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Overview

About This Game

An old-school sandbox campaign centered on a deadly megadungeon.

Game System

Basic Fantasy Role-Playing Game

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02/23/2024

Detailed Description

Ages skull_doorway.png.088afab17b46fde74eacffb145bae67e.pngago, an unknown people settled near a great moor. Following their custom, they built a village and constructed burial mounds and underground tombs to lay their dead to rest. Some were buried in simple alcoves, while others were entombed behind sealed doors and guarded by deadly traps. This continued for centuries, and the tombs grew into an immense complex of maze-like complexity.

Then, something changed. An evil has come to the region, and Chaos has infected the Barrows. The dead have woken and hunger for the living.

... and, according to legend, they guard the wealth of ages.


What is Barrowmaze?

Barrowmaze is a sprawling megadungeon and the centerpiece of this campaign. If you can defeat it and claim the dark artifact that lies at its heart, you win.

Be warned: Barrowmaze isn't just a cavern or lair. It's an ecosystem that shifts, changes, and adapts to your actions. To defeat it, you will need to learn its secrets and face its dangers.

Barrowmaze is huge but it's more than just a dungeon with many rooms. Its history has shaped its regions and some of the monsters within have settled into factions. A savvy adventuring party will learn from their explorations to improve their odds of success.

There are dozens of entry points in the Barrowmounds, a few of which lead directly to some of the deadliest areas of the dungeon. Fair? Not remotely. Forget balanced encounters. In Barrowmaze, survival is your responsibility.

 

 

A Descent Into Darknessbarrowmaze_hall.png

In Barrowmaze, you'll need to manage time and resources or risk becoming lost in the dark. The halls are filled with deadly traps. Monsters will be hunting you as you explore, and you'll need to weigh your options at every turn. Attempting to sleep in the dungeon might not be the best idea.

Undead hordes? Barrowmaze has them. Bottomless pits in the middle of random hallways? Yes. Green slime and other old-school dungeon hazards? Absolutely. If you don't know the lost art of the dungeon crawl, you're about to learn it.

Back to Basics

We will play this campaign using the Basic Fantasy RPG system, which is very similar to B/X Dungeons and Dragons. BFRPG, however, offers more character options and some quality-of-life improvements, like ascending AC. The Basic Fantasy Core Rule Book is available as a free download from the BFRPG site, as are all the rule options and character classes we'll use in this campaign.


It is unnecessary to have experience with older editions of D&D to play. If you've been curious about them or the OSR movement, this is an excellent opportunity to see what they are all about.

Death Is No Escape

Lose a character? No problem! This particular campaign features a unique mechanic for leveling up players in addition to their characters. Players will level up whether their character meets with success or a grisly demise. These player levels offer new character options, free experience points, treasure, and other advantages.

Of course, you can only use your levels if your character meets their fate. Luckily, making a new Basic Fantasy character only takes a few minutes.

Get Ready to Become a Permanent Resident

I'm looking for 4 - 6 players who can post several times weekly. While this campaign will feature combat and exploration, there will be opportunities for role-playing during and between expeditions and while carousing back in town.

Do you want to know more about what to expect in this campaign? Be sure to watch the Barrowmaze Trailer.

Anyone up for a challenge is welcome.
 

