Saturday, March 16, 2024

The Royal Barrows II: Barrow of the Queen

 Note: see the Barrow of the Prince for the general features of the Royal Barrows.

The Barrow of the Queen also features Northern styles with images of the Giant Lords and valkyries welcoming the brave dead to the Cloud Hall, but these eventually give way to curious architectural features and decor reminiscent of those found in the ruins of the Old Empire.  Specifically, that of the Amazons who descended from the Imperial heroine, Serpica (see hexes 0642 and 0942 on the wilderness map for more about the Amazons of the Northern Marklands.)

Queen Beltis’ origin as an Amazon was not common knowledge.  Her path crossed several times with Cyneric during her wandering years as a sellsword under her nom de guerre, the Hellcat in Auburn.  After many near-death experiences in battle together (including one in which they were on opposing sides,) the two became close, and eventually lovers.  She secretly chose the powerful Northman to be the father of her child, as is Amazon custom.  Once her quickening belly began to show, she left Cyneric without notice, and returned to her homeland to give birth to a daughter and future Amazon.

 

Beltis:“Well, I suppose consorting with the enemy does invalidate our respective contracts, though I doubt those penniless princelings were going to pay us, anyway.”  Cyneric:“To the Black Ice with them both!  By Corum’s jagged teeth, we’ll take our pay from their miserable, perfumed hides!”  Beltis: "Sounds fair to me!  Spearman!  On your right flank!"

It was not until many years later, while seeking former allies to take on the Snake Cult, that an older, temporarily deposed King Cyneric was able to track Beltis down.  He found the once-Hellcat had become a wise and respected matron to her tribe, with hair beginning to show more gray than auburn (though no less beautiful for it; perhaps even more so.)  Cyneric was also able to meet his daughter, Taera; now a fully-grown Amazon who had been blessed with the best features of both parents.  Cyneric had unwittingly earned this special and extremely rare privilege only because he had aided the warrior women during a crucial hour of need, with little knowledge that he had helped his own daughter (though her likeness was uncannily familiar.)  It was this serendipitous encounter with the Amazons that led him back to Beltis.

Beltis was surprised to find that her heart still had a place (long thought buried,) for the aging Northman, and despite her tribe’s (and daughter’s) protests, she joined the Barbarian King in his vendetta against the nefarious Snake Cult.  It was this rekindled love that led her to stay with Cyneric and become Queen after the Cult was defeated, and their puppet in Alkastra deposed.

After Cyneric’s passing, and with Prince Connel still too young to rule (as they had him later in life,) Queen Beltis became Regent.  She was beset by intrigues seeking to supplant young Connel from the very beginning, and had to be constantly wary of poisoned words from her council, outright poison in her cup, or the glint of a dagger in the shadows of both her chambers and those of her son.  She sought help from her daughter and fellow Amazons (who still held her in the highest regard,) and their response was a small contingent of the warrior women, with Beltis’ own daughter at the vanguard.  They became the Queen Regent’s personal guard and Prince Connel’s protectors.

Left: A mournful Queen Beltis and Prince Connel witness King Cyneric’s funeral pyre.  Right: Surrounded by a court of vipers, the Queen Regent places her trust in only two things - family and steel.


Once King Connel had come of age and successfully inherited the throne of Alkastra, Beltis felt comfortable enough to retire as her son’s advisor, with frequent trips to her homeland to visit.  Despite times of conflict, she lived peacefully until passing in her sleep many years later at a venerable age, and was buried honorably in her own barrow next to her beloved.  Most of her personal guard chose to be buried with her when their time came; to protect her for all time.

Alas, the corruption in the Royal Barrows has twisted the spirits of Queen Beltis and her guard, and they have become foul undead and shadows that now only seek to destroy the living.


