Into The Barrow
Into The Barrow
Long-Forgotten King
By Matthew Aaron Gorman
ADVENTURE BACKGROUND
From the bramble-choked heart of a darkened wood, rise three massive
mounds of earth and stone. They stand like silent sentinels, towering
high above the trees. Together, they are known as The Tumuli, or barrow
mounds. They are the final resting places of the Ancient Kings, the savage
warrior chieftains of a people long perished.
Over the course of many centuries, two of these tumuli have been
entered and excavated, their treasures all plundered and their mysteries
laid bare. But one final tumulus has yet to be explored, its entrance
sunken long ago beneath the earth and clay.
ADVENTURE SUMMARY
This module is split into three parts, the third of which is an optional
(albeit highly deadly) means of exit.
• Part I: The Hidden Tunnels. The characters must navigate their way
through a treacherous maze of subterranean tunnels that lead into
the burial mound.
RUMORS
Each character will roll 1d8 for a rumor that they have heard about the
area they will be exploring. Re-roll for duplicate rumors so that each
character’s information is unique.
D8 RUMOR
1 A merchant caravan went missing in the forest
near the barrow mounds
2 The lichen in the area is said to have salubrious effects
if brewed into a tea
3 Bad luck follows those who tread atop the barrow
mounds as they are said to hold an ancient curse
4 A Rust Monster has been spotted in the area
5 Silver may be your only defense against the undead
6 An inhuman howling can be heard across the barrow
mounds at night
7 Servants of the Ancient Kings were sacrificed and
interred beside them to serve their rulers in the
afterlife
8 The Ancient Kings wore golden crowns beset with
precious stones
Light: All areas are bathed in total darkness unless otherwise noted. If
the characters lose their source of light, the danger level becomes
Deadly, the GM checks for an encounter every crawling round or
whenever the characters create loud noises (1d6, 1 = encounter).
RANDOM ENCOUNTERS
Each section of the module will have its own random encounter table,
unique to its particular location. The GM may decide to use their own
encounter tables, but bear in mind that each of the sections in this
module has its own distinctive flavor.
MAPS
In addition to the main maps for each of the three sections of the
adventure, there are four smaller maps that the characters may come
upon. These tattered bits of parchment were once the property of the
treasure hunters who came before them, and may provide the
characters with helpful clues, hidden secrets, and dire warnings. The
maps are lettered A-D.
CEILINGS
Ceilings are roughly 10’ in height unless otherwise noted.
D8 DETAIL
1 A swarm of 1d4+2 Giant Rats enter from the nearest
unexplored area
2 A Cannibal Humanoid attacks
3 Water drips from the cavernous ceiling, extinguishing
all torchlight
4 A Cave Creeper blocks the way forward
5 Rocks fall from above! DC 12 DEX per character or
take 1d4 damage each
6 1d4 Cannibal Humanoids set upon the party
7 A swarm of 1d4 +2 Stingbats burst from the darkness
8 An inhuman shriek echoes through the caverns
Wagon: Upon searching the wreckage, the characters will find three
large bags of moldering grains. 3:6 chance of Giant Rat inside each bag.
Third bag contains a hidden garnet stone (100gp).
• First skeleton) Tall, male, missing both arms and right femur, wears
tattered leather armor. No other items of interest.
Hole in the wall: Any character investigating the area will discover a
hidden opening in the wall behind a crumbling humanoid skull.
Pulling on the rope disables the trap in Area C. 1:6 chance of being
attacked (with advantage) by a Giant Rat when doing so. The rat then
scampers away down the hole and cannot be engaged.
“As you tug upon the rope, it gives a little, and you can hear a
faint clicking from somewhere deep inside the wall.”
Pulling the rope again resets the trap but its outline becomes easily
detectable. Players with an active light source will spot it immediately
upon entering Area C.
Pit trap: At the center of the chamber lies a trap door covered by a loose
layer of dirt. Any weight in excess of 30lbs. will activate the trap, forcing
the character who steps upon it to make a DC 12 DEX or plummet 15’
onto the envenomated spikes below (2d8/paralyze for 1d4 hours).
Lichen: The fuzzy, green lichen can be scraped from the walls without
difficulty. It has a strong, grassy odor and an exceedingly foul taste. If
brewed into a tea, it can counteract the effects of the paralytic that has
been applied to the spikes. Boiling a small amount of water in a glass
container or vial beneath a torch requires two rounds (one encounter
check) for a character to complete. The lichen has no effect if simply
eaten.
