23 September 2007

The Lay of the Daughter of Exile

Well, seeing as how it's going to be a busy week with minimal time for posting, I figured I might as well throw up another excerpt from the Book of Tales.

This is a short one. As I recall, Breygon found it in a book of ancient Elven poetry that the party recovered from Oras Rathorn's room at the Gane's Tankard Tavern - along with a lot of maps, bills, receipts and very little cash. As with all plot-relevant historical material the Party turns up, this one was in the Book of Tales as well.

The Lay is a mythical interpretation of the state of mind of Maerglyn, daughter of Biardath, after her overthrow by Yarchian the Renewer during the Age of Wisdom. As we all know, she eventually got her wish, and had a second shot at the throne - but decided to take on the Uruqua Ekhalra, Queen of the World. She chose poorly, and ended up as a dark stain on Ekhalra's floor.

But that all happened later.

* * * * *

Rune the Sixth:
Gesta Filia Eiectonia
("The Lay of the Daughter of Exile")
Third Canto, from the Canto Renovatium
by Ceorlinus Rectinarius

Fair children of Harad, bow down
Forsake the winds that blow
Make true obeisance to my crown
And bid farewell to field and town
And follow me below.

My father fell before my wrath
And ceded me his Wand
My mother joined me on my path
And aided me with blade and lathe
To cast him far beyond.

My victory was sweet but brief
And fleeting was my reign
Bright Mother was my foe’s relief
She stole upon me like a thief
And cast me forth again.

My kingdom’s death was kingdom’s birth
When from Harad I fled
With Wand, and followers of worth
I made my home beneath the Earth
Where foemen thought me dead.

My powers wax with every year
I pass in realms below
While those above me shrink with fear
My willing slaves my name revere
And help my powers grow.

Thus in the dark I bide my time
And race and might renew
Awaiting ‘till the bell doth chime
When to the light again I climb
To forge my realm anew.

The Anari (VI): The Tricksters


Time again for another instalment in our ongoing coverage of the swarming throng of deities, demigods and assorted what-nots that is the pantheon of Anuru. Today we look at Nosa, third of the Four Brothers, the patron and guardian of the Holbytlan, and of all who tend to find their fingers in other peoples’ pockets, and his various Servants and Avatars.

As always, the “Church” notation indicates whether the deity in question has a major organized following (a widespread church, with temples, cathedrals and a large, organized hierarchy), a minor organized following (a smaller church, with scattered temples and a sparse clergy), or no organized following (a few clerics, paladins, druids, rangers and other diverse worshippers).

* * * * *

NOSA
The Quick, The Grand Guide, The Trickster
Lord of Halflings

Small, clever, and cunning, Nosa is the third of the Four Brothers of the Anari. A congenital ne’er-do-well, he is called, amongst other, less-flattering names, “The Trickster” for his habit of making mock of the seriousness and gravity of his siblings. He is the swiftest of the Anari, and is able to move silent and unseen wherever he will, unnoticed even by those keeping watch for him. Despite his inherent flightiness, however, he is an implacable enemy of the Uruqua; he merely fights them through stealth and cleverness, rather than brute force. No one is really certain what he looks like; his powers of disguise are so potent that, it is said, he never appears in the same guise to the same person twice. In historical art, however, he is generally depicted as a red-cheeked Halfling, with long sideburns, and dancing eyes.

Because of these traits, Nosa was accorded lordship over the Holbytlan, the Halflings, after the darkening of Bræa – at least, insofar as Halflings can be said to acknowledge any lord. They are perfectly suited to each other, however, as Nosa has himself little interest in suzerainty over Kindred or Beast; he prefers to exercise his influence through personal action rather than by manipulating others to do his will. For this reason, there is no organized following that harks to his word, and very few priests who wield his might; he is more likely to be worshipped and invoked by rangers, clerics of the cities, and miscellaneous other individuals who prize freedom from responsibility, individuality, and cunning above all other traits.

One of Nosa’s traits is highly useful to his followers: the ability to always know where one is. Clerics of Nosa gain the Blindfight feat, and have both “Balance” and “Intuit Direction” as class skills, adding their cleric level to checks in these skills.

Alignment: Neutral Good
Sphere(s): Rogues, Bards, Monks, Archers, Acrobats, Trickery
Sigil: A torch, black and red, over a stooping eagle, white; together on an inverted plinth of emerald marble

Preferred hues: greens
Preferred weapon: sling
Worshippers’ alignment: Any non-Evil
Domains: Celerity, Community, Good, Luck, Protection, Trickery
Church: none


SERVANTS

Myran, Mistress of Chaos
(Greater Servant)


Myran’s origins are obscure. While she was almost certainly created out of the baser stuff of the Universe along with all of the other Minions during the War of the Powers, her creation from the chaotic flux of space and time was incomplete; and, as such, she has no fixed shape or form, appearing in the form of a cloud of light, a stone, a dragon, or one of the Kindred, depending upon her whim of the moment. She seems to take two forms preferentially, however: that of a great, black panther, or a woman of the Hiarsk, bearing a harp. Her music upon that harp is said to make forms formless, unravelling the solidity of shape into the flux of shapelessness – a terrible power, that even the mightiest of the Uruqua respect and fear.

Myran has no church; her very being is the antithesis of the order upon which a formal religious hierarchy is founded. Her followers mirror her chaotic nature, acting as will or whimsy dictate, bearing in the general direction of good – but only just barely. Their principal driving urge seems to be fulfilling an insatiable wanderlust. A true acolyte of Myran will only rarely remain with the same group of adventurers for more than an encounter or two, unless he or she is pursuing a coincident goal. Even then, maybe not; clerics, rangers and bards of Myran exemplify “Adventure Attention Deficit Disorder”.

This tendency makes true believers in Myran inherently unpredictable. Clerics of Myran automatically gain the Evasion extraordinary ability, as a rogue, and Improved Evasion at 7th level. They also gain “Bluff” as a class skill, and add their cleric level to all Bluff checks.

Alignment: Chaotic Neutral (Good)
Sphere(s): Bards, Rogues, Felines, Chaos
Sigil: Head of a roaring panther, black, over a winged harp; together on a shield, barry gris

Preferred hues: black, grey, green
Preferred weapon: Claws
Worshippers’ alignment: Any non-lawful, non-evil
Domains: Celerity, Chaos, Knowledge, Magic, Trickery
Church: None


Khallohaim, The Fleet One
(Lesser Servant)


Khallohaim is rarely worshipped, although he is venerated by all who revere fleetness of foot. Originally one of the Minions of Light, Khallohaim, mimicking his master’s trickery, once besought a favour from the Uruqua, Zaman, mighty in magic. He begged her to make him fleet of foot, in exchange for his wings. She agreed to warp the flux and make it so; but thinking to give him short shrift, she cast her spell to ensure that he was only as fleet a-foot as he was in flight. When the spell was complete, she told him of her treachery, laughing; whereupon Khallohaim merely smiled, and agreed to her terms. He then soared into the highest heights of heaven, folded his wings, and plummeted to earth – and during that epic fall, reached such an unthinkable speed that the Powers were struck dumb. At the end of the test, Khallohaim held Zaman to her word, surrendering his wings; and, seething, Zaman was forced to grant him such fleetness of foot that no Beast, Monster, Minion or Power could catch him – and most could not even see him in passing.

Khallohaim is usually pictured as a slender, blonde-haired Son of Esu, wearing a gilded breastplate and a scarlet cloak, and bearing a long sword with a winged crossguard. It is said that he can hurl this sword at any target on the same plane, and it will strike unerringly, acting as a Slaying weapon against whatever it hits. Khallohaim has no formal following and no temples, although it is not uncommon – at least in Human and Elven lands – to find shrines in his honour at places where athletic contests are held. Clerics of Khallohaim, who are few and far between, gain the Run feat at 1st level, and Endurance at 5th level.