Barrow of the Queen Encounters (2d6)

2. 1d4 mummified Amazons turned wights
3. 1d6 ghouls - the rats of the undead world
4. 2d4 humanoid zombies – victims of the Barrows
5. 1d8 troglodytes  (see Room 6)
6. A swarm of 4d6 giant rats fleeing the denizens of the Barrow
7-8. 3d6 animated skeletons of lesser Amazon guards
9. 4d6 sprites from the Shrine of Althea (see Room 7)
10. 1d3 giant, poisonous (black widow) spiders in a webbed area.
11. 1d8 poisonous (pit viper) snakes
12. 1d4+1 shadows – the spirits of Beltis’ greater Amazon guards

 

Barrow of the Queen Key


Room 6: Amazon Tombs

These chambers are catacombs where Beltis’ Amazon honor guards are buried.  The lower-ranking Amazons are buried in alcoves, while the higher-ranking ones have their own sarcophagi.  Many of the tombs have been desecrated and there are bones and grave goods scattered about.

The culprits of this desecration are seven (7) troglodytes (HP 4, 12, 7, 5, 11, 14, 8) that tunneled into this area escaping war against other humanoids (see the Barrow of the King.)  They collapsed their escape tunnel and have made themselves at home here in the meantime.  The stinking squatters are not keen on being removed from their new abode.

Treasure scattered about the area includes the following (in the order the PCs can find it, taking at least one turn for each):

  1. 700 sp
  2. 700 ep
  3. A gold ear clasp with blue zircons worth 110 gp
  4. A silver bracelet with topazes worth 110 gp
  5. A golden gorget studded with jaspers and amazonites worth 130 gp
  6. Copper pendants embossed with pegasii and small onyx worth 80 gp
  7. A +1 spear, currently wielded by a troglodyte (the one with 14 HP,) but clearly not of their own make

A break on one part of the southwestern wall is the collapsed tunnel which the troglodytes originated from.  Clearing the collapse would require tools and several hours of work (2d6) to reveal a cavernous tunnel that leads to the Barrow of the King.


Room 7: Shrine of Althea

This is a round shrine that features caryatids of peaceful Amazons in worship along the walls.  A central, alabaster statue of a woman dominates the room, with limbs reaching out almost tree-like towards a bronze, verdigrised disc representing the moon and its phases overhead.  Small motes of light shine from holes in the ceiling like sun rays poking through the treetops, and give the statue a life-like aura.  This is Althea of the Green Moon, chief deity of the Amazons.  

 

Althea of the Green Moon

Before the statue is a reflecting pool closed off by an iron grate, with five, keyless locks at each point of a five-pointed star.  To open this grate and access Queen Beltis’ tomb (Room 9,) the player characters (PCs) must unlock each lock by completing one of five separate trials in Room 8.  A thief could also try to pick each lock at a 10% penalty, although the denizens here would try to stop such an attempt (see below.)

The PCs are not alone here.  There are 11 sprites (HP 4, 4, 2, 2, 1, 1, 3, 2, 4, 1, 2) that dwell in the vicinity of the statue and are watching their every move.  When the Queen’s Barrow was consecrated by Amazon priestesses, it opened a small connection with the realm of Faerie.  However, the corruption of the Barrows has closed off that connection and the sprites are now stranded.  They have been in survival mode for a long time, ducking shadow Amazons, troglodytes, and others, and they have developed a mean streak as a result (-1 to reactions.)

If the PCs can survive their mean-spirited practical jokes and parley with them, they will relay their plight.  They also know about the adjoining areas (Room 8,) and how they open the way to Queen Beltis’ tomb.  This is crucial, because if the characters do not develop a rapport with the sprites, they will try to sabotage their success in each of the trials.

Once the grate to the reflecting pool is unlocked, they must dive inside a flooded hallway below and swim to reach Queen Beltis’ tomb (Room 9.)  This is, in effect, a final trial.  There is also a small pot of gold hidden under a flagstone in the floor of the pool (60 gp.)

