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Barrow of The Bone Blaggards

The 'Barrow of the Bone Blaggards' is a Level 1-3 dungeon adventure where adventurers investigate a barrow haunted by undead brigands that have come to life due to a failed necromantic ritual by Quintius, a necromancer. The adventurers encounter various undead creatures, including skeletons and zombies, as well as a trapped pixie named Alfwine who seeks their help. The dungeon features multiple areas with unique encounters, treasures, and challenges, ultimately leading to the resolution of the undead's plight and the potential rescue of captured merchants.

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0% found this document useful (0 votes)
232 views14 pages

Barrow of The Bone Blaggards

The 'Barrow of the Bone Blaggards' is a Level 1-3 dungeon adventure where adventurers investigate a barrow haunted by undead brigands that have come to life due to a failed necromantic ritual by Quintius, a necromancer. The adventurers encounter various undead creatures, including skeletons and zombies, as well as a trapped pixie named Alfwine who seeks their help. The dungeon features multiple areas with unique encounters, treasures, and challenges, ultimately leading to the resolution of the undead's plight and the potential rescue of captured merchants.

Uploaded by

Nico
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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A LEVEL 1–3 DUNGEON ADVENTURE

Barrow of the
Bone Blaggards
BY CHANCE DUDINACK

T
averns are abuzz with rumors of robbers on the
roads. Haggard witnesses tell wild tales of brigands
composed of naught but walking bones, attacking
their caravans and making off with their goods and com-
panions.
All these incidents have taken place near a certain lonely
barrow in the woods, built a century ago to inter scores of
nameless soldiers who died heroes’ deaths in an historic
battle. The barrow, though always a shunned place, has
never been known to be haunted—but now, a ghostly, lively
music echoes from it.
For a reward, a chance at loot, or both, the adventurers have
come here to investigate this mystery. They are unaware of
the supernatural scourge’s true origin: Quintius, an aspir-
ing necromancer, came to the barrow to animate and com-
mand an army of the dead, but the ritual he used backfired.
The undead were brought to life, but out of his control. The
warriors, after experiencing the terrible boredom that is
death, have decided to use their newfound immortality to
do whatever they want without consequence.

4
22
19

12
18
11

20
17

8
21
9
15
16 7
L
10

14

6
4 5

3
13

2
1

1 square = 5' L = Locked Door  ↑N

Random Happenings (1-IN-6 PER TURN )

1. Roll 1d4: 1–3: 1d6 skeletons patrol. 4: 1d3 zombies carousing.


2. 2d4 giant rats carrying off bits of rotten food to Area 20,
viciously protect their food.
3. 1 carcass crawler hunting for food. Attempts to pick off a PC and
carry them to its lair (Area 18) to feast. Re-roll if previously slain.
4. Skeleton hand skitters along the wall, like a spider.
5. Tendrils of ghostly mist seep from cracks in the walls.
6. Sounds of revelry from Area 21.

5
Denizens & GENERAL NOTES

Denizens ALFWINE
A pixie who has been living in the
barrow for some time before Quin-
QUINTIUS
tius came. The skeletons managed
Necromancer and prisoner: to keep to capture her beneath a stone cairn
the undead from killing him, Quin- (Area 6). Wants these rude, disgust-
tius has convinced them that by con- ing skeletons off of what she deems
tinuing the ritual, he can eventually her property.
return them to a flesh-bound exis-
tence. The undead have imprisoned UNDEAD TREANT
Quintius in Area 22 to make sure he A long-dead guardian of the bar-
does just that. row, he has been resurrected by the
same dark magic that animates the
UNDEAD
skeletons and zombies. He sees his
Sentient skeletons and zombies rean- new form and the other undead
imated by Quintius. They love drink- as an affront to nature, and wants
ing, eating, and smoking despite to return both to death, as things
their inability to truly do so (it all should be.
goes right through them). All mis-

General
takenly believe that Quintius’s ritual
will grant them living flesh once
more. Zombies act superior to the
skeletons because of the flesh they
already have. Likewise, the skeletons
Notes
are desperate to take some living
CONSTRUCTION
flesh of their own, and often remove
Areas 1–12, 14, and 20–22 have uneven
skin, limbs, and other parts from vic-
walls of moss-veined stone bricks, 10’
tims in misguided attempts to apply
high ceilings riddled with scraggly
them to their own body and hasten
roots. Areas 13–19 are natural caves of
the “progress” of Quintius’s ritual.
packed earth.
VERMIN
LIGHTING
Giant rats and a carcass crawler also
All areas except 10, 12–14, and 16–19
make their homes in this forsaken
are kept lit by waxy clumps of half-
place. They are interested only in
melted candles placed in niches in
food.
the walls.

