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Into The Barrow

Into the Barrow of the Long-Forgotten King is a grimdark RPG adventure designed for character levels 1-3, set in a mysterious forest with ancient burial mounds known as The Tumuli. Players must navigate treacherous tunnels and face various horrors within the burial mound of a long-forgotten king, with the adventure divided into three parts: The Hidden Tunnels, The Tumulus, and The River of Darkness. The module includes random encounters, unique maps, and various conditions that heighten the danger as players explore the dark and deadly environment.

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0% found this document useful (0 votes)
362 views56 pages

Into The Barrow

Into the Barrow of the Long-Forgotten King is a grimdark RPG adventure designed for character levels 1-3, set in a mysterious forest with ancient burial mounds known as The Tumuli. Players must navigate treacherous tunnels and face various horrors within the burial mound of a long-forgotten king, with the adventure divided into three parts: The Hidden Tunnels, The Tumulus, and The River of Darkness. The module includes random encounters, unique maps, and various conditions that heighten the danger as players explore the dark and deadly environment.

Uploaded by

jameyharrison
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Into the Barrow of the

Long-Forgotten King
By Matthew Aaron Gorman

A GRIMDARK DELVE INTO SUBTERRANEAN HORROR


COMPATIBLE WITH SHADOWDARK RPG

Jamey Harrison (Order #47234520)


Into the Barrow of the Long-
Forgotten King
CREDITS
Writing/Design
Matthew Aaron Gorman (matthewaarongorman@gmail.com)
Illustration
vectorstock.com/istock.com/shutterstock.com
Fonts
JSL Blackletter font © Jeffery S. Lee, Modesto Bold Condensed™ Jim
Parkinson (licensed by Modesto Electronic Doc EULA).
LICENSE
Into the Barrow of the Long-Forgotten King is an independent product
published under the Shadowdark RPG Third-Party License and is not
affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The
Arcane Library, LLC. For more information, visit thearcanelibrary.com.

Jamey Harrison (Order #47234520)


CHARACTER LEVEL
Into the Barrow of the Long-Forgotten King is an adventure that is
designed for character levels 1-3, although parties comprised of smaller
numbers may find it difficult to survive.

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.

Rumor tells of another entrance somewhere deep within the forest, a


twisted maze of caverns and tunnels that lead beneath the burial mound
of a long-forgotten king…

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.

Jamey Harrison (Order #47234520)


• Part II: The Tumulus. The characters must brave the unholy terrors
of the burial mound itself.

• Part III: The River of Darkness. There is no conventional exit from


the tumulus, and characters must either make their way back to
the entrance (Area A - MAP 1), locate the exit tunnel in the Rust
Monster Lair (Area P - MAP 1), or take their chances upon the
foreboding black waters of an underground river.

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

Jamey Harrison (Order #47234520)


CONDITIONS
Danger Level: All areas are considered Risky. The GM checks for an
encounter every 2 crawling rounds or whenever the characters create
loud noises (1d6, 1 = encounter).

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).

All monsters, including Cannibal Humanoids, are dark-adapted.

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.

Jamey Harrison (Order #47234520)


PART I:
THE HIDDEN TUNNELS
“Oh, believe me, there’s a way inside. I’ve seen it with me own two peepers, but
I was too afeared to enter. Ahh, but for a dram of whiskey and
a flagon of your ale, I would happily draw you a map…”
— Allibus Marsh, a hafling drunk

RANDOM ENCOUNTERS: PART I


After each encounter concludes, remove it from the list. If you roll that
number again, continue to roll until you have rolled a new encounter.
Once every encounter has taken place, you may refresh the list in its
entirety.

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

Jamey Harrison (Order #47234520)


INTRODUCTION
Read the following to the players at the start of this adventure:

“Lately, rumors have rippled through the treasure hunting world


about the possible discovery of a hidden entrance to the last of the
three tumuli, a trio of towering burial mounds located deep within the
heart of an overgrown forest. They are the final resting places of three
ancient warrior kings.
Centuries ago, two of these tumuli were entered and plundered,
and songs are still sung of the treasures found within. But the entrance
to the third and final tumulus was never found. It was believed to have
sunken deep beneath the earth.
Your adventuring party has come into the possession of a secret
map, one that details an entrance to a series of tunnels. The tunnels
have been said to make their way through the subterranean earth and
into the very heart of the burial mound. Dreaming of the splendor of
riches that await you, you all set out upon a quest into the darkened
wood.
Now, after braving the many perils of the dark and savage
wilderness — the clouds of stinging insects, the bitter, howling wind, a
nearly fatal mudslide, and a ravenous pack of wolves — you stand, at
last, before your destination. In front of you lies the mouth of a cavern,
all but hidden from view by a veil of thorny vines. It leads into the cold
and inky darkness beyond. You will need some source of light now
should you wish to continue...”