Reconsecrating the shrine can be done by any Neutral cleric (druid) of Althea, Haerne the Hunter, or Daenica the Forest Maiden.  Doing this will make the sprites immediately grateful, and they will be forthcoming with information on how to pass the trials and unlock the grate.  They will also tell them about the hidden pot with gold inside the reflecting pool.

Making the shrine holy again will partly weaken the corruption in this Barrow, resulting in an easier encounter with the shadows of Queen Beltis and her Amazon guards in Room 9.  No encountered undead or shadows can enter the shrine’s area from this point on.

Room 8: Amazon Trials

These are five, separate areas connected to the Shrine of Althea (Room 7.)  Each one of these is a separate trial, inspired by those a young Amazon must go through to earn her place among her warrior sisters.  Completing one of these unlocks one of five locks in the reflecting pool in Room 7.  The trials are as follows:

8a. Trial of the Swift Hare: When PCs step 10 feet ahead in this hallway, blades and spears will begin to strike out out from the walls sequentially in 10-foot increments.  Unless they sprint at twice their movement speed or more, they will need to save against breath or suffer 1d6 damage from the blades.  To sprint, a character must succeed at a Constitution check or become unable to keep up the speed (normal movement speed.)  In addition, character is exhausted as if they had not stopped to rest after an hour of exploration.

 If the sprites are hostile to the PCs, they will try to swarm and delay their progress (as they can easily dodge the blades; -2 to the check.)

At the end of a hall is a plinth with a stone carved in the likeness of an Amazon’s face.  Pressing it stops the blades and opens one of the five locks in Room 7.  

8b. Trial of the Leaping Doe: This area is separated by a 10-ft. long pit.  PCs must make a running jump to try to reach the other side.  This requires a Strength check which, if successful, allows the player to leap 2d6 feet plus their character level.

Failing the check, or not clearing the required distance results in having to make a saving throw against breath to hold on to a ledge: if the PC failed the Strength check, it is the closest ledge; if they made it, it is the farthest ledge.  Otherwise, they fall into the 10-ft. deep pit (1d6 damage) with a spike-filled, iron grate at the bottom (1d8+2 damage.)  Below the grate is the watery tunnel that leads to Beltis' Tomb (Room 9.)

If the sprites are hostile to the PCs, they will try to trip them with string or otherwise attempt to disrupt their way across (+2 penalty to the check.)

Once a PC has made it past the pit, they can push a stone carved in the likeness of an Amazon’s face on the wall.  It closes the pit with a second grate and unlocks one of the five locks in Room 7.

8c. Trial of the Graceful Crane: the way to the next area is separated by a longer pit with jutting stone columns about foot or less wide.  To make their way across, PCs must balance on the tops of the columns as if they were stepping stones, albeit with the added danger of a deadly fall.  This requires a Dexterity check.  If unsuccessful, the PC must save against breath to hold on to the column they fell from.  Otherwise, they fall into the 20-ft. deep pit for 2d6 damage.

Any hostile sprites will try to disrupt the PC’s balance to cause them to drop into the pit (+2 penalty to the Dexterity check.)

Once a PC has made it past they, they can push a stone carved in the likeness of an Amazon’s face on a plinth.  It causes more columns to come up from the pit, forming a bridge through, and unlocks one of the five locks in Room 7.

d. Trial of the Hawk’s Eye: The way to the door on the next side is separated by a stone wall with three, small holes, about a fist wide each.  There is also a door without any knob, handle, or lock next to them.  Beyond the wall are three, bronze targets at different distances (30 ft., 80 ft., and 120 ft.)  There are racks of short bows, arrows, and spears on the wall, covered in cobwebs.

PCs must hit each of the three targets through the small holes in the wall, which requires a to-hit roll at -4 against armor class (AC) 9 [10.]  Once all three targets are hit, the door on the wall opens.  Inside is a plinth with a stone carved in the likeness of an Amazon’s face.  Pressing it opens one of the five locks in Room 7.

