Day 22 of Harvester
The party spent the day shopping and exchanging gold for various gemstones, jewelry, and other valuable trinkets with Pascal the merchant of Orlane. They did this in preparation for their trip back to the Barrow Maze the following day.
Day 23 of Harvester
After a day of shopping and inventory management, the group awoke extra early to get a jump on the day's activities. They had an enjoyable breakfast at the Foaming Mug before heading out towards the Barrow Maze in the early hours of the morning. The farmlands and the dim forest were especially quiet during this morning commute. They arrived in the Barrow Marsh later that morning, the familiar smells of the swamplands hitting each of their nostrils. They opt to go inside the second entrance to the Barrow Maze so that they can continue their Fount of Law quest. Upon entering the familiar stone labyrinth, the group begins to notice that the Fount acts as a directional compass of sorts: it grows brighter in some directions, and dimmer in others. They begin to head east first and are shortly attacked by a small group of Huecava. They dispatch this group of undead with a combination of arrows, spells, and sword strikes. Following this battle, the group heads in a north-northeast part of the Barrow Maze. Armatzi notices that the Fount has dimmed a little, indicating that they are proceeding seemingly in the wrong direction. The group then turns around and backtracks to the where then came in from, then travel in a northwestern direction. They proceed to travel into a passage that they haven't been in quite some time. The passageway led to the area where they encountered the undead king and his ship. In the area of the ship, Armatzi notices that the Fount is somewhat dimmed, so group decides to eat lunch prior to heading back to the entrance yet again. Before they got there however, the group notices the Fount acting curiously in the hallway. The Fount pulsates and grows brighter when near one of the hallway's rooms. The group searches the nearby rooms but are unable to find anything. They proceed to the entrance area again and head towards a door to the north. This door, the group believed they had traveled through once upon time, they had not. This door led to area not yet explored by the party. It opens up to a larger room with a porta coulis on the right and door to the north. Lhoss first tries to unlock the northern door, but it apparently is beyond her skill set as it remains locked. Feno decides to try to bash it down, and shockingly it remains on its hinges. After the failure at unlocking the door to the north, the group instead heads down the passageway towards the porta coulis, it being precariously balanced above them. The group follows the small footsteps of Arnd into a room filled with small holes, with each one being roughly two to four feet deep. Armatzi is the first to look inside a hole and discovers an unknown green substance. Lhoss, being near a hole herself, looks inside a different one, and discovers a lever inside. Feno discovers a lever in the hole near him. Kyro makes a more disturbing discovery and finds a severed hand in his hole. Feno moves to another hole and sees a metal circle about 4 to 5 inches across on the bottom of the hole. When Lhoss moves to another hole, she sees something odd: a straight stick roughly 12 inches across. She then moves to yet another hole and discovers a scrap of paper or piece of vellum on the bottom. Armatzi and Kyro both search different ones near them, but both come up empty. The group also discover in one of the holes a small golden object glinting at the bottom of the hole. Having visually searched all of the holes in this new room, the group decided what to do next. This room has three doors to the north. Lhoss decides to search each door to see what if any traps lay in wait for the party. The first door, she discovers, has a gas-trap installed into it. The second and third doors are found to be trap-free. Armatzi opts to open the second door, only to discover a room with a rusty cauldron filled with yellowed teeth. They head back into the hole room after being creeped out by the teeth. Feno, feeling both brave, and a little impatient with the group, volunteers to press one of the hole levers to see what happens. Arnd loudly objects, stately this is a terrible idea, but Feno doesn't care. Armatzi tries to cast bless, but apparently lacks the required components for his clerical spell. He instead moves to the doorway and starts chanting, hoping that he can help Feno in this task. The groups anxiety rises as Feno gets ready to pull the lever...