6
Area Descriptions

Area Descriptions

1. Entrance
Circular stone pushed aside, darkened
threshold. Streams of mist slither out, stink-
ing of decay. Occasional distant echoes of
faint voices and song from inside (coming
from Area 21).

2. Crawler Tunnel
Pile of forest detritus obscures a short
2’ high tunnel bored into the mound.
X Traversing the tunnel: Characters must
crawl on their hands and knees. The tun-
nel opens into the larger, cave-like tunnel
beyond.

7
Area Descriptions

3. Antechamber
Rows of empty burial alcoves, crusty linen
scraps on the floor. Defaced reliefs of war-
riors fighting, scribbled over with profanity.
Crude carving on the north door: “ALL WHO
ENTER WILL BE CURSED!”

4. Hall of the Floating Jar


Cobweb-festooned hall, pottery fragments
litter the floor. Opposite the doors from
Area 3, a clay jar is suspended from the ceil-
ing by a near-invisible spider silk thread.
X Touching the jar: Causes the thread to
snap, sending the jar crashing to the floor.
It shatters and releases a cloud of bone
dust (save versus breath or spend 1d4
rounds coughing). The sound of the break-
ing jar also attracts a wandering monster
(1d3 on the random happenings table).

5. Cave-In
Collapsed passage blocked by damp earth
and broken stones. 5 skeletal arms pro-
trude from the rubble, flailing pitifully, their
re-animated, entombed owners unable to
escape. One of them blindly swings a sword
encrusted in a verdigris patina.
X Taking the sword: The skeletal arms
attack once before the character is able to
snatch away the sword: THAC0 19 [0], 4 ×
claws (1d4) and 1 × sword (1d8).
X Cleaning the sword: Reveals it to be a
bronze sword+1, bearing an inscription
commemorating the long-ago battle in
which the tomb’s residents (first) perished.

8
Area Descriptions

6. Trapped Fairy ALFWINE (PIXIE)


Empty stone coffers lie about the floor in Fuzzy wings and feathery anten-
nae of a moth, dressed in woven
disarray, some broken. A small cairn has leaves. Ultimately wishes to
been made from the rubble of one of them. return to her home (Area 13).
Muffled screams can be heard coming from AC 3 [16], HD 1* (7hp), Att
underneath it. 1 × dagger (1d4), THAC0 19
[0], MV 90’ (30’) / 180’ (60’)
X Moving the cairn: Releases an angry pixie, flying, SV D12 W13 P13 B15
who begins fluttering about frenetically. S15 (Elf 1), ML 7, AL Neu-
tral, XP 13
X Speaking to the pixie: She reveals her
Invisible: Naturally invisible, but
name to be Alfwine, and says she was may choose to reveal herself.
taken from her quiet home in the tunnels May remain invisible when
attacking: cannot be attacked
(Area 13) and trapped under the cairn by in the first round; in subsequent
skeletons, who talked of giving her to the rounds, may be attacked at -2 to
wizard to be used as a magical reagent. hit (locatable by faint shadows
and air movement).
X Gaining her aid: She will use her powers of Surprise: Always surprises, if
invisibility to help the party, if they prom- invisible.
Limited flight: Small wings only
ise to get rid of the skeletons (unless the allow 3 turns of flight. Must rest 1
PCs have taken her gold from Area 13). turn after flying.

7. Store Room SKELETONS


Wielding rusty swords.
Stacks of crates and barrels full of stolen AC 7 [12], HD 1, Att 1 × sword
goods, mostly foods like dried beef, cheese, (1d8), THAC0 19 [0], MV 60’
and bread. 4 skeletons (hp: 5, 5, 4, 2) peeking (20’), SV D12 W13 P14 B15 S16
(1), ML 12, AL Chaotic, XP 10
into the store, discussing what foods they
Undead: Immune to effects
want to eat when they can taste again. that affect living creatures (e.g.
X If attacked: In combat, the skeletons call poison). Immune to mind-affect-
ing or mind-reading spells (e.g.
dibs on which body parts they’ll take from charm, hold, sleep).
the PCs after they kill them.