Alignment: Neutral Good
Sphere(s): Horses, Athletes, Monks, Fighters, Speed
Sigil: A grey eagle, hovering; on an Elven Star, scarlet and black

Preferred hues: grey, red and black
Preferred weapon: Longsword
Worshippers’ alignment: Any Good
Domains: Animal, Celerity, Strength, Travel
Church: none


Cham, Lady of Stealth
(Lesser Servant)


Cham’s appearance, in art and in the manu in which she chooses to appear when in Anuru, are so similar to Nosa’s that some theologians believe that she is nothing more than his female alter-ego. She is, however, a separate being, and is nowhere near as ancient, in fact, as her colleagues or her master. Cham was once a woman of the Nosadi, of the people called the Halpinya, the forefathers of the Halflings, who lived at the time of the Great War of Anuru, that ended the Ancient World and ushered in the Eon of Darkness.

As all students of history know, Bardan launched this final war only after building up a mighty army wherein his minions and monsters were reinforced by new blood: the Speaking Monsters, created from the ruined bodies and warped souls of members of the Kindred, captured and rent into new and hideous forms in dark pits beneath the world. From Men Bardan created the Ogres; from Elves, the Orcs; from Dwarves, the Goblins; and from Halflings, the Gnomes. But as has been elsewhere told, alone of all the Kindred, the spirit of the Halpinya was pure and unquenchable, and the Gnomes – created from this incorruptible matter – it were not to be turned to evil, and rebelled against their creator. And for this crime, they were imprisoned in the deep places of the earth, to labour for all time as the bond-slaves of the Uruqua.

Cham was one of those who, listening at the councils of the mighty, discovered this secret; and while Elves and Dwarves and Men pondered how they might wield the forces of the arcane, the divine, and the sword to free the Gnomes from their cruel bondage, Cham gathered her folk, and sought out Bardan’s fastness. By stealth, they mounted his walls, and penetrated the mystical barriers he had created to keep out the mightier of the Kindred; for in truth, Bardan had never considered the Halflings to be of much worth, but held them in contempt. This proved to be his undoing; for at length, Cham and her comrades found the deepest dungeons where dwelt the Gnomes in durance vile, and freed them; and led them to the Light. And at the last march, when they were discovered in their flight, and the minions of Bardan gave chase, Cham remained behind to delay the enemy and ensure her comrades’ escape; and so was slain. But for her, as it has been for many of the other Servants and Avatars and Minions of Light, death was not the end; Nosa raised her up and set her at his left hand. And while she chafes under his direction, ignoring the will of her would-be masters among the immortals as she did in life, she remains the focus of admiration and reverence for all among the Kindred who value the quick mind, and the silent step, and the hidden thrust from the shadows.

Priests of Cham are rare, turning up only in urban areas where they serve as a focus of divine might for communities of those who live by stealth and deception. Such priests have Bluff as a class skill, and add their level to skill checks in this area. They gain the Stealthy feat at first level. They also gain the Sneak Attack ability at first level, rising by 1d6 damage ever three levels thereafter (2d6 at 4th level, 3d6 at 7th level, 4d6 at 10th level, etc.).

Alignment: Neutral (Good)
Sphere(s): Rogues, Cutpurses, Monks, Stealth
Sigil: Nosa’s torch (scarlet and black) over a crescent moon, black, recumbent
Preferred hues: Any dark

Preferred weapon: dagger
Worshippers’ alignment: Any non-Lawful, non-Evil
Domains: Luck, Mind, Protection, Trickery
Church: none


AVATARS

Yondalla, Mistress of the Holbytlan
Avatar of Hearth and Home


Yondalla is the avatar that represents all that is good and admirable about the Halflings: their sense of community, their love of making things, their respect for natural life, and their instinct to rally together in the face of danger. In this sense, she represents an ideal to which the Holbytlan aspire, but which – due to their essentially chaotic and free-spirited nature – they do not always achieve. Her origin is unknown, but she is probably one of the Minions of Light created during the Age of the Making. While she probably did not take up her present duties until some time after the Children of Bræa were created, it is known that she stood for the Halflings long before Bræa’s fall, and the transfer of the Nosadi to the care of her master.

Yondalla’s aspect is that of an elderly Halfling woman, wearing a long travelling cloak and bearing a staff, and her priests tend to dress likewise. The avoid rather than seek combat, engaging in battle only when all peaceful options have been exhausted. To this end they tend to be excellent problem-solvers, gaining the Negotiator feat at first level, and adding their cleric level to all Diplomacy checks. They also gain the Subduing Strike feat at first level, enabling them to do subdual rather than lethal damage without penalty, with any weapon with which they are proficient. Clerics of Yondalla invariably prefer to take prisoners, aiming to turn malefactors over to the secular authorities for judgement, rather than executing judgement themselves. The worship of Yondalla is perhaps the most widespread of all non-Human religions in Erutrei; even Halflings who worship another deity usually have a small shrine or image of Yondalla somewhere in their dwelling, invoking her blessing on the wellbeing of hearth and home. Any such image – whether an icon, a carving, a painting, a holy symbol, or whatever – will, if it has been Blessed by a Priest of Yondalla, confer the equivalent of a Resistance spell (+1 on all saving throws) upon all of the residents of any permanent dwelling in which it is placed.

Alignment: Lawful Good
Sphere(s): Halflings, safe and happy homes, skill, bounty
Sigil: Nosa’s torch (scarlet and black) beside a cornucopia, on a wheat-coloured shield
Preferred hues: Earth tones
Preferred weapon: Staff
Worshippers’ alignment: Any Good
Domains: Community, Creation, Healing, Protection
Church: Major


Eolwine, The Silent Stalker
Avatar of Stealth


Eolwine is little known among the Kindred, except among those who live by stealth and by striking from the shadows. Even more unpredictable than Nosa or Cham, she is a focus of admiration who live by the demands of their own code, and change that code to suit their fancy or as the situation dictates. She is often depicted, oddly enough, as a woman of the Esudi, slender and of medium height, with dark hair, and with her features always hidden by a hood. She tends to be revered by those who stalk their prey, whether hunters, thieves, confidence men who fleece their targets, or assassins. Because she is one of the Minions of Light, she tends to favour those who use their skills against evil targets, and reserves her highest grace for acolytes who defeat others more powerful than themselves – such victories representing the acme of skill.

Priests of Eolwine are exceedingly rare, although they do crop up, from time to time, in the same sorts of places where clerics of Cham may be found. A Priest of Eolwine gains the Deceitful feat at first level, and has Decipher Script, Disguise, Forgery and Sleight of Hand as class skills. She adds her class level to Disguise and Sleight of Hand skill checks. Finally, beginning at first level, a cleric of Eolwine can cast Disguise Self once per day per three levels; and beginning at 3rd level, can cast Alter Self once per day per three levels.

Alignment: Chaotic Neutral (Good)
Sphere(s): Thieves, confidence men, spies, non-evil assassins, stalking, hunting
Sigil: A bloody dagger over a finely-dressed noblewoman, on a plinth, grey
Preferred hues: burgundy, scarlet, black
Preferred weapon: dagger
Worshippers’ alignment: Any non-Lawful
Domains: Celerity, Death, Madness, Trickery
Church: None


Palchriss, the Martyr
Avatar of the Hoof
(DECEASED)


What little is known about Palchriss is the stuff of legends and ancient artwork. One of the Minions of Light, he was the patron of Centaurs, taking the shape of one of their own, a mighty and indomitable warrior, sworn to the Light. In the Age of Wisdom, Palchriss was revered not only by the Centaurs, but also by all four-footed creatures, and was taken by Nosa as one of his avatars for his fleetness.

