, but it were good enough for the constable in Ironguard!"

He takes a great swallow from his flagon and looks around the room. It is still early in the evening, so the crowd is thin, but he still scans the clientele for anyone who might cause him "trouble".

Kurt is a large lad standing just over 6 1/2 feet in height and weighing close to 16 stone...and very little of that fat. He has a battered pack at his feet and leaning against the table a huge wooden mallet with metal bands encircling the heads of the weapon. His clothes are travel-worn and slightly dusty from the road, but otherwise none descript. He does, however, has a large copper pin prominently displayed to hold his cloak. It is in the shape of a fist with some letters or numbers engraved on the knuckles of the hand.


Female Half-Orc Rogue - 1

Brene had just finished up an escort of some pompus military official to Ironguard Motte... and was getting bored with life. Sure there had been the occasional interesting assignment, but as a freelance mercenary she was more often faced with boring escort and guard duties... Then those luoud obnoxious adventurerers pranced into town throwing money around like they could own the place.

Hmmm. Adventuring. Maybe that's the ticket. Maybe I'll head to this Helix and find some others to travel to these barrows. Couldn't be that dangerous if these fools made it out rich and alive.

Blinking the travel dust from her eyes Brene stepped from the sunlight into the Brazen Strumpet and gave a look around. Wait... Is that Kurt? Haven't seen him since that border skirmish in the north years ago. Looks like he's busy... but.

"VonLyter! You old scalywag. What are you doing in this backwater place"?


Male Human FIghter 1

The big human looks around and then spies the half-orc by the door.

"BRENE!!! Good gods! What a surprise to see you here!"

As he speaks, he gets up and gently sets Taycee on the floor as he strides over and gathers the half-orc lass into a bearhug!


A hooded figure makes itself to the inn, a place of warmth and safety. His eyes not accustomed to most lights, he walks in and tries to find a place away from most people, in the shadows. He looks around to see what he can see.


The Brazen Strumpet appears to be the heart and soul of the otherwise dreary village, a communal space for the common folk to come together after a long day, and drown their sorrows in Bollo's brown ale. Bollo the bartender is a broad, barrel chested man in his early forties. A former adventurer himself, he was forced to retire after taking an arrow to the knee. His old warhammer and shield hang proudly behind the bar. Despite his cheerful demeanour, he is keeping a close eye on the big fellow with the wooden mallet, just in case he gets a bit too familiar with the serving staff.

Despite his best attempt to remain unnoticed, a sour faced (but not unattractive) half-elf woman approaches Nil'murr'shass' table and demands his drinks order with a surly pout.

Sumak Wildheart wrote:
So Sumak began asking around the common folk, many of which recognized him as one of their own, for directions to this famed wizards home.

The locals point Sumak to the tall, dilapidated tower overlooking the village. It is a short walk, taking bo more tgan ten minutes to reach the base of the crumbling edifice. The top of the tower is domed, and the end of a large, brass telescope protrudes from an opening in the rounded roof, staring off towards the distant horizon. The exterior walls are blanketed with thick, green moss, and a wooden sign hangs from the front door, stating DO NOT DISTURB.


HP 28/28| Spells 1st 4/4 | Spells 2nd 2/2 | Status: NG Human Blessed Soul 1 / Cleric 2 AC 23

Mark enters the tavern and pulls back his his, revealing a whitish skin and some half-long black hair. A tall guy, he quickly stands off. He walks to the bar and asks the one he thinks is Bollo.

"Hi. I would like a refreshment and directions to Andre Calaway's home" he says, letting a pair of coppers fall onto the wooden bar.


Mark Calaway wrote:
"Hi. I would like a refreshment and directions to Andre Calaway's home" he says, letting a pair of coppers fall onto the wooden bar.

The barman slides a pint of brown ale along the bar, and deposits the copper bits into a pocket on his greasy apron.

"Andre Calaway runs the trading post, over on the other side of the square. Took over after old Bill Turgen had his little mishap. You'll be able to find him there, most days."

Bollo pauses, casting Mark a sideways glance as wrings a grubby rag through his large hands.