Begin a torch timer (1hr of actual time) to enter…

Jamey Harrison (Order #47234520)


A: Cavern Entrance
“Past the vines, a short tunnel leads downward into an earthen
chamber roughly 30’ in diameter. The broken wreckage of a merchant’s
wagon and several humanoid skeletons lay in the northwestern corner
of the room. The rocky ground is wet with subterranean moisture
(NOTE: torches cannot be placed upon the ground here without quickly
going out) and the air is filled with the aromas of wet earth and decay.”

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).

Skeletons: Non-magical. Appear to be human or elven but badly


decayed. Evidence of missing limbs, deep cut marks in the bones.
Characters with knowledge of hunting/butchery might surmise that their
meat was likely harvested for consumption.

• First skeleton) Tall, male, missing both arms and right femur, wears
tattered leather armor. No other items of interest.

• Second skeleton) Short, male, missing right forearm, skull cracked


wide. Wears tarnished pendant of St. Terragnis (10cp/grants a luck
token to a player who holds it and has St. Terrangis as their deity).
No other items of interest.

• Third skeleton) Short, female, missing both arms and most of


ribcage. Carries a worn leather satchel that contains 7cp, some
stale rations (inedible), a torch, and a small hand-drawn map
(present players with MAP A).

Jamey Harrison (Order #47234520)


B: Ossuary Hallway
“This tunnel appears to be partially man-made. Thick wooden
beams, bound together by animal hide, hold up portions of the walls
and ceiling. The area is littered with dozens of skulls, both animal and
humanoid. An assortment of bones — pelvic bones, jaw bones, radial
bones, and femurs — hang from the ceiling beams by strands of woven
hair.”

Sinister warning: Characters with any knowledge of folk magic or ritual


might recognize the grisly display as some form of ward or warning to
those who dare enter.

Hole in the wall: Any character investigating the area will discover a
hidden opening in the wall behind a crumbling humanoid skull.

“Inside, the fraying end of a weathered rope protrudes from a


foot-wide opening and disappears into darkness.”

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.

Jamey Harrison (Order #47234520)


C: Spiked Pit Trap
“The passage widens ahead to reveal a small chamber, roughly in
the shape of an hour glass. A fuzzy, green lichen grows in abundance
upon the rocky, earthen walls and the ground here is soft and wet.”

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).

• Corpse: Impaled upon the wooden spikes is the moldering corpse


of one unlucky adventurer. Human male, clad in leather armor,
wears a backpack that contains a heel of moldy bread, 60’ of rope,
a grappling hook, flint and steel, two torches, and a Scroll of Turn
Undead.

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.”

Jamey Harrison (Order #47234520)


D: Dripstone Pool
“Water drips from the massive stalactites that occupy the ceiling
of this circular chamber, collecting within a naturally formed basin
below. The bloated corpses of two giant rats float upon the water’s
surface and a putrid stench hangs heavy in the air.”

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.

• Hidden treasure: Any character brave enough to rifle through the


rotting sediment will discover a silver dagger (10gp) beneath it.

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.”

Cannibal Humanoid: The Cannibal Humanoid will be cooking its meal so


long as the characters have not made a significant amount of noise in the
passageway before entering. It crouches with its back facing the

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entranceway and can be taken by surprise. If the characters have made
a good deal of noise outside, it stands ready with its sharpened stick.
Read instead:
“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 stands before
the coals, a sharpened stick in hand. As you enter the chamber, its
yellow eyes lock on to you. Everyone roll for initiative.”

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.

AC 12 (leathery hide), HP 5, ATK 1 sharpened stick (close/near) +4 (1d4) or bite +4


(1d4 + disease), MV near, S+4, D+1, C+1, I+1, W-2, Ch-2, AL C, LV 1

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.

Treasure box: A thorough search of the cavern will reveal a small


wooden box with a rusted metal clasp hidden beneath a stack of stones.
The box is stuck shut, requiring a DC 12 STR to open. It contains an
undersized pearl (20gp), an old silver ring (10gp), a few colorful rocks
(no value), and an empty glass vial.

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Jamey Harrison (Order #47234520)


Natural chimney: The conical ceiling (30’ at its highest point) of
subterranean rock is fissured in several places, serving as a natural
chimney above the coals (coal pit causes 1 HP of burning damage for
each round that a creature or character is inside of it). The fissures are
too thin to enter and offer no source of light.

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.”

Cannibal Humanoids: 3:6 chance of 1d4 Cannibal Humanoids bathing


within, their bodies slathered in mineral-rich mud. They can be taken by
surprise if the characters remain stealthy upon approach. On a roll of 4-
6, the chamber is uninhabited.

Sharpened sticks: The favored weapons of these Cannibal Humanoids


will be leaning up against the northern wall (marked ‘x’ on map) if they
are bathing within. If the Cannibal Humanoids cannot reach their
weapons, they will resort to their infectious bites instead.

