Escaping the Barrowmaze
Barrowmaze: random vs 1 [1d6]=2 [1d6]=5
After some study and reflection, plans are made, weapons and torches branded, helmets and shields adjusted.
I think I note the Bone-Vest as being equipped to Berric for want of allocating it out. No more Holy Waters, all are used. No more potions and lotions, I think you guys need adjust your inventories.
Orgoth may still have his Potion of Invisibility.
The Earth Elemental mud guardian can be reclaimed, rolling up the mud like rolling up flattened pastry and triggering the internal vacuum of some spatial dimension to suck up the loam back into the large cannister.
Sven slings it over one shoulder.
A strange 'marching order',
Yardie who wears the minotaur skull, his dreadlocked head inside the large bovine cavity leads the way, listening to incomprehensible chuntering and snorting with occasional discernible directions for left, right, straight. He is armed with
Orgoth's spear.
Orgoth walks behind, his glowing longsword held in hand, shield raised.
Crippens & Berruc, each with javelins complete the vanguard.
Sven checks with his bronze compass, adding scribbled notes on some dry graph parchments to sketch a map. He walks next, at his heels are
Smokie, Gargyx & BarkingToadLegs .
Then comes
Penelope and the two unnamed human survivors, they help lug whatever gear you need and brandish a torch each.
Grumashk brings up the rear, totting the heavyweight sledgehammer with ease.
Are you bringing those Canopic jars with you?
Escaping ...
The first check is to gain the 'all clear' around the Ritual Pool chamber and that nothing intrudes or follows from the South Wing of crypts. The bloodthirsty wolf spiders are still in their rubble habitat and are happy not to be disturbed. You ignore intruding upon
Totenkopf's research, a hum of Quasi lightening heard behind the securely locked door. Over the hidden pit and around the mossy pit in the wider hallway. Several crypt doors are bypassed, their secrets and treasures left for another time.
You make it into the wider corridor that northwards leads to the Pit of Chaos. The baleful influence in that corridor is not good, even stalwart
Smokie shivers, struggling to keep a howl in and turning invisible. The Mongrelman whimpers,
Penelope and the torchbearers visibly flag. You hurry on southwards, passing several unstable portions of wall that shudder slightly as your hollow footsteps tremor-step upon the hallway flagstones.
Unstable wall vs 1-2 [1d6]=3.
Bits of brickwork and earth crumble, a solid chunk clattering upon the floor from the ceiling, sending shards of stone to pebble dash behind you.
Thankfully you turn out of the hallway into a narrower passage. Again, many crypts and passages are on either side but following the guidance of the Minotaur's spirit, you ignore these abd head eastwards.
After a few yards you stop. This time is everyone who gets the feelings of dread and paranoia.
Sven slaps his head, hearing empathetic voices and they don't sound gruffly lupine, more devilish and enticing.
"Welcome, come, come as Hand and offer your heart." the Voice speaks.
The group halt outside a grim façade, the large skull edifice framing the sides of a passage that ends in two doors of black and dread.
Actions everyone provide a Wisdom saving throw please. Sven at -1.