9
Area Descriptions

YELLOW MOLD
8. Defiled Crypt
AC No hit roll required, HD Open stone coffers set into the walls, lids in
2* (8hp), Att 1 × spores (1d6 + cracked pieces all over the floor. The skele-
choking), THAC0 18 [+1], MV 0’
(0’), SV D12 W13 P14 B15 S16
tal occupants are still lying inside, but their
(2), ML 12, AL Neutral, XP 25 heads are smashed in. Garbled inscription
Immunity: Unharmed by all on the wall opposite the entrance.
attacks but fire (a burning torch X Reading the inscription: Original writing
does 1d4 damage).
Spore cloud: 50% chance of at- scratched out, replaced by crude graffiti
tacking if touched (or damaged): etched by a blade: “Here lies a bunch of
releases a cloud of spores af-
fecting all within a 10’ cube area. no-good cowards.”
Choking: save versus death or X Searching the skeletons: In the eye sock-
die within 6 rounds.
Erosion: Wood or leather in con- ets of one of the smashed skulls sits a pair
tact with the mold will be eaten of exquisitely crafted, utterly realistic glass
away.
eyes (these belong to the idol in Area 10).

9. Tapestries
Stinks of mold. Semicircular niches in the
walls hold melted candle stubs. Three tap-
estries are hung up on the south wall.
X West tapestry—cloth of gold: Actually
covered in yellow mold. Behind is a niche
holding 50gp and a golden serpent buckle
(200gp).
X Middle tapestry—stoic warrior with
sword: Behind, a white light flickers from
a crack near the floor (concealed door to
Area 10, locked).
X East tapestry—monk knelt in prayer:
Behind is a pull-chain that unlocks the
door behind the warrior tapestry.

10
Area Descriptions

10. Burning Shrine


White marble idol depicting a saintly figure
cupping a brazier in its hands. Its eye sock-
ets are empty. The brazier is lit with ghostly,
white, smokeless flames.
X Amongst the flames: 3 blue gemstones
(200gp each) in a pile of glowing ash.
X Trying to take the gemstones: White-
hot fire coils up the character’s arm and
engulfs it, dealing 1d8 damage.
X Replacing the idol’s eyes: With the
glass eyes found in Area 8 causes the
flames to abate, making it safe to take the
gemstones.

11. Guard Room


Faded, indecipherable murals on the walls.
3 skeletons (hp: 7, 6, 2—stats on p.9)
smoking pipes and playing knucklebones
(with actual knucklebones). One wears a key
on a string around his neck (opens the door
to Area 12). Refill their pipes from a wooden
box on the floor between them.
X Eavesdropping: The skeletons are gam-
bling over the body parts they plan to take
from their prisoners, who apparently are
somewhere nearby. The skeletons seem to
believe they can somehow wear these body
parts.
X In the box: High-end tobacco (250gp).

11
Area Descriptions

12. Prison
Musty chamber, several empty stone cof-
fers. 6 terrified merchants, clad in mud-spat-
tered purple robes of the sericulturalists
guild, huddle in a corner.
X Speaking to the merchants: They say
they were taken prisoner by the skeletons,
who attacked their caravan. They’ve heard
the skeletons speak of plucking out their
eyes and handing over their bodies to “the
necromancer” for his magic.
X Freeing the merchants: If returned to
civilization, the merchants pay the party
1,200gp.

13. Mossy Cave


Water trickles down the moss-clad walls.
A suite of tiny furniture, including a lichen
bed, moss-padded chairs, and overturned
mushroom tables. An oval rug of yellow
striated moss carpets the floor.
X Fairy home: This is the home of Alfwine,
imprisoned in Area 6. The furniture was
overturned by the skeletons who captured
her.
X Underneath the rug: A rock embedded in
the earth conceals a small hole containing
a lead pot of 500gp.