Mineral-rich mud: Bathing in the grotto for a minimum of two rounds


(one encounter check) restores 1d4hp per character and gives
advantage on a character’s next CON check against disease (only if
previously infected by a Giant Rat or Cannibal Humanoid).

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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Jamey Harrison (Order #47234520)


G: Sleeping Den
“The air of this chamber is ripe with the odors of unwashed flesh
and decomposing meat. The ground is strewn with animal pelts and
scraps of tattered clothing, and the half-eaten corpses of several Giant
Rats are piled against the eastern wall.”

Cannibal Humanoids: 3:6 chance of 1d4 Cannibal Humanoids sleeping


within. They can be taken by surprise if the characters remain stealthy
upon approach. If not, the Cannibal Humanoids will be alert and ready.
On a roll of 4-6, the chamber is uninhabited.

Animal pelts: The pelts appear to be primarily those of wolves, crudely


stripped and crawling with centipedes and other tiny insects. They have
an incredibly revolting smell and cannot be sold.

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.

Once the barrier is breached, read:

“This chamber is roughly 15’ from wall to wall. It is filled by the


splintered, broken boards and mud-encrusted wheels of what appear

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to be several more wagons. Scattered beneath the wooden debris are
a multitude of smaller items amidst a pile of blood-soaked clothing.”

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:

1. A small hand shovel


2. 2 glass bottles with cork stoppers (suitable for liquids)
3. A grappling hook attached to a frayed bit of rope (1’ in length)
4. 3 iron spikes
5. An ornately carved wooden box (10gp)
6. A lantern (contains no oil)
7. A small hand axe (deals 1d4 damage)
8. A silver longsword (30 gp)

NOTE: The GM can decide whether or not to roll a d8 per character as


they search, awarding the corresponding item and removing it from the
list (re-roll for any items already found) or simply let them have the items
to disperse amongst themselves. Encounter checks should continue to
be rolled if a turn by turn search is implemented.

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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Jamey Harrison (Order #47234520)


NOTE: Reinforcements: Make a check every two rounds during combat
with the Bone Cleaver Cannibal Humanoid. 1:6 chance of 1d4 Cannibal
Humanoids arriving to assist the larger one. Once this has occurred,
there is no need to check for any further reinforcements.

BONE CLEAVER CANNIBAL HUMANOID

This Cannibal Humanoid is slightly larger and more formidable than the others. It
wields a cleaver fashioned from the jawbone of something large.

AC 13 (leathery hide), HP 8, ATK 1 bone cleaver +4 (1d6) or bite +4 (1d4 + disease),


MV near, S+4, D+2, C+4, 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.

Captives: There are four human captives in total. Their positions are
marked (1-4) upon the map of this area.

• First captive) Elderly male, near death, cannot be revived.


Whispers something about a “ghost flame” over and over. Dies in
1d4 rounds.

• 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.

• Third captive) Middle-aged male, wears traveler’s attire. He says


his name is Simon and that he and his wife were part of a merchant
caravan who were captured by the Cannibal Humanoids. He

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Jamey Harrison (Order #47234520)


implores the characters to help locate his wife, Magda, whom he
describes as a “raven-haired lass of unparalleled beauty”.

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).

• Fourth captive) Middle-aged male, wears leather armor, missing


left arm and barely breathing. He says his name is Edwyn and that
he came here looking for treasure. He knows that he is not long for
the world and offers the characters his treasure map. (present
players with MAP B). Dies in 1d4 rounds.

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.”

Darkmantles: This cavern is home to a trio of Darkmantles who will


descend upon the characters at the cavern’s midpoint, attempting to
extinguish any light source(s) before attacking. Feel free to place them in
any hiding place (inside an alcove or behind a cluster of stalagmites) at
or around the midpoint of the cavern.

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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Jamey Harrison (Order #47234520)


K: Ancient Mine
“Someone or something has tunneled through the cavern wall
here to reveal a separate chamber, one that appears to have been
carved out from the rocky earth. A length of iron tracks with crumbling
wooden planks runs down the center of the chamber, and markings
carved into the walls resemble words. The chamber is blocked off at
either end by two massive cave-ins and there appears to be no further
exits.”

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:

1. “Behold, the path of gold”


2. “The earth bestows its blessings”
3. “Madeera, protect us”
4. “Belly to the earth”
5. “Seek the hidden path”
6. “Bring Glory to the Dwarven King”

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.

Skeletal hand/pickaxe: A skeletal hand protrudes from the debris of the


northern cave-in, the remains of some unlucky dwarven miner who was
buried beneath the rockfall long ago. An aged pickaxe lies in the dirt close
by. It may be used as a weapon (1d4 damage) but has a 3:6 chance of
breaking apart if thusly employed.

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Jamey Harrison (Order #47234520)


Secret tunnel: Characters searching the area near the northern cave-in
(or using Edwyn’s map) will quickly discover the secret tunnel.

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.”

Encounter checks inside tunnel: Continue making encounter checks as


normal every two crawling rounds, but use the following table should
you roll a 1.