"So what's your interest in Andre, stranger? Not seen your face afore, though there's something familiar about your look I can't rightly place."


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

A golden skinned, flame-red haired man, dressed in chainmail and the vestments of the priesthood of St. Ygg enters the Brazen Strumpet.

Looking around at the tavern's patrons he thinks to himself, Apparently there is a bit of life in this place afterall...

Walking up the the bar, he patiently waits, not wanting to interrupt the conversation the barkeep is already having with a dark robed man.

Once the opportunity to do so presents itself, he speaks to the apparent proprietor of the establishment. "Ale please." he says, reaching into his coin purse at his belt. "Rumors have it a wizard calling himself Mazzahs the Magnificent seeks adventures to go into the Barrowmaze. You don't happen to know if he ever comes out of that tower I saw earlier by chance?"


Female Half-Orc Rogue - 1
Kurt VonLyter wrote:

The big human looks around and then spies the half-orc by the door.

"BRENE!!! Good gods! What a surprise to see you here!"

As he speaks, he gets up and gently sets Taycee on the floor as he strides over and gathers the half-orc lass into a bearhug!

Brene completes the man-hug procedure then puts her arm around Kurt leading him back to where he came from.

She then turns to the recently unseated Taycee and offers a wry smile and wink. "So did you give you the 'Bear in the cave'; 'the injured saving orphans from a burning building' or the true tale that he got those scars saving Sgt. Plum's cat from a tree behind the barracks"?

She then laughs pounding Kurt on the back. "Let me buy you both a drink. It happens you might be just the stroke of luck I need to find".

After the drinks arrive, she addresses Kurt none to silently. "So I've been thinking... you've heard about these so-called dangerous ruins near here? I saw a group at the fort who were throwing money around like madmen that they claim came from there. I know you're always ready to make a bit of coin... so if you're not to occupied perhaps we might gather up a few people and gather some of that coin for ourselves".

"Neither of us is getting any younger, so the chance to make our mint while still capable appeals to me. What you think"?


Male Human FIghter 1

Sitting with his old friend, Kurt gives the barmaid a wry smile.

"To be fair, the Sarg's 'cat' was a full-grown bob-tailed lynx from the Moon Peaks. It was my own fault for agreeing to get the wretch down!"

He smiles up at Taycee and asks for a refill as well as another flagon for Brene. He listens to the warriors' idea and a smile slowly grows on his face.

"Now that is a good plan! All we need is some others who are looking for a little muscle to 'protect' them in these underground whatsits."

He looks about the bar and notices a few new people standing at the bar...not locals to be sure...maybe 'adventurers'? Standing up he calls out in a loud voice.

"Any of you here looking to have a go at the barrowlands? My friend and I are trained fighters and are looking for a few others to join us in this treasure hunt. Any of you willing to join us in this endeavour?"

He remains standing and watches the reaction his announcement has on the newcomers.


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

Before the barkeep can respond, Za'afiel's attention is taken by the large fellow asking about the barrowlands.

Giving a quick nod to the barkeep, Za'afiel makes his way over to the man.

"I have come here with that very intention. Word has it, if you are looking for certain coin, the wizard, Mazzahs, is looking hire a group to venture to that very place."

Extending a hand, the golden-skinned man says, "I'm Za'afiel of the Temple of St. Ygg. Who might you be?"

Grand Lodge

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

Having wandered into the bar to ask around after the Barrows, Sumak hears the man ask if others are interested and wanders over. Sumak is of average height, but heavily muscled from years working the billows and swinging a hammer at the forge.

He says, "I am Sumak. I just reached this town, but I am also interested in finding a group that plans to travel into the Barrows."


HP 28/28| Spells 1st 4/4 | Spells 2nd 2/2 | Status: NG Human Blessed Soul 1 / Cleric 2 AC 23
mikeawmids wrote:
"So what's your interest in Andre, stranger? Not seen your face afore, though there's something familiar about your look I can't rightly place."

Mark takes a sip of sour, dark ale. "I'm a relative."

