Barrowmaze IV: Delving for Power and Glory

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Rex
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Re: Barrowmaze IV: Delving for Power and Glory

#681 Post by Rex »

Orgoth

"I think timing is good to head back."
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Re: Barrowmaze IV: Delving for Power and Glory

#682 Post by Spearmint »

Exploring the Corridors

Iron Cobra Room

You search the two ends of the room. Starting at the falcon-headed statue. It is stone carved from a single piece, nicely chiselled but devoid of inset fittings or decorative jewels. The hands point upwards to the ceiling and looking up you can make out the faint grainy etchings of another adventurer scratching some inane graffiti, taunting you with "I got here first".

Indeed the alcoves, home to the cobra constructs look well searched through. Old bones, linen rags, rusty and musty trinkets of little value. A paltry scattering of copper coins though one alcove in the centre has the stub of a candle stuck into a glass jar. The jar contains a plain gold signet ring, still on the boney finger. A note suggests it was cut deliberately from a deceased adventurer and the candle lit as his memorial. Behind the candle is a potion bottle that looks similar to previous basic healing potions. The note concludes with hoping that 'you find more favour than he did'.

+1 potion of healing

Liberally applying oil upon the metal wheel and the fixtures, you can turn it and going anti-clockwise hear metal grinding some kind of contraption on the other side. A test will show that it disables Arnaud's Pit.

You have been adventuring approximately six hours since breakfast accounting for searches in the Nergal Nave, the Barrow wights and six crypts of the western passage, the Sunstone room and breaching the wall here. It is early afternoon. Originally the Mercenary Guards were assigned to accompany you to the Barrow Mounds and withdraw to camp overnight at Standing Stone camp and return to Helix, with or without you that evening. So leaving now might catch them still there.

any more actions in the maze?
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Re: Barrowmaze IV: Delving for Power and Glory

#683 Post by Rex »

Orgoth

Seems good timing to head back. Who is taking the potion of healing and the ring?
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Re: Barrowmaze IV: Delving for Power and Glory

#684 Post by OGRE MAGE »

Sven grins, packing up the last of their spoils.

"Hey Isvand. You still wanna try some of that smelly colored beer in the next room before we leave?"

The mage gathers everything from the last few rooms and casts his Detect Magic to see what pings.
Block of Amber
Rose Thorn Necklace
Skeleton Bracelets/Anklets
(shield/chainmail/lockpicks/hammer/chisel/etc.)
small tin containing some sewing needles and threads, spare buttons, shoelace
Silver ring (Isvand) /standard short sword (faceless elf)
Plain gold signet ring
Potion of Healing?
Last edited by OGRE MAGE on Mon Apr 04, 2022 8:36 pm, edited 1 time in total.
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Re: Barrowmaze IV: Delving for Power and Glory

#685 Post by OGRE MAGE »

Kills/Spoils/Items of Interest

Located Spade Mound (17)
Located Baboon Mound (24)
Located Cross mound (22)
Located Burrowed Holes Mound (23)
Found the two traps on the Silas mound (one the hard way) :?
Discovered Nergal Nave and Statue: pic https://www.unseenservant.us/forum/view ... 38#p594638
Left a few rooms unsearched beyond the metal lever doors after the multi-ghast monster formed. Crabs/Shrine, Silhouettes/Sarcophagus , Jelly Mold...

Treasure!
Isvand finds a playing card: Jack of Diamonds
Two sapphires
109 gold pieces, each has a small hole drilled into it (100 of these are now chocolate coins, minus 8 we already ate.)
A drawstring pouch containing nine human fingers, each has a colourful ribbon tied to it.
A short sword in a scabbard. When withdrawn you see that instead of an iron blade there is a large iron key attached to the hilt.
Big John's Miners Pick (Down with Drew)
Cement Severed Hands
Black Cultist Cloaks
Common Mousetrap
Amethyst gem (appraised later circa 80gp)
A small sack of 'trinkets' which are probably worth 20gp on a bazaar table sale
89sp, 31gp
Two large egg sized diamonds (from helm coffer)
47sp
Block of Amber (klepto gnome)
1 Rust Monster Egg
1 intact Iron Cobra
2 broken Iron Cobras

Gold statuette of a woman in a loose toga type dress. (200gp)
A block of Amber, about the size of a hand soap which contains the preserved body of a miniature stag beetle. (200gp)
A silver ring with an inset, pale milky blue Moonstone. (50gp)
A Mammoth and baby mammoth ivory figurine set on an ebony stand. (200gp)

