
Summary
The party gathered in Skaal to plan their return to a mysterious barrow mound they had previously explored. After negotiating passage for 15 gold pieces, they learned of rumors about an ancient axe connected to one of the barrow’s lieutenants. Several members discussed acquiring new skills during their downtime as they prepared for the journey ahead.
During their voyage north, they encountered an impressive goblin ship marked by crossed gold hatchets on a red banner. The vessel was equipped with double rows of oars and moved swiftly through the waters, accompanied by the rhythmic drumming of a burly goblin. The ship gave them a wide berth before continuing south toward Khardruz, an orc-controlled city known for its bustling black market.
After five days of sailing through the perpetual daylight, they arrived at the barren volcanic island housing the barrow mound. Finding no signs of recent passage, they removed the timbers covering the entrance hole and discovered piles of bones from their previous encounter. When Ondar called into the darkness, they were met with the sound of metal on metal, signaling the presence of hostile skeleton archers.
The ensuing battle was fierce, with Andy landing precise shortbow shots while Valtor and Eldarin employed oil flasks to set the skeletons ablaze. The situation grew dire when Ondar attempted to drop into the pit but fell, becoming surrounded by the undead warriors. Tuck bravely jumped down to save his companion, cleaving through two skeletons with a single strike. Jane provided crucial healing support, and together they vanquished their bony adversaries.
The party systematically explored the hexagonal chambers of the ancient barrow, illuminated by a two-hour light spell. In the Fourth Chamber, belonging to a Tigernach warrior, they discovered chests filled with silver coins bearing Arnbjorn’s mark and a medicine pouch containing eight blue quartz gems. They also found an ice-covered chamber belonging to the sorcerer Amarok, and in the Fifth Chamber, they located a hidden ivory box containing 90 gold coins.
Their successful expedition concluded with careful planning to transport their considerable treasure back to Skaal. Each member carried approximately 400 silver coins, and they paid the ship’s captain 300 silver for secrecy and future transport. However, the crew began spreading rumors about the treasure in Skaal’s taverns. The party divided their earnings, with each member receiving 60 gold pieces, and discussed their downtime activities. During their return voyage, Tuck learned about Khardruz from an orc sailor named Bruto, gaining valuable information about the northern city’s culture and inhabitants.
Scenes
Departure from Skaal
The party negotiates passage on a ship to return to the barrow mound they previously explored
- Party learns ship passage costs 15 gold total
- Multiple party members chip in to pay for passage
- Discussion of rumors about an axe connected to one of the barrow’s lieutenants
- Party discusses learning new skills during downtime
Encounter with Goblin Ship
The party encounters a goblin ship while sailing north, marked by crossed gold hatchets on a red banner
- Spotted goblin ship with crossed gold hatchets banner sailing south
- Ship had double rows of oars and was moving quickly
- Heard drumming from a burly goblin as they passed
- Ship gave them a wide berth and continued south
- Noticed the ship was heading away from Khardruz
Return to the Barrow Mound
The party returns to the barrow mound after several weeks, finding it undisturbed
- Arrived at the barren volcanic island after 5 days sailing
- Found no signs of recent passage
- Removed timbers covering hole into central chamber
- Discovered piles of bones from previously killed skeletons
- Ondar yelled into the hole and attracted hostile skeleton archers
Combat with Skeleton Archers
The party engages in combat with skeletons in the barrow’s central chamber
- Andy hits a skeleton with a shortbow attack
- Valtor throws an oil flask and sets three skeletons on fire
- Eldarin throws another oil flask and sets remaining skeletons on fire
- Ondar throws a bone spear and hits a skeleton
- Skeletons shoot arrows up at the party, hitting Valtor
- Jane heals Valtor’s wounds
- Ondar attempts to drop into pit but falls and takes damage
- Skeletons surround and down Ondar
- Tuck jumps down to save Ondar and cleaves through two skeletons
- Party defeats remaining skeletons
Exploring the Barrow Chambers
The party systematically explores the hexagonal chambers of the ancient barrow
- Cast light spell for 2-hour illumination
- Explore Fourth Chamber belonging to Tigernach warrior
- Find chests of silver coins bearing Arnbjorn’s mark
- Discover medicine pouch with 8 blue quartz gems
- Find ice-covered chamber of sorcerer Amarok
- Locate hidden ivory box with 90 gold coins in Fifth Chamber
- Learn about historical context of Tigernach warriors
- Discuss logistics of transporting large treasure haul
Return to Skaal
The party negotiates transport of their treasure and returns to the city
- Each party member carries approximately 400 silver coins
- Pay captain 300 silver for secrecy and future transport
- Crew begins spreading rumors about treasure in Skull
- Party divides earnings – 60 gold each
- Members discuss downtime activities
- Tuck learns about Khardruz from orc sailor Bruto
- Party considers implications of their newfound wealth
NPCs
Fean
The mistress of misfortune, a deity who appreciates misery whether self-inflicted or inflicted on others.