12
Area Descriptions

14. Lair of the Spider GIANT BLACK WIDOW


Dirty white webs criss-crossed over the SPIDER
room, holding bone fragments and broken AC 6 [13], HD 3* (12hp), Att 1 ×
bite (2d6 + poison), THAC0 17
flagstones. A giant black widow spider sits [+2], MV 60’ (20’) / 120’ (40’) in
at the webs’ heart, legs tucked in, unmoving webs, SV D12 W13 P14 B15 S16
(asleep). (2), ML 8, AL Neutral, XP 50

X Traversing the chamber: Characters must Poison: Causes death in 1 turn


(save versus poison).
succeed a DEX check with a +2 bonus or Webs: Creatures caught in webs
become caught in the webs, waking the become entangled and unable
to move. Breaking free de-
spider. pends on Strength: 2d4 turns for
strength in the normal human
range; 4 rounds for strength
15. Marble Slab above 18; 2 rounds for crea-
tures with giant strength. The
A rough-cut marble slab marked with a webs can be destroyed by fire
in two rounds. All creatures in a
carven ‘X’ covers a 5’ wide hole in the wall flaming web suffer 1d6 points of
leading to Area 16. damage.
X Moving the slab: Requires combined STR
of 36+.

13
Area Descriptions

16. Tree Cave


Dank cave, floor nearly completely taken up
by a murky puddle. A gray, skeletal tree (an
undead treant) stands immobile in the pud-
dle, knotted roots creeping across the ground,
branches and boughs scraping the walls and
ceiling. A rough-cut marble slab blocks the
threshold to the east.
X Entering the room: The treant rouses,
UNDEAD TREANT grumbles “Back to the grave with you, little
AC 2 [17], HD 8 (39hp), Att 2 × ones!”, and attacks the PCs, unless they
fist (2d6), THAC0 12 [+7], MV 0’ convince him they’re not undead.
(0’), SV D8 W9 P10 B10 S12 (8),
ML 9, AL Lawful, XP 650 X Speaking with the treant: His roots

Distrusts fire: And those who “hear” most things happening inside the
wield it. dungeon, and he can tell PCs about the
Undead: Immune to effects
that affect living creatures (e.g.
knight who died in Area 18 or the prisoners
poison). Immune to mind-affect- in Area 12.
ing or mind-reading spells (e.g. X Moving the slab: Requires combined STR
charm, hold, sleep).
of 36+.

14
Area Descriptions

17. The Last Stand CARCASS CRAWLER


Blood-encrusted sword lying on the floor. AC 7 [12], HD 3+1* (15hp), Att 8
Dried bloodstains on the walls, mingled with x tentacle (paralysis), THAC0
16 [+3], MV 120’ (40’), SV D12
splatterings of blue-green ooze. W13 P14 B15 S16 (2), ML 9, AL
X Touching the ooze: Gives a slight numb- Neutral, XP 75
ness and tingling sensation (blood from Paralysis: A hit by a tentacle
the carcass crawler living in Area 18). causes paralysis for 2d4 turns
(save versus paralysis). Para-
lyzed victims will be devoured, if
the crawler is left in peace.
18. Crawler Lair Cling: Can walk on walls and
ceilings.
Nest of yellow bones and dry moss. A
carcass crawler gnaws on a groaning skull.
Searching the nest: Reveals 250gp, 4 HOLY SYMBOL OF SIR
IGNATIUS
silver cups (50gp each), a suit of badly
Gold-plated holy symbol shaped
dented plate armor (useless), and the like a sunburst. Contains the
Holy Symbol of Sir Ignatius. consciousness of Sir Ignatius,
an insufferably chivalrous holy
X Speaking with the skull: Claims to be a knight whose recent attempt to
knight explorer named Sir Gallant, resur- purge the barrow ended in the
gizzard of the carcass crawler.
rected by the strange magics of the bar- Powers: Can be used to turn
row. This is a lie—he is actually one of the undead as a 3rd level cleric (or 1
level higher if used by a cleric).
re-animated skeletons from the tombs, Limitations: Ignatius refuses to
waylaid by the crawler. Asks to be taken work for anyone that does not
adhere to his ridiculously strict
with the party. Calls for help from the moral code.
other undead as soon as the party enters Chaotic actions: Performed by
the wielder cause the symbol to
any room adjacent to Area 21.
glow red-hot, burning the wield-
er for 1d6 damage.

19. Crystal Spring


Dreamy pool of opalescent water, shedding
cool bubbly mist. White crystal flowers
around the rim.
X Drinking from the pool: Tastes fizzy, heals
a character for 1d6+1hp (at most once a
day) but has a 2-in-6 chance of causing
uncontrollable hiccups lasting 1d6 turns.
X Taking water from the pool: The water
quickly goes flat, losing its healing powers.