A pouch of 666 silver pieces. There is a note in the pouch that cautions the owner not to spend the coins but to cast them, spread across a floor in order to act as some special caltrops that would hinder a werewolf or other silver vulnerable creatures from crossing. Carried by Isvand

A porcelain skull in the shape of a boar's head. The apple in its mouth has a slot in it and the head rattles indicating coins inside. "Feed me" is written on the side. Contained: 49sp, 21gp, 1pp Carried by Orgoth

A whittled piece of wood in the shape of a dwarf holding a drum. Underneath is written, "Drums in the Deep" Gnomes

An oak cudgel, like a sailors belaying pin or short baseball bat. Carried by Orgoth

A potion bottle, an unknown elixir none of you are familiar with. The flask is well sealed with a waxed cork. Potion of Diminution? Carried by Sven


4 skeletons with ankle and wrist bracelets of mini cubic zirconia stones and shaped silver bells that tinkle softly when moved. (8 pairs of decorative bracelets)

A curved kopesh type short sword. The handle is made from a dyed ivory or bone, the blade, sharpened on the outer edge is exquisitely refined. Magical/Gerdal carries

A burlap sack with a green goblin head, made from Malachite Magical

An intricately designed silver coffer with a rune covered cryptex lock. Magic Helm/Orgoth (are key and coffer still detecting as magical?) An ornate helm. The steel helm is crafted in the style of a pinnacled dome and etched with ancient scripts. It has an adjustable nose bar and hinged cheek and ear plates. A skirting mail coif protects the exposed neck and throat of the wearer.

A small flask with leaded panes and rosy stained glass. It contains some viscous syrup. (Magic Potion?) It has a zest and spark to it that provokes an inner energy or revitalization but the potion is not a typical healing variety.

Need to Detect Magic on:
A single gold necklace designed as a long stem with thorns and ending in an inset jet gemstone carved in the pattern of a blossoming rose (shield/chainmail/lockpicks/hammer/chisel/etc.)
small tin containing some sewing needles and threads, spare buttons, shoelace
Silver ring (Isvand) /standard short sword (faceless elf)
Plain gold signet ring
Potion of Healing?

Monsters Killed/Vanquished
Evaded a Rust Monster
7 Mineral Encrusted Fossilized Skeletons (Sven killed 2 on his own)
1 Haunt (Big John)
Avoided Crypt Tavern Guardian (III)
1 Gargoyle/Stone Quasit
2 Wights
1 Greater Barrow Wight
5 Nergal Zombies
3 Ghasts (saved some parts)
3 Ravenous Dead (Orgoth)
3 Iron Cobras

Truro has 1 holy water.
Gnim has 2 vials of acid.
Treyvor has 1 'sticky socks'.

notes on all NPC's
Amos
He is a C2 / T1 ,
AC 6, Studded leather, Dex +1AC
HP 13,
(Dex 15, Wis 15)
4 x daily 1st level spells plus Read Magic/Detect Evil.
As a cleric of Arcantryl, he may cast any 'touch' based spell via a melee attack/weapon as part of Arcantryl domain benefits.
He has learned the Mage spell Shield.
He carries a scroll of Protection from Evil and two vials of Holy Water. He bears a long Quarterstaff and a mace. He also has a set of Thieves Tools.
Current spell loadout: CLW, CLW, Shield, Bless, Read Magic, Detect Evil

Truro, young itinerant evangelist hiring himself out via the Mercenary Guild.
Cleric of St Ygg's
C1,
AC 5 chainmail,
hp 5,
Q-staff, he has a bonus +1 to hit vs undead, uses a mace.
Has +2 x 1st level (& +1 x 2nd level when advanced) Wisdom bonus spells, plus one for level plus domain spell of Light, that he may cast daily.
Usually loaded out with CLW, CLW, Light, Remove Fear, Detect Evil
Str 10, Int 10, Wis 15, Dex 11, Con 12, Cha 9

Gnimish AC 4, chainmail, Dex +1AC,
hp 8,
Saves as F1.
Wields a light crossbow/military pick combo and a dagger.
Carries a 'mechanic's toolkit' and vials of acid. (Has the Huckster manitou from Schmo Joe)

Treyvor
AC 6, Studded leather, Dex +1AC
hp 6,
Saves as T1
Bears a light crossbow/military pick combo and dagger. Carries an artisan thieves toolkit, +10% on lockpicks & f/r traps and a bag of 'sticky socks' (Greek firebombs x4)

They have a portion of Barrowmaze mapped on a parchment though the location is unknown.
Last edited by OGRE MAGE on Mon Apr 04, 2022 8:39 pm, edited 1 time in total.
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Re: Barrowmaze IV: Delving for Power and Glory

#686 Post by sastaz »

Gerdal sighs.