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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Impaired movement: The characters will have to crawl single file upon
their hands and knees should they wish to follow the tunnel’s course. As
a result, they will be forced to move at half speed down the entirety of
its 60’ length.

Impaired combat: Characters suffer disadvantage while fighting inside


the tunnel and only the lead character is able to attack. In addition, only
smaller melee weapons (daggers, short swords, hand axes) may be
employed within the limited space.

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.

• Small hand shovel) Add 5gp per round or advantage on gold


roll.

• Pickaxe) Add 10gp per round or advantage on gold roll.

Environment: The noise from the characters’ chiseling turns the


environment Deadly (make an encounter check every round). On a roll
of 1, 1d4 Cannibal Humanoids enter through the tunnel.

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Weight: Treat gp value of the gold as an equal number of gp in weight.

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.”

Corpse: The corpse is that of a human male, completely drained of


blood, wearing chainmail and a backpack containing two torches, flint
and steel, a small hand axe, a Potion of Healing, a wineskin filled with
water, and a well-worn map (present players with MAP C). A short sword
and a burnt-out torch (unusable) lay upon the ground nearby.

Stingbats: This cave is home to a family of 2d6 +2 Stingbats. Characters


may pass freely through the room so long as they complete their journey
in a single turn. The creatures will attack any character(s) ending their
turn(s) within the chamber (searching the corpse, for example).

O: Ghost Flame Crystal Shard


“A grisly scene awaits you as you enter this chamber. Atop a
heavy black boulder, roughly 4’ in height, rests a strangely glowing
crystalline stone. It bathes the room in an eerie, bluish light. Planted
about the base of the boulder, amidst a slick of drying blood, are a
sizeable number of severed heads. From one darkened corner of the
chamber comes the sound of maniacal giggling.”

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Ghost Flame Crystal Shard: The glowing blue stone appears to be a
fragment broken off of a much larger matrix. Anyone touching the crystal
with their bare skin will become instantly Possessed. Anyone carrying
the crystal upon their person must make a DC 12 CHA every two rounds
or become Possessed.

Possessed: The character becomes overwhelmed by the power of the


Wandering Ghost Flame, quickly developing a craving for human flesh.
In 1d8 rounds they will attack the nearest non-monster humanoid in an
attempt to kill and consume them. “Protection From Evil” is ineffective
against the crystal’s power.

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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MAGDA

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:

“It sings to me, it sings to me, my beauty. And once I placed it on


my flesh, I could feel its touch inside of me.”

Additional (optional) dialogue:

“It won’t be long before it sings to you.”

“My beauty, my beauty, it dreams of blood.”

“I cradled it there inside my arms, my beauty, my beauty, such


sweet, sweet songs.”

If Simon is present:

“Come to me, my darling, that I might taste you on my lips.”

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P: Rust Monster Lair
“The entrance of this chamber ends abruptly at the edge of a small
cliff overlooking a room-sized pit roughly 10’ in depth. The floor of the
pit is covered with piles of battered weaponry and loose segments of
armor, all of it corroded and covered in rust. You can also see what
appear to be pieces of gold scattered throughout the piles. There is a
10’ wide cave at floor level on the far side of the pit.”

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.

Weapons and armor: Dozens of swords, spears, axes, and pieces of


armor, all far too corroded by rust to be useful. Characters might easily
surmise that they were left here to placate the Rust Monster, most likely
by the Cannibal Humanoids.

• Impaired movement: The scattered piles of weapons and armor


make for difficult terrain. Characters move at half speed inside 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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they have left it. Players returning to town may also use the opportunity
to level up their characters if they have acquired enough XP to do so.

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.”

Water: The water is roughly 4’ in depth until it reaches the midpoint


(shown on map) where the submerged cavern floor drops off abruptly to
20’ in depth.

• Skeleton: Non-magical. At the bottom of the underwater pit is the


skeleton of a human male wearing plate mail. It is wedged between
two giant rocks and requires DC 15 STR to free. A bastard sword
and battered shield lay there in the depths beside it.

R: Giant Spider Lair


“A series of jagged ledges, obscured by shadow, form a natural
mezzanine above the floor of this cavernous chamber. Strands of
massive webbing span the room in all directions, several of which
contain vaguely humanoid forms cocooned within them. Ahead, a dim
blue glow marks the cavern’s only exit.”

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).

Webbing: Certain areas (shown on map) are thick with webbing.


Characters moving through these areas or taking damage in a square
adjacent to one of these areas must make a DC 12 DEX or become stuck
and unable to move. Stuck characters must make an additional DC 12

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DEX/STR (player’s choice) upon their following turn to free themselves.
Setting fire to the webbing will destroy one area at a time, but anything
within that area, stuck or otherwise, will take 2d6 of fire damage.

Corpses: Three desiccated corpses are cocooned within the webbing.