15
Area Descriptions

GIANT RATS
20. Garbage
AC 7 [12], HD ½, Att 1 × bite (1d3 Piles of rotting, chewed food strewn around
+ disease), THAC0 19 [0], MV the floor and table. 5 giant rats (hp: 4, 4, 3, 2,
120’ (40’) / 60’ (20’) swimming,
2) gorge themselves on the refuse.
SV D12 W13 P14 B15 S16 (1), ML
8, AL Neutral, XP 5 X Searching the garbage: 4 bronze bowls

Disease: Bite has a 1-in-20 (100gp each) caked in spilt gruel.


chance of infecting the tar-
get (save versus poison). The
disease has a 1-in-4 chance of
being deadly (die in 1d6 days).
21. Central Crypt
Otherwise, the victim is sick and Large, vaulted chamber, lined with
bedridden for one month.
Afraid of fire: Will flee fire. empty niches. Tables and chairs made
from repurposed sarcophagi. A rabble of
undead—10 skeletons (hp: 6, 6, 6, 5, 4, 4, 3,
ZOMBIES 2, 2, 1—stats on p.9) and 6 zombies (hp:
Wielding rusty swords.
12, 11, 10, 7, 6, 2)—are here drinking, laughing,
AC 8 [11], HD 2, Att 1 × sword
(1d8), THAC0 18 [+1], MV 60’
singing, and relaxing after a successful plun-
(20’), SV D12 W13 P14 B15 S16 der. They guzzle wine, letting it fall through
(1), ML 12, AL Chaotic, XP 20 their ribs and splatter on the floor. Their sto-
Initiative: Always lose (no roll). len loot is scattered about the room.
Undead: Immune to effects
that affect living creatures (e.g. X Entering: The undead uproariously wel-
poison). Immune to mind-affect- come the living, offering wine. Their true
ing or mind-reading spells (e.g.
charm, hold, sleep). motive is to swiftly capture or murder the
party.
X Treasure hoard: Stacks of gold and silver
coins (500gp, 1,000sp), 4 crates of dyed
silks (100gp each), 5 casks of wine (20gp
each), 10 tiny gemstones (10gp each), and
an ivory drinking horn (300gp).

16
Area Descriptions

22. Wizard’s Chamber


Occult symbols drawn on the floor in blood,
alongside multiple piles of bloody bones.
A miserable bed is formed of a pile of grave
shrouds atop a sarcophagus. A robed figure
(Quintius) hunches over the Dead Grimoire,
laid out on an overturned coffer.
X Undead guards: There is a 2-in-6 chance
per turn that one of the skeletons from
Area 21 comes to check on Quintius’s prog-
ress with the (supposed) ritual to grant
them living flesh.
X Speaking with Quintius: If convinced of
the party’s non-threatening intentions, he
QUINTIUS
describes his current situation (see Deni-
Emaciated, dirty robes, des-
zens), and says he has been trying unsuc- perate. Ruby amulet (1,000gp)
cessfully to find a way to reverse the ritual concealed under his robes.

that raised the barrow’s dead. He offers AC 9 [10], HD 1** (5hp), Att
1 × dagger (1d4) or 1 × spell,
1,000gp if the PCs can get him out alive THAC0 19 [0], MV 120’ (40’),
and keep this whole thing secret (in the SV D13 W14 P13 B16 S15
form of a ruby amulet he has concealed (Magic user 1), ML 7, AL Cha-
otic, XP 13
under his robes).
Spells: Sleep.
X Asking about the hostages: Claims the
undead took them for their own purposes,
but if pressed admits that he’s used “some” THE DEAD GRIMOIRE
of the living in his experiments. Vellum pages bound in black
leather. Magical script written in
X If Quintius leaves this room: The undead
blood describes a ritual to ani-
discover his absence in 1d3 turns. They mate dead remains.
The ritual: Can be performed
proceed to rush madly throughout the bar- by an arcane spell caster on the
row searching for him, half heading south night of the new moon. It takes
to Area 4 via Area 20 and half via Area 11. 1 hour.
Effects: Interred human remains
X Killing Quintius: Causes all undead in the within 200’ are animated as
dungeon to discorporate. undead skeletons and zombies.
They are sentient, free-willed,
and have no regard for the one
who conjured them.
After use: There is a 1-in-6
chance of the grimoire crum-
bling to ash.

17

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