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1504 The Barrow Bog

Hex

Dolmenwood Campaign Book · p.357

Open source p.357
Hex 1504 Region Aldweald Terrain Boggy forest (4)

Sodden ground, stunted, twisted trees. Wreathed in perpetual mist and an eerie silence.

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Sodden ground, stunted, twisted trees. Wreathed in perpetual mist and an eerie silence.

  • Terrain: Boggy forest (4), Aldweald
  • Lost/encounters: 3-in. Use the Table Downs regional encounter table in place of the Aldweald table.
  • Ley line Ywyr (p18): Arcane spell-casters perceive the distant moaning of the dead.
  • ### Ancient Burial Mounds

This hex is dotted with scores of barrows—ancient burial mounds dating back more than 1,200 years.

Exploring the mounds: Shifting mists and boggy earth reveal different mounds each time PCs visit.

Mound features: For each mound explored, roll to determine the Mound Entrance. Beyond the entrance, a stairway descends to the tomb proper.

Tomb features: Roll to determine the Tomb Layout and Tomb Features. The layout indicates the number of crypts.

Crypt features: For each crypt, roll to determine the Crypt Contents and follow instructions in entry.

Mound Entrance ()

Entrance 1 Fallen slab; open. 2 Stone slab. 3 Turns to open (requires sledgehammers). 3 Buried. 3 hours to unearth (requires shovels). 4 Rune-carved slab. Glyph of Locking (Level 3 caster). 5 Rotting wooden door. 6 Rusted portcullis. Combined Strength 30+ to raise.

Tomb Layout ()

Layout 1 Single circular crypt. 2 Entrance hall plus 2 crypts, one on each side. 3 Large circular chamber plus 3 small side crypts. 4 Hallway with 4 side crypts. 5 Entrance hall with 2 collapsed crypts (inaccessible). 6 Looping passage with 3 side crypts.

Tomb Features ()

Feature 1 Flooded with cold water, feet deep. 2 Wooden crypt doors swollen stuck. 3 Insects and worms writhe over walls and surfaces. 4 Riddled with roots or fibrous, white mycelia. 5 Dripping with black slime. 6 One crypt concealed behind a secret door. 7 Clay urns, decorated with eyes, skulls, snakes, or owls. 8 Frescoes of battle, blood sacrifice, or antler wraiths. 9 Ritual pools, may heal, remove curses, or harm. 10 Ossuary, walls lined with mortal skulls and bones. 11 Statues of warriors, maidens, boar-men, or breggles. 12 Ragged shrouds hang from ceilings.

Crypt Contents ()

Contents 1 Empty.

2 Treasure (gp): old coins, bronze jewellery. 3 Roll on Traps. 4 Roll on Traps + treasure types C1 + R1. 5 Roll on Monsters. 6 Roll on Monsters + treasure type C3 + R3 + M3.

Traps ()

Trap 1 Collapsing ceiling. Save Vs. Hold or damage. 2 Open pit (not concealed). × 10′ deep. 3 Concealed pit. 10′ deep, spikes inflict damage. 4 Runes. Save Vs. Spell or blinded until next new moon. 5 Poison gas. 10′ radius, Save Vs. Blast or damage.

6 Spear trap. Attack Roll: Attack , damage.

Monsters ()

Monsters 1 barrow bogies (DMB). Caper on sealed coffers. 2 bog corpses (DMB). Lurch from flooded coffers. 3 gargoyles (DMB). Owl, boar, or toad heads. 4 ghouls (DMB). Risen from the grave, lurking. 5 ghouls (DMB). In coffers, rise if disturbed. 6 giant centipedes (DMB). Lurk in dark corners. 7 giant rats (DMB). Burrows riddle the tomb. 8 1 redslob (DMB). Dripping from crypt roof. 9 shadows (DMB). Disturbed by light. 10 skeletons (DMB). Bones in niches reanimate. 11 spectres (DMB). Manifest if crypt is defiled. 12 wights (DMB). In coffers, rise if disturbed.