He's about to explain a bit more when someone invites the patrons to join an expedition to somewhere called 'the barrows'. He squeezes his brains and gets some memories of having heard about that place. A putrid swamp where lots of folks go to die seeking fortune, or that's how people regard it out of Aerik.

Well, that's interesting.

"What's in this place and why is an expedition necessary?" he asks our loud, trying to determine whether he's to join a righteous crusade, a pillaging raid or a suicidal stroll.


Inactive

"Finally--Helix!" announces Talindra to nobody in particular. "Never thought I'd be so happy to see a dump like this."

She stumbles her way through the doors of the Brazen Strumpet, taking off her traveling cloak and hat to reveal a tall and slender half-elf, fit if not particularly muscular. Perfect she thinks to herself, seeing a cluster of well-armed warriors siting at the table. "Mind if I join you folks?" she asks, sitting down before hearing their answer.

"Are you folks heading to the Barrrowmaze? If so, I'm sure you could use a guide," she says, smiling. "The name's Talindra."

Grand Lodge

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

Sumak looks at the woman as she sits and says, "Have you been into the Barrows before? Did you go with others?"


Inactive

"Me? No, I haven't gone yet, but I've explored plenty of ruins, lost cities, tombs, you name it. And I have this."

Talindra flashes a scroll case. "There's a map of the area in here that I've been studying for a while now, and I can tell you about it. Or . . . I could mind my own business. Depends if you're looking for help. So, are you interested? All I want is my cut."


Male Human FIghter 1

Kurt is pleasantly surprised at the number of people who have decided to take up his proposal.

"Well met all of you. I am Karl VonLyter and this is my friend Brene. We are both warriors and are looking for a group to come with us into the barrowlands. It is a dangerous place, so I am told, so be prepared for anything! Also if you join all loot is split evenly. How does that sound?"


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

"Acceptable as far as I am concerned." Za'afiel plainly states.


HP 28/28| Spells 1st 4/4 | Spells 2nd 2/2 | Status: NG Human Blessed Soul 1 / Cleric 2 AC 23

"From what I've heard, the Barrowland is just a wet and stinky hole" Mark says while getting a bit closer. "What's in there to cause such an interest?"


The dark elf will order a bowl of vegetable stew, cheese, bread, some fruit and a glass of wine.


Inactive

"A stinky hole, sir? No! The Barrowmaze is one of the largest burial complexes in existence! No one has ever been able to catalog its true extent, or discover its historic secrets!"

Deciding that this was the most promising lead she'd have, Talindra takes out her map and unfurls it. "Alright, this is the basic layout of the area. Just the surface, mind you. And there are tons of barrows and burial mounds in the Barrowmoor. But in the middle of it all is the Barrowmaze, a vast, interconnected dungeon extending deep beneath the marsh. I know from reliable sources that these halls are remnants of an ancient and powerful civilization."

Deception: 1d20 + 5 ⇒ (5) + 5 = 10. (Talindra knows no such thing, even if she wants it to be true.)

"So, if you're a student of history like me, there's no greater adventure than to explore these halls. And if you're looking for a payday, then I promise there will be valuable treasures in these catacombs!"

The map Talindra has unfurled does appear to depict the region. There is one spot marked by the image of a skull, enclosed by a clockwise arrow.


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

"I have heard there are a great number of things that should be dead by all rights there." Za'afiel says. "I assume that would have something to do with the skull on your map?"

Grand Lodge

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

Sumak's eyes wander over the extensive map and says, "It sounds like we know how to get in and we have quite a few willing. As to what we will find," Sumak shrugs at Mark and says, "It might be a swamp, or it might be great treasure. Or maybe just the remains of those who were foolish enough to go there before us. Perhaps if we are lucky, we might even save some of those fools."

Looking back at Talindra he says, "Do you happen to know which entrance we should start with?


HP 28/28| Spells 1st 4/4 | Spells 2nd 2/2 | Status: NG Human Blessed Soul 1 / Cleric 2 AC 23

Mark thinks carefully about the woman's words. There doesn't appear to be a direct peril for the village in these barrows, other than getting lost or suck - nothing here would change by venturing there. But, on the other hand, he could find interesting artifacts or even stories. And maybe most importantly, he's almost broke.