Skeleton Warriors
Undead guardians in the barrow mound armed with short bows and swords, wearing scraps of metal armor. Continue fighting even while on fire, showing mindless determination.
Saruman Kar
The Fifth warrior honored in the barrow tomb, whose chamber contained an ivory box with gold coins.
Amarok
An ancient sorcerer/sorceress whose frozen chamber was discovered in the barrow. Their chamber was marked with magical runes.
Thane Arnbjorn Skarnsen
Ancient warlord who commanded the elite Tigernach warriors buried in the barrow mound. His name appears on silver coins found in the complex.
Gazak
A high-ranking orc warrior known for his distinctive gold-banded tusks, mentioned during conversation with Bruto as someone being sought after.
Bruto
An orc sailor serving as second in command on the ship. Lives in Skaal with a woman and provides information about Khardruz when questioned about another orc named Gazak.
Locations
Amarok’s Chamber
Ice-covered burial chamber marked as belonging to a powerful sorcerer/sorceress named Amarok. Contains frozen urns, pots, and chests.
Fifth Burial Chamber
Tomb of Saruman Kar, the Fifth warrior, containing a hidden ivory box with gold coins. Chamber is ringed with skulls and lacks decorative urns or pots.
Fourth Burial Chamber
Ancient burial chamber with blue runes on walls, containing a broken sarcophagus, wooden chests of silver coins, and burial urns. Belonged to the fourth warrior of the Tigernach clan.
Barrow Mound
An ancient burial complex on a barren volcanic island. Features a hexagonal central chamber with eight burial chambers, each dedicated to different Tigernach warriors. Contains sarcophagi, treasures, and undead guardians, dating back centuries before the Empire.
Khardruz
A northern orc fortress city known for its legal black market and trade. Ruled by orc clans and home to various humanoid races. Allied with Skaal and Vishrun during the Snowgale War against the Skull Lord.
Skaal
A port city where the party begins and ends their journey, notable for having exceptionally long days with 22 hours of daylight. Serves as the party’s base of operations.
Spells
Light
Cast with critical success to create magical illumination lasting for two hours, used to explore the dark barrow chambers.
Magic Missile
A spell of air elemental magic cast with advantage, automatically hitting its target when successfully cast. Used by Ondar against the skeletons.
Cure Wounds
A close-range healing spell used by Valtor to restore Ondar’s health after being wounded by skeletons.
Charm Person
A spell discussed as a potential way to control ship captains, though it was noted the target would become hostile if the spell failed.
Items
Holy Water
A consumable item discussed by the party while planning their return to the barrow mound.
Draugr Axe
An axe found near Lake Falcon by a sulfurous Stonehenge-like barrow mound, connected to Tupinak the Fourth.
Oil Flask
Flammable oil in flasks that can be thrown and lit on fire, burning for four turns when ignited. Used effectively against the skeleton warriors.
Blue Quartz Gems
Eight oval-shaped blue quartz gems found in a decaying medicine pouch left as an offering in the Fourth’s tomb, likely meant to pay the warrior’s toll to the afterlife.
Ivory Box
An ornate box with gold latch (9x9x4 inches) containing 90 ancient gold coins, found in a hidden compartment in the Fifth’s tomb. The box itself is worth 20 gold pieces.
Ancient Silver Coins
Large quantities of heavily tarnished silver pieces bearing Arnbjorn’s mark, found throughout the barrow chambers in wooden chests.

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