Saturday, January 13, 2024

The Dead Pines – Sample Barrow Mound

On their second foray into The Dead Pines, the party discovered an old barrow mound. I rolled up several of these graves in advance, using the tables I adapted from Greg Gillespie's Barrowmaze adventure. Of those, I picked this one first simply because it was the coolest, most elaborate one I rolled up with lots of stuff in it. It also turned out to be the only barrow the party ended up exploring before they found the central Dolmen Tomb dungeon. I present it here as a good example of how the tables worked out.

First, I rolled to determine Type, Size, and Condition, with the following results:

  • Type (rolled 1d6: '5') = Sealed Mound
  • Size (rolled "exploding" 1d3*: '6', then rolled a second 1d3*: '2') = (4) chambers
  • Condition (rolled 1d6: '4') = Dry

*Exploding d3s are indicated by #d3*: Roll 1d6 / 2 (round up); e.g., a result of '5' = 3. On a '6', roll another 1d6 / 2 (on a '1', the count remains 3; on a '6', roll again and repeat).

Then, I rolled 1d3* for each chamber to determine the number of content rolls, and 1d6 for each content to determine its type, with the following results:

Chamber 1: Rolled '5' = (3) contents

  1. Rolled '1' = Trap (rolled '1' = Poison Gas)
  2. Rolled '6' = Treasure (rolled '3' = Moderate Treasure)
  3. Rolled '2' = Monster (rolled '1' = 2d3* (5) Brittle Skeletons)

Chamber 2: Rolled '5' = (3) contents

  1. Rolled '4' = Furnishings (rolled '5' = Burial Alcoves > rolled '3' = Bones)
  2. Rolled '2' = Monster (rolled '4' = 2d3* (7) Giant Rats)
  3. Rolled '6' = Treasure (rolled '5' = Major Treasure)

 –Chamber 3: Rolled '6' > '1' = (3) contents

  1. Rolled '1' = Trap (rolled '3' = Pit > rolled '4' = 10-ft. deep)
  2. Rolled '2' = Monster (rolled '6' > rolled '2' = 1d3* (2) Desiccated Zombies)
  3. Rolled '6' = Treasure (rolled '4' = Moderate Treasure x2)

Chamber 4: Rolled '6' > '5' = (6) contents (I decided this chamber was where the obligatory sarcophagus would be placed as it seemed most like a funerary chamber, so this chamber holds (7) contents).

  1. Rolled '1' = Trap (rolled '3' = Pit > rolled '3' = 10-ft. deep + spikes)
  2. Rolled '1' = Trap (rolled '1' = Poison Gas)
  3. Rolled '2' = Monster (rolled '1' = 2d3* (4) Brittle Skeletons)
  4. Rolled '4' = Furnishings (rolled '3' = (3) Sealed Clay Jars > rolled '2' = Empty; rolled '6' = Moderate Treasure; rolled '4' = Empty)
  5. Rolled '4' = Furnishings (rolled '1' = (1) Bronze Coffer > rolled '6' = Moderate Treasure)
  6. Rolled '6' = Treasure (rolled '5' = Major Treasure)
  7. Sarcophagus: Rolled '2' = Monster (rolled '5' = 1d3* (2) Skeletal Warriors) + Treasure (rolled '6' = Major Treasure x2)

Finally, I adapted these results into an actual layout and keyed encounter area, modifying them slightly to help the whole make better sense and create a more dynamic tomb setting.

The following is what I ended up running for the players. It was designed for (5) characters of 2nd–3rd level (mostly 3rd), using 5e rules. The GP values for treasure are indicated in <brackets>. Map scale = 5x5-ft. squares.

–Warrior’s Barrow–


1) Entry Chamber
Beyond the tomb's seal, a 10-ft. cracked stone staircase leads down into a dry passage lined with wide alcoves. Four 6-ft. tall stone statues of maidens—attendants by their dress and pose—stand in the east/west alcoves. They have pieces of lapis lazuli for eyes. In the northern alcove stands an 8-ft. high statue of a matronly queen (an archaic version of the Solis goddess: Thera) with pieces of onyx for eyes. Her arms are held out with palms up, as if beckoning the viewer to embrace her.

–Secret Doors. Multiple 3x6-ft. wall panels may be discovered (DC 18 (WIS) Perception check to notice thin seams, slight discoloration of stone), but no method of opening them can be found. The heavy stone panels are 1-ft. thick and cannot be opened without major excavation.

–Treasure. It takes one minute and a DC 10 (DEX) Sleight-of-Hand check to pry one of the lapis lazuli eyes (8x <10> ea.) loose without damaging it (fail = gp value is halved).