"When are you planning to begin with the expedition?"


Inactive

Talindra smiles brightly as the group appears drawn into the prospect of adventure. ”So actually that skull on the map is a secret entrance into the Barrowmaze. I admit I don’t know exactly why that skull is there, but maybe that’s the trick to opening the passage? The main entrance is here.” She points to a prominent mound. ”I like secret entrances myself, but both are probably worth exploring. ”

”Anyway, I kind of think it’s up to you all when we begin. You’ve got the swords and all. But not tonight—I need to get a hot bath and a bed to sleep on!”

At this point, Talindra beckons the fellow half-elf woman who’s serving folks and kindly asks for a stiff drink and some stew.


The half-elf lass brings over a bowl of stew and a pint of Bollo's brown ale, placing both on the table beside Talindra. As she does so, she lingers a moment to stare at the old map unfurled on the table.

"A secret entrance, you say, Miss? Oh, how exciting!"

She looks as though she might say more, but Bollo calls her away to start filling a tub for Talindra's bath.

You are all able to secure overnight lodgings at the Brazen Strumpet, in preparation for an early departure the next morning.

You can summarise any actions you take in town before heading out, but I want to get to the dungeon ASAP! :D

The terrain south of Helix is wet and swampy. Your boots sink into the thick, black mud with every other step. A dense, grey fog blankets the moors, and you would surely have become disorientated, were it not for Talindra and her map. The air reeks of rot and decay, but is curiously free of the buzzing insects you would expect to find swarming in such a foetid environment. In fact, the moors are ominously silent, save for the squelching of your own steps.

After approximately three hours (I'm assuming you left at dawn, so it's now about 8am), you arrive on the edge of a great field of barrow mounds, rising out of the fog like sleeping giants sprawled across the swampy ground. You can dimly see the silhouette of a standing stone some ways off, which Talindra's map marks as the main entrance to Barrowmaze, but there are a half dozen smaller mounds between you and the stone, which might also bear investigation.

So, here we go! What do you want to do next?


HP 28/28| Spells 1st 4/4 | Spells 2nd 2/2 | Status: NG Human Blessed Soul 1 / Cleric 2 AC 23

In town:

Mark walks nervously to the trade post. What does he really expect from this meeting? That his uncle hugs him as a happy family? Probably not. But well, it's been a while since he's last seen a familiar face - not that he's ever known Andre, but he should remember her sister... Or do does Mark hope!

He enters the trading post and the sound of some bells announces a visitor. The man inside turns around to check, and Mark just stands there.

"Uncle Andre?"

So, I'm alright leaving it here of you want. We can assume that was a happy meeting, and maybe I can sell some wares or exchange them with a little discount - or no discount at all. Then straight to the dungeon! If you're willing to play a bit more, I'm also alright - we can use spoilers so the rest of the players have to click on them to check :p I'm fine either way.

Mark looks at the smaller stones. "Do they mean something? Shall we check on them?" he asks, bracing his staff.


Mark:
The man behind the counter turns to greet you as the bell above the door jangles.

"Good day, sir. I'll be with you in just one m-Mark?! Is that you?"

Your Uncle Andre bears a passing resemblance to your mother. He emerges from behind the counter, as though to envelop you in an awkward hug, but thinks better of it and steps back. He flips the sign on the door to read CLOSED and ushers you into the backroom, hastily clearing some space for the two of you to sit and catch up.

"How long has it been, my boy? Five years, at least. Your mother wrote to me, when you left the village, but I never expected to see you here in Helix! Tell me, nephew, what brings you to this wretched backwater? I cannot believe you travelled all this way, just to check in with your dear old uncle. You're not in any trouble, are you?"


