
Summary
The General Adventuring Guild gathered to discuss their latest quest. They were eager to begin their journey, though they needed to decide where to explore next.
The party found themselves aboard a ship, contemplating their next destination while examining a golden idol of Fean they had received from merfolk in their previous adventure. They discussed various options, including a haunted barrow, a cultist cave, and an underwater wreck, ultimately deciding to sail north to explore the barrow mound. The journey would take them to a remote, icy island that few had ventured to.
After a week of sailing, moving four hexes per day, they arrived at a barren island covered in snow-frosted mountains and blue rime ice that never fully melted. The island experienced extreme daylight conditions, with twenty hours of sunlight in summer and three months of complete darkness in winter. They arranged for their ship to wait four days and established a smoke signal system for their return. During their arrival, they spotted a massive roc with a hundred-foot wingspan soaring in the distance.
At the hilltop, they discovered nine spindly black standing stones arranged in a circle, with a warm gravel circle containing wooden timbers underneath. Ancient glyphs written in Ancient Enoq told the story of Thane Arnbjorn, who had fought against and eventually surrendered to the mysterious Blight King four centuries ago. The party located a small entrance hole leading twenty feet down into the barrow, and Andy and Tuck volunteered to scout ahead.
In the first chamber, they encountered dog-sized fungal creatures with pinchers nesting among the vines. The party cleverly used oil and fire to clear the chamber of the highly flammable creatures and vegetation, discovering 270 silver pieces, 130 electrum pieces, and a potion of gaseous form among the remains. After clearing a blocked southern passage, they pressed deeper into the barrow.
The main burial chamber revealed itself as a hexagonal room with eight sealed tomb entrances, each marked with runic plates honoring different warriors. Andy retrieved a valuable tanzanite gem from the northern archway, but this action triggered the release of skeletal warriors from the sealed tombs. Though Valtor successfully turned several undead with divine magic, the party soon found themselves overwhelmed as more undead emerged from the depths.
The party executed a harrowing escape, with members climbing a rope to safety individually. Jane and Tuck struggled with their heavy armor, while Ondar heroically blocked the entrance with his shield to slow the pursuers. Eldarin provided crucial light and flew to safety, and eventually, all party members successfully escaped the barrow. They returned to Skaal to sell their treasure, spread misleading rumors about their discovery, and celebrate their narrow escape with a night of carousing that left them covered in bug bites and missing 15% of their wealth.
Scenes
Session Start Discussion
The group gathers and discusses game mechanics, including narrative XP and downtime actions while waiting for Pat to arrive.
- Group discusses switching to narrative XP system from gold
- Clarification that weapon proficiencies are not allowed per Kelsey’s advice
- Discussion of still casting ability that allows spellcasting without gestures
- Pat joins late due to internet issues
Planning the Next Adventure
The party discusses their options while on their boat, reviewing various locations they could explore.
- Review of previous interaction with merfolk and received Fean idol
- Discussion of various locations including a haunted barrow, cultist cave, and underwater wreck
- Debate about how to explore underwater locations and potentially trading with merfolk
- Decision to sail north to explore the barrow mound
Journey to the Barrow Island
The party sails north for a week to reach a remote, icy island with a haunted barrow mound.
- Sailed north for about a week, moving 4 hexes per day
- Arrived at barren, icy island with snow-frosted mountains
- Arranged for ship to wait 4 days and established smoke signal system
- Spotted massive bird with 100-foot wingspan in the distance
- Found no signs of civilization or recent visitors on the island
Exploring the Barrow Entrance
The party explores the ancient burial site and its entrance.
- Found nine spindly black standing stones arranged in circle at hilltop
- Discovered warm gravel circle with wooden timbers underneath
- Found glyphs written in ancient Enochian dialect about Thane Arnbjorn
- Located 4 foot-wide hole entrance leading 20 feet down
- Andy and Tuck descended first to scout
Battle in First Chamber
The party encounters and defeats fungal creatures in the first chamber.
