The Long Road

Dungeon Crawl

Where the party journeys into the Barrow of St. Cristoff

The party descends through the cave, clearing brush and roots, until they arrive in a worn antechamber, roughly 55 feet long and 15 feet wide. Faded frescos adorn the walls, depicting knights battling all manner of creatures – winged pixies, ogres, giants, and dragons.

A closed wooden door is on the right wall, fifteen feet into the chamber. At the end of the antechamber, an archway leads south. A faint buzzing or humming noise can be heard from the archway.

Ignoring the frescos and paintings, they moved to the end of the hallway to investigate the buzzing. Ser Archibald threw a loose stone down the passage, a long narrow hallway honeycombed with nooks and crannies, but nothing happened. Going back to the original door, Paz cast a ray of frost on the lock and started hammering away at it.

The noise finally attracted the attention of an entire hive of stirges (16), that the party managed to fend off and kill. The investigated the hallway for a short amount of time, seeing two doors precariously holding up a partially collapsed ceiling and promptly turning around.

Htaed used his massive strength to force the door from the main chamber, opening up a treasury. This 55×35 foot hall had become overrun by a greenish moss along the western wall. Faded and rotted tapestries line the walls and several chests, racks, and urns hold ancient treasures. A magnificent suit of plate armor is displayed on the south wall with its gauntlets atop a longsword. There is a fungus-covered stone door on the southern section of the west wall and a second wooden door on the south wall.

The stone floor has a great seal inscribed in the center. The party investigated the seal and determined it was religious, not arcane, in nature. It didn’t radiate any magic and appeared to belong to either the Dorian Pantheon or perhaps some Kthonic incantation.

Crossing the seal to examine the treasure activated the magical guardian – an animated suit of armor. The party had difficulty damaging the creature, but Ser Archibald’s magical blade seemed to do the trick.

From there, the party headed west through the moss-covered door. This 25 × 45 stone room appears to be a small shrine. Decayed and tattered tapestries line the walls and a statue of an armored woman stands proudly against the western wall. The woman wears a dark purple cloak that appears undamaged by the environment.

Two doors to the south lead out of this room, one in the center of the southern wall, the other in the southeastern corner. The party determined this statue was also religious in nature, probably one of the Gods of Doria or a heroic avatar of the Kthonic faith. Ser Archibald discounted Kthon since the statue itself would be idolatrous to their religion. The party decided to rest for a short time here and discovered a secret compartment after Ah Zhi played some music.

After resting, they moved southeast into a 15 × 45 room appearing to have once been a ceremonial fountain or cleansing shrine. Water from a subterranean hot spring makes the room warm and humid. Ancient plumbing moves a good portion of the hot spring’s water up into the ceiling, perhaps to the ancient castle on the mountain. The fountain itself is cracked, spilling water into the room in a steady stream. The eastern wall is slightly lower than the west, creating a sloped, slippery floor. The water has pooled over the years into a dark hole beneath the floor itself. A large portion of the northern wall has collapsed onto a door, making it impassable. A door leads south. The pooled water smells dank and fetid.

They carefully proceeded south across the slippery floor. This open 25 × 45 foot room is slanted down towards the east. It appears to have once been a burial chamber, but the sarcophagus and all tapestries have been destroyed. The sarcophagus itself appears to have been rent asunder or melted; perhaps both. A dark passage leads to the south and a large opening in the north-east corner appears to have once been a door. A shaft of light emanated from the room to the north.

They moved through the broken door to investigate. This 25 × 45 foot chamber was once some central shrine or temple to the complex. It is now almost unrecognizable. The walls are warped and burned. The ceiling precariously sits on an ancient stone door in the northeast corner. A pool of dank, fetid water consumes the entire northwestern corner of the room. A narrow shaft in the ceiling casts a dim light into the murky room. Parts of the wall have large, deep gouges in them. Bones are strewn across the floor.

In the southwest corner is a haphazardly assembled pile of treasure. From beneath the water a wyrmling black dragon had been nesting, trapped by the narrow confines of the barrow and unable to escape. It immediately burst from the water and spat a stream of acid and Paz and Ser Archibald. Paz caught the brunt of the blast and was immediately downed whereas Ser Archibald was only badly burned. The party regained their footing and was able to put down the juvenile wyrm. They saw the broken ruins of a staircase leading up and, after gathering the treasure, were able to ascend into the castle.

Once in the ruins of the ancient castle, the group was able to rest for a longer period of time and spy on the activities around them. The hobgoblin troops had occupied the main gatehouse and the main keep, leaving much of the ruins alone. The party hatched a plan to set the stables ablaze and signal the elven scouts to attack. Htaed sneaked into the stables and was able to silently set fire to them. While trying to escape, he was spotted by the goblin guards. Ah Zhi’s put the goblins to sleep before they were able to warn anyone of the intruders.

Next Game: Assault on the Keep!

  • Experience: 550 XP
  • Money: 3000 cp, 2200 sp, 540 gp, 170 pp
  • Art: Two silver ewers (25 gp ea), a pair of small gold bracelets (25 gp ea), a copper chalice with silver filigree (25 gp), a pair of engraved bone dice (25 gp), a gold family signet ring with bloodstones (250 gp), Platinum Ring (Holy Symbol of a Dorian Goddess, 100 gp), a pair of carved bone statuettes (25 gp ea), a silver chalice (25 gp), a gold locket with a faded portrait (25 gp)
  • Magic: Potion of Fire Breath, Potion of Greater Healing, Goggles of Night, Bag of Holding, Alchemy Jug, Cloak of Protection, Potion of Acid Resistance, Warhammer + 1, Shield + 1, Instrument of the Bards (Max-Fuirmidh Cittern)

The party overlooked the frescoes and tapestries, which had some information pertinent to Ser Archibald. He would have had time to go back and look through them during the long rest.

The Frescoes (Main Chamber)

The frescoes in the main entry appear to be depicting an ancient order of knights with passing similarity to the Knights of the Iron Ring. A lot of the symbolism is either the same or similar, but much older than the Order itself.

Tapestries and Statues from the Shrine

  • Ser Archibald believes It’s definitely a religious statue, possibly one of the Dorian goddesses – Ilsi, Alia, the Black Rose, Shandel, or Magda. The tapestries are covering some ancient story of the Gods, but you can’t make out which one exactly. Unlikely to be Kthonic, as they are against idolatry.
  • Paz believes It’s religious in nature, possibly Dorian; Possibly some Voden spirit or Kthonic knight.

Ah Zhi doesn’t have enough context to make any guess and Htaed simply doesn’t care.

Comments

jccaran

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.