"I must say this is something of a disappointment, after all the trouble we went through to defeat the snakes. And how on earth did that other adventurer get in here with the snakes present?! Anyway, I guess the living snake and the rust monster egg could be of great value, if we can find the right buyer."

She joins the others if Isvand wants to have a sip o' bear before they leave.

"How do we get out though? The rust monster is still roaming the entrance and is probably mad as hell. Not to mention the stairway is destroyed." Did I get that correct, that the rust monster destroyed the stairs?
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Re: Barrowmaze IV: Delving for Power and Glory

#687 Post by OGRE MAGE »

Sven nods at Gerdal.

“I believe our sweet entrance has been compromised, and I’m not sure how many more times we will be able to access it to enter the maze. I sure wish we could have found a safer alternative, but I think we need to GO. We also need to decide right now if we are going to rid the dungeon of that damn rust monster or not on our way out. This maze is doing something to me, to my mind, I can feel it. Does anyone else feel like that too? Or maybe it was that stupid mask?”
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Re: Barrowmaze IV: Delving for Power and Glory

#688 Post by redwarrior »

Isvand speaks up I think we should definitely deal with the rust monster. If we return here many more times we will have to, best to do it at a time of our choosing. It would be best done with wooden weapons or missiles. Or maybe fire? Isvand thinks for a minute and says Yes, I think I'd like a drink before we head out!
He'll try one of the pools at random. Feeling lucky!


I'm not committed to fighting the rust monster if we think we can isolate it. But we stole it's egg, so it has the hates for us...
I don't remember the silver ring right now, btw. (not an in-game effect... I just don't remember it)
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Re: Barrowmaze IV: Delving for Power and Glory

#689 Post by OGRE MAGE »

The silver ring Isvand is wearing came off the faceless elf from the silhouette room.
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Re: Barrowmaze IV: Delving for Power and Glory

#690 Post by Spearmint »

Exploring the Corridors

While the group search, pack up and secure the area, a few characters enter the Bacchus Ale Pools.

Isvand feels quite chipper, fidgeting with items in his pocket and gesturing a hand over various items as trying to feel a certain vibe from them.

Inexplicably, he suddenly drops whatever he is holding and begins to violently throttle himself, comically throwing himself into an ale pool and forcefully dunking his head under the surface several times. Those nearby can see his shadow squeezing the life from him as he struggles to breathe.

Breathless and gagging on much swallowed liquorice coloured ale, Isvand passes out. The spasm over, he falls to face plant the flagstone floor.

"Hic!" he burps.
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Re: Barrowmaze IV: Delving for Power and Glory

#691 Post by Spearmint »

The mage gathers everything from the last few rooms and casts his Detect Magic to see what pings.
Of the items perused, the potion pings. It looks and tastes with a sip as a potion of healing would, the necromantic aura also radiates from healing cures so there is nothing odd there.

The black rose designed necklace radiates a similar aura.

The tin of sewing needles and buttons radiates an Alteration enchantment. The articles inside look common and rustic but you might feel that as a whole, using them would trigger a one-off 'Mending' spell.

Nothing else detects as out of the ordinary.
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Re: Barrowmaze IV: Delving for Power and Glory

#692 Post by Spearmint »

Did I get that correct, that the rust monster destroyed the stairs?
Rusty is eating the metal stairs bit by bit. The more he feels it, the rustier it becomes. Eventually, as he weakens the struts from the ground up rather than top down, it will come free of its fixtures and topple though you did tie the top frame with a rope around the next sarcophagus to secure it from wobbling as you descended.

Last you looked it was still erect and climbable.
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Re: Barrowmaze IV: Delving for Power and Glory

#693 Post by Rex »

Orgoth

Orgoth rushes to Isvand's aid, "Gerdal help!"
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Re: Barrowmaze IV: Delving for Power and Glory

#694 Post by OGRE MAGE »

I tried to clean this up a bit, getting rid of the duplicate entries. I will start working out a fair distribution. Speak up if you want anything specific!

Kills/Spoils/Items of Interest

Located Spade Mound (17)
Located Baboon Mound (24)
Located Cross mound (22)
Located Burrowed Holes Mound (23)
Found the two traps on the Silas mound (one the hard way) :?
Discovered Nergal Nave and Statue: pic https://www.unseenservant.us/forum/view ... 38#p594638
Left a few rooms unsearched beyond the metal lever doors after the multi-ghast monster formed. Crabs/Shrine, Silhouettes/Sarcophagus , Jelly Mold...