- Discovered warm chamber with fungal creatures and scattered coins
- Found skeletal remains in ancient sarcophagus
- Used oil and fire to clear fungal creatures and vegetation
- Collected 270 silver pieces and 130 electrum pieces
- Found potion of gaseous form
- Cleared blocked southern passage
Main Chamber Battle
The party explores the main burial chamber and fights skeletal warriors.
- Entered hexagonal chamber with eight sealed tomb entrances
- Found runic plates honoring different warriors above each entrance
- Retrieved tanzanite gem from northern archway
- Gem removal triggered release of skeletal warriors
- Valtor successfully turned several undead
- Party forced to retreat when more undead emerged
Dramatic Escape
The party makes a harrowing escape from the awakened undead.
- Party members climb rope to escape one by one
- Jane and Tuck struggle to climb in heavy armor
- Ondar blocks entrance with shield to slow pursuers
- Eldarin provides light and flies to safety
- All party members successfully escape
- Party returns to Skaal to sell treasure and carouse
NPCs
Skeletal Warriors
Undead warriors in decaying armor wielding rusty longswords, who whimper like crying infants as they move. They guard the burial chambers within the barrow mound.
The Eight Warriors
The honored warriors were buried in the barrow chambers, including Ikamak, Olgarok, Tarturok, and others whose names were inscribed on runic plates above their tomb entrances.
Fungal Creatures
Four large dog-sized white fungal beings with pinchers nested among the vines in the barrow chamber. They are highly flammable and burn quickly when exposed to fire.
Blight King
A mysterious ancient evil entity who trapped and forced Thane Arnbjorn and his warriors to serve him or die. Little other information is known about him.
Thane Arnbjorn Skarson
An ancient king from 400 years ago who, along with his nine warriors (the Tigernach), fought against and eventually surrendered to the Blight King, swearing to serve him after being trapped.
Ship Captain
Captain of the vessel who transported the party to the Barrow Island, invoking Halfpenny (goddess of luck and brave but foolish endeavors) for their safety. Agreed to wait 4 days for their return.
Locations
Cultist Cave
A southern cave that formerly belonged to cultists who used a fake lighthouse to crash ships and steal supplies, but has since been cleared out by other adventurers who now sail in the stolen ship ‘Porcine Princess’.
Ancient Barrow
A burial mound topped by nine standing stones, containing multiple chambers with undead guardians. Features a hexagonal main chamber with eight tomb entrances, wooden pillars, and walls of river stones held together by loose mortar. The site radiates an oppressive darkness that interferes with divine magic.
Barrow Island
A remote northern island with snow-frosted mountains, covered in blue rime ice that never fully melts. The island experiences extremely long days in summer with 20 hours of sunlight and 3 months of complete darkness in winter.
Skaalberg
A capital city that serves as the party’s base of operations, where they can identify items, sell treasure, and spend time carousing.
Spells
Cure Wounds
Used by Jane to heal Tuck after he took damage from the skeletons.
Magic Missile
Spell cast by Ondar against the skeletal warriors, though it only caused minimal damage.
Light
Cast by Eldarin multiple times to illuminate the dark chambers and passages within the barrow.
Holy Weapon
Spell that enhances a weapon with divine power, making it more effective in combat for five rounds.
Turn Undead
Divine magic that can destroy or repel undead creatures, though its effectiveness was dampened by the tomb’s malevolent energy. Successfully used by Valtor to destroy multiple skeletal warriors.
Alter Self
A spell that can give the caster gills for underwater breathing.
Still Casting
A magical ability that allows spellcasting without physical gestures, useful when bound or trying to cast spells surreptitiously.
Items
Ancient Coins
270 silver pieces and 130 electrum pieces found scattered in the barrow chamber. Square shaped and stamped with unknown faces and Primordial text reading ‘all hail the masters of earth and sky’.
Potion of Gaseous Form
A fragile glass vial containing a gray vaporous liquid that allows transformation into mist form. Sold for 120 gold pieces.
Rusty Weapons
Ancient corroded longswords and other weapons wielded by the skeletal warriors that can still inflict tetanus-risking wounds.
Tanzanite Gem
A vibrant blue gemstone about the size of a gold coin, found embedded above the northern archway. Worth 200 gold pieces. Removing it triggered the undead guardians.
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