Palchriss played a small but important part in the history of the Elves. When Bræa wed Cîarloth of Harad at the dawn of the Age of Wisdom, and he became the High King of all the Elves, he refused a crown of gold or silver or mithril, and instead begged that he be permitted to wear a simple circlet representing the life of the world. Palchriss, wise in the ways of the woodlands, fashioned a pair of living diadems from the green branches and leaves of the forest, and presented them to Bræa and Cîarloth on bended knee; and it is for this reason that he is most often depicted supporting a crown in one upstretched hand; and that the High King and Queen of Elvehelm wear no gold or jewels upon their brow, but only the living limbs of the forest.

Palchriss is called “The Martyred” because he fell in long ages past, true to the service of the Light. According to legend, Vilyacarkin, one of the Greater Servants of Zaman, thought to overturn the allegiance of the Centaurs to the light by appealing to the chaos in their natures, drawing them towards evil. Palchriss learned of her schemes only when she had already seduced many tribes to her worship, and sought to interfere, opposing her intentions. He succeeded, but only at the cost of attracting her eternal enmity. This led to his doom; for, during the brief reign of Bîardath, the Ill-Born, when the light of Harad was suppressed and evil things flourished and spread across the Earth, Vilyacarkin caught Palchriss alone and unattended in a remote river vale, and with the aid of the Wolves of Mordakris, overwhelmed and slew him. And because this was before the Forging of the Dome, it was not his manu but his immortal and imperishable body and spirit that were slain; and thus Palchriss was cast forever from Anuru, returning in spirit to Ana, and no more was heard of him, or his mighty hoofbeats. Yet still he is remembered and revered by Centaurs and Elves alike, and his image and memory are recalled from time to time in works of art, and the writings of history.

As a deceased deity, Palchriss has no clergy, although there are many who revere him.

Alignment: Chaotic Good
Sphere(s): Centaurs, horses, fleet-footed creatures
Sigil: A centaur on a sky-blue field, supporting a crown
Preferred hues: sky-blue
Preferred weapon: spear

Worshippers’ alignment: any Good
Domains: none
Church: none

22 September 2007

The Hejlaggr Women


It may be Saturday night here on planet Earth - but in Zare, on the southeast coast of Erutrei, it's Sîan Barraj, the Dwarven sabbath. The smoke of cookfires hangs low over the town of Bymill, and windows are shuttered against the encroaching chill of autumn. Near the banks of the river, the Iron Caravel, one of the town's more disreputable beer-halls, crouches like a canker, and its benches and tables are full tonight. Atop one of the tables, seated crosslegged on a chaff-filled, burlap cushion, is Ian McLaren, Rhymer of the Iolan College, carefully tuning his vithelle - a magnificent instrument, given him by Ælyndarka Æyllian, Queen of the Elves, after a magisterial performance of the Evincum Rex Venificus, an ancient Elven ballad. He is preparing to lash out his signature piece. It's a mournful tale, about betrayal and murder that took place a little to the north, near the great city of Ellohyin, not so long ago. Ian usually tells it to soft music, in minor keys.
He usually tells it well. He should. After all, he was there.
Ladies and gentlemen, I give you...Cantor McLaren.
* * * * *

The Hejlaggr Women
as told by Ian McLaren, Rhymer of the Iolan College
(From the Tales of the Wyrm, Fifth Rune)

Well was it known throughout the Bjerglands that Ulrich, Count Bellehaine, was at feud with Paltač, Lord of Søby; and bitter was their quarrel, such that at the mere mention of their names, blades leapt from scabbards across the north country. For the wife of Bellehaine was one Marilys vel Tallysin, a woman of the Hejlaggr, one of the great beauties of Jarla; and she was wondrous fair, with hair like honey, and dark eyes, and a voice silk-soft. So captivating was she that Søby coveted her, and had sworn to have her; and therefore were he and Bellehaine at feud.

Each of the lords had many men under arms, and the bitterness of their dispute attracted many more, of reputation both fair and foul, according to their natures. Thus it was that the Knights of the Raven, noble and fell-handed, flocked to the banner of Bellehaine; while the treacherous hillmen of Locharnoch, the dell-wights, called the Landless, harkened unto the sigil and summons of Søby. And the red swords rang in the valleys and along the Drops, and the arrows sang, and the dirks drank deep. Plunder was met with plunder, and fire with fire, and murder with murder; and much ill was done. That was the way of it.

At long last, the feud was brought home to Bellehaine. Ulrich, returning from the hunt, was set upon by the men of Locharnoch; and though he gave good account of himself (for although gray and stiff of limb, he had been in youth a mighty man, and was still a hard man with the axe), the dell-wights were many, and well-armed; and at length, though nigh on a score of the landless lay dead, all of his ghillies had fallen in a butcher’s bight around him; and he stood at bay, bleeding from many wounds. And though he staggered, weak and with the wine of his life puddling at his feet, yet still he called out to his foes, damning them for cowards, and daring them to come them within reach of his hand, that he might settle them.

And at this one did come forward, a man hooded and cloaked; and beneath the hood was the grinning, tooth-rotted visage of his sworn enemy, Paltač, Lord Søby.

“I see thee, mine enemy, through the red mist of midnight,” quoth the Count. “Come thou and see me equal clear, traitor and coward, and let us dance the dance of life together.”

“Dog of Bellehaine,” replied his foe, “I would not stoop to answer thee in kind. Handstrokes are for the half-witted; only fools debate with swords when swords can be hired, and the lowest wretch of a bowman is made by his shaft the equal to a king. Fie on thy challenge; thou shalt die at the hands of the least of my men; and all thy kindliness and courage shall be as dust, and vain.”

“Courage lives on beyond death, and so death holds no horror for me,” retorted Bellehaine.
“Do me but one service, in gratitude for thy ill-won victory: take my body back to my wife, and leave her quits; for in spilling my blood, thou hast ended our quarrel.”

“Thinkst thou so, old man?” said Paltač, laughing. “Our quarrel is quits when thou and all thy kin are blood-drawn and bare-boned, and thy spirits wail despairing against the corundum confinement of the Long Hall. As for thy wife, happily will I grant thee thy dying wish. But in this wise only: thy trunkless head shall look on as I take her for my own; aye, and all my men too, before she joins thee in the pit.”

“Thou mayst kill me, foresworn wretch,” Bellehaine said in turn, “but if thou wouldst take council of a dying man, take mine: save thou thy life, and brave not my lady in her lair. For she is a woman of the Hejlaggr.”

“What care I?” quoth felon Søby. “She is yet a woman, and so shall bend, beg and break like any other. Die and be damned to you.” And at his word, the bows were bent; and the black shafts of Locharnoch sang, and bore Ulrich away. Then did dog Søby fall with his dirk upon his foeman’s corpse, and the foul deed was done. And Søby and the landless men mounted, and rode they hard for the manor of Bellehaine, and the lady who waited there, all unknowing that her lord dwelt no more upon the Earth, but had now his portion with the Master of the Long Halls. That was the way of it.

Thus it was that at nightfall, the landless men of Locharnoch and their craven paymaster came bloody-handed to the House of Bellehaine. Fell Søby stood wrapped deep in his cloak, for the people of the House, especially the Countess, knew his visage well; and he bore in his arms a cask, in which reposed, waxen and reeking, the head of his fallen foe. So rang they the bell, and were answered; for the hospitality of Count Bellehaine was wide-spoken, the wonder of the Bjerglands, and none of his household would betray or fail to uphold it, even after dark. Thus did the Seneschal conduct them who bore his master’s head unto the master’s great hall; and there they were met and welcomed by the Lady Marilys, Countess Bellehaine.

“Fair sirs,” quoth she, ignoring their dark raiment, and hooded visages, and bloody hands. “I welcome you, in the name of my lord husband, to this house. Would that he were here to greet you in his own person; but alas he is at hunt, and I know not when he is like to return.”

“Never under the Light of the Lantern,” said a hollow voice; and it was Søby that spoke from beneath his cowl. But the Countess seemed to hear it not.

