# 2: Barrow Lair
Conclusion :
the bustle of the tavern. “If you’re interested, I may have another job for you. A tribe of Inox in the Dagger Forest has ransacked a couple of my caravans headed to the Capital. “I told the militia, but they do nothing,” she spits. “I can point you in the direction of their encampment. If you can make an example of them, I will pay you even more.” She places a crude map of the forest on the table and stands up, her jewelry clinking with the movement. “Come find me when it is done.” 3
Sifting through the carnage left by the battle, you find a cache at the back of the room containing the scrolls you were hired to collect. You can’t help but rifle through them a bit, but find that the writing upon them is in some unknown archaic language. One thing that does jump out at you, however, is a map of the northern countryside. A bend in the Still River is clearly marked as a point of interest. Contemplating whether you want to find out more about this so-called “Gloom,” you decide that the spot could be a point of interest for you, as well. 4 But that can be forgotten for the moment. You pack up the papers and head back to Gloomhaven to collect your reward. Meeting Jekserah once again at the Sleeping Lion, you hand over the papers and are paid the agreed-upon amount.
Inox Encampment 3 (G-3), Crypt of the Damned 4 (E-11) New Locations :
10 gold each +1 prosperity Rewards :
“You know,” she whispers to you softly under
Goal : Requirements : Kill a number of enemies equal to five times the number of characters The Merchant Flees (Global) INCOMPLETE # 3 Inox Encampment G-3
Links: None
Introduction :
And that is all I will say of the matter. I have one more task I would like you to perform. I require a diamond of considerable size for a customer, but I cannot find one anywhere in the city. “There is a diamond mine, however, in the southern mountains long since lost to the wilderness. I’ve heard reports that it is now overrun with Vermlings, no doubt with some other more intelligent force behind them. If you can fight your way in and grab the biggest diamond you can find, I will give you a considerable reward. 9 “Now leave me in peace.” Jekserah’s two massive Inox bodyguards step forward, directing you to leave the manor. Outside, contemplating your new task, you hear a small voice behind you. “She’s not looking for profit, you know.”
You push your way into the back cave only to be faced with a half-dozen crying, screaming Inox children. You have little opportunity to contemplate the implications of this development, however, as you find yourself also staring down the bows of several Inox archers. Your only option is to continue fighting. 1
So this merchant wants to make an example of some caravan raiders? Seems reasonable enough. For the right amount of money, almost anything can be made reasonable. You enter the Dagger Forest and begin to track down the encampment using Jekserah’s crude map. It is well-hidden, but following the signs outlined on the parchment, you find a dense cluster of huts in a small clearing of the forest. All that’s left is to head in and make that requested example.
Conclusion :
Running through the forest, fleeing the smell of burning flesh, you now find more than enough opportunity to contemplate your actions. How your actions sit with you must be visible on your face as you meet once more with Jekserah, this time in her manor. She hands you a sack of coins with a frown. “They were thieves and murderers,” she says blankly. “They deserved what you gave them.
Special Rules :
Until door
is opened, one normal Inox
1
Guard spawns at at the end of every odd round for two characters or the beginning of every round for three or four characters. a
5
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