–Statue. Each arm of the Thera statue is articulated to pivot downward (thin seams at the shoulders). If one or both arms are pulled down (req. a DC 10 Athletics check for one arm or DC 15 for both at the same time), then the secret doors to area 2 (right arm) and/or area 3 (left arm) behind the attendant statues in the east/west alcoves slide open.

  • A door only stays open so long as someone applies 30+ lbs. of downward force to the arm. When an arm is released, the door slides shut and the arm returns to its original position.
  • If the statuettes from area 3 are placed in the statue’s upturned hands, both arms lower and the secret door to area 4 slides open behind her.

–Trap! (DC 15 (WIS) Perception check to detect) If an onyx eye (2x <100> ea.) is removed from the statue of Thera, her mouth drops open and releases a cloud of poison gas (15-ft. radius; DC 11 CON save: fail = HP reduced to 0; success =  take 2d6 poison).

2) Crypt
An open chamber with three burial alcoves on the south wall, each stuffed with bones. A huge pile of debris heaped in the center of the room reeks of sour urine.

–Burial Alcoves. These niches are filled with hundreds of bones and the rotten fragments of linen burial wrappings. Searching an alcove takes 10 minutes. A complete search of all three alcoves turns up the following treasure: 1,035 cp, 512 sp, 108 gp, a large amethyst <150>, a gold ring <100>, a gold and garnet medallion <200>, a clay runic tablet (as Spell Scroll of Web), and a sealed clay jar (Potion of Healing).

–Debris Pile. The heap of dead leaves, rotten burial wrappings, and other refuse is the filthy, urine-soaked nest for (7) giant rats that burrowed into this chamber (the exit hole is beneath the trash pile). One rat with black fur is much bigger than the rest (11 HP, +1 damage).

  • Giant rat (AC 12; 7 HP; AT 1 bite (+4/1d4+2 piercing); SA Pack Tactics; SD Keen Smell).

3) Altar Chamber
An open hall with a barrel-vaulted ceiling, 15-ft. high at its peak. The north and south walls are angled. A black altar stone (3x4x3-ft.) stands at each end, and upon each altar rests a gold statuette of a coyote-headed humanoid.

–Secret Doors. Four 3x6-ft. wall panels—two each on the east and west walls—may be discovered (DC 15 (WIS) Perception check to notice thin seams, slight discoloration of stone), but no method of opening them can be found. The heavy stone panels are 1-ft. thick and cannot be opened without major excavation.

–Trap! Two sets of concealed pit doors in the floor may be discovered (DC 15 (WIS) Perception to notice thin seams, hollow sounds beneath feet). Walking across these sections of floor does not automatically trigger the trap.

When the statuette on the north altar is removed, however, the following occurs:

  • The pit trap doors open and dump anyone on them into a 10-ft. deep pit (1d6 bludgeoning).
  • Simultaneously, the secret panels on the east and west walls—along with the four secret panels in the central part of area 1—all slide open, revealing hidden alcoves. A total of (8) brittle skeletons emerge from the alcoves in area 1/the west wall, while the alcoves on the east wall release (2) desiccated zombies.

    –Brittle skeleton (AC 12; 1 HP; AT 1 claw (+2/1d4+2 slashing); SD vuln. bludgeoning; resist piercing; imm. poison; Loosely-Assembled; Push-through) – see New Monsters.

    –Desiccated zombie (AC 9; SPD 20; 16 HP (3d8+3); AT 2 grasping claws (+3/1d6+1 slashing); SA If both claws hit, target is grappled (escape DC 11); Breath of the Crypt (bonus action) vs. grappled target; Zombie Plague; SD vuln. fire; imm. poison; adv. to resist turning) – see New Monsters.

–Treasure. Each statuette is solid gold <150> and weighs 35 lbs.

–Design Note. I rolled up about 300 gp total value in treasure for this chamber, but opted to convert the loose items into the two statuettes instead to facilitate the trap.

4) Main Crypt
Four skeletons lay on straw mats near the east and west walls, forming a central aisle to a stone sarcophagus against the north wall. Each skeleton has a colorfully-painted, sealed clay jar at its head. The sarcophagus is surrounded by funeral offerings

–Skeletons. Each skeleton is laid out with their skulls pointing either east or west in an alternating pattern. If the bones or the sarcophagus lid are disturbed, the skeletons rise as brittle skeletons.

  • Brittle skeleton (AC 12; 1 HP; AT 1 claw (+2/1d4+2 slashing); SD vuln. bludgeoning; resist piercing; imm. poison; Loosely-Assembled; Push-through) – see New Monsters.
  • The skeletons' initial attack is to pick up an available jar and hurl it (as standard attack) at the nearest target. If the throw misses, the jar lands in a random adjacent square (d8). A jar shatters when it lands, exploding in a 5-ft. cloud of toxic powder (DC 14 CON save; fail = the target takes 3d6 poison and is blinded for 1 minute; success = half damage and no blindness). The cloud disperses immediately and poses no further hazard. A blinded target can make a DC 14 CON save at the end of each of their turns to end the effect. Using an action to douse the target’s eyes with a full waterskin also ends the effect.