Characters must climb the 15’ cliff walls (DC 12 DEX) to reach them and
spend their turns cutting them down one at a time.

• First corpse) Young human female, clad in leather armor, carries a


sheathed dagger and a pouch containing 16cp.

• Second corpse) Older human male, clad in tattered robes, carries a


map (present players with MAP D) and a leather notebook with the
hastily scrawled message, “Only the flame can devour its
children”.

• Third corpse) Elven male, clad in leather armor, carries a backpack


containing flint and steel, a single torch, and a Potion of Invisibility.

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).

“Before you lies a crumbling wall of massive stone bricks. From an


opening at its center, just wide enough to allow you passage, comes
the otherworldly glow of an eerie, bluish light…”

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PART II:
THE TUMULUS
“Though little be known about the third of the Ancient Kings, it was said that he
had trafficked in the forbidden arts and made a pact with something much older
than man. Something from the blackness beyond the sky…”
— Lucius Krenzoff, Local hedge wizard and historian

RANDOM ENCOUNTERS: PART II


After each encounter concludes, remove it from the list. If you roll that
number again, continue to roll until you have rolled a new encounter.
Once every encounter has taken place, you may refresh the list in its
entirety.

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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A: Temple of The Eternal Ghost Flame
“Passing through the crumbling wall, you enter into a man-made
chamber of roughly-hewn stone. The 20’ high ceiling sags beneath the
weight of the earth above it, held aloft by a series of rounded columns.
At the far end of the chamber, a short flight of steps lead upwards to a
dais upon which stands a large stone statue of an armored warrior with
a skeletal face. In the statue’s arms rests a brazier of burning blue
flame, which bathes the room in its eerie light. There are corridors
leading to the east and west.”

Pressure plate: Any character crossing the threshold (shown as dashed


line on map) activates a pressure plate. The characters hear the rumble
of moving stone as the plate opens up two hidden panels to either side
of the dais, releasing two suits of Animated Armor.

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.

The Eternal Ghost Flame: A manifestation of the dark and powerful


energy of the Wandering Ghost Flame, it burns a ghostly blue in the
statue’s brazier. Any character touching it dies instantly and cannot be
brought back. The flame cannot be extinguished.

• 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.

• Weapons: Metal weapons placed within the Eternal Ghost Flame


begin to glow with its eerie blue light. Grants the weapon +2 to

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damage against all living opponents but renders it useless against
the undead. The effect will linger for one full day and cannot be
dispelled by magic. The sword, Ghostbane (see next entry), is
immune from this effect.

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.

Statue: A skeletal maiden in flowing garments, fashioned from a dark and


porous stone. “Detect Magic” reveals something magical within.

• Hidden sword: Sealed inside the statue is a +1 Silver Longsword


known as Ghostbane. It deals four dice of damage on a critical hit
versus undead creatures and speaks to its wielder in the Common
tongue. The characters must break apart the statue completely to
discover the sword. Treat stone statue as AC 12, HP 10. The noise
of destroying the statue will turn the environment Deadly until it
ceases.

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C: Sealed Room
“A stone door carved with ancient glyphs stands before you, a
barrier to whatever lies beyond.”

Door: The door of this chamber is sealed by a powerful sigil, impervious


to spells and physical damage. Reading from the Scroll of Hakulth-Ylgun
(found upon the standing skeleton in AREA E) breaks the seal. The scroll
then turns to dust.

Once the barrier is breached, read:

“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.

“The sarcophagus contains the crumbling remains of a woman


dressed in funerary garb. She wears a golden crown and holds a ruby
scepter in her skeletal hands.”

• Ysildra’s ghost: Attempting to remove either treasure will cause


the Ghost of the ancient queen to appear.

“A pale blue mist rises from the sarcophagus, forming an image


in the air above it. It takes the form of an ancient warrior queen, clad
in shimmering armor, who wears a ghostly version of the same golden
crown that lies before you.”

• 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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“Many moons have passed in this cold and restless eternity. Long
ago, I was the warrior bride of Hakulth-Ylgun, fighting by his side in
glorious battle.

But when my beloved sought power that no mortal man should


possess, he soon fell prey to the dark forces with which he so foolishly
conspired. He grew mad with power, cruel and despotic, corrupted from
within by the song of the Wandering Flame.

And when I rose up against him, attempting to save his fractured


kingdom, I met my earthly fate at the end of his blade. Lo, this was not
to be the end of my suffering. His dark magics have bound my soul upon
this earthly plane, that he might keep me here forever in undeath.”

• A ghostly bargain: Ysildra will not allow the removal of her


treasures unless the characters promise to destroy the body of
Halkuth-Ylgun, releasing her from her torment. If the characters
agree to her terms, Ysildra tells them of an ancient silver key
beyond a room of black roses, the only means by which they may
enter the king’s burial chamber.

NOTE: If the players decide to do battle with Ysildra, unwise as that may
be, use the standard Ghost stat block.