Hostile sprites will try to disrupt the character’s aim (additional -2 to hit,) snap/cut bow strings, or the like.

A magic-user could feasibly hit any one of the targets with a magic missile, and the game master (GM) should feel free to grudgingly give the stink eye to that crafty player.

8e. Trial of the Bear Mother: This area features a stone circle with about a 15-ft. radius.  There are racks with various one-handed melee weapons, spears, and shields on the wall, covered in cobwebs.

Inside the circle is a statue of husky and muscular Amazon woman.  Entering the circle causes the statue to come to life, take up her sword and shield (which are real,) and fight the PC.  If the PC enters unarmed, the statue will instead drop its sword and shield and wrestle the character.  To wrestle, a successful hit allows a hold, while a successful hit from the opponent breaks it.  After a successful hold, the character can deal 1d3 plus Strength bonus damage the following round, and every round they are able to maintain the hold thereafter.  The statue deals 1d3+2 damage due to its strength.

Amazon Statue: AL N; AC 2 [17]; HD 3 (HP 16); MV 90 ft. (30 ft.); ATK 1d6+2 (short sword) or 1d3+2 (wrestling); SP: +1 or better weapons to destroy; SV: F3; ML 12.

If more than one PC steps into the circle, additional, Amazon shadows (one per PC) will emerge to even the odds a bit for the unsporting party.

Although the statue cannot actually be harmed by normal weapons, reducing it to 0 HP with normal weapons results in the PC gaining the upper hand such as a deadly hit to what would otherwise be a vital area, or pinning the statue in a wrestling hold.  The statue then ceases the attack, bows to the PC and steps into the center of the circle, becoming still once again.  The statue’s weight on the central area causes one of the five locks in Room 7 to unlock.  Alternatively, if the PCs mange to destroy the statue, the weight of its parts can also activate the central area.

Hostile sprites will try to sabotage the PC duelist with everything from cruel jeers, to attacking at their flanks, or turning any normal weapons into useless and hilarious things, like bananas, for example.
 

Room 9: Queen Beltis’ Tomb

The watery tunnel below the Shrine of Althea (Room 7) surfaces at a second reflecting pool above, which is at the entrance of Queen Beltis’ tomb chamber.  Amazon warrior caryatids guard the way to a stairway that rises to the Queen’s sarcophagus above.

As PCs approach the dais, the shadows of the Queen and her guards will emerge and attack.  They are silhouettes of the caryatids, including the outlines of spears and shields, while the Queen herself wields two, shadowy swords.  They attempt to surprise the characters, say nothing, and give no quarter.

Queen Beltis’ Shadow: AL C; AC 6 [13]; HD 4+2 (HP 24); MV 90 ft. (30 ft.); ATK 1d4+2/1d4+2; SP: Strength drain, 5-in-6 surprise; SV: F4; ML 12.

Amazon Shadows (x8): HP 13, 8, 15, 6, 14, 9, 7, 13

If the PCs have reconsecrated the Shrine of Althea (Room 7,) they will receive divine aid against the shadows.  Random beams of green light will emerge from the ceiling every round - one in a cardinal direction from each PC (roll 1d8.)  The shadows will try to avoid the green light if they’re able, and if struck with it, it will reveal their corporeal (albeit rotted) forms.  While exposed to the light, they are vulnerable to normal weapons and suffer a -1 to hit rolls.

The Queen awaits.

 Even if the shadows are defeated, they will return by the next turning of the moon unless the Shrine to Althea is reconsecrated.