–Trap! A false floor (DC 15 (WIS) Perception check to notice slight sag) dumps anyone crossing the central aisle into a 10-ft. deep spiked pit (1d6b + 3d4p). In addition, unless the skeletons have already thrown them, the two clay jars along the pit’s edge (from the skeletons facing the aisle) fall in and break, releasing the toxic powder and affecting every creature in the confined space.

–Sarcophagus. The heavy stone lid requires two characters with a combined STR of 18 to lift off. The round after the brittle skeletons make their first attacks, however, the sarcophagus lid slides aside effortlessly and a skeletal warrior emerges wearing armor made of lacquered wood strips, leather, and bone, and hefting a wicker shield. It also wields a magic khopesh, has (6) javelins, and wears a magic bracelet. When the ancient warrior is defeated, its armor and shield crumble to ruin, but the khopesh and bracelet remain.

  • Skeletal warrior (AC 17; 34 HP (4d8+8 plus temp HP); AT 1 khopesh (+5/1d6+3 slashing) or 1 javelin (30/60, +4/1d6+2 piercing); SA can use bonus action to raise 1d3 "dead" brittle skeletons within 30 ft.; SD adv. to resist turning; imm. poison; Second Wind (as fighter); use reaction to Parry: +2 AC vs. a single attack) – see New Monsters.

  • Bronze Khopesh. This +1 weapon does 1d6 slashing damage and has the Versatile property (1d8 damage used two-handed). In addition to the attack and damage bonus, the wielder gains +1 to Initiative.
  • Iron Bracelet. (Req. Attunement) The wearer's maximum HP score increases by +1 per level/HD, and they gain 1 temporary HP per level/HD after completing a Short Rest.

–Funeral Offerings. Straw baskets filled with rotting offerings of food and grains. Among the worthless offerings are three sealed clay jars, and a bronze coffer.

  • Clay Jars. Two of the wax-sealed jars are filled with the dried remains of beer; the third contains: 320 cp, 68 sp, 81 gp, 2x banded agates <10> ea. and a citrine <50>.
  • Bronze Coffer. The lidded box contains: 8,733 cp, 721 sp, 240 gp, 3x moonstones <50> ea., a black pearl <150>, a large amethyst <150>, 2x huge garnets <200> ea., a pair of copper earrings <10>, a silver braided necklace <100>, a silver bracelet embossed with running coyotes <200>, a pair of gold coyote-head epaulettes <400> ea., a belt made of linked gold oval plates, each with a central garnet <600>, a Potion of Hill Giant Strength, 2x Potions of Greater Healing, a Cockleshell of Comprehending Languages (as helm, but requires an Action to put to ear and listen), a Bone Cloak Clasp (in the shape of a leaping gazelle; the wearer can cast Longstrider once per Short Rest), and an electrum coin <10> which bears Thera’s image on one side and a gynosphinx flying over a mountain temple on the other. This item would be of great interest to either the Visiting Priest or the Curate back at Irongate Keep.

–Design Notes. I converted the poison gas trap to the toxic powder jars. I also removed one of the skeletal warriors in the sarcophagus, and added (3) brittle skeletons to the total in area 1 to make a nice even (8) in order to fill out the alcove spaces. I rolled two magic items in the treasure for this room and gave both to the skeletal warrior to use. Finally, I combined the sarcophagus and room treasures with the coffer treasure and added two more "minor" magic items to the hoard as the party had zero magic items to this point and were rapidly approaching 4th level. The electrum coin was a clue to one of the campaign story threads that pointed to another adventure location deep within the Badlands.

New Monsters

The following modified creatures are encountered within this barrow.

Brittle Skeleton
Medium undead, neutral
AC 12 (no armor)
HP 1
Speed 30

STR        DEX        CON        INT      WIS        CHA
10 (+0)    14 (+2)    10 (+0)     6 (-2)     8 (-1)      5 (-3)

Vulnerabilities. Bludgeoning
Damage Resistances. Piercing
Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 10
CR 1/8 (25 XP)
Proficiency. +0

–Loosely-Assembled. Because they are a collection of barely-held together bones, a brittle skeleton can pass through a Small opening or an ally’s space without penalty. Two brittle skeletons can occupy and fight in the same space without being considered prone.

Actions 

Bony Claw. Melee Weapon Attack: +2, Reach 5 ft., one target, Hit: 4 (1d4+2) slashing.