Treasures: Ysildra’s golden crown (300gp) and ruby scepter (250gp).

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D: Family Crypt
“The walls of this cold and musty chamber are cracked and
crumbling with age. Four stone sarcophagi, two to either side of the
entrance, occupy the space, and shelf-like niches in the walls are filled
with armored skeletons. Upon the eastern wall is a large stone crest,
the circumference of a wagon wheel, depicting a mighty shield covered
by two crossed swords.”

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.

Sarcophagi: Heavy stone lids, requiring DC 15 STR or multiple characters


to lift and remove. Contain crumbling skeletons (non-magical) in
funerary garb, each of them holding an ancient longsword.

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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Standing skeleton: Non-magical. Secured against the wall by a series of
black metal hooks. Holds the Scroll of Halkuth-Ylgun in one bony hand.

• Scroll of Halkuth-Ylgun: A tattered scroll covered in ancient


symbols. It breaks a magical seal when read aloud before the
proper location (the door that leads to AREA C).

Sarcophagi: Heavy stone lids, requiring DC 15 STR or multiple characters


to lift and remove. Contain crumbling skeletons (non-magical) in leather
armor, each of them holding an ancient halberd.

F: Grand Gallery
“A black iron portcullis blocks the entryway of the voluminous
chamber beyond.”

Portcullis: Requires DC 18 STR to lift (advantage to roll with more than


one character lifting) and requires 1d4 rounds to complete following a
successful check, or open by pulling the hidden lever in AREA D.

NOTE: Lifting the portcullis without using the hidden lever makes a
considerable amount of noise, turning the environment Deadly.

After the barrier has been breached, read:

“The ceiling of this massive chamber is held aloft by four solid


cube-shaped slabs of stone, one in each quadrant of the room. Bas-
reliefs of ancient warriors adorn the walls, and a life-sized statue of a
warrior king stands upon a pedestal at its center.”

Stone slabs: Solid cubes of granite stone, transported by unknown


means, measuring roughly 10’ x 10’ on every side.

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Bas-reliefs: Sculpted images of ancient warriors in battle against their
enemies. The western wall depicts a group of warriors standing atop a
hill as one points towards a ball of flame in the sky above them.

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”.

G: Dark Stone Chamber


“The ceiling of this small square chamber has partially collapsed,
revealing a tangle of gnarled black roots. The roots are dripping with a
thick, grayish slime and carry an odor of wet earth and putrescence.
Atop a jewel-encrusted golden pedestal at the center of the chamber
rests a large black boulder, cracked in half to reveal a hollow cavity
within.”

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.

• Crystalline substructure: A shallow layer of icy blue crystal


formations that emit a dull, bluish glow. Anyone touching the
crystalline substructure with their bare skin must roll a DC 12 CHA
or become Possessed.

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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H: Antechamber
“A pool of dark water 10’ in diameter occupies the center of this
30’ x 30’ chamber with a 2’ high rim of porous black stone surrounding
it. In each corner of the room stands a suit of armor, each of them
holding a longsword. A passage to the north ends in a massive wall of
earth, blocking what may well have been the original entrance to the
tumulus.”

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.

I: Black Rose Room


“This 15-square-foot chamber appears to be completely empty,
but its walls are covered from floor to ceiling with paintings of black
roses, each of them about the length of a man’s arm.”

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Poison vapor trap: The center tile of the room is a pressure plate which
activates a poison vapor trap. A heavy stone slab drops from the ceiling,
sealing the entrance, and a noxious black vapor pours forth from tiny
vents hidden inside the petals of the painted roses. Characters inside the
chamber must pass a DC 12 CON at the start of each round or take 1d4
necrotic damage from the poisonous vapor. After four rounds, the
damage penalty on a failure increases to 1d8 as the vapor grows thicker
and thicker throughout the room.

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.

Chests: Medium-sized brown wooden treasure chests with brass


highlights. All chests are considered unlocked.

• 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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• Third chest) Contains a mummified human head. If touched or
investigated further, the head opens its eyes and begins to speak.
This is the head of Hyruk-Ylgun, brother of King Halkuth-Ylgun. The
head explains that it in life, he (Hyruk-Ylgun) had risen against his
tyrannical brother and had paid for such transgression with his life.
Not satisfied with simply executing his brother, Halkuth-Ylgun cast
dark magic upon his brother’s severed head to trap Hyruk-Ylgun’s
soul inside of it. The head implores you to burn it and to finally end
its suffering. Any character doing so receives a luck token. The
burning head screams out in agony for two rounds (turning the
environment Deadly until it ceases) and then falls silent.

NOTE: Hyruk-Ylgun was once the wielder of Ghostbane. If the


sword is present, the two will have a brief reunion before Hyruk-
Ylgun beseeches the characters to end his torment.

• Fourth chest) Contains an ancient silver key (20gp) covered in


runes. This is the only means by which to enter the burial chamber
in AREA K.

