Quest 9: Barak Tor – Barrow of the Witch LordAhnulf the barbarian is called away by the village elder concerning the threat of the
Frozen Horror. He won't be participating in the next quests (the player had a conflicting agenda). The good news: the Wizard will be joining the party again after graduating from the College of Magic with three new spell groups! Hoozah!
After a feast of reunion and the following hangover, a quest has to be chosen wisely. The Dwarf and Elf put the greater good in front of their personal interests and decide to go and search for the
Star of the West for the Emperor, since it is of the greatest importance that all gather underneath its banner against the coming threat from the East.
Barak Tor is a known, be it shunned, location and soon the heroes travel to the ancient city of the dead. A crumbling staircase (again) leads into the underground crypt of the
Witch Lord who is laid to rest there and poses no threat at all.
The Wizard had some spare coins and decided to hire two men-at-arms on this quest, a dangerous crossbowman and a vicious sword fighter.

The Elf searches for treasure in the very first chamber and disturbs the not-so-eternal sleep of a guardian skeleton (wandering monster) that attacks him on the staircase! Five heroes are too much for the pile of bones and they continue into the long, silent corridors of the mausoleum.
Note of importance: none did search for traps or secret passages in this starting room, a slight mistake that will influence this quest greatly in a later stage.

The Wizard opens the first door he encounters, and quickly ducks away to let the Dwarf pass and take on the guardian mummy that awaits inside! The little tank holds his composure against the lumbering foe, but requires assistance from the men-at-arms and the Elf to slay the undead monstrosity. Alas, one of the soldiers gives his life for the cause and falls before the might of the mummy (it wasn't nice). His family will benefit from the gold pieces donated by the Wizard at the beginning of the quest. All that is found within the room is and old trap. But the real drama ensues behind them, as the corridor collapses, sealing off the way out!

Again it is the Wizard that continues into the next chamber and curses beneath his breath as more undead guardians await him within. Why in Sigmar's name did he study that “Sleep” spell when all adversaries are creaturs that are immune to his magic? The others rush into the room and the Dwarf blocks the doorway, shielding the frail Wizard from retribution, crushing their enemies. Unfortunately, the other soldier gets massacred! Yet more children growing up without a father... Tragedy! The Wizard finds some coins in the next room, which take some time counting (he misses a turn).
But: a
hidden passage is found within the chamber and the party continues into the revealed corridor. No traps are to be found and a door opens into a grand chamber with a table in the middle, surrounded by three skeletons, a mummy and a weird zombie. Tactical positions are taken and a mighty battle begins! The skeletons are crushed easily, but the mummy takes a bit more to vanquish! The zombie holds his own against the Dwarf but is slain a bit later.

Within the zombie's hand, the
Star of the West is found!
Victory!!! Or is it? The exit still has to be found, plus some of the heroes plan to loot these ruins for more treasure. Always a swell idea!
More corridors follow, some of them trapped, and more chambers are found within the labyrinthine crypt. A dead end surprises the Wizard as two vile skeletons and a monstrous
Gargoyle stand within, but the smart magic user conjures
black clouds of shadow, rending his opponents useless for one turn! Once the shadows clear, his comrades are already in battle position and a conjured
genie finishes off the unfortunate gargoyle. Epic!
Gargoyle vs (invisible) GenieSecret passages are found, and hidden skeletons (bless those wandering monsters), while even more undead guardians threaten our heroes, one of which a barrow wight (according to the Wizard, none dare defy his knowledge) that takes a heavy battle and some healing of wounds to put down.

When the Dwarf assures his comrades the exit cannot be far off, disaster strikes! An old tomb is revealed, guarded by zombies. But when Jaques charges into the burial chamber, an old curse takes effect and an ancient, threatening figure appears besides his tomb: the
Witch Lord has awoken!
Just a plain old tomb?Mentor sends a mental warning claiming only the “Spirit Blade” can wound the undead sorceror, which the Elf wrongly understands as he should seek the ancient artefact in these tunnels. In the next chamber a library is discovered, guarded by a terrifying mummy!
While the Dwarf takes his stand and fights off the mummy and the hordes that are being summoned by the Witch Lord, the Elf and Wizard run into the corridors looking for the Spirit Blade. All they find are false doors and traps. The Dwarf is assaulted by vile magic but manages to brush it off (instant saves agains Fear and Ball of Flame, nice!), as he keeps fighting skeletons and zombies and manages to slay the mummy.

But then, the undead sorcerer plays another trick: the slain undead return to his burial chamber and yet again assault Jaques the Dwarf, who calls it a day and runs towards his friends. Desperate to find the exit, the Wizard offers to use his precious
Ring of Return and escape from Barak Tor! With a small undead army on his heels, they regroup in a nearby chamber and use the artefact to teleport back to the stairs... The Witch Lord remains in his crypt, waiting to exact his revenge on the Empire!
The Witch Lord plots his revenge!With haste, the heroes return to Mentor who is clearly shaken by the revelation of the Witch Lord's return! Only the
Spirit Blade can harm this ancient foe, so the heroes quickly agree to take on the quest to retrieve the legendary weapon from wherever it is held.
Both the Elf and the Wizard hire a halberdier to accompany them on the search for the Spirit Blade.
Note: I actually had to interfere in the last chambers, switching one hidden passage to ensure the players would encounter the Witch Lord's tomb. Otherwise, they might have gone straight for the exit through the secret passages without awakening him, which is basically the main goal of this quest! Also, missing the secret passage in the very first room made a significant difference.