NOTE: The paralytic in question is the venom of the Giant Spider in Area
R, so it may prove wise for the characters to keep a bit of tea on hand.
The tea will retain its potency for one full day.
“From this chamber, the tunnel continues forward for 20’ further
before veering abruptly to the right. You can hear the sound of dripping
water as it echoes down the passage.”
Dripstone pool: The pool is roughly 10’ in diameter and 3’ deep at its
center. The water has a brownish hue and appears to be the source of
the horrid smell. Upon investigation, the characters can see that the
bottom of the pool is completely covered by scraps of bone and rotting
flesh. Any character drinking the water will become violently ill and begin
vomiting intensely for 1d4 rounds, suffering disadvantage on any rolls.
Any character entering or reaching inside the water will be attacked by
the Giant Leech that has made this pool its home.
E: Cannibal Kitchen
“The sharp, acrid odor of smoke assaults your nostrils as you enter
this 30’ high, cavernous chamber. At the center of the room is a shallow
pit filled with glowing embers. A lone humanoid creature crouches
before the coals, cooking what appears to be a human-sized hand
impaled upon the end of a sharpened stick.”
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CANNIBAL HUMANOID
A pale and grotesque creature with long, spindly limbs, sharpened teeth, and dark
yellow eyes that brim with madness. They are always hostile and attack on sight.
Calculating (this encounter only). If the Cannibal Humanoid takes any amount of
damage it will attempt to flee to Area F or Area G (whichever is closer or more
easily accessible at the time). It will attempt to enlist the aid of any other Cannibal
Humanoid it can find and then return to the fray.
Disease. Whenever their supply of merchants and treasure hunters runs low, the
Cannibal Humanoids will feast upon the Giant Rats that infest the caverns. As a
result, they are all stricken by the rats’ disease and will spread it with their bite. DC
12 CON or 1d4 CON damage (can't heal while ill). Repeat check once per day; ends
on success. Die at 0 CON.
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F: Mud Grotto
“The distinctive smell of Sulphur fills the length of this chamber as
the air becomes noticeably warmer. A bubbling pool of mud occupies
the western portion of the room with clouds of white steam rising from
its surface.”
Sulphur gas and torches: While the gases here might be flammable were
they more highly concentrated, they are far too dissipated throughout
the chamber to ignite. Torches thrown into the grotto become instantly
extinguished and sink beneath the mud.
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H: Hoarded Spoils
“A makeshift blockade of wooden beams bars the entrance to this
chamber.”
Blockade: The barrier requires a DC 15 STR to break through it. It can also
be hacked away at with weapons, but the excessive noise will turn the
environment Deadly until it ceases (check for encounters every round).
If the characters chose to employ their weapons in this manner, treat the
blockade as AC 10, HP 10.
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Useful items: A search of the debris will quickly reveal a trove of useful
items. The items of value and/or utility are listed below:
I: Human Livestock
“The scene inside this chamber is like something from a
nightmare. Half a dozen bodies, in various states of decomposition, are
piled up high at the center of the room. There are several living humans
here as well, each one bound with thorny vines against the base of a
stalagmite. In the northeastern corner of the chamber, a captive man
screams in horror as a large humanoid saws into his leg with a length
of sharpened bone.”
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This Cannibal Humanoid is slightly larger and more formidable than the others. It
wields a cleaver fashioned from the jawbone of something large.
Disease. Whenever their supply of merchants and treasure hunters runs low, the
Cannibal Humanoids will feast upon the Giant Rats that infest the caverns. As a
result, they are all stricken by the rats’ disease and will spread it with their bite. DC
12 CON or 1d4 CON damage (can't heal while ill). Repeat check once per day; ends
on success. Die at 0 CON.
Captives: There are four human captives in total. Their positions are
marked (1-4) upon the map of this area.
• Second captive) Young woman, thin and frail, her lower right leg
has been severed and most likely consumed, the stump crudely
cauterized to prevent further blood loss. She has gone mad with
terror and screams continuously at anyone who gets near her.
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NOTE: Simon was the captive being assaulted by the Bone Cleaver
Cannibal Humanoid when the characters entered and is now
quickly bleeding to death (dies in 1d8 rounds) from a nasty cut to
his femoral artery. He can be healed if the characters wish but
remains too weak to fight (HP 1, moves at half speed).