Push-through. When faced with a line of enemies, a brittle skeleton can use its Action to throw itself against an opponent’s space, breaking apart into its constituent bones and then reforming on the other side. The brittle skeleton can only move up to 10 ft. in this manner, but can do so through spaces controlled by another creature.

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Desiccated Zombie
Medium undead, neutral                                           
AC 9 (no armor)
HP 16 (3d8+3)
Speed 20

STR        DEX     CON        INT      WIS     CHA
12 (+1)    8 (-1)    12 (+1)     6 (-2)     8 (-1)      5 (-3)

Vulnerabilities. Fire
Damage Immunities. Poison
Condition Immunities. Poisoned
Senses. Darkvision 60 ft., Passive Perception 8
CR 1/4 (50 XP)
Proficiency. +2

Undead Fortitude. If damage reduces the desiccated zombie to 0 hit points, it must make a CON save with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Turn Resistance. Because it is an undead animated by vengeance and is within its consecrated burial ground, the desiccated zombie has advantage on saves to avoid being turned.

Zombie Plague. Any creature who takes necrotic damage from the desiccated zombie's Breath of the Crypt is potentially infected by a deadly disease: 1d6 hours after failing the initial save, the victim must make another DC 11 CON save or lose 1 point of CON, and additional saves at the end of each hour thereafter to avoid losing more CON. If the victim's CON is reduced to 0 by this effect, the victim dies and is reanimated as a (regular) zombie within 1d6 x 10 minutes of death. A Lesser Restoration spell OR rolling a nat-20 on one of the CON saves to resist the plague will end the effect. A recovering victim will gain 1 point of CON each day unless they fail a DC 11 CON save (in which case, they gain no CON points back for that day).

Actions 

Multiattack. The desiccated zombie makes two Grasping Claw attacks on its turn.

Grasping Claw. Melee Weapon Attack: +3, Reach 5 ft., one target, Hit: 3 (1d4+1) slashing. If both Grasping Claw attacks hit on the same turn, the target is grappled until they break free by using an action to make a (STR) Athletics check (escape DC 11). On the same turn it grapples a target, the zombie can use Breath of the Crypt with a bonus action.

Bonus Actions 

Breath of the Crypt. The desiccated zombie retches forth a cloud of miasma on a grappled target. The target must make a DC 11 CON save or suffer the poisoned condition for one minute. While poisoned, the target takes 1d6 necrotic damage at the start of each of their turns. At the end of each of their turns, the target can make a DC 11 CON save to end the effect.

__________

Skeletal Warrior
Medium undead, neutral                                                    
AC 17 (lacquered armor and wicker shield)
HP 34 (4d8+8) plus temporary HP (magic bracelet)
Speed 30 

STR        DEX         CON        INT      WIS       CHA
14 (+2)    14 (+2)     15 (+2)     6 (-2)     8 (-1)      5 (-3)

Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 8
CR 3 (700 XP)
Proficiency. +2

Magic Items. The skeletal warrior uses a magic khopesh that gives it +1 to attack and damage rolls, as well as to Initiative rolls. It also wears a magic iron bracelet that increases its max HP by 4 and gives it 4 temporary HP with a Short Rest.

Turn Resistance. Because it is an undead animated by vengeance and is within its consecrated burial ground, the skeletal warrior has advantage on saves to avoid being turned.

Actions

Multiattack. The skeletal warrior makes two +1 Khopesh attacks or throws two javelins on its turn.

+1 Khopesh. Melee Weapon Attack: +5, Reach 5 ft., one target, Hit: 6 (1d6+3) slashing or 7 (1d8+3) if wielded with two hands.

Javelin. Ranged Weapon Attack: +4, range 30/60,one target, Hit: 5 (1d6+2) piercing.

Bonus Actions

Raise Minions (Recharge 5–6). The skeletal warrior can use its bonus action to reanimate 1d3 "dead" brittle skeletons within 30 ft. of it.

Second Wind. The skeletal warrior can use its bonus action to recover 1d8+4 HP.

Reaction

Parry. The skeletal warrior can use its reaction to increase its AC by 2 against a single attack.

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–Design Notes. The art style for these images was appropriated from an artist named Derek Weller, who cribbed it from Rich Burlew's Order of the Stick webcomic. Derek used to run a website called iheartprintandplay (which no longer exists), and had another website with his designs for a home campaign (which is still up here).

I subscribed to Derek's Patreon for many months, but he finally shut everything down because life. His PDF templates made perfect Roll20 tokens, so I took his original designs and ran with the art style to create hundreds of my own designs, three of which are above. I just want to give credit to the original sources because I think they're really fun, my players loved them, and I still use them in my own campaigns (both online and tabletop).

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If anyone wants to use this in their own game, here is a downloadable version of the tomb with my design notes and campaign-specific details edited out.

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