“Be seated, gentlemen,” she said, “and I will return with thy supper.” And so they sat; and she departed the hall, to see to the viands.

And when they were alone, foul Søby opened the casket; and he set the head of the Count upon a silver tray that stood at the heart of the great table, before the bench of honour. And because he was a man of mad, cruel humor, he placed an apple in the dead man’s yawning mouth. And so they waited.

In a moment, the Countess returned, and they saw that she looked full upon the fell thing, open-eyed and staring, that adorned her table; but to their astonishment, she said nothing, but only smiled upon them, and sat down with them, and with her own hands gave them to drink. And her maidservants came in after, bearing trenchers laden with smoking joints, and hot bread, and fresh greens; and pitchers of foaming ale and silver cups of fine wine were set before the men of Locharnoch, and their cruel and craven paymaster.

And so they feasted, and laughed, and sang the songs of the hills in rough voices. They ate the lady’s food and drank the lady’s ale, toasting her absent lord with hands that reeked of his blood; and still the lady smiled, and sang with them, and laughed at their crude japes. And her guests whispered that it was not canny; and they wondered, does she not see the thing? But the pale head stood in full view of all, eyes wide and staring; and still she smiled. And so they smiled too, laughing at their base jest, and set upon her hospitality with a will. For there is nothing that so satisfies the landless, the dell-wights, as making free with the goods of others.
That was aye the way of it.

At length, while yet the ale flowed, she beckoned to her handmaiden; and the girl left the hall, and a moment later returned bearing an ancient lute. And this, the Countess took, and addressed it with nimble fingers. Fair music filled the night air, banishing shadow and sorrow; and even the cruel men of Locharnoch stayed their carousing, and fell silent to listen. Time passed, and the stars wheeled. The candles burned low, and the torches guttered, and at last, even canny Søby forgot his caution, and lowered his cowl, the better to hear the lilting glory of her voice. And the Lady Marilys looked upon his face, and she smiled softly upon him; and even his black heart was uplifted.

And while they listened, enraptured by her song, the doors of the great hall opened slow and silent; and through them stepped softly the Knights of the Raven, one man to each of the men of Locharnoch. As ghosts they strode to the table, and the soaring sibilance of song concealed the hiss of drawn daggers; and in a moment, there was a knife at each dell-wight’s dirty neck.
Seeing this, the Lady Marilys ended her song, and placed her lute upon the table. She smiled again upon her guests, and said, “I see that my man has come home at last, and has naught but an apple to eat. This is no fit feast, for peasant or lord, at the end of a long day’s labor. Therefore you men of Bellehaine, give your lord to drink: red wine, and warm.”
And at these words, the Knights of the Raven slew the landless men of Locharnoch; and the red wine flowed, fast and hot, and smoked upon the board.

But no knife laid open the throat of Paltač, Lord of Søby; for his captor held him fast, but harmed him not. The lady walked slowly to him, her own knife in her slender hand, and looked down upon him, held fast in the iron grip of the Raven.

“Fair Søby, rejoice,” quoth she. “I know that it was in thy mind to take the place of mine husband, and long hast thou hungered for my kiss. Behold, thy desire is granted; I give thee my kiss freely, in thanks for bringing my lord home to me.” And so saying, she bent to him, and kissed him full upon the mouth. And as she did so, she put her blade to his throat; and she tasted the wine that flowed forth, and savored its sweetness – yea, even until the cask was empty.

And when it was done, she sat again at table, and commanded her knights to raise their cups in homage to their departed lord. And when they had drunk, her captain knelt at her feet. “O, mistress,” he said, “how didst thou look upon that fell thing, and yet stay silent, and beguile those stark men? For though I am a man of arms, and accustomed to such things, the sight of it was like to set me to weeping.”

The lady smiled upon him, and laid her hand upon his cheek. And as her knights watched, her face changed; and her lips, red-stainèd and full, took a grim set; and her eyes glinted, as if rimmed with frost. And she said, “The day I cannot keep my countenance, and hold men in their place and work my will upon them; that, Captain, is a day you will never see.”

That was the way of it. That is a woman of the Hejlaggr for you.


* * * * *

If this story sounds familiar, we may have similar tastes in literature. It's my homage to George McDonald Fraser, whom most readers know as the author of the interminable "Flashman" books. I prefer to honour him for his incomparable "McAuslan" trilogy. The last volume, entitled The Sheik and the Dustbin, ends with a fabulous yarn, "The Gordon Women". "The Hejlaggr Women" represents my take on how the tale of the women of Clan Gordon, which launches Fraser's story, would translate to Anuru.
"It is the tale, not he who tells it." - Stephen King


21 September 2007

Rolling up in Anuru

Looks like we may have two new players for our campaign!

In honour of this auspicious occasion, I’ve decided to dedicate this post to the process of rolling up a new PC in Anuru. In order to ensure I don’t miss anything vital, I’ve decided to structure this segment along the lines of the “character creation” page in the Players Handbook (aka PHB), page 6. Here goes.

(1) Check with your Dungeon Master for house rules or campaign standards

Here are the ones that are relevant to you right now:

- we use D&D version 3.5 rules

- the “campaign world”, Anuru, has a very specific cosmology, theology and geography that differ considerably from the standard D&D worlds (Greyhawk, Eberron, etc.)

- no psionics. Not ever.

- we use the 1/60th miniatures on a 1” grid for combat

- in terms of party balance, we already have the following:

Breygon (Half-Elf Ranger 9)
Gwendilyne (Halfling Rogue 9)
Lyra (Hiarsk, i.e. hereditary half-elf, Rogue 1 / Sorceress 7)
Bjorn (Human Fighter 2 / Cleric 6)
Joraz (Human Monk 8)

So the party does not have either a dedicated meat-shield, a dedicated divine spellcaster, a dedicated arcane spellcaster, or any of the odd sourcebook classes. If anyone goes with a Dread Pirate, be advised – I accept only one “Arrrrrhhh!!!” per level, per gaming session.

(Party photo here)

- NOTE: if you want to skip all the hard stuff, you can just take a 7th level NPC from the appropriate section in the DMG (pp. 112-128), assigning your own rolled ability scores and the appropriate racial modifications, and using the equipment listed.

(2) Roll ability scores

- character creation is by rolling six x 4d6, rerolling 1’s, and arranging as desired

- take full HP for the first level; after that, they’re rolled. You can never roll lower on your HP roll than your constitution bonus, if any (so if you have a 17 Con, you can never roll lower than 3 on your HP dice)

(3) Choose your class and race

- classes are as per the PHB 3.5. I’m willing to consider classes from any of the other D&D sourcebooks, just check with me first, as some of the classes are too specialized (e.g., Warlocks), and some don’t fit into an “adventuring motivation” campaign (e.g., Druids).

- races are as per the PHB 3.5, with modifications as per the chart below. Note that age categories differ considerably in Anuru, and there are many sub-species of each of the major PC races. I’m not averse to “monster races”, but check with me for appropriateness, playability and Equivalent Character Level penalties.


- some races are rare (noted with an asterisk in the chart at right). Check with me before choosing one of these as your backstory and class choice may be affected. Races marked with a ** are very rare; you need my permission before choosing one of these.
NO Illumians ("Races of Destiny"). They're superhyperglobalmega-cheesy.