Community

OSR
  1. What's new in this game
  2. Life finds a way. Hopefully you can find your way quickly, Cai :)
  3. I hate it when work gets in the way of a game lol. I will be here when you return.
  4. keep us posted when your schedule frees up.
  5. I say stick it to the man, but that's just me. I'm pretty sure we'll all be here, ready for more door cracking when you're done. Cheers until then.
  6. Hi everyone. Unfortunately, those work issues have cropped back up and I'm being asked to do an increasing amount of development work in addition to my management tasks. Some of that development work is pretty sticky. Unfortunately, it's left me without enough time to commit to PbP. I have to put this one back on hold. Indefinitely, I'm afraid. I'm doing the same with my other game. I'm sorry if that leaves anyone as bummed as it leaves me. You guys are a good group and I've been enjoying our game. Hoping to return to the Weave sooner rather than later, but I don't know the timeframe. I hope your other games are going well and that lots of nat 20s come your way.
  7. Zaivie nods, as if to concede both points to her ally. "Fair 'nough," she grunts in rejoinder.
  8. if we are going to leave once we have searched the initial rooms if it's ok with anybody I would like to search for secret doors along the main hall to see if we can find anything. That broken-down wall may have been a hidden door, not a bricked-up one.
  9. " We are not equipped to stay down here at the moment, those coins I found will go a long way toward funding a proper expedition into the Barrowmaze" As the group walks to the next area to explore the warrior does his best to keep watch. " We can not hope to explore further into the Maze than what we already have if we keep returning to town"
  10. The warrior woman frowns. "Don't sound as comfy as a bed an' a meal, Ally, an' we got all these coins now ta buy whatever we want wi'. Why stay down here, shiverin' on th' floor, when town an' all its comforts ain't but two clicks back yonder?"
  11. " Adventuring is not for the faint of heart Zaivie, We will have to find a room that is empty and easily defended." Allen gets his gear ready to move on to the next room
  12. "There ain't no safe place ta sleep down here," Zaivie retorts, "an' I think we're both big'n'smart enough ta know that. Safe an' this dungeon ain't two things tha' go t'gether."
  13. Fine by me. Both I and my girl are happy to stick around for a few more rooms, but someone else better supply the torches. :)
  14. Concur. Per cailano's post for our out, the journey from Helix to the Moor is about 2 hours. The time added to get from the moor entrance to mound #12 may be close to another hour (it's 12 hexes, ~600ft from the moor entrance). cailano's post about at mound 12 has the party getting there at 10AM and we've been underground for , meaning it's probably between noon and 1PM, so the party should have plenty of time (another 2 hours-ish) to search a few rooms before we have to leave (and will still probably have time to spare...barring any incidents). Also, between Allen and Serpe we have several days worth of oil, should the unexpected arise. Mr. DM, could we please get a map update after this next door is opened?
  15. I think we need to do at least one or two more rooms before heading home.
  16. "Zevie I got seven more flasks of oil, barring any unfortunate accidents we will not be in the dark for a long time." the warrior holds up the lantern to provide enough light for Thomas to do his work. " We need to consider finding a safe place down here to sleep when the time comes." He looks around to make sure nothing is sneaking up on them. "Otherwise we will never get further than the entry tunnels and rooms."
  17. I am still 1,298 xp from reaching level 2 those PP will not put a dent into that. lol All I am saying is once we do go back to town I think we need to prepare for camping in the dungeon. Hopefully, if this follows the same out line as other Mega Dungons we may discover an entrance that is closer to town thus making trips in and out easier.
  18. "I'm runnin' low on torches, boys," Zaivie says as hers gutters out. "We been at this a coupla hours an' we ain't dead yet. These fifteen platinum are a helluva nice firs' day prize. What do ya say we get outta here, get a decent night's sleep an' come back t'morrow after doin' some eatin' an' maybe some shoppin'?"
  19. Plus, those coins get us that much closer to a level up if we get them back to town. Remember, if we hit level 2, that means we begin as level 2's if we die. In a game like this, that's freakin' huge!
  20. HP 5/5 | AC 16 | Base To Hit +1 | StatsStr 14 (+1) Int 6 (-1) Wis 11 (0) Dex 16 (+2) Con 15 (+1) Cha 11 (0) | SavesDeath/Poison.....13 Wands................14 Paralyze/Stone..13 Dragon Breath...16 Spells.................15 | Thieves Abilities Open Locks .......25% Remove Traps....20% Pick Pockets.......30% Move Silently.....25% Climb Walls........80% Hide...................10% Listen.................30% | Bullets/Silver x20/5 Smiling at the parties fortune in finding a small purse of platinum Thomas offers to the others "Don't worry as long as we stick together that fate won't happen to us. I wonder what drew this fellow into the small chamber in the first place. We have to beware of other chambers like this and not have all of us ever in an alcove." A short time later Thomas found himself at yet another door. He puts up a hand motioning for the others to be quiet but bring over the lantern. He searches the door for traps and listens for any noise behind it. OCC If Thomas doesn't discover traps or hear obvious noises while searching for traps he will open the door.
  21. How much time until sundown today?
  22. Those platinum coins were a big boon for us. As you can see time is our enemy. we will never be able to explore deeper into the maze unless we consider an extineded stay underground. I think these coins will go a long way in helping us equip for such an expedition. Thoughts?
  23. You make your way to the door east of the rubble room. It is closed but not swollen shut. What do you do? OOC: Time Underground: 2 hours. Any lit torches burn out. Lanterns have enough oil for two more hours.
  24. Allen drags the body out, but there's nothing else of value. The corpse has a sheath for a short sword but no blade.
  25. Tharnakalian looks down at the departed. I figure he came here by his lonesome or was by his lonesome at the end. Not many folks would have left a mate behind. Fewer would have left the coin. Still, no harm in asking. Maybe the priest could offer a benediction on their behalf. The hereafter I have heard is no pleasant place. He wrinkled his nose and continued. Nice work searching. ooc Door C if people are through here? If not, keep posting actions, no rush
  26. Looking over the alcove, Serpe examines the handprint in the light. "Somebody stuffed this poor fellow in here while he was still alive?" The priest unconsciously grasps the icon at his neck for comfort. "More dark tidings," he says as he shakes his head sadly. "It wasn't the rats that did this...or the undead. This would have had to have been intentionally done...by a person. A mercenary group perhaps...but only...mercenaries would have taken his money. So then who?" Examining the body, he notes, "I don't know that we'll be able to take this pour soul with us to see a proper burial for him, but maybe if we take his tunic back to town, someone will recognize the markings." Borrowing a blade from one of his companions, Serpe cuts the garment off the body while holding his breath from the stench of death and then straps it to his pack. HP - 6/6 AC - 13 SavesDeath Ray/Poison 11 Magic Wands 12 Paralysis/Petrify 14 Dragon Breath 16 Spells 15 TurningSkeleton (1 HD) 13 Zombie (2 HD) 17 Ghoul (3 HD) 19
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