Female Half-Orc Rogue - 1

Though Brene's outfit is mostly worn and patched many times over, she possesses a wonderful pair of brand-new soft leather knee high boots. Unwilling to get them soiled she takes them off and rolls up her pants to go barefoot through the swamp, her calloused feet up to the task of the occasional thorn. You know she's ready for action when she sits down to put her "Business Boots" on... which she does shortly after arrival at the barrow mounds.

She whispers to nobody in particular... "Well. It's a bit spookier than I thought it would be. I'm going to check out this closest smaller mound first. Anybody want to watch my back"?

1d20 + 6 ⇒ (8) + 6 = 14 Investigation


Current Time: 08:00

1 The entrance to the nearest burial mound is still sealed by a thick cornerstone. It will take approximately 30 minutes, working with a sledgehammer and an iron spike, to shatter the stone and access the tomb within. Even if nobody has these items in their gear, I'm gonna' assume someone picked these up in Helix, before y'all set out.

2 There is a second, similarly sealed barrow immediately north of the first.

9 To the south is a third mound. The entrance to this mound has been buried by time and shifting earth. Covered Mounds take 3d4+4 hours for one person to clear, the time is reduced by one hour for each additional person helping to clear the debris. People clearing a covered mound can not also keep watch for wandering monsters.

The author of Barrowmaze places an emphasis on time management (yawn), and stresses how dangerous Barrowmaze is at night. The expectation is that you trek out in the morning (arriving approx 8am) and trek back to Helix before nightfall (leaving dungeon approx 5pm to be back in town for 8pm). You really don't want to be caught on the moors after dark. The terrain is treacherous enough, without factoring in the hungry dead. I'll do my best to keep track of time in my posts.


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

Za'afiel frowns as the muck and goo from swamp coats his boots and the lower portions of his tabard.

Taking note of the possible entrances, he says, "This one here seems like as good of route as any." gesturing toward the closest cornerstone.

Are there any words or symbols on the cornerstone in question, or anything surrounding it?

Investigation if needed: 1d20 - 1 ⇒ (20) - 1 = 19


Male Human FIghter 1

Kurt nods to Brene.

"I got yer back. But make it quick...looks like these lads are preparing to go in this way!"


Female Half-Orc Rogue - 1

After looking at the options Brene rubs her chin in Thought.

"Perhaps we'd better find something easier to get into first. Hammering away at that stone will let everything in the vicinity know we're here. I'd rather keep that a secret as long as we can".


Za'afiel wrote:
Are there any words or symbols on the cornerstone in question, or anything surrounding it?

The stone is ancient and any inscription once borne upon its surface has been weathered smooth by exposure to the elements.

-

Brene wrote:

After looking at the options Brene rubs her chin in Thought.

"Perhaps we'd better find something easier to get into first. Hammering away at that stone will let everything in the vicinity know we're here. I'd rather keep that a secret as long as we can".

3 Further north, Brene can see (yet another) burial mound rising from the fog. Unlike the others, the entrance to this mound has been broken open, and a dark hole into the barrow gapes as wide and inviting as the maw of some slumbering beast.


Male Human FIghter 1

"Fair enough! Anyway, it looks like they have opened up a doorway into the barrows already. Guess we better get in there...but I will still have yer back...mostly because I can't see in the dark like you can!!!"

He gives Brene a swat on the shoulder as they return to the dark opening.


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

Za'afiel pauses any work on the cornerstone until Brene and Kurt return.


Just a quick understanding check, to make sure I have explained the situation clearly, and we are all on the same page. You are standing on the edge of a vast field, containing 70(ish) individual burial mounds. Several of these individual barrows grant access to the superdungeon complex/Barrowmaze beneath the ground. Talinda's map has identified two possible entry points. The other barrows contain treasure, monsters, traps, etc... so you can break them open for plunder and XP, or focus on the superdungeon. It's up to you.

Assuming that Brene and Kurt are exploring the plundered mound (3) on their own;

The cornerstone that once sealed this barrow has been broken apart, revealing steps descending into a dry, stone crypt, containing a broken sarcophagus. The bones that once rested within have been disturbed and scattered across the floor. You don't immediately see any other exits from the crypt.