(4) Assign and adjust ability scores

- as per the PHB 3.5 rules

(5) Review the starting packages in the PHB

- yeah, if you feel like it.
- new PCs roll up at 1 level below the lowest PC currently in the party. That means you roll up at 7th level (or any multiclass combination that equals 7)

(6) Record racial and class features

- these are as per the PHB and other sourcebooks, with the exceptions noted in the chart above
- don’t forget the +1 to one ability score you got at 4th level


(7) Select skills

- All PHB and sourcebook skills are allowable

- Don't forget the extra skills you may get according to my "racial options" chart

(8) Select feats

- All PHB and sourcebook feats are allowable

- Don't forget the extra feats you may get according to my "racial options" chart

(9) Select equipment

- All PHB and sourcebook equipment is allowable
- starting gear value is 7200 gp (DMG table 4-23, p. 127). All gear in the PHB, DMG and sourcebooks is allowable, with the following exception: no single item worth more than 4000 gp is permitted; no item of more than +1 magical bonus is permitted.

(10) Record numbers

- fill out your character sheet. The 3.5 character sheets can be found here.

(11) Details, details

- Alignment: the party currently consists of CG, LN and CN. No evil PCs, and I would prefer no more CN. If you insist on CN, be advised that I accept the “undecidedly amoral” CN PC, but not the “psychotically unpredictable” CN PC. If you need an idea of how I view alignments, here it is:


- Gender: Don’t care. But I expect solid role-playing.

Okay, there are a whole BUNCH of other details. Much of what you need to know is already available on this blog. For example:

- the Ancient History of Anuru is on the blog in 5 parts: One, Two, Three, Four, and Five. Read it; it plays a big role in the campaign.

- the relationship between gods and mortals is described here.

- the continent of Erutrei, where the action is currently taking place, can be found here. The PCs are presently adventuring along the Stjerneflade, a major river running from the mountains in the north, to the coast in the south, of Storland, the central of three Grand Duchies in the southeastern monarchy of Zare.

- a brief outline of the party, as it stands at present, is here.

- my special rules for spellcasters can be found here. These represent my biggest break from the D&D rules; wizards and clerics don’t need to “prepare” spells. That always struck me as a crock. If you know a spell, and you have the power, you can cast it. Wizards are “knowledge PCs”, and know more spells; sorcerers are “power PCs”, and can cast more spells. If you're a spellcaster, read this section in detail; if not, don't bother. Incidentally, if you're going to be a divine spellcaster, choose your patron diety carefully; as you'll note from the chart in that section, not all dieties can provide their clerics with the full range of divine spells

- about those gods and immortals…I’m gradually putting up the relevant information, especially if you’re thinking about running a religious characters or divine spellcaster. Briefly put, there are two Forces, light (Ana) and dark (Uru); and 14 Powers: seven of the Light, called the Anari, and seven of the Dark, called the Uruqua. So far I’ve put up the info on the first of the Anari; I’m still working on the material for the last two. Once they’re done I’ll put up the Uruqua. Eventually I will put together my own version of the "Dieties and Demigods", complete with art (that I have co-opted from people with actual talent), and give each player a full-colour copy.

Those I have completed so far can be found here, along with their Greater and Lesser Servants, and their various Avatars:

Bræa (Goddess of good and light, no major religions)

Tîan (Goddess of justice, no major religions)

Vara (Goddess of mercy and healing, some major, some minor religions)

Hara (God of the Elves and magic, some major, some minor religions); Hara’s Avatars can be found here

Esu (God of Men and battle, some major, some minor religions)

- and finally, there are a couple of special classes and Prestige classes that are peculiar to my campaign. Those I have posted about so far include:

The Priests of the Healing Hand

The Knights of Tîan
There are a few other campaign-specific prestige classes, but I haven't gotten them formatted or posted yet. Note that these are provided for information only; some of them would be very difficult to play as PCs (the Hand Priests, for example, are great healer/boosters, but are forbidden by the vows from doing lethal damage)

* * * * *

Okay, that’s about enough background information to go on for now. New players, call me when you get a chance; otherwise, we’ll see you next game night! In the meantime, take a stab at what you think you might want to play.


02 September 2007

Dungeons that Never Were: The Longbarrow

Like most DMs, I have a giant heap of miscellaneous dungeons, all developed and kicking around, that I'll never get to use. In some cases, you just don't feel like upgrading them from 3.0 to 3.5, particularly if your party is now several levels too tough to make it worthwhile. In other cases, maybe you think you've thrown one too many ghouls at them already.

(If, that is, you believe that there can be such a thing as "too many ghouls".)

Anyway, just to mix things up a bit, I thought I would throw a few of them up on the blog, if for no other reason than to give readers and idea of the sort of things they MIGHT have had to face. To get the series started off, here's the very first dungeon I threw together years and years ago using the (then) new 3.0 rules. Readers familiar with my usual brand of nonsense will probably recognize elements of the current campaign, albeit in embryonic form.

As you can probably tell, it had been quite some time since I'd drawn up a dungeon, so please excuse the (obvious) faults.

Here, for your reading pleasure, is "The Longbarrow".

* * * * *

THE LONGBARROW

Argument: The mining town of Ekhalifundo lies somewhat off the beaten track, in the alluvial plain below heavily wooded foothills. The miners are a hard-bitten lot who scrabble for iron ore and smelt it on-site; heavily-laden wagons traverse the rutted valley trails back to the High Road, mostly heading south to the great market at Baltrecheg, a three-day journey. In town, the men are hard, and care for little other than food, ale and rough company. Prices are high and the money flows freely. But the people are afraid.

It started a month ago. One of the town’s “Sallys” was found gutted in a ditch, savaged by some unknown but horrific creature; although her blood still ran warm when her body was found, her wounds were festering and rank with the stench of death. The Shovellers’ Council suspected a wild wolf, but a hunting party found nothing. Two weeks ago, it happened again, this time to a child sent to pick berries in the woods; and again, the corpse was torn and stank unnaturally. Finally, not three days ago, a third death – this time of one Ruttik, a miner of extraordinary strength and a mean temper, felled and butchered like an ox. The girl he was with was badly wounded, but before she died she spoke of pale, nightmarish eyes, and a horrifying stench of death.

Now the townsfolk bar their doors at night, the inns are losing commerce, and people fear to tread abroad after dark.

The party may have three allies in town:

1) Pellus of Gronby, sole proprietor of the Pickhandle Pub, is desperate; he has been losing money and will soon be forced to close his doors. Fortunately, he still has his courage, and his sword and armour from his Army days, and he has kept both bright. Moreover, he knows where to look for answers; his son recently married the grand-daughter of a local wise-woman who knows much about the surrounding area.

2) Sallen Brewer, an itinerant cleric and self-appointed Servant of the Light (which is to say, an Undead Hunter), arrived in town about a week ago, and has been poking around. He has a room at the Pickhandle Pub. If the party proposes to seek out the Mound and destroy the evil lurking around the town, he will volunteer to go with them.

3) Dagmar the Blind, an expert healer, is wise in the ways of the world, and may be able to explain what is going on in Ekhalifundo, and what to do about it. She will not accompany the party, but she will provide them with 6 Potions of Cure Moderate Wounds and a fully-stocked Healer’s kit. She will also help to heal any party members injured in fighting at the mound.