Within Queen Beltis’ sarcophagus are her remains, along with her treasures.  Taking any of these after defeating the shadows would not be considered a desecration, as it is custom for Amazons who are defeated honorably in battle to give up their arms or some other valuable trophy to their victor.  It includes the following:

  • Urns full of coins: 1,700 gp, 2,500 sp, 2,500 pp
  • A gold signet ring etched with a lioness rampant within the Seal of Alakstra and inlaid with gems (700 gp)
  • Gold and silver pendant earrings with aquamarines and pearls surrounded by Northern runes (330 gp,) along with matching necklace (600 gp)
  • Golden arm torcs with emerald and ruby dragons (525 gp each)
  • A gold wedding band etched with intricate knotting and small diamonds (1300 gp)  
  • Golden arm bracelets inlaid with mithral images of Amazons and their goddess, along with jade moons (700 gp each)
  • A silver, gem encrusted diadem (1500 gp)
  • Beltis’ two short swords: Diamond which is a +2 short sword, and Echo, a +1 short sword that allows or an additional attack roll on a natural roll of 20.
  • A hand-sized bronze plaque, like others found in the Barrows, embossed with the image of a lioness rampant (“Lioness.”)  This plaque is required to solve the puzzle in Room 14.


Room 10: To the Final Barrow

Beyond Beltis’ tomb is the entrance to the Barrow of the King.  There are a number of dead humanoids (mostly gobb-men and baern-men) near it, with twisted expressions of horror still present on their deformed faces.  The entrance seems to have been broken, but then barricaded from the opposite side.  These humanoids originated from the Temple of the Snake Cult and have tunneled to the Barrows.  They beat a hasty retreat after encountering Beltis’ shadow, and then barred the way.  The barricade can be easily destroyed with tools within 1d6 turns.


This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.



Thursday, March 7, 2024

The Royal Barrows I: Barrow of the Prince

 The Royal Barrows is a mini-dungeon for Original or Basic character levels 1-3.  Parties with clerics and/or druids will have an easier time within in the Barrows.  The history of the Barrows is described in the entry for hex 1815 of the Northern Marklands wilderness map (here.) 

The Barrows include the following features:

Light: There is no light in the Barrows.  Sconces and/or torches, if available, are noted in the individual room’s description

Walls: The walls of the barrow are cobbled stone, with some enhancements by Alkastran engineers, especially in the later barrows.  Passages are 10 ft. high, while individual rooms may vault up to 15 ft. high.

Doors: Doors are solid oak with iron and bronze banding unless otherwise noted.  All doors are stuck.


Barrow of the Prince Encounters (2d6)

2. The possessed leader of the tomb robbers (wight,) wandering the structure (see Room 4.)

3. 1d4 tomb robber zombies – recent victims of King Connel’s shade.

4. 1d8 1st level clerics (acolytes.)  50/50 chance they are Templars of Law seeking to prove themselves by cleansing the Barrows, or followers of Chaos drawn to the evil energies within.

5. 2d6 skeletons – eternal guards of the Barrows, or ancient victims that have joined them in death.

6-8. 1d8 tomb robbers (bandits.)  If nine or more have been slain, defeated, or otherwise driven off, there is no encounter thereafter.

 9.  2d10 rats, initially attracted by food offerings in the entrance shrine left by the local, superstitious country folk.  2-in-6 chance they’re 3d6 of the giant type instead.

10. 1d10 stirges nesting between the stones above.

11. 1d8 fire beetles.  Their glow may appear as eyes staring from the darkness.

12. 1d3 ghouls drawn to the necromantic energies of this place.

 


 

Barrow of the Prince Key

 Room 1: Entrance and Shrine

Inside the entrance are the remains of a domed room that acts as a shrine.  Barbaric elements along the walls are juxtaposed with the high art of sculptors from the southern continent.  Images of the Lords of Law: the Dragon Father, the Merciful Mother and the Faithful Son, Mythras, exist side-by-side with Northern runes and symbols that denote the resting place of a brave warrior who has earned their seat in the Cloud Hall among the Giant Lords.