J: Darkmantle Cavern
“This 60’ long cavern doglegs abruptly to the southeast at its
midpoint. The 20’ high ceiling is covered in stalactites, and clusters of
stalagmites (shown on map) sprout upwards from its floor. Along either
side of the cavern are a series of shadowy alcoves.”
Bag of gold: One of the darkened alcoves (GM’s choice) will contain an
old leather sack containing several gold nuggets (100gp).
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Markings: A series of phrases that are crudely carved into the rocky
walls. Characters who speak Dwarvish will recognize them immediately,
though their style is an ancient one. The phrases are as follows:
Mine cart: Toppled upon its side by the tracks near the southern cave-in
is an old wooden miners’ cart. Its wheels have all but crumbled and it
cannot be used for transporting items. 3:6 chance of a Giant Rat lurking
within. Characters inspecting the interior of the cart will find traces of
gold dust.
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L: Secret Tunnel
“Behind a loose boulder lies a tunnel that is barely wide enough
to crawl through. It appears to go on for quite some distance and you
cannot see its end.”
D4 DETAIL
1 A Giant Rat attacks the character in front
2 A Cannibal Humanoid crawls down the tunnel towards
the character in front and employs its bite attack
3 The tunnel suffers a partial collapse! DC 12 DEX
per character or take 1 HP damage each
4 Someone gets stuck in the narrow tunnel for 1d6
rounds (assign each player a number and roll to
determine who’s character becomes stuck). All
characters behind that character are unable to proceed
until resolved. The character behind the stuck
character may attempt to push them through with DC
15 STR (advantage if pushing a halfling character)
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M: Vein of Gold
“As you exit the tunnel’s constricted confines, your light source
falls across a glittering display. Across from you, the rockface of this 40’
long chamber has been carefully chiseled away, revealing a brilliant
vein of unblemished gold.”
Gold: There is 1000gp worth of gold in the vein, and the characters can
use their actions to chisel it out. Any character employing a bladed
weapon or some similar tool can chisel out the equivalent of 20gp worth
of gold per round (or you can have them roll a d20 + their STR modifier
to determine the amount). Certain tools can aid in the process.
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N: Stingbat Cave
“The ceiling of this roughly circular chamber disappears high
above you into darkness, and you can hear the sound of strange
skittering noises coming from above. In the center of the chamber,
amidst the jagged, rocky ground, lies a shriveled human corpse in
adventuring attire.”
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Severed heads: There are roughly two dozen heads, mostly human with
a small number of dwarves and halflings. They are in various states of
decomposition although some appear quite fresh.
Magda: The characters will soon discover that the source of the maniacal
giggling is Simon’s wife, Magda, who is now possessed by the crystal’s
dark influence.
“As your light falls across the darkened corner, you spy a woman
crouched atop a boulder giggling to herself in a mad and
disturbing fashion. Her long black hair falls away as she lifts her
head towards you revealing her pallid skin and a pair a dark
yellow eyes. She smiles a sinister smile at you with her sharp and
glistening teeth.”
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Simon’s wife, now being slowly transformed into a Cannibal Humanoid by the
Ghost Flame Crystal Shard.
AC 11, HP 5, ATK 1 bite +4 (1d4 + disease), MV near, S+4, D+1, C+1, I+1, W-2, Ch-
2,AL C, LV 1
Disease. Whenever their supply of merchants and treasure hunters runs low, the
Cannibal Humanoids will feast upon the Giant Rats that infest the caverns. As a
result, they are all stricken by the rats’ disease and will spread it with their bite. DC
12 CON or 1d4 CON damage (can't heal while ill). Repeat check once per day; ends
on success. Die at 0 CON.
NOTE: Magda still retains some of her previous memories, including her
ability to speak. Although she is no longer sympathetic towards anyone,
including her husband, and will eventually attack (1d4 rounds or if
attacked), she will provide a clue as to the dangerous nature of the Ghost
Flame Crystal Shard if she is spoken to before being engaged.
Magda dialogue:
If Simon is present:
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Rust Monster: This area is the burrow of a Rust Monster. It will charge
from its cave to attack any character who descends into the pit.