THE TOWN OF EKHALIFUNDO
1. Shrine (disused, dusty, disrepair)
2. Jambyron (woodcutter)
3. Guard tower (6 x War 1)
4. Sheriff’s Manse (Garn Weaver, War 1)
5. Factor’s residence (Expert accountant 7)
6. Miner’s Mission (HQ for mining company)
7. Huts for miners (20 per hut)
8. Graves for dead miners (some disturbed)
9. Pickhandle Pub (Pellus of Gronby, Ftr 5)
10. Felargus family (mine owners)
11. Beal Tollwyn (merchant ship owner)
12. Goodly Yard (clothing shop, good quality)
13. Bent Brandby (smith, good toolmaker)
14. Farmer’s Market
15. Loris Trent (general goods, brewmaster)
16. Dagmar the Blind (expert healer/historian)
GATHER INFO 14 / KN-REL 16 / KN-HIST 18
(1) On an isolated island just northeast of the mining town of Ekhalifundo, in middle of the Bard’s Bane River, lies a wooded hilltop that guards a mystery. Atop the hill is a long, broad drumlin-like formation. Although surrounded by trees, no trees grow atop it; only sickly scrub grass. The heavy forest crouches at the feet of the mound. Although there are signs of an old stone landing on the eastern side of the island, river boats and barges avoid it as an ill-favoured place.
(2) The mound is a barrow dating back more than a thousand years, to the earliest kingdoms of Ekhan, when the land was settled by Jarlin adventurers, prior to the worship of the Hand – a time when some men of the north praised totems and the gods of sky and earth, instead of the Aesir.
(3) The Long Barrow likely served this part of one of the early Ekhani kingdoms for centuries, until the arrival of the Clerics of the Hand and the Knights of the Orders arrived, replaced the local rulers, and stamped out shamanism and the Old Gods.
(4) (GATHER INFO ONLY) Some years ago, when the town first sprang up, a group of adventuresome lads crossed the river and climbed the hills, swearing that they would answer the mystery of the mound. None of them ever returned.
(5) (REL ONLY) The Earth Gods were not gentle gods; they demanded the sacrifice of enemies. As a result of the centuries of murder and death, the Barrow is an unhallowed place; fell spirits crowd the air, and the dead walk. It is a dreadful and horrifying pit, rife with peril for the unwary.
(6) (GATHER INFO / HIST ONLY) On the north shore of the south branch of the Whitewater lies a small shingle of shale. Hidden behind ancient oaks and clinging vines are two grim statues. Taller and broader than a man, carved from granite, they are hulking images of coarse, blocky creatures with low brows and mighty fists, now weathered and moss-encrusted.
GATHER INFO 18 / KN-REL 20 / KN-HIST 22

Nearly a thousand years ago, the Long Barrow was sealed and forgotten, and in the course of time, covered by the jungle. And while it has always prodded and mystified adventurers and the foolhardy (not least because of persistent rumours that fabulous wealth lies hidden within), few have penetrated its secrets – and none have done so, and come away unscathed.

GATHER INFO 22 / KN-REL 25 / KN-HIST 28

The Long Barrow is more elaborate than the Mounds of Earth that are normally found in modern times, but probably consists nonetheless of the five indispensable elements of a normal Barrow of the Earth Gods: the Shrine, the Halls of Heroes, the Bed of the King, The Crypt of the Commons, and the Pit of Enemies. . Finally, it is rumoured that a mighty and ancient weapon, a relic of the Jarlin royal family, is secreted somewhere in the burial mound.

NPCs

The Shovellers’ Council: A group of the 12 oldest miners that serves as a town government. Led by Fergus Weaver, First Shovel

Garn Weaver: Sherrif, Ftr 1, a political appointee (brother of Fergus Weaver); a coward, will refuse to aid the party

Pellus of Gronby: Owner of the Pickhandle Pub, Ftr 5; Str 17, Dex 10, Con 14, Int 11, Wis 12, Cha 12. Feats: Weapon Focus (Greatclub), Improved Initiative, Power Attack, Weapon Specialization (Greatclub), Cleave. MW chainmail, greatclub, shortsword, dagger. Longbow, 20 arrows. 2 potions of Cure Moderate Wounds, 1 potion of Bull’s Strength. HP 52, AC 15, Init +5, Speed 30’, Greatclub (1d10) +10/+5 damage, longbow (1d8) +7/+0, F+7/R+3/W+3, Climb +3, Jump +3.

Dagmar the Blind: Expert Healer (12 skill points, 17 wisdom; concocts and sells elixirs of healing for 25 gp each, each heals 0-5 HP (d6-1)); also knowledge of local history (14) and ancient history (7).

Sallen Brewer: Human Cleric, 6th level; Str 14, Dex 11, Con 15, Int 12, Wis 17, Cha 14. Skills: Concentration 9, Diplomacy 9, Heal 9, Knowledge: Religion 9. Feats: Combat Casting, Wpn Focus: Morningstar, Extra Turning, Extra Turning. Speaks Common, Elven. No devotion; Domains: Good, Sun. Spells: 5, 4+1, 4+1, 3+1. Chainmail +2, Circlet of Persuasin, MW Heavy Crossbow, MW Dagger, Morningstar +1, MW Large Steel Shield. Potions: Cure Light Wounds (3), Sneaking, Spider Climb, Lesser Restoration.

THE PICKHANDLE PUB
1. Great Room: 3d6+6 patrons, 1d4 Sallys, Sallen Brewer
2. Council Room: 25% Fergus Weaver
3. Single room: unoccupied
4. Single room: Sallen Brewer
5. Single room: Gale Fallows (ale merchant)
6. Double room: Wan and Lale Rider (horse traders)
7. Water closet
8. Double room: unoccupied
9. Single room: Betta Miller (top Sally)
10. Single room: unoccupied
11. Single room (small): Jade Miller (madam)
12. Larder: 12 kegs ale, dry goods, meat
13. Kitchen: 3 kegs ale, dry goods
14. Triple room: 3 Sallys - Frida, Helfrigg, Olga
15. Sextuple room: 4 miners on leave
16. Bunkroom (12 spaces): 8 miners on leave
17. Stable yard: 11 draft horses, 6 riding horses, 5 miners sleeping it off
18. Sheep pens: 212 sheep of all sizes
* * * * *

DUNGEON MAPS
General note: The unwholesomeness of the barrow is due to the lingering sensation of evil it exudes and the foulness of the air. Good characters must make a fortitude save (DC 12) every 12 hours they are in the mound, or be -1 on all attack, skill check and saving throw rolls. These losses are cumulative until the character spends 12 hours or more in the outside air.

1. The Path

On the north shore of the south branch of the Whitewater lies a small shingle of shale. Hidden behind ancient oaks and clinging vines are two grim statues. Taller and broader than a man, carved from granite, they are hulking images of coarse, blocky creatures with low brows and mighty fists, now weathered and moss-encrusted. Between them, a narrow path winds up the hill, between the boles of gigantic trees. Under the carpet of dead branches and rotting leaves, glimpses of a roughly-cobbled pathway can be seen.
(GOOD CHARACTERS) The air is still and silent; although the day is warm, you feel cold and have difficulty catching your breath. You feel as though something is watching you – a brooding, nameless repugnant evil, perhaps long dead, but drenched in blood nonetheless.
(EVIL CHARACTERS) The darkness beneath the trees is welcoming and restful, and pleasantly cool after the heat of the sun. There is power here, but it is old and quiescent, and no threat to you. This is a pleasant and comforting place; you’re glad you came. All the same, there is power here, and all would do well to be wary.

2. The Porch

As the path climbs the hill, you begin to catch glimpses of the mound between the trees. Far-off glimpses are deceptive; up close, it is truly a gargantuan land feature, hundreds of feet long, and many times the height of a man. Although the trees cluster closely alongside the mound, no trees grow atop it; it is adorned only with sickly patches of scrub grass, and blocky chunks of stone can be seen protruding from the overgrowth.

Approaching the mound, you can see, between the trees, that the path is becoming less overgrown and more distinct. Where it meets the mound, there appears to be a porch of sorts; the path climbs a few low steps to a broad, paved balcony where a heavy stone roof is supported by seven massive carven pillars. The shadows beneath the roof are heavy, but you can still see a number of huddled shapes strewn aboard the fallen stones.

Any character making a spot check (DC 16) from more than 100 yards will notice that there appear to be odd statues standing in front of three of the pillars. They look like humanoid skeletons, armoured and wielding long rusted scimitars – but much bigger than humans. These are unmissable (spot DC 10) from 20 yards away.