Treasure!
Isvand finds a playing card: Jack of Diamonds (did this get used already?)
Two sapphires
9 gold pieces, each has a small hole drilled into it
92 chocolate coins :(
A drawstring pouch containing nine human fingers, each has a colorful ribbon tied to it.
A short sword in a scabbard. When withdrawn you see that instead of an iron blade there is a large iron key attached to the hilt.
Cement Severed Hands
Black Cultist Cloaks
8 pair of decorative bracelets of mini cubic zirconia stones and shaped silver bells that tinkle softly (skeletons)
Amethyst gem (appraised later circa 80gp)
A small sack of 'trinkets' which are probably worth 20gp on a bazaar table sale
89sp, 31gp
49sp, 21gp, 1pp (bank)
Two large egg sized diamonds (from helm coffer)
47sp
1 Rust Monster Egg
1 intact Iron Cobra
2 broken Iron Cobras
Silver ring (Isvand) /standard short sword (faceless elf)
Plain gold signet ring (cobra room)

Gold statuette of a woman in a loose toga type dress. (200gp)
A block of Amber, about the size of a hand soap which contains the preserved body of a miniature stag beetle. (200gp)
A silver ring with an inset, pale milky blue Moonstone. (50gp)
A Mammoth and baby mammoth ivory figurine set on an ebony stand. (200gp)

A pouch of 666 silver pieces. There is a note in the pouch that cautions the owner not to spend the coins but to cast them, spread across a floor in order to act as some special caltrops that would hinder a werewolf or other silver vulnerable creatures from crossing. Carried by Isvand

A porcelain skull in the shape of a boar's head. The apple in its mouth has a slot in it and the head rattles indicating coins inside. "Feed me" is written on the side. Carried by Orgoth

A whittled piece of wood in the shape of a dwarf holding a drum. Underneath is written, "Drums in the Deep" Gnomes

An oak cudgel, like a sailors belaying pin or short baseball bat. Carried by Orgoth

A potion bottle, an unknown elixir none of you are familiar with. The flask is well sealed with a waxed cork. Potion of Diminution? Carried by Sven

A curved kopesh type short sword. The handle is made from a dyed ivory or bone, the blade, sharpened on the outer edge is exquisitely refined. Magical/Gerdal carries

A burlap sack with a green goblin head, made from Malachite Magical/Sven

An intricately designed silver coffer with a rune covered cryptex lock. Magic Helm/Orgoth (are key and coffer still detecting as magical?) An ornate helm. The steel helm is crafted in the style of a pinnacled dome and etched with ancient scripts. It has an adjustable nose bar and hinged cheek and ear plates. A skirting mail coif protects the exposed neck and throat of the wearer.

A small flask with leaded panes and rosy stained glass. It contains some viscous syrup. (Magic Potion?) It has a zest and spark to it that provokes an inner energy or revitalization but the potion is not a typical healing variety.

Potion of Healing

A single gold necklace designed as a long stem with thorns and ending in an inset jet gemstone carved in the pattern of a blossoming rose (Healing?)

Small tin containing some sewing needles and threads, spare buttons, shoelace Magical-Mending spell



Monsters Killed/Vanquished
Evaded a Rust Monster
7 Mineral Encrusted Fossilized Skeletons (Sven killed 2 on his own)
1 Haunt (Big John)
Avoided Crypt Tavern Guardian (III)
1 Gargoyle/Stone Quasit
2 Wights
1 Greater Barrow Wight
5 Nergal Zombies
3 Ghasts (saved some parts)
3 Ravenous Dead (Orgoth)
3 Iron Cobras

Truro has 1 holy water.
Gnim has 2 vials of acid.
Treyvor has 1 'sticky socks'.

notes on all NPC's
Amos
He is a C2 / T1 ,
AC 6, Studded leather, Dex +1AC
HP 13,
(Dex 15, Wis 15)
4 x daily 1st level spells plus Read Magic/Detect Evil.
As a cleric of Arcantryl, he may cast any 'touch' based spell via a melee attack/weapon as part of Arcantryl domain benefits.
He has learned the Mage spell Shield.
He carries a scroll of Protection from Evil and two vials of Holy Water. He bears a long Quarterstaff and a mace. He also has a set of Thieves Tools.
Current spell loadout: CLW, CLW, Shield, Bless, Read Magic, Detect Evil

Truro, young itinerant evangelist hiring himself out via the Mercenary Guild.
Cleric of St Ygg's
C1,
AC 5 chainmail,
hp 5,
Q-staff, he has a bonus +1 to hit vs undead, uses a mace.
Has +2 x 1st level (& +1 x 2nd level when advanced) Wisdom bonus spells, plus one for level plus domain spell of Light, that he may cast daily.
Usually loaded out with CLW, CLW, Light, Remove Fear, Detect Evil
Str 10, Int 10, Wis 15, Dex 11, Con 12, Cha 9