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.”

Silver door: The door is sealed by powerful magic. It cannot be opened


by any means save for the ancient silver key found in AREA J.

After the barrier has been breached, read:

“Four enormous stone pillars nearly 5’ in diameter hold up the


ceiling of this rectangular chamber. A stone sarcophagus stands upon
a raised dais at its center, a glittering sea of golden treasure at its base.

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As you enter the chamber, the heavy stone lid of the sarcophagus slides
open and a tall, gaunt figure with pale, ghoulish skin and shimmering
black armor arises from within. It wears a golden crown with a glowing
blue stone set inside of it and wields an ancient bastard sword.”

NOTE: Halkuth-Ylgun aka The Long-Forgotten King is technically a


Wight, transformed by the magic of the Wandering Ghost Flame. He is,
however, slightly more formidable than your average Wight. He has
increased HP, increased AC due to +1 magical armor, and wears a golden
crown beset by the Ghost Flame Crystal Gemstone which protects him
from any form of offensive magic cast by Lawful or Neutral clerics.

HALKUTH-YLGUN , THE LONG-FORGOTTEN KING

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

Greater Undead. Immune to morale checks. Only damaged by silver or magical


sources.

Life Drain. 1d4 CON damage. Death if reduced to 0 CON.

Crown of Halkuth-Ylgun. Contains the Ghost Flame Crystal Gemstone which


renders Halkuth-Ylgun immune from any form of offensive magic cast by Lawful or
Neutral clerics.

Treasure: Golden artifacts and precious gemstones are heaped about


the base of the sarcophagus. The treasure will fall through the collapsing
stone floor into the underground river beneath it after Halkuth-Ylgun
has been defeated (see below), but if the characters attempt to loot the
treasure from the pile during the course of the combat (using their action
to do so) you may roll one treasure per action from the following table
(re-rolling for any duplicates):

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D8 TREASURE
1 A golden amphora (250gp), requires 2 item slots
2 A giant ruby (300gp)
3 A Scroll of Floating Disk
4 A large golden idol (300gp), requires 2 item slots
5 Bracers of Strength
6 A golden medallion (100gp)
7 A Jewel of Barbalt
8 A golden helm (250gp)

After Halkuth-Ylgun has been reduced to 0 HP or less, read:

“The ancient, ghastly king collapses to his knees, his sword


clattering to the ground. You stand in triumph as his body melts before
you, his long dead flesh turning to a hideous black sludge as the golden
crown topples from his liquefying skull.

A thundering groan seems to emanate from everywhere around


you, and a bright blue light shoots through the chamber, bathing
everything in its ghostly glow. A moment later, it is gone, and the walls
around you begin to shake, bricks falling from the ceiling to smash
against the floor. The floor below the treasure-laden sarcophagus gives
way, plunging everything around it into a yawning pit below.”

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NOTE: Any character on a tile that also includes the sarcophagus must
make a DC 12 DEX or plummet into the waters of the river below (see
PART III - Entering the water) and has a 3:6 chance of also receiving 1d4
bludgeoning damage from the stones as they fall.

Exiting the tumulus: The flash of light is an emanation of the Wandering


Ghost Flame. Angered by the demise of its servant, it has elected to
destroy the tumulus in its entirety. The characters have only ten rounds
to leave MAP 2 as the structure begins to crumble around them. They
may do so by either returning to MAP 1 or by entering the open pit that
leads to MAP 3. After five rounds, any character still inside the tumulus
must make a DC 12 DEX at the start of their turn or be hit by falling debris
(1d6 damage). Any character still inside the tumulus at the end of the
tenth round will be crushed to death as the entire structure finally
collapses into the earth.

Halkuth-Ylgun’s armor: Shimmering black +1 chainmail.

• Curse: Any character donning the chainmail must make a DC 12


CHA or become permanently Chaotic, renouncing any Lawful or
Neutral deity or patron (losing any boons associated with that
being as a result). Clerics cannot use any of their spells until they
have made a sacrifice (for each spell at its tier value) to a Chaotic
deity of their choice after the adventure has concluded. Characters
who are already Chaotic in alignment are unaffected.

The Crown of Halkuth-Ylgun: A large golden crown (500gp) that holds


the Ghost Flame Crystal Gemstone. Anyone touching the crystal with
their bare skin will become instantly Possessed. Anyone carrying the
crystal upon their person must make a DC 12 CHA every two rounds or
become Possessed.

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

RANDOM ENCOUNTERS: PART III


After each encounter concludes, remove it from the list. If you roll that
number again, continue to roll until you have rolled a new encounter.
Once every encounter has taken place, you may refresh the list in its
entirety.

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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Entering the water: The waters of the underground river are teeming
with blind cave fish with an appetite for living flesh. These cat-sized, eel-
like creatures hunt through a form of echolocation. They are
immediately alerted to the presence of any character entering the water
and move to attack. The stat block below represents one school of fish,
each character entering the water will contend with their own separate
school.

CARNIVOROUS BLIND CAVEFISH, SWARM

A school of cat-sized, eel-like predators with mouths full of needle-sharp teeth.


They hunt through echolocation and attack in swarms.

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

Echolocation. Characters with invisibility will count as visible.

Symbiosis. Symbiotic relationship with the Deep Ones who bring the fish food. The
fish, in turn, allow the Deep Ones safe passage and protection.

A: The River Below


“The pit drops 20’ into a cavern below with what appears to be an
underground river within it, winding its way through the depths of the
earth. One shattered half of the stone sarcophagus lies against a small
patch of river bank with several glittering pieces of the King’s treasure
beside it.”

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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a DC 9 DEX or take 2d6 falling damage from hitting the embankment
instead. Characters entering the water will, of course, have to contend
with the Carnivorous Blind Cavefish.

After the characters have made the descent, read:

“You stand in a towering cavern beside an underground river. Its


current moves quickly and fish-like forms break the surface of the
nearly black water. At one end of the cavern, the river flows from a
small cave opening with little room above the surface of the water, and
on the other, the earthen shoreline runs along the length of the river
and disappears into the darkness beyond. The upper half of the stone
sarcophagus rests against the river bank, a few scattered bits of
treasure still around it.”

Sarcophagus: The shattered upper half of Halkuth-Ylgun’s stone


sarcophagus, bearing a sculpted image of the King upon its lid.

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:

1. A golden hand-sized harp (300gp). It has no strings and cannot


be played.
2. A golden scabbard (100gp) containing a silver longsword with a
golden hilt (60gp)
3. A Scroll of Invisibility

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

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drinking the water suffers 1d4 of necrotic damage). The river is around
4’ in depth along its bank but quickly drops to over 30’ in depth the
further out that the characters may venture (any characters over 4’ in
height can remain above the water level on any river square that also
touches a square of river bank).

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.

The collapsing tumulus: Characters still within AREA A after 5 rounds


must make a DC 12 DEX at the start of each round to avoid the falling
debris (1d6 damage) from the crumbling tumulus above. Any character
that remains in AREA A after ten rounds have expired by will be crushed
to death as the tumulus finally collapses, sending massive stone bricks
and chunks of rubble into the cavern below.

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.”

Stairs/cave-in: A cracked and broken staircase ascends 20’ to a stone


archway completely filled by earth and rubble. Characters might easily
surmise that this was once an alternate entrance to the tumulus above.

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Braziers: Giant stone braziers, covered in ancient runes, roughly 4’ in
height and 6’ in diameter, two to either side of the pathway that leads to
the stairs. They are currently unlit. “Detect Magic” reveals some form of
magical property within them. Lighting all four of the braziers will
activate the funeral barge (see below).

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.

• Movement: The barge follows the course of the river (shown on


map), moving roughly 20’ per round at the top of every round.

• 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.

• Encounters: While in the barge, characters are immune from any


Centipede attack that might occur as the result of a random
encounter roll, although any character or characters still upon land
must continue to contend with them. Encounter rolls 3-6 continue
to apply to every character regardless of position.

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C: Ancient Graves
“The shoreline widens once again into what appears to be an
ancient graveyard, older than the trio of tumuli above it. Tall and
rounded topped slabs of granite stone carved with centuries-old
hieroglyphs jut haphazardly from the rocky ground at intervals
throughout the cavern.”

Slabs: Ancient gravestones of various heights, the tallest standing higher


than a man. They populate the cavern in several large clusters (shown as
‘x’s on map) and provide cover for the ambushing Deep Ones. Any
character digging for treasure in this area will discover nothing of value
and has a 1:6 chance of unleashing a Swarm of Centipedes.

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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Corpses: Three waterlogged human bodies, placed here by the Deep
Ones as an offering to the Carnivorous Blind Cavefish. They hang down
into the water, with the bones of their lower bodies either missing
completely or picked clean by the fish.

• 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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F: Deep One Nursery
“The cavern before you is pockmarked throughout by shallow
pools of brackish water and the smell of seawater fills the air. You spy
three Deep Ones tending to what appears to be dozens of their infant
offspring inside several of the pools.”

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.

• Pearls: Characters searching the infants’ pools will discover three


large lustrous pearls (40gp each), which may have been serving as
toys for the offspring.

G: Ancient Sea Gate


“The river opens into a large water-filled cavern where the brine-
filled stench of seawater grows stronger still. At the far end of the
cavern is a towering stone sea gate that appears to bar any further
progression. An ancient glyph, roughly the size of a great shield, is
carved into its center.”

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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The glyph begins to glow with the same eerie blue light as the magic
lantern and the gate begins to open. It takes five full rounds for the gate
to open wide enough for the funeral barge to exit the cavern. Once the
gate is fully open, the barge will proceed through the opening and into
the open ocean beyond, concluding the adventure.

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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