At the inner end of the porch lies the door to the barrow; it is wood reinforced with iron bands, and although it looks rotten, it is deceptively strong (unlocked, stuck; DC 28 to force, Hardness 10, HP 20). It is heavily carved with interwoven runic inscriptions, and bears a number of axe strokes. If the door is touched, the skeletons animate and attack anyone on the porch. Once everyone is dead or has left the porch, they return to their starting positions and de-animate.
OGRE SKELETONS x 3 (Large Undead)
HD: 2d12 (13, 16, 21 HP)
Init: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40’
AC: 17 (+1 Dex, -1 size, +3 Natural, +3 rusty chainmail, +1 large shield)
Attacks: rusty battleaxe
Damage: 1d8+2
Face/Reach: 5’x5’ / 10’
Special Qualities: Undead, Immunities
Saves: Fort 0, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con -, Int -, Wis 10, Cha 11
Feats: Improved Initiative
Alignment: Neutral (although residual aura of evil from being created)
UNDEAD: immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
IMMUNITIES: Cold immunity; half damage from slashing or piercing weapons.
The skeletons are wearing rusted oversized chainmail and light helms, and a carrying decaying large wooden shields and rusty battleaxes. All of these items are in poor condition (1/6th value, -2 on all checks) and are unwieldy for medium-sized creatures.
The huddled shapes on the porch are three decayed human skeletons. All are clad in the rotten rags of peasant clothing; none are armoured. There are two scythes (one broken) and one woodsman’s axe (broken) nearby. One of the skeletons has a 50’ coil of hemp rope (poor condition, -2 on all checks); another has a belt pouch containing 6 cp, 2 candles, and a flint and steel, chipped and rusted.

A shattered ogre skeleton, clad in disintegrating chainmail, lies among them.

3. The Dig

Anyone attempting to circumnavigate the mound will find it rough going; the trees grow closely together and gaps are filled by brush and vines. Anyone forcing their way through the woods on the north side of the mound has only a 1/20 chance of coming upon area 3; elves, rangers and druids who come within 50’ of the area may make a spot check (DC 15) at +2 to notice that the area has been disturbed. Going over top of the mound, however, is much easier, and anyone near the top centre will probably notice disturbed brush at area 3 (Spot DC 12).

Close up the truth is revealed. Some time ago (TRACK DC 14) more than 200, less than 300 years), a party of adventurers attempted to circumvent the skeletons at the front door (and to get around the stone block at Area 4) by digging into the mound.

Anyone with wilderness lore can make a SPOT CHECK (DC 15) to notice overly large wolf tracks leading to and from the tunnel mouth. DC 18 identifies as Dire Wolves; DC 24 identifies one male, one female, and 1-6 cubs. The male and female wolves will attack if anyone approaches the cave mouth; the cubs will fight only if cornered.

DIRE WOLVES x 2 + 3 (Large Animals – 8’ long, 500-700 pounds)
HD: 6d8+18 (46, 36, 18, 14, 9 HP)
Init: +2 Dex
Speed: 50’
AC: 14 (-1 size, +2 Dex, +3 Natural)
Attacks: Bite +10 melee
Damage: 1d8+10
Face/Reach: 5’x10’ / 5’
Special Attacks: Trip (if hits with a bite attack)
Special Qualities: Scent
Saves: Fort+8, Ref +7, Will +6
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide+5, Listen+6, Move Silently+5, Spot+6, Wilderness Lore+1*
Alignment: Neutral
*+4 racial bonus to Wilderness Lore when tracking by scent.
The Dire Wolves have no treasure.
The remains of a small tunnel bear southwards into the hill, and the spoil of digging lies about, covered with leaves and long grass. There are also two picks and two spades tangled in the undergrowth, both with rusted blades and rotted handles.

SPOT DC 13 - And a corpse, found pushed aside and trampled under the litter of the tunnel (human warrior, clad in badly-rusted and rotted scale armour and a helmet, and bearing the broken hilt of a longsword). If closely inspected, the helmet can be seen to be crushed inwards (as is the skull underneath), and the corpse’s shield arm is completely shattered. The corpse has a belt pouch containing 12 cp, 25 sp, 2 gp, two pieces of chalk, a small roll of twine and the stump of a wax candle. The sword hilt is grimy, but a spot check (DC 18) reveals that the hilt contains a cairngorm-cut topaz worth about 75 gp.

The tunnel is partially collapsed, but appears to be about four to six feet wide and the same high, roomy for a halfling, but a tight fit for an armoured human. One hours’ work with a shovel, or six hours without, will suffice to clear the tunnel and allow entry to Area 6.


4. The Entrance

Once the door from the Porch (Area 2) has been forced or destroyed, the true barrier is revealed: a massive stone block has been rolled and mortared into place blocking the descending staircase. 12 hours work with a hammer and chisel (Knowledge [Masonry] check to halve the time) or equivalent tool will remove the mortar, but then the stone remains. (Careful inspection shows that some of the mortar has been chipped away, possibly by a pick). A Strength check (DC 35) is required to budge the stone. It has not been moved since it was emplaced nearly 1000 years ago.

Behind the stone lies a tunnel, 10’ wide and 15’ high, built of heavy cut stones. Remnants of paint fleck the walls, although no images can be made out. The tunnel descends at a sharp angle (c. 45 degrees); the air is heavy, dank and smells of mold and decay. Here and there small roots have forced their way through the stones, and water drips from the ceiling, pooling and running down the stairs.

A dim light can be seen emanating from a chamber at the bottom of the stairs

5. The Shrine

Area 5 is the Shrine to the Earth Gods that was de rigeur for the religious practices of the day. It contains all of the mandatory elements of an Earth Shrine: The Pillars, The Lights, The Altars and The Guardians.

The pillars are massive, heavily carved, one-piece granite that support the arching stones of the roof approximately 25’ overhead.

The Lights are actually ensorcelled “Continual Flame” torches made of wrought iron; each is 4’ long and weighs 12 pounds, and may be removed from the sconces at the northeast and southwest ends of the chamber. They may be used as Heavy Maces +1. If they are removed from the barrow, their enchantment and bonuses will fail, and the flame will go out.

The Altars stand along the northwest wall. They are massive, waist-high tables cast in a single piece of bronze. Each weighs about 900 pounds. Both have grooves around the edges to catch blood, and a collection of corroded bronze blood-buckets stacked beneath them (11 in all, capacity about 1 gallon each). Both altars are heavily corroded and exude a brooding sense of old evil (and stink of old blood). The walls behind them are heavily carved with depictions of the Earth Gods and their servants, and are crusted with old blood.

The guardians are enormous, squat stone statues that appear almost dwarvish, except for being 10’ tall.

This room is full of heaps of foul trash, and is the home of 3 Ogre Ghouls.
OGRE GHOUL x 3 (Large Giant, Undead)
Hit Dice: 4d12+8 (51, 40, 29)
Initiative: +1 (Dex)
Speed: 30’
AC: 18 (-1sz, +1Dex, +5Nat, +3hide)
Attacks: 2 claws, +8; bite +4 melee
Damage: 2 claws 2d4+8, paralysis; bite 1d6+4, paralysis
Face/Reach: 5’x5’/10’
Special Attacks: paralysis, create spawn, stench of death, rend
Special Qualities: Undead, +2 turn resistance
Saves: Fort+6, Ref+1, Will+5
Abilities: Str 21, Dex 15, Con -, Int 12, Wis 14, Cha 10
Skills: Climb +6, Escape Artist +7, Hide+7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7Feats: Multiattack, Weapon Finesse (claws), Rend
The Ogre Ghouls at areas 5 and 6 will assist each other if they detect a battle; the Ogre Ghouls with Ogi obey him and remain with him.

6. The North Ossuary

This low (8’ ceiling) chamber is an ossuary – a place where the bones of common people were interred in honour. The walls contain numerous well-made stone cavities, each of which is full of whitened bones, stacked deep. The skulls are stacked along the edges of the floor (more than 600 in here, if anyone bothers to count). The tunnel dug from Area 3 enters this room at the northwest corner, near the ceiling, about 6’ off the floor; three of the stone blocks comprising the wall of the chamber have been forced out of place, and lie on the floor.

