back to the Barrowmaze
Last week, I ran a lunchtime Labyrinth Lord adventure for three brave coworkers (two of whom had never played a tabletop RPG.) This introductory game met with considerable enthusiasm, and at the end of the session the players expressed interest in continuing. Looks like I may have a regular game group again, albeit one that can only play for an hour or so at a time…
I decided to use the trusty Barrowmaze for the intro session, this time set in the Wilderlands (Necromancer Games version.) The PCs were hired by a nobleman from Lenap to find his wayward son, who was heading to the barrow fields north of Greenwax and the ruined city of Satur (map 11) with a party of adventurers and treasure hunters. With their small retinue of hirelings, the PCs — a human fighter, halfling thief, and halfling cleric — explored a section of the underground labyrinth, fought some stirges, discovered the grim fate of the nobleman’s son, and made it back to Greenwax to tell the tale. There were surprisingly no casualties, due in equal parts to player
paranoia caution and the lack of wandering monsters rolled.
Greenwax has for some time seemed an ideal starting point for me in the Wilderlands, based on this bit of descriptive text in Book II:
Treasure seekers come to Greenwax to explore the nearby ancient ruins of Satur, a once-great city of the Orichalan Dragon Empire, though few return successfully. North of the ruins are many burial mounds. To the northwest about three miles is a tree said to be as old as the seas. The region’s druids hold this tree holy.
Tons of adventure potential within 2-3 hexes. Evil wizards, Orichalan cultists, monster factions within the ruins, druids to the north, cultists in the Barrowmaze. Should PCs want to stretch their sea-legs, Greenwax’s port location provides easy possibilities for fighting pirates or Sinbad-style voyages of exploration.