Filthy bedrolls, a small cook fire, and various tools such as shovels, picks, and prybars, are strewn around a small fire with a giant rat on a spit.  Its owners are lunging around, alert for any interlopers who might witness their desecration (or disturb their lunch.)  This is only a portion of the larger band of tomb robbers (bandits, HP 8, 1, 3, 5, 8) which have ventured into the tomb below.  They fight with simple weapons or tools (1d6 damage.)

At the far end of the shrine are the remains of the stone doorway that sealed the entrance to the burial place.  The following words can still be read on the remains of the stone seal:

“Here lies King Connel, First of His Name
CUB of the LION
Wise guardian of Alkastra the Jeweled SPEAR
He sits by the side of the LION in MOLNHEIM
To watch for the SNAKES under the Earth”


Room 2: The Wise King’s Works

The walls of this room are carved with bas-reliefs of of King Connel's reign. 

There are currently four (4) tomb robbers (bandits, HP 6, 6, 6, 5,) hiding here after their companions met a gruesome end in Room 4.  One of them has a bandaged leg from the trap in Room 3.  The bandits are frightened and avoid conflict (+1 to reactions.)  However, they are still treacherous, and will try to take advantage of the player characters (PCs) if they are able (use them as shields from monsters, steal from/kill weak PCs, etc.)

The three walls of the room, from northeast to southwest, tell the events of King Connel’s life: his miraculous birth to King Cyneric and Queen Beltis after they had lost all hope, followed by his youthful years as a warrior king defending Alkastra from various threats (northwest wall,) his middle years were devoted to the Lords of Law, charitable and public works, and wise rule (northeast wall,) and finally, his expansion of the Cathedral in Alkastra, old age, and eventual passing, ending with the Wise King's funeral pyre (this is a clue to the false tomb in Room 3.)

Cyneric's heir became very devout in his mid to later years.  He was then known as the Wise King.

  Before the center of each story wall is a flagstone markedly different from the others.  Standing on it depresses it with an audible click.  A character that circumambulates the room in a clockwise fashion, and steps on the flagstones in the correct order: youth > middle age > old age, causes a panel to open on the relief of King Connel's throne on the northeast wall.  Inside is a rotting leather satchel with 300 sp and a bronze plaque, about hand sized, with the embossed image of a spear head with bright rays radiating from it.  This plaque (Jeweled Spear) is part of the solution to the puzzle in Room 14 in the Barrow of the King.

Room 3: False Tomb

A basalt sarcophagus carved with the image of a resting King Connel dominates the center of this room.  An honor guard of ten (10) skeletons in rusted arms and armor, covered in thick cobwebs, stand in alcoves on the northwestern and southeastern walls in five, human-sized alcoves each.  None of these skeletons come to life, unless the game master (GM) rolls a random encounter for one or more skeletons while the PCs are in this room.  If any skeletons are disturbed or destroyed, and the PCs return to this room a day or more later, they will find the skeletons intact and in their alcoves once again.  This effect ends if the PCs save the spirit of King Connel (see Room 4.)

The sarcophagus is trapped.  A small, dried blood stain on one side serves as a clue. Attempting to pry open the lid causes small spears to thrust out in all four directions.  PCs in the way must save against magic wands or suffer 1d6+1 damage.  The sarcophagus is filled with nothing but plain sand and the trap’s mechanism beneath it, covered by a weight-sensitive panel.  The mechanism resets by itself.

Two of the skeleton's alcoves on the southeastern wall have secret doors behind them.  One leads to a hallway, while the other leads to the actual tomb (Room 4.)

Room 4: King Connel’s Tomb

The secret door to this hallway prior to this room closes behind the PCs unless they hold or spike it in place.  This chamber is mostly plain save for a central plinth with a stone urn at the center and a faded fresco on the southeastern wall.  

Around the plinth are the bodies of three (3) of the tomb robbers.  A robed figure kneels before the fresco muttering as in prayer.   When player characters (PCs) arrive, the figure rises and turns to reveal a sallow face crisscrossed with black veins and staring with white, pupilless eyes that burn with hatred for the living.  The bodies of the tomb robbers also rise as zombies (HP 11, 6, 2.)

The robed figure was a sorcerer and leader of the tomb robbers, who is now possessed by the corrupted shade of King Connel.  This has turned him into a wight (HP 14.) 

The tomb robbers encountered more than they bargained for.  Now they belong to the Barrows.

Killing the leader-turned-wight causes King Connel’s shade to visibly return to the urn, but anyone opening it later must save against spells or lose a level of experience as if struck by a wight.  This process continues every round the victim holds the urn until the individual succeeds at their save or is killed.  If killed, the character then becomes possessed by King Connel’s shade as a wight.

The shade can also be returned to the urn by a cleric who successfully turns the wight followed by a short ritual of exorcism, which takes one turn (a cleric would know this, but the GM should allow for the player come up with the idea first.)  This saves the life of the possessed individual (but any draining of levels remains.)

 To permanently undo the corruption of King Connel's shade, a cleric must reconsecrate both the urn and chamber (again, the GM should allow for a cleric player to come up with the idea.)

Inside the urn are King Connel’s ashes.  He chose to honor his father by being burned in a pyre in the manner of Northmen instead of buried whole (as shown on the relief wall in Room 2.)  Within the ashes is a hand-sized, bronze plaque with the embossed image of a small lion’s head with a halo instead of a mane (Lion Cub.)  This plaque is required to solve the puzzle in Room 14 of the Barrow of the King.

 Should the PCs save the possessed sorcerer, he is somewhat grateful and introduces himself as Drauzhim of Khargas.   Because he has lost much of his power (previously a 4th-level magic-user, now 1st,) he will be cautious and helpful with the PCs, until he finds a chance to get the upper hand on them, and take any treasures found in the Barrows (especially magical ones.)

The fresco itself depicts King Connel sitting in what is recognizable to Northmen as the Giant Lord’s Cloud Hall, but the Giant Lords above him are depicted like the Lords of Law in what would be considered heresy to clerics of both cultures: Woaden as Bhaal’mut the Dragon Father (with a draconic head,) Dorna as the Merciful Mother, and Thyrn as Mythras the Faithful Son.  

King Connel tried to reconcile his faith in the Lords of Law with the religion of his Northern heritage, and theorized that the Giant Lords were in truth aspects of the Lords of Law.  This small, heretical sect disappeared after the Wise King's passing, but it may have planted the seed for the small, but growing number of conversions among the Northmen many years later.  

The fresco wall, which can be recognized by a dwarf as a newer construction from the rest of the barrow (though still old,) is easily destroyed with appropriate tools within one turn, revealing a passageway beyond.


Room 5: Treasure Room and Entrance to the Barrow of the Queen

 This room is a rotund shrine much like the one at the entrance, but dedicated to Queen Beltis instead.  Painted images on the walls depict both valkyries on one side and amazons astride pegasii on the other in silent vigil of this sacred place.  Alcoves contain melted candles and various treasures - old offerings and grave goods: 4,000 cp, two azurites (10 gp each,) a garnet (100 gp,) two yellow topazes (500 gp each),  a copper necklace with blue topaz beads and a central onyx (500 gp) and long, gold tassel earrings with small moonstones and inlaid, lapiz lazuli runes (800 gp.)

A sealed, stone doorway opposite the entrance is carved with the following words:

“Here lies Queen Beltis
Fierce LIONESS to the LION
She sits with her CUB and LION in MOLNHEIM
Protective Mother of the Jeweled SPEAR
Warding against the SNAKES under the Earth”

The stone doorway can be broken open with tools in 1d4+1 turns.  A set of stone stairs leads to the Barrow of the Queen beyond.



This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.


Lessons from the OSR Part VI – Combat!

 If you’re been patiently waiting for the return of this series while my attention flitted elsewhere, welcome back!  If this is as confusing...