This room contains an Ogre Ghoul, who has made this chamber his home, as he does not get along with his fellows who live at Area 5, or those who serve Ogi. He will attack anyone who enters this room.
OGRE GHOUL (Large Giant, Undead)
Hit Dice: 4d12+8 (37)
Initiative: +1 (Dex)
Speed: 30’
AC: 18 (-1sz, +1Dex, +5Nat, +3hide)
Attacks: 2 claws, +8; bite +4 melee
Damage: 2 claws 2d4+8, paralysis; bite 1d6+4, paralysis
Face/Reach: 5’x5’/10’
Special Attacks: paralysis, create spawn, stench of death, rend
Special Qualities: Undead, +2 turn resistance
Saves: Fort+6, Ref+1, Will+5
Abilities: Str 21, Dex 15, Con -, Int 12, Wis 14, Cha 10
Skills: Climb +6, Escape Artist +7, Hide+7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7Feats: Multiattack, Weapon Finesse (claws), Rend
SPOT CHECK 16: Smashed into the rubbish behind one of the sarcophagi is a badly-gnawed skeleton; it appears to have been a female elf clad in once-elaborate robes SEARCH DC 12: The corpse has a well-made dagger in a jewelled scabbard (scabbard worth 75 gp) and is wearing a silver plated belt studded with green gems (sea opals, total value 250 gp). A belt pouch contains some elementary spell components, and a nearby backpack contains two pints of oil in stoppered clay jars; soap and a towel; ten sheets of parchment, two quill pens and a dried bottle of black ink; a honing stone; a small razor knife; a packet of dried apples and dried figs (inedible); and a small, bloodstained leatherbound spellbook.

SPELLCRAFT DC 19: The spellbook is trapped with MINOR WARD – ELECTRICITY and will do d4+3 electrical damage to anyone who opens it without speaking the password (reflex save for ½ damage; “Mialee”, the name of the dead wizard, is the password). The spellbook contains the following spells: CHANGE SELF(1), CHARM PERSON(1), FEATHER FALL(1), SUNLIGHT(1), MAGIC MISSILE(1), MINOR WARD – ELECTRICITY(1), TENSOR’S FLOATING DISK(1), FLAMING SPHERE(2), MAGIC MOUTH(2), SLEEP(2), WEB(2). Inside the cover is inscribed, in Elvish, the name of the mage: “Mialee”.

7. The South Ossuary

This room is identical to Area 6, save that it has never been disturbed. It contains more than 700 skulls, but has neither monster nor treasure. It is deeply shrouded in spider webs; and numerous small arachnids inhabit it. Anyone disturbing the skulls must make a reflex save (DC 12) every round to avoid taking .5 HP damage from spider bites.


8. The Crypts of the Commons

This very long corridor is 10’ wide and 10’ high; the walls and floor are smooth, made of well-cut and well-fitted stone blocks; the ceiling is ogive-arched and peaks to 17’ in the centre. Each of the crypt entrances is surrounded by stone engraving noting the names of the families entombed within (using old Jarlin runes). In front of each crypt entrance is a statue (KNOWLEDGE HISTORY DC 18) depicting the patron deity of each major family grouping, and the seven major Jarlin deities are all so depicted. (KNOWL HIST DC 22) From north to south, they are the gods of fertility; thunder; warriors; stealth; the underworld; trickery; and the hunt.

SPOT DC 16: The floor of the corridor slopes gently towards the south, and little rivulets of water can be seen trickling down it; all of the drip-water that enters the mound eventually flows this way.

Anyone succeeding at a LISTEN (DC 18) will hear a stealthy rustling and scraping a short way down the hall; if they succeed by 5 or more points, they will believe it comes from one of the crypts.

Each of the crypts is a 15’ x 20’ room with a ceiling that vaults from 10’-15’ in the center. The walls are solid. Each room contains five large, carved stone open sarcophagi; the bones of the various families are piled willy-nilly into these, along with a collection of copper and silver coins. The rooms are dank, damp, and clammy, and the stench of decay overlays everything; all of the bones are interwoven with cobwebs, crud, crap and decayed bits of word and small animal bones; and small spiders and scorpions abound. Anyone rummaging through the bones must make a Reflex Save (DC 15) every round ot take .5 HP from biting and stinging insects. None of the sarcophagi contains anything of value except where noted; there is a total of 10-40 SP and 20-160 CP per room.

8A. The Crypt of the Thunder God

The sarcophagus at the end of this room, if searched, will yield bones, decayed clothing, SPOT DC 18/SEARCH DC 13 and a well-made dwarven war hammer, steelheaded, steelhafted, and in excellent condition, although dusty (value 100%).

8B. The Crypt of the Stealth God

This room contains no treasure, but is inhabited by an OGRE ZOMBIE, which waits near one of the crypts.
OGRE ZOMBIE (Large Undead)
HD: 4d12+3 (27 HP)
Init: -1 (Dex)
Speed: 40’
AC: 11 (-1 size, -1 Dex, +3 natural)
Attacks: Slam +4 melee
Damage: Slam 1d8+4
Face/Reach: 5’x5’ / 10’
Special Qualities: Undead, Partial Actions Only
Saves: Fort +1, Ref 0, Will +4
Abilities: Str 17, Dex 8, Con -, Int -, Wis 10, Cha 1
Feats: Toughness
Alignment: Neutral (although residual aura of evil from being created)
UNDEAD: immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
PARTIAL ACTIONS ONLY: zombies can move OR attack, but not both unless they charge
The zombie fights barehanded and has no treasure.
8C. The Crypt of the God of Trickery

This room contains no treasure, but is inhabited by one of the gangs of the mound: an OGRE WIGHT accompanied by three OGRE ZOMBIES. Anyone entering this room will immediately notice four enormous creatures and an overpowering stench of death.

This gang lives in competition with the Ogre Ghouls at 5 and 6; they avoid each other and will not offer assistance if attacked. The wight often leaves the mound alone to seek prey. The Ogre Wight will send his zombies into battle first, and is intelligent enough to attempt to lure powerful characters downstairs to the PIT HORROR at 9.

The Ogre Zombies have 41, 30 and 22 HP respectively. There is barely enough room for all of them in this chamber.
OGRE WIGHT (Large Undead)
HD: 6d12 (51 HP)
Init: +1 (Dex)
Speed: 40’
AC: 14 (+1 Dex, -1 size, +4 natural)
Attacks: Slam +5 melee or MW Greatsword (singlehanded)
Damage: Slam 1d8+6, energy drain, MW Greatsword (1d12+7)
Face/Reach: 5’x5’ / 10’
Special Qualities: Undead
Saves: Fort +2, Ref +2, Will +6
Abilities: Str 20, Dex 16, Con -, Int 11, Wis 13, Cha 15
Skills: Climb+5, Hide+8, Listen+8, Move Silently+16, Search+7, Spot+8
Feats: Blindfight
Alignment: Neutral (although residual aura of evil from being created)
UNDEAD: immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
The Ogre Wight carries, and may fight with, a shining, heavy greatsword. If badly wounded, he will attempt to lure the party downstairs towards the Pit Horror at 9.
The greatsword is a special masterwork weapon (no attack bonus, but +1 damage bonus), with a heavy, 4’ blade carved (SPOT DC 16: there are tiny Jarlin runes on the blade that read “Ogi, Slayer of Frost Giants”), and a black iron two-handed hilt. Despite long years in the barrow, it is rust free. (CRAFT WEAPONSMITH DC 14: This is a MW). There is no scabbard for this weapon. An experienced fighter will recognize that this weapon is balanced to strike more effectively than a normal weapon. It is worth about 475 gp. Anyone carrying it will be immediately attacked by Ogi, who will attempