Category Archives: Megadungeon

Barrowmaze Season 6- A Druid Joins the Party- and Then Dies. Oh and Treasure!

My online group got together for the first time in nearly two months (damn the busy schedule!) and got to play some more in our Barrowmaze campaign.

The Party

  • John- Half-demon Paladin (follower of Sylvanus)- level 2
  • Liam- Half-orc Cleric/Ranger (follower of Sylvanus)- level 1
  • Gene- Dwarf Warrior- level 2
  • Fletch- Gnome Druid- level 1

Not Present

  • Omar- Human Paladin (follower of Sylvanus)
  • Chad- Halfling Thief- level 2
  • Nate- Human Warlock- level 1

We started with the group deciding whether to carouse or not.  Liam and Gene decided not to, but Fletch was all for it.  He ended up getting a work of art tattoo on his back.

Aside: I was super excited to have the group carouse, as it would let me get to use my new Carousing in Barrowmaze stuff!  Alas, only Fletch choose to…  Oh well- another time!

Liam got some new chainmail as his armor was destroyed last session and then the group decided to explore the Barrowmounds again.

Barrowmounds Map Online

This is a map I’m making on Hexographer.  Red icons are explored or at least ventured into.  Black are ones that have been spotted, but not traveled to.

Barrowmound 1 

barrow mound photo

Mound sealed. Group came across grave robbers (10 of them).  Gene attempted to sneak up on them, failed, and was discovered.  He smoothed things over and leave.  Met up with Fletch and Liam.  They decided to watch these grave robbers open the mound, get eaten by whatever was inside, and then attack.  Five grave robbers entered the mound and then screaming was heard, “oh god!  They are killing us!”  One human ran out of the mound and a ghoul leapt out, smashing the fool’s face into the mud and drowning them.  The five remaining grave robbers fled.  The group rolled really well and killed two ghouls before they even got to act.  Decided to go inside.  A child ghoul dropped down from the ceiling and petrified Fletch (in boar form).  Gene critically failed the attack roll and stabbed the petrified Fletch, killing him.

  • Found gold and Assassin’s Dagger- small hole in handle to load vials in so no risk of accidentally poisoning self. Liquid travels down rivets in blade and is released when a target is stabbed.

Barrowmound 2

Mound sealed. Broke through with sledgehammers, did not attract trouble.  Broke in and found a sarcophagus.  Opened it and was attacked by a zombie.  Gene decapitated the fool and then they stole the ring on its finger and some pouches of gold.  Fletch’s new character (a survivor of the grave robbers killed in Mound 1) set the corpse and sarcophagus on fire.

Barrowmound 4

Mound sealed. Broke through with sledgehammers.  They did attract trouble (five corpses of the grave robbers from Mound 1).  Inside was a large sealed stone sarcophagus.  Group went to work busting it up with sledgehammers.  Set upon by 5 zombies.  Fletch and Gene got chomped on a few times before killing everything.  Found a wooden sarcophagus inside the stone one.  Picture of beautiful woman on the wood.   Burned everything.

  • Treasure found- four expensive bottles of perfume.

Barrowmound 7

Mound sealed by beautiful brass doors covered in filigree pattern. Liam and John noticed that a skull symbol (they recognized it as the symbol of Negral, God of Death) manifested itself in the center of the doors (no one else could see them).  Liam convinced Gene to touch what he couldn’t see (sounds like a bad sex joke).  Gene touched it and the skull became visible to all.  The filigree pattern wilted away to reveal small pentagrams.

Aside: At this point Gene and Fletch had to leave.  John, Liam, and I decided to play a little more.

Barrowmound 15

Mound sealed. Broke through with sledgehammers, did not attract trouble.  Large open barrow.  Doors to west and east are contained by rusty portcullises.  Found a secret door to the north.  Found a valuable urn (poisoned trapped- John succeeded save and didn’t die) and a locked chest with treasure!  Looked at two passageways and saw they were half or fully submerged with water.  Liam said, “I have a problem with water and bloated bodies.  Let’s leave.

  • Treasure found- Gauntlets of Dexterity (Liam took).

Barrowmound 14

Ebony wood double doors with intricately carved door handles resembling writhing worms. Group didn’t like this.  Ventured inside.  Found two pools of brackish water.  Discovered fading and damaged frescos on the walls of people bathing in two pools.  John said, “fuck that!”.  Went to doors at north, west, and east.  All locked.  Marked it as a place of interest to return.

This was a good stopping point.  The group went back to town.  They got experience and healed up.  John gained level 3.

The Graveyard

Graveyard

Liam- Elf Wizard (1st level)

Stan Human Torch Boy (Hireling)

Jamie- Halfling Paladin (1st level)

Nate- Human Warlock (1st level)

Chad- Halfling Thief (2nd level)

Samuel DaMule, Torch Boy (Hireling)

Kevin- Human Thief (2nd level)

Fletch- Gnome Druid (1st level)

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Barrowmaze Season 5- Muck, Blood, Angela Lansbury Tattoo, and… Hey- No One Died This Time!

My Rochester delved once again into Barrowmaze!

Note: I am using my homebrew rules for The Black Hack to run this.  For more information, click here.

Players

  • Emma- Elf Ranger
  • DJ- Dwarf Fighter
  • Tyler- Halfling Thief
  • Angie- Dwarf Druid
  • Nate- Half Demon Warlock
  • Sammi- Half-elf Wizard
  • Kevin- Human Thief

Couldn’t Make It

  • Jamie- Elf Cleric (Deity is Silvanus, the Green Man)
  • Katie- Half-elf Warrior

The group started about by carousing.  My next group (playing on Sunday) will get to use my carousing table made specifically for my Barrowmaze groups!  I’m pretty jazzed to give that a go.

A few peeps annoyed the local constable, but avoided serious trouble.  Sammi had a grand time.  Angie one big money at the Gambling Hall.  Tyler made an ass out of himself, but didn’t attract too much attention.  DJ got a tattoo of Angela Lansbury on his ass.  She has dicks for eyebrows.

angela-lansbury-450x600

The group woke up the next morning and decided they were too poor to hire out any help or buy any health potions or ANYTHING…

The group decided to shake things up this time and explore the Barrowmounds.

Barrows

Obelisk 

  • Black obelisk of crumbling stone. Glowing runes etched on sides.  Carved skull with candles in eye sockets.  The obelisk is recognized as honoring Nergal.  Kevin (half-orc paladin of St. Ygg) decides it’d be a good idea to blow out candles.  Fails Luck roll.  An angry voice bellows through area, “You dare defile this holy land!”  A Corpse Coffer appears.  Sami successfully casts sleep on it and the party runs.

Barrowmound 18

  • Group finds remnants of dead toads (from battle in online group). Mound previously plundered.  Knee deep fetid water.  Discover a large fist-sized ruby under the water (this was missed by online group).

Barrowmound 21

  • Group punches through wall and finds two stone slabs with the skeletal remains of a human on each, a decaying shall resting atop the bodies. The stone slabs each housed a secret compartment.  Skeletons animated and were immediately slain before they could act.  Treasure found: gold (Nate the half demon warlock stole it while no one was looking), an unidentified dagger, and two unidentified scrolls.

Barrowmound 20

  • Group finds mound already plundered. Explores inside and finds a stairwell leading down into the Barrowmaze.  Group decides to head down and explore the new area of the maze.

The Maze

Room 50

  • Group goes down stairs and finds large centipedes crawling on wall. Emma kills one with an arrow and Sami again successfully casts sleep, putting them all down.

Room 56

  • Encounter a ghoul on ceiling while walking to this room. It is killed quickly thanks to high initiative rolls.  Find graffiti in room, “They are coming.”  Angie casts “Alarm” on a mouse and sends it into room 57.

Ghoul

Room 57

  • Room is empty save for a few dead bodies of animalistic-looking humans (mongrelmen).  Group finds a little bit of gold on the bodies and finds a secret door to room 92.

Room 91

  • Third Session- Group searches long hall and discovers several burial mounds. Searches through them and finds riches and isn’t attacked.

The group headed back to Helix and divided up the treasure and got XP.  Angie was the only one who leveled up (pays to carouse and be the GM’s wife- means she’s always at the sessions).

We will meet up again in November.  I run Barrowmaze for my online group on Sunday!


Carousing in Barrowmaze

In my current Barrowmaze game, carousing is one of the things we do to kick off each session.  I love the carousing table created by Jeff and Zak.  I built off of that one for this (and I did one for Hubris years ago).

I’m using The Black Hack mechanics for Barrowmaze, so that is reflected below.

Feel free to use!

Carousing in Barrowmaze

Carouse 1

 

Characters shrug off the horrors found in dungeons by delving deep into a pint of ale, mead, whisky, or whatever alcoholic beverage comes their way.  If characters are willing to pay gold and take a gamble on what happens for the evening, they gain XP.  When a player carouses they roll a die and spend an amount of gold equal to what was rolled x 100 gp.  The die rolled corresponds to how large the city is: 1d4 for villages; 1d6 for a town or city; 1d8 for a metropolis.  The character then must succeed on Constitution-based save.  If the number rolled on the die is higher than their level, they suffer Disadvantage to the roll.  If the character succeeds roll on the night passed without incident and a good time was had by all.  If the character fails they roll on the Carousing Mishaps Table.

 

The amount rolled on the die also equals the amount of XP gained for carousing.  If the player doesn’t have the actual amount of gold spent, they receive only half the XP gained and are now in debt to someone.

 

 

Carousing Mishaps Table

1- You make a complete fool out of yourself in public.  You gain no XP.  Roll a Luck roll.  If successful you suffer -2 to Personality rolls for 24 hours.  If the Luck roll failed you gain reputation as the drunken lout and all Personality rolls are made one step lower on the die ladder for the next 1d4 months.
2- Get into an epic pub brawl!  Roll 1d3: 1-2) there are an equal number of brawlers to party members; 3) There are 1d4 more brawlers to party members.  Party members suffer -2 to attack for being drunk.
3- A slight drunken misunderstanding with the local constabulary that results in a fine of 2d8x10gp.  Failure to pay said fine results in 2d10 days in jail.
4- You wake up in bed with someone… roll on Wake Up in Bed With… table below.
5- You lose an additional 1d10x50 GP in gambling loses.
6- You drank and celebrated and were the life of the party.  Roll a Charisma save- if you fail, you manage to be forgotten and fade into the mists of inebriation.  If you succeed on the roll you become the stuff of legend and all future carousing in this location cost double for the next month due to people who glom onto you for free drinks and revelry (however you gain double the experience).
7-8- You insult a notable person of importance.  Roll on Local Person of Rank table.
9- Sharing mugs, swapping spit (or worse) isn’t the smartest thing…  You picked up a disease!  Roll on the Diseases of Hubris table (pg 232).

10-You get hammered and decide it’s a great idea to get a new tattoo: Roll 1d8 1-2) PC chooses; 3) GM chooses; 4) player to your left chooses; 5) player to your right chooses; 6) PC carousing with you also gets the same tattoo; 7) PC chooses, but the tattoo artist botches it terribly; 8) PC chooses and the piece is a work of art.
11-The drunken player boasts about their vast amount of riches (whether true or not) and is set upon by a group of opportunistic thieves when the PC is alone (resolve combat as normal).  Roll 1d4: 1) 1d3 level 1 thieves; 2) 1d2 level zero mooks; 3) 2d2 level zero mooks; 4) 2d5 level zero mooks, but after 1d3 rounds two city watchmen get involved in the fight.

12-Make a Luck roll: Success- You were set upon by thieves that attempted to mug you!  You were able to fend them off and didn’t get harmed.  Failure- You lose 1d10 items, 2d100 GP, and take 1d6 points of damage.
13- You wake up with the hangover from hell.  All rolls (including spellcasting) are made with Disadvantage for 1d4 hours.

14- In your drunken stupor, you managed to upset a witch…  She casts a horrible curse upon you (the curse lasts until cured).  Roll 1d4: 1) turned into a goblin; 2) turned into a pig/goat/cat/or hawk; 3) become clumsy (suffer Disadvantage to all Dexterity rolls); 4) Bad luck (only 5-6 are successes for you on Luck rolls).
15-You joined a local organization… It’s kinda foggy on which one you joined, but you somehow remember all the secret codes, handshakes, and passwords.  Roll on Local Organization table below.
16-You had a night of gambling: Roll 1d6: 1) You bet on an arm wrestling match and won!  1d10x2 gp; 2) You bet on a boxing match and lost!  2d4x10 gp; 3) You bet on a boring chess match and won!  3d6 gp! 4) You went to an arm wrestling match that went OVER THE TOP!  Resolve with normal combat!; 5) You won big at a pie eating contest!  1d100 gp; 6) You went to a cage match- a giant spider VS a poodle…  You bet on the poodle… sure thing, right? Wrong- lose 2d100 gp!
17-Wake up stark naked in local temple, roll a 1d# on the Local Organizations table below.
18-Someone slipped you a love potion.  Roll on the Local Person of Rank table.  Effect lasts for 1d10 days.
19- You got yourself in some sort of mess while in your drunken stupor and begged and whined to your god to get you out of this mess… Unfortunately for you, your god heard and answered you.  Now they are demanding you go on a quest for them.

20- You manage to start a fire in your drunken idiocy.  Roll 1d6 twice: Part One- 1-2) burn down your favorite inn or tavern; 3-4) you burn down some other den off ill-repute; 5-6) you burn down a large portion of the town.  Part Two- 1-2) no one knows what you did; 2-3 your fellow carousers know what you did; 5) someone else knows and are planning on blackmailing you; 6) everybody knows and are quite angry…

 Carouse 2

Local Organizations (Roll 1d6 for deities only)

1- Herne the Hunter

2- Silvanus (AKA The Green Man)

3- Crom

4- Arcentryl

5- St. Ygg

6- Orcus

7- Thieves’ Guild

8- Silver Standard Merchants Caravan Co.

9- Mercenary Guild

10- Secret Cult to Orcus

 

Local Person of Rank (2d8)
2- Priest of a local religion- roll 1d6 on the Local Organizations table for the deity.
3- Billworth Turgen (halfling, merchant)
4- Vanarous (half orc, constable)
5- Osen (Guild master of Mercenary Guild)
6- Hanabis (Plague Doctor from distant lands)
7- Harold Humen Huffpuff (Halfling, jeweler and money lender)
8- Ballo (human, owner of Brazen Strumpet Tavern)

9- Taycee (human, barmaid)

10- Helga (human, barmaid)

11- Merda (half elf, barmaid/healer)

12- Pernicious “Perni” Ticklebottom (halfling, owns Gambling Den, and connections to black market)
13- Mazzah the Magnificent (human, eccentric wizard- will identify items for a price and sells trinkets)

14- Karg Barrelgut (dwarf, blacksmith)

15- Yargna the Witch (human, hedge magic user)

16- Burg Sawtooth (dwarf, woodcutter)
Wake Up In Bed/Smitten Subtable (1d)
1- A succubus- make a Luck roll- Success- she’s satisfied; failure- she’s not satiated and she’s angry.
2- A dead person: Roll 1d2- Even) random NPC (roll on favored NPC generator); Odd) roll on Local Person of Rank table
3- “Apparently” a normal attractive member of orientation-appropriate gender
4- Randomly determined other PC (neither remembers anything)
5- S/he’s ugly. You’re married.  Hurray!
6- (Roll again on this table.) You’re married.
7- Goblin female who loves you
8- Half demon who is filled with regret.
9- Most important NPC in game
10- A witch.  Look at the size of those warts!
11- Roll on “Local Person of Rank” table
12- Priest/ess of…Roll 1d6 on Local Organizations Subtable

13- A strange and hauntingly beautiful apparition.

14- A reoccurring villain of the game… they open dialogue with “so… what are you thinking about?”

15- A halfling crime boss.

16- A manifestation of yourself, but opposite gender.


Barrowmaze Session 4- Ghouls, Spiders, Mold, and Darkness- What a PARTY

My Rochester delved once again into Barrowmaze (their second session, first session here.

Note: I am using my homebrew rules for The Black Hack to run this.  For more information, click here.

The Party

  • Emma- Elf Ranger
  • Jamie- Elf Cleric (Deity is Silvanus, the Green Man)
  • Angie- Dwarf Druid
  • Nate- Half Demon Warlock
  • Katie- Half-elf Warrior
  • Kevin- Human Thief

Couldn’t Make It

  • DJ- Dwarf Fighter
  • Sammi- Half-elf Wizard

The Start

Kevin hired Samuel DaMule, local torch boy, and a few peeps restocked their supplies.  Angie and Jamie both caroused and didn’t do so well.  Both borrowed money from Babbins Hairytoes, a halfling crime lord in Helix.  Jamie made an ass out of himself and will suffer Disadvantage to all Charisma rolls in Helix for the next month and Angie gambled like a mofo and ended up further in debt to Hairytoes.

Hairtoes

Hairytoes is gonna get his money…

After carousing was settled I asked the group if they wanted to explore the mounds or the dungeon.  Everyone voted for the dungeon, so away we went.

Here’s a break down/highlight of what happened (arranged in order of how they explored).

Room 1 (Entrance)

  • Nothing encountered.  Graffiti on door, “Make no sound, they will seek you out.”

Room 2

Spider

  • Door opened slightly.  Katie proceeds in and is attacked by three horribly blood red spiders.  Samuel DaMule, the local torch boy, screams and flees, going further into the dungeon.  Angie is nearly killed by two of the spiders before they are all vanquished.

Room 3

  • Empty except for evidence of something being here for a long time.

Room 11-Q1

  • Dead body in room. Graffiti on wall, “Can’t get out.  Gods help me.”  Party loots body.

Room 11

  • Group encounters zombies, led by the undead version of Samuel DaMule.  Emma kills Samuel, Kevin kills another.  Jamie banishes undead and remaining two go fleeing into the night.
  • Jamie walked up to dead body covered in yellow mold- it explodes in a huge puff of yellow smoke.  Jamie critically succeeded his Cons save (lucky bastard), so doesn’t die and doesn’t lose his gear.

Room 11-Q2

  • Kevin opens door and fails his save- stabbed by giant crab spider and feels his body seize up, but can still move.  Tries to get free and critically fails, impaling himself further and goes paralyzed.  The spider lifts him into the room.  Katie closes the door and the group moves on.
    • We got a good laugh at this because it was Katie’s first time RPGing and her inner murderhobo shined through! 🙂
    • Jamie becomes the “door-kicker-opener” after Kevin’s untimely demise.

Room 4

  • Room is empty except for debris.

Room 20

  • Room with several doors, decide to go down hall.  Encounter nothing.

Room 5

  • Jamie the Paladin opens the door.  Three dead bodies are being consumed by rats the size of a medium dog.  Jamie quietly closes the door and group continues on.

Room 18

  • Group enters long hallway (from room 20) and sees open pit.  Angie turns into a bird and flies across.  Katie tries to take her time and ledge climb across (Dex of 7).  The rest of the group tries to jump and all fail except Nate, who uses Emma’s back as a spring board.  Fall into pit and discover Kevin 2.0 (now a Paladin, his thief died in Room 11-Q2) in the pit.  Been in there for two days.  Previous group left him.
    • Got out of pit saw several hallways and doors, including double doors.  Chanting “double doors!  Double doors!” the group entered the double doors.