Gold: Scattered throughout the weaponry and armor are 17gp and 23gp
worth of gold nuggets. It will take four character actions to pick up all of
the gold.
Cave: The Rust Monster’s cave at the far side of the pit tapers into a
smaller tunnel that runs slightly upward for 40’ before exiting the
caverns on the side of a rocky hillock.
NOTE: The players may use this exit to return to town, replenish their
supplies and take a long rest, or end the adventure with what treasure
they have found. If they return, all Cannibal Humanoid and other
monster corpses will have been removed but everything else will be as
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Q: Flooded Passage
“The 10’ wide passageway ahead is flooded by stagnant cave
water, too dark for any light source to penetrate. A waterlogged torch
floats atop its surface.”
Giant Spider: This is the lair of a Giant Spider. It waits upon the ledge
above the glowing exit, descending to attack if the characters venture
close and likely catching them by surprise (GM’s discretion).
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Blue glow: The blue glow coming from the only exit is the light of the
Eternal Ghost Flame from Area A - MAP 2 (Part II: The Tumulus).
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D8 DETAIL
1 A Swarm of Spiders enter from the nearest
unexplored area
2 A ghostly wind extinguishes all torchlight
3 You hear footsteps behind you but see nothing
4 An Ochre Jelly oozes into sight
5 A strange terror grips the party! DC 12 CHA per
character or lose 1d4 turns cowering in fear
6 1d4 Skeletons set upon the party
7 A pair of Gray Oozes slide forth from a niche
inside the wall
8 A Will-O’-Wisp flitters about the darkness ahead
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Statue: The statue depicts an ancient armor clad warrior, the visor open
to reveal a skeletal face. It is fashioned from dark stone and holds no
magical properties.
• Crystals: Placing either the Ghost Flame Crystal Shard or the Ghost
Flame Crystal Gemstone (AREA K) into the brazier will cause either
object to reunite with their source, absorbing back into their
natural state and ending any Possessed effect previously caused by
that item.
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B: Stone Fountain
“At the center of this chamber stands a large stone fountain that
depicts a skeletal maiden. The statue holds a stone funerary urn that
empties dark water into the pool about her pedestal.”
Water: The water is nearly black in color, even if removed and examined
against a light source. “Detect Magic” reveals a strange, magical residue
that permeates the water to its every drop. Any character drinking the
water suffers 1d4 of necrotic damage.
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“As the door rumbles open, an icy chill escapes from the chamber
beyond. In the center of the room stands a large stone sarcophagus, the
lid sculpted to depict the image of a female warrior in repose.”
Sarcophagus: The lid is extremely heavy but can be lifted by two or more
characters or DC 15 STR.
• Tale of woe: The Ghost is not hostile unless the characters attack
first. If spoken to she will identify herself as Queen Ysildra, wife of
King Hakulth-Ylgun, and recount for them her tale of woe:
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NOTE: If the players decide to do battle with Ysildra, unwise as that may
be, use the standard Ghost stat block.
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Skeletons: Four of the Skeletons are magically enchanted. They rise from
their niches to attack.
Crest: Carved into the stone of the wall itself and cannot be removed.
One of the swords is a secret lever that raises the portcullis leading to
AREA F.
D: Retainer Crypt
“This chamber bears a striking resemblance to the crypt you have
already seen, although no fanciful crest adorns the wall. There are four
stone sarcophagi in total, two to either side of the entrance, and
armored skeletons lay in niches along the walls. A single skeleton
stands upright against the far wall holding what appears to be an
ancient scroll.”
Skeletons: Five of the Skeletons are magically enchanted. They rise from
their niches to attack.
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F: Grand Gallery
“A black iron portcullis blocks the entryway of the voluminous
chamber beyond.”
NOTE: Lifting the portcullis without using the hidden lever makes a
considerable amount of noise, turning the environment Deadly.
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Statue: A statue of an ancient king, fashioned from the same porous dark
stone as the statue in the fountain. Engraved upon its pedestal are the
words “King Halkuth-Ylgun – Lord of the Wandering Flame”.
Slime: The slime dripping down the roots is a pair of Gray Oozes. If
characters enter the chamber, they drop to the floor and attack.
Boulder: A porous black rock, 6’ in diameter, split down its center with a
blue crystalline substructure within.
Pedestal: The pedestal is fashioned from solid gold but far too heavy to
lift. It is adorned by seven large rubies (100g each) that the characters
may use their actions to pry from the pedestal (one ruby per action).
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Pool: 5’ in depth below the level of the floor, filled with the same dark
water as the stone fountain in AREA B (deals 1d4 necrotic damage if
imbibed, “Detect Magic” will detect a faint residue of magic upon the
water). There also appears to be some sort of drain at the bottom of the
pool but no apparent mechanism to activate it.
NOTE: If the players have activated the trap in AREA I, the pool will be
empty, its water turned to deadly vapor.
Suits of armor: All four suits of armor are Animated Armor that will
activate when the trap in AREA I has been activated. They will seek out
the characters, converging upon their location as quickly as possible.
“Detect Magic” will alert the characters to the armors’ true nature, thus
allowing them to destroy the magical constructs in their dormant state
before entering AREA I.
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Secret door: There is a secret door in the wall to the north. Opening the
secret door deactivates the vapor trap and unseals the entranceway. The
vapor quickly dissipates, leaving the air breathable once again.
J: Hidden Chamber
“A musty smell assaults your nostrils as the secret door swings
wide, revealing yet another 15’ x 15’ chamber. Against the far wall is
an ornately carved wooden table upon which rests four wooden
treasure chests.”
Table: Heavy black wood, carved with a skeleton motif, the legs depicting
piles of skulls and bones.
• First chest) Contains a silver burial mask (50gp), the face of which
resembles King Halkuth-Ylgun, and an ornate silver embalming
knife (20gp/deals 1d4 damage).
• Second chest) Ghost Flame dart trap! A dart with a blue crystalline
tip shoots forward from the chest when opened. DC 15 DEX to
dodge or take 1d4 damage and DC 12 CHA or become Possessed.
Chest is empty.
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K: Burial Chamber
“A massive door of solid silver blocks the entrance to this
chamber. The door is covered in magical sigils and has what looks to be
a keyhole at its center.”
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The third of the Ancient Kings, transformed into a barrow Wight by the sinister
power of the Wandering Ghost Flame.
AC 15 (+1 chainmail), HP 20, ATK 1 bastard sword +3 (1d10) and 1 life drain +3, MV
near, S+3, D+1, C+2, I+1, W+0, Ch+3,AL C, LV 4
37
38
NOTE: The crown will not provide a new wearer with any magical benefit.
Wearing it with the crystal still in place is considered carrying the crystal.
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PART III:
THE RIVER OF DARKNESS
“And from the heavens spat down a great blue tongue of flame, ravenous and
hungry for the land, setting trees afire and rivers to pitch…”
— Verse 31: 12, D’hofvenzen Almantus, The Dwarven Book of Days
D6 DETAIL
1 A Swarm of Centipedes rushes towards the party
2 A Giant Centipede attacks
3 A mysterious wave crashes through the tunnels,
extinguishing all torch light. Characters in the
funeral barge must make a DC 12 DEX/STR (player’s
choice) or be swept overboard
4 1d4 Darkmantles swoop towards the party
5 A Deep One rises from the water and hurls its spear
6 1d4 Deep Ones set upon the party, attempting to drag
any characters who are close to the river bank or riding
in the funeral barge into the Carnivorous Blind Cavefish
infested waters
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AC 12, HP 13, ATK 2 bite +2 (1d6), MV near (swim), S-2, D+2, C+0, I-3, W+0, Ch-3,AL
N, LV 3
Symbiosis. Symbiotic relationship with the Deep Ones who bring the fish food. The
fish, in turn, allow the Deep Ones safe passage and protection.
Getting down: The characters are directly above the river cavern so
there is no wall to climb down. They will require at least 30’ of rope or
some other means of descending into the cavern. If the characters
decide to drop into the water, have each one attempting to do so make
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Treasure: Only three pieces of the King’s treasure remain, the rest having
most likely sunken beneath the waters of the underground river. If
characters wish to search the bottom of the river for any additional
treasure, they will encounter a countless onslaught from the
Carnivorous Blind Cavefish rendering such an endeavor ultimately
impossible. The remaining treasure is as follows:
Water: Just as the water inside of the tumulus, the water of the river has
been tainted by the power of the Wandering Ghost Flame (any character
42
Cave: An opening from which the river pours out. There is only half a foot
of breathing space above the surface of the water and no stretch of
shoreline that leads to the cave. Characters attempting to explore the
cave opening must do so by entering the water (and being attacked by
the Carnivorous Blind Cavefish) and will discover that it only leads them
deeper and deeper into the darkened earth.
B: Funeral Barge
“As you follow the river around a bend, the shoreline widens into
a larger cavern, one that plays host to an ancient man-made pavilion
of rough-hewn stone. Four giant stone braziers flank a crumbling
pathway leading up a broken stone staircase that ends in a cave-in. At
the water’s edge, a short stone dock protrudes into the river with a
grandiose barge floating next to it.”
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Funeral barge: A 15’ long boat of porous black stone, its sides inscribed
with runes similar to those upon the braziers. The prow is sculpted to
depict the upper body of a skeletal figure that holds a lantern in one
outstretched hand.
• Lantern: When all four of the braziers are aflame, the stone lantern
begins to glow with an eerie blue light. The lantern’s glow is not
bright enough to serve as a true light source but it will aid the
characters in locating the barge should they find themselves in total
darkness. The barge will begin to move once any character or
characters step upon it. If the barge is abandoned at any time, it
will come to a stop, but will resume its movement as soon as at
least one character steps back upon it.
• Exiting the barge: Once the barge leaves the dock it travels to the
middle of the river, meaning characters wishing to disembark the
barge at any point must find some means of reaching the shoreline.
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Ambush: Five Deep Ones lie in wait for the party, hiding behind the
clusters of gravestones. They wait until the characters are midway
through the cavern before attacking. If the characters are inside the
funeral barge, the Deep Ones will hurl their spears upon their first attack
and then swim for the boat, hoping to drag the characters into the
Carnivorous Blind Cavefish-infested waters. The Deep Ones should have
the advantage of surprise unless the characters have actively scouted
the area beforehand (GM’s discretion).
D: Hanging Bodies
“As the river rounds another bend, you are met with a gruesome
sight. A huge black tree root, itself as thick as a trunk, protrudes from
the cavern wall and hangs out across the water. Hanging by their necks
from the root are three decomposing corpses, their lower bodies
skeletonized by the flesh-eating fish in the water below. An old
abandoned satchel lies upon the shore.”
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• Climbing up: The bodies are low enough that any characters riding
upon the funeral barge can climb up them and onto the root that
leads back to the shoreline by making a DC 9 DEX (falling into the
water on a natural 1). If every character leaves the funeral barge at
once, it will stop in place beneath the root.
Satchel: A soggy leather satchel that contains lamp oil (x3), 60’ of rope,
a grappling hook, a rind of spoiled, wet cheese now blooming with mold,
and a Potion of Healing. Marked as ‘X” on map.
E: Shoreless Stretch
“The river bank comes to an end here, resuming 30’ further down
the cavern.”
Movement: Characters not inside the funeral barge will either have to
swim the 30’ stretch (being attacked by the Carnivorous Blind Cavefish
for every round that they do) or devise some other means of reaching
the further shoreline.
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Deep Ones: The three Deep Ones are focused upon caring for their
offspring, and, as such, they may be taken by surprise if the characters
remain stealthy in their approach. The funeral barge, itself, moves down
the river with little sound and will not immediately alert the Deep Ones
to its presence.
Offspring: Each of the infant Deep Ones are no longer than a foot in
length. They mewl and hiss at any characters who might approach them
but are ultimately harmless.
Sea gate: When the funeral barge comes within 10’ of the sea gate, it
comes to a stop with the lantern’s light shining upon the glyph before it.
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NOTE: Without the lantern upon the funeral barge there is no other
means of exiting the cavern.
Giant Crab: As the gate begins to open, a giant wave of sea water rushes
in (all characters inside the funeral barge must make a DC 9 DEX or be
tossed into the water) and a Giant Crab rises from the depths to attack
the adventuring party. It will attack the party for the full five rounds,
disappearing (if still undefeated) below the waves once every member
of the party has made their way successfully through the sea gate.
CONCLUSION
“The funeral barge makes its way through the ancient sea gate
and into the shimmering blue ocean beyond. The sun shines brightly
now above you as the salt spray hits your face(s) and seagulls cry out
in the air all around you. The barge travels to the coastline and comes
to a rest upon a warm and sandy beach to move no more. And there, in
the distance, you can still see the trio of earthen tumuli rising from the
depths of the forest behind you.”
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