Gnimish AC 4, chainmail, Dex +1AC,
hp 8,
Saves as F1.
Wields a light crossbow/military pick combo and a dagger.
Carries a 'mechanic's toolkit' and vials of acid. (Has the Huckster manitou from Schmo Joe)

Treyvor
AC 6, Studded leather, Dex +1AC
hp 6,
Saves as T1
Bears a light crossbow/military pick combo and dagger. Carries an artisan thieves toolkit, +10% on lockpicks & f/r traps and a bag of 'sticky socks' (Greek firebombs x4)

They have a portion of Barrowmaze mapped on a parchment though the location is unknown.
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Re: Barrowmaze IV: Delving for Power and Glory

#695 Post by OGRE MAGE »

Sven rushes up to the fallen Isvand. looking him over for any actual injuries.

"Isvand! Are you okay? Are you drunk? Do you feel any differently other than that? Isvand?"

The mage looks to the halflings recent snake bite to see if the marks have been healed.

"Well, I guess we know the liquid is intoxicating, right? Isvand?"

"Smokie, do you smell anything off about the ale in these pools. Don't drink too much of it now!"
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Re: Barrowmaze IV: Delving for Power and Glory

#696 Post by redwarrior »

Isvand gets blearily to his feet, and staggers around a bit, holding his head and his stomach by turns. After a long belch that looks like it's physically painful, he slaps his face a few times, like he's trying to wake up/sober up. I'm fine, I'm fine. Just impulsive and a little stupid at times. He gives his shadow the side-eye. That stuff gets you drunk sure enough, but it tastes like licorice. I don't know what I think about that. Well, are we ready to go? Do we need to kill that rust monster?



Isvand is interested in shinies (gems & rings, etc) for most of his share of the loot when that time comes. He wouldn't be averse to the magical short sword, but he already has a magical melee weapon (mace) and his boomerangs. - so he should be last in line until everyone else has at least 1 magical melee weapon. As for the other magic, would need to know what it all does before speaking. Also, he wants to keep the sling stone of unknown effect, but he still has the score of +1 sling stones if anyone wants them. He still has the Jack of diamonds.
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Re: Barrowmaze IV: Delving for Power and Glory

#697 Post by Spearmint »

apart from trying to drown himself in a pool, I am not actioning any penalty, bonus, curse, blessing if any from accidentally swallowing any alcohol from the pools. But you can take a tankard and drink or mix a cocktail of liquids should you so choose.

Just detail any specific drinking if you wish to partake.

Smokie tastes, "Prefer milk Hooman, or blood." he says.
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Re: Barrowmaze IV: Delving for Power and Glory

#698 Post by sastaz »

Gerdal is perplexed by all events happening once of a sudden, but finally comes to.

"Isvand, what happened there?! Did you throw yourself into the pool before or after you tasted it? I think this might be that shadow of yours playing with you. Anyway, I'm not going to try my luck - as you said, we need to start travelling back."

She turns to Sven.

"I don't feel a thing actually, although it seems both you and Isvand are affected. Maybe it's because I have the blessing of Kali, right?" She smiles and it is really hard to see whether she's trying a joke to lighten the mood or ...something else.

"So. What about the rust monster exit? If we want to sidestep it we could always have our invisible helper give the egg back, I guess. Maybe hover it some feet above her head while we climb the stairs?"
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Re: Barrowmaze IV: Delving for Power and Glory

#699 Post by OGRE MAGE »

Sven gulps audibly at Smokie’s response. He looks at Gerdal with one raised eyebrow. “Really? You aren’t feeling anything strange from being in here at all? Hmmmmm.”

“I don’t think we should give the egg back. I don’t like killing things indiscriminately more than anyone else, and that thing didn’t do us too much harm yet, but think about it this way. Do you know how long it takes a Rust Monster to grow from egg to being mature enough to cause problems? Do any of us really want to fight three of those things the next time we come in here?”


As an experiment, the mage uses his mug to mix all three of the colored waters together, collecting the same amount of each and swirling it around to mix it up before doing another sniff test.
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Re: Barrowmaze IV: Delving for Power and Glory

#700 Post by redwarrior »

Isvand will try a mug from one of the other pools hair of the dog, considering, he says I bear it no particular ill will, but I think you are right. Have you any more spells that would be useful? I am happy to shoot at it from a distance, but I wouldn't want to lose this nice mace.
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