 

Room 42

Ghoul

  • Long hallway with stairways leading down to a large room (can’t really see).  Attack by a ghoul hanging out on the ceiling.  Attacks and paralyzes Kevin and Nate before they know what’s going on.  Jamie turned the ghoul and it was killed by Emma and Angie as it tried to flee.
  • Nate realizes that as a dwarven druid, Angie is actually a Fraggle.  Thus, the name Gorf the Druid Dwarf is born.

Room 43

  • Large obelisk with strange runes that appear simultaneously in dwarven, elven, half-orc, and common.  Runes speak of a dark ritual to Nagrul.
    • Group loots burial alcoves- no encounters- finds gold, a small elephant king statue, gold earrings, a fine suit of plate mail, a nice cloak, and a beautiful broach that seemingly repels dust.
    • Aside: I was really curious to see how this room would play out.  In Barrowmaze there is a pretty beefy encounter that can happen here (I’m not saying what it is as some of my group scopes my blog).  There is a 70% chance upon entering the room that the baddies are here and I had Katie roll the d100 so she could get experience rolling one and she rolled a fucking 94!  Poof- there goes that encounter…  for now.

After the group finished with room 43 we called it quits for the evening as it was getting late and certain players were looking like poor wilted flowers.

It was great fun!  I’m looking forward to Sunday’s session with my online group!

Time to go restock!

 

 

The Graveyard

Graveyard

Liam- Elf Wizard (1st level)

Stan Human Torch Boy (Hireling)

Jamie- Halfling Paladin (1st level)

Nate- Human Warlock (1st level)

Chad- Halfling Thief (2nd level)

Samuel DaMule, Torch Boy (Hireling)

Kevin- Human Thief (2nd level)


Barrowmaze Session 3- Exploring the Barrowmounds

My online group and I were able to play for the first time in a month (Gen Con and a busy schedule pushed back our gaming schedule).

After Liam’s death in the first session, the group decided to explore the barrowmounds instead of the dungeon proper.  Let’s see how that worked out for them…

The Party

  • John- Half-demon Paladin (follower of Sylvanus)- level 2
  • Liam- Half-orc Cleric/Ranger (follower of Sylvanus)- level 1
  • Chad- Halfling Thief- level 2
  • Nate- Human Warlock- level 1

Not Present

  • Omar- Human Paladin (follower of Sylvanus)
  • Gene- Dwarf Warrior
  • Fletch- Gnome Druid

Start

Liam, John, and Chad decided to all carouse.  Nate wasn’t online yet.  Chad got drunk and insulted the Sheriff of Helix and ended up spending the night in the drunk tank.  John just got drunk, but had a damned good time!  Liam got drunk and was mugged, losing several of this things and ended up 600 gp in debt to the local loan shark.  Good times.

The group didn’t need to restock and decided to head to the mounds (and forgot to nab some hirelings- ouch).

The Barrowmounds

I described the mounds in terms of their positions on a clock, then allowed the players to wander wherever they wanted.

Barrowmound 9- Mound sealed. Broke through with sledgehammers, did not attract trouble.  Inside were four sarcophaguses.  Fought six large centipedes.  Chad knocked unconscious, survived.  Found treasure in crypt.

Centipede

Barrowmound 18- Mound previously plundered. Knee deep fetid water.  Attacked by two large toads.  Nate knocked unconscious, survived.  Found a dead body and a little bit of loot.

Giant Frog

Barrowmound 19- Mound sealed. Broke through with sledgehammers, attracted three zombies.  Fought zombies.  Inside mound was larger than any previous, with several rooms.  Discovered a pit trap.  Chad and Liam fell in. Chad was killed by Yellow Mold (critically failed Con save), Liam survived (but lost all his leather and wooden items).  Next room there were statutes of an Elf fighting three lizard-men.  Elf was holding a glowing sword.  John took the sword and the lizard-men attacked.  Nate was killed.  Group escaped and fled back to Helix.

  • Sword identified as Long Sword of Continual Light (made of silver).

 

Lizardmen-Image-Drawing

After returning to Helix the treasure and XP was divied up by Liam and John.  Chad made a Half-elf Druid and Nate made a human Thief/Warlock (he wanted to give Warlock another go).

The Graveyard

Graveyard

Liam- Elf Wizard (1st level)

Stan Human Torch Boy (Hireling)

Jamie- Halfling Paladin (1st level)

Nate- Human Warlock (1st level)

Chad- Halfling Thief (2nd level)


Barrowmaze Session 2- Another Group Ventures In

Whew…  It’s been awhile since I’ve gotten to roll with either of my groups.  My online group (their session can be found here) hasn’t rolled in a month and it’s been two months for my Rochester (RL) group.

Last night my Rochester group and I FINALLY got to delve into Barrowmaze.  I never got to tell them that we were stopping our Hubris game because of the attendance/timing issue and I was going for a model for easier setup and insertion.

House rules here.

Anyways, we rolled characters and moved on!

The Party

  • Emma- Elf Ranger
  • Jamie- Halfling Paladin
  • DJ- Dwarf Fighter
  • Angie- Dwarf Druid
  • Nate- Half Demon Warlock
  • Sammi- Half-elf Wizard
  • Kevin- Human Thief

Damned full table:)\

Aside: I was REALLY excited to start running my RL group because it meant I could use the toy I nabbed!  This really helped make things go smoother for mapping.  However it gave many of my players high school math flashbacks and at one point, when drawing the dungeon- it looked like a giant cock, so I got tons of cock jokes and when time to choose a direction, the resounding cry of, “to the tip!  Just the tip” went out.

The Beginning

As with my first session with the other group, I gave these guys a choice- start on the Barrowmounds or start in the dungeon proper.  The group chose to go dungeon diving!

Dungeon

I was wondering how this would go as I had restocked the dungeon rooms my other group had explored and they would discover signs of battle, but the group plowed forward and didn’t hit any of the rooms my other group did.  Oh well…  I’m running my other group through on Sunday, so maayyyyybeeeee…

The group was super paranoid about opening any doors… I don’t know why- it’s like they played Hubris for nearly a year or something.

Highlights \

The group found an alcove with burial alcoves with a bunch of coins, but were set upon by fire beetles.

Fire beetle

The fight was pretty quick- Sammi used Sleep to great effect, but not before DJ was subject to two attacks, one being a critical hit (he went from 14 to 4 HP).  The group killed the beetles and Angie harvested four flame sacks for later use (1d4+1 damage- acts as Flaming Hands.  Each one has 1d4 uses).

The group then made their way into a room with statues.  Each had a secret compartment at its base filled with X amount of gold pieces.  Jamie’s halfling was climbing on one for the fuck of it while Nate’s warlock tried to pull the statue down on him- again for the fuck of it.

A giant cobra snake burst out of the rubble and a fight ensued- none of the group got hit (damn), and they made quick work of the snake, however both Angie and Sammi critically failed their rolls to retain their spells- meaning they lost the ability to cast any spells for the rest of the day.  Also Nate pushed over the statue that Jamie was on onto the snake for some good damage.

The group noticed a bunch of gold in the fallen statues base, so they set to checking the rest.  Kevin found a complicated trap on one and tricked Jamie’s halfling (intelligence of 4, yo!) into opening it.  Jamie did and a dart of Petrification flew out and stabbed Jamie in the forehead.  Jamie rolled his Con save and critically failed- boom!  One halfling statue.  The group was more bummed they couldn’t loot his body than for their fallen comrade (Jamie rolled up a new character- an Elf Cleric).  The group moved on.

Petrified

We explored a few more hallways, but then it was time to end.

The group “magically” made it back to Helix, gold was divided up and experience was given for the night- putting them all at 2,100 XP.  They leveled up and we wrapped up.

For both groups when we start next time- the opening will be the option of carousing, buying new gear, hearing rumors, etc. and then moving into the dungeon.

After Thoughts: I’ve run two games now and thus far this model is working extremely well.  We’ll see longer play, but Barrowmaze is pretty much ZERO prep and I just have to restock the dungeon and make a few notes (I’ll do a post on this soon) and that’s it.  

I am designing something with this philosophy in mind for Death is the New Pink and Hubris (but fuck knows how long that’ll take).  

If my group tires of dungeon diving/wants something fresh while I’m still writing my shit before playtesting is ready, I’d switch them to Hot Springs (here and here).  Seriously it is a beautiful setting and it can be run as a dungeon-style hexcrawl using my same model.  You explore X long- magically make it back to camp/the ship at the end of the session and rest up, etc.  I got to play in a game at Gen Con with Donnie and Jacob (the creators) and it was fucking fantastic.  I cannot say enough about the gorgeousness of these books- get em!

The Graveyard

Graveyard

Liam- Elf Wizard (1st level)

Stan Human Torch Boy (Hireling)

Jamie- Halfling Paladin (1st level)


Gnome and Human Race and Wizard Class for Barrowmaze The Black Hack

Thus far I’ve posted the Paladin, the Warlock, the Warrior classes (and Dwarf race), the Thief (and Halfling race), the Ranger class (and Half-elf and Elf races), the Cleric class (with  Half-demon race and God is in the TV deity), and the Druid Class (with Half-orc race).

Today we look at those cute lil gnomes, pesky humans, and the Wizard class.

Gnome

Gnome 1

Illusionist: A gnome can cast Prestidigitation once per day.  This increases to twice per day at 3rd level.

Animal Kinship: A Gnome can cast Speak With Animals once per day.

Intelligent: Gnomes are highly intelligent creatures.  Increase the Gnome’s Intelligence to 13 if original roll was lower.

Darkvision: Gnomes can see in the dark up to Not-so-Nearby radius.

Human

Human 1

Gifted: Roll to see if all attributes increase by 1 as if you have leveled up (pg XX).  You do not get to reroll any failed attempts (pg XX).

And now the Wizard class

Wizard

Wizard 1

Starting HP: 1d4 + 4
HP Per Level/Resting: 1d4
Weapons & Armor: 1-handed Swords, Dagger, Sling, and Staff
Attack Damage: 1d6 / 1d4 Unarmed or Improvising

SPECIAL FEATURES
Strong Mind: Roll with Advantage when testing INT to avoid damage or effects from spells or magical devices.

Read Magic: Wizards can decipher magical writings by studying them for a few minutes and successfully testing their Intelligence.

 

Familiar: The Wizard has a loyal familiar that assists them in many ways.  The creature often is a bat, rat, toad, cat, raven, etc. or even a devilish Imp or Homunculus-type being.  The creature has 1 HD and can deal 1d6 damage.  The Wizard can deliver touch spells through the Familiar and can communicate telepathically with the being.  Should the creature die, the Wizard suffers 3d6 damage and is stunned until they succeed a CON test.  They can summon another Familiar a week later (costs 1d6x100 gp and takes 1d10+10 hours).

wallup.net

Analyze: A Wizard must analyze their spellbook for an hour each morning to keep the spells familiar in their brain.  At the end of the hour the Wizard can cast any spell in their Spellbook that they are able to cast.

 

LEVELING UP
Roll to see if attributes increase, roll twice for INT or WIS.
ARCANE SPELLCASTING
Wizards can cast a number of Arcane Spells per day, see the Spellcasting section.

SPELLBOOK
Wizards start with a large spellbook containing a total of 1d4+1 1st level spells and one 2nd level spell from the Arcane Spell lists.

 

 

Wizard

Level

Spell Slot Level
1 2 3 4 5 6 7
1 1
2 2
3 3 1
4 3 2
5 4 2 1
6 4 3 2
7 4 3 2 1
8 4 3 3 2 1
9 4 3 3 2 2 1
10 4 3 3 2 2 2 1
DCC Wizard 1

Best Wizard is still the DCC wizard- gotta love me some Kovacs art.