Inactive

The fun part is when a drow suddenly shows up after having stalked the rest of the party all the way here!

Talindra spends the journey talking about how excited she is as they trudge through the horrendously fetid swamp. Her energy reaches a peak as they finally arrive at the main entrance.

"Look at this--isn't it fantastic? A field of ancient burial mounds! Not all of them go to the Barrowmaze, mind you--in fact, most are probably separate. Small burial chamber added adjacent to the main complex. Could be worth looking at one or two to get oriented, though. Come on, I think we all ought to go have a look at the open one."

Adjusting her hat, Talindra peers inside from the entrance.


Female Half-Orc Rogue - 1

Probably any traps have been sprung by who has proceeded us here. I'll just make sure they didn't miss any secret openings.

She starts suddenly when Talindra's shadow blocks the light from the opening a bit. She then pulls forth her lantern and hands it to Kurt.

"Here You probably need this more than I do".

1d20 + 6 ⇒ (1) + 6 = 7 Investigation

Grand Lodge

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

Sumak holds his glaive ready and will follow the others into the open barrow as soon as they are ready.


Inactive

Investigation: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
"Sorry, didn't mean to startle you Brene," says the half-elf apologetically.


He will cast mage armor on himself.


Paladin 1 | HP 12/12 | AC 18 | Initiative +0 | Passive Perception 10| Conditions: None

Za'afiel nods in agreement and moves over to the open cairn and heads into the ground with the others.


Male Human FIghter 1

Kurt takes the lantern and moves into place behind Brene.

"Well let's get this show on the road!"


HP 28/28| Spells 1st 4/4 | Spells 2nd 2/2 | Status: NG Human Blessed Soul 1 / Cleric 2 AC 23

In town:

"No, no, everything's right. Well, you know how things are back there, I just decided I didn't want that."

Mark explained how he's been traveling and that he plans on going to the barrows.

"I thought it wouldn't be nice to not pay a visit. Listen..." he says, a bit embarrassed, "can I leave some of my wares here? Or even better, do you want them for the shop? There are some things I wouldn't carry around here and there, and some coins wouldn't hurt."

Insight (does he seem a nice guy?): 1d20 + 5 ⇒ (7) + 5 = 12

"So it seems some of these mounds are not connected with the complex" Mark comments. "Well, at least now we know why it was open to begin with."


Brene wrote:

Probably any traps have been sprung by who has proceeded us here. I'll just make sure they didn't miss any secret openings.

1d20 + 6 ⇒ (1) + 6 = 7 Investigation

Brene conducts a quick search of the ransacked tomb, but finds nothing of interest or value. It looks like any treasure that was here once was looted long ago.

Talindra Misraria wrote:
Investigation: 1d20 + 4 ⇒ (19) + 4 = 23

However, Talindra spots something glinting amid the scattered bones and retrieves a plain gold ring (worth 20gp).

You are less likely to find anything valuable in a tomb that has already been plundered, but you might still find sonething that the previous thieves overlooked.

Mark:
You've not know this man long enough to get a good read on him. He is family, so you are inclined to trust him, but he is still a stranger to you, despite your familial connection.

"Sometimes, when folk need a bit of quick cash, they'll pawn something of value to me, and buy it back at a later date. If you need me to hold onto something for you, I'll give you the going rate in silver, and you have the option of paying me back. How does that sound?"

If you want to sell any of your gear to Andre, remove it from your character sheet and credit yourself the value listed in the PHB.

Grand Lodge

Skills:
Acrobatics +6 (4 w/Armor), Autohypnosis +3, Handle Animals +7, Intimidate +9, Geography +5, Psionics +5, Perception +3
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3

"Lets go open the first one. It will make some noise, but opening the barrows up is part of what we came to do." Sumak says as he points to the first mound.


Inactive

Talindra admires the ring in the light. "A taste of what's to come!" she says, delighted. "Right, you're welcome to give another barrow a go. I'm gonna study this one a bit more while you're at it."

In particular, Talindra sees if she can find a body or coffin in the barrow. She was curious to know who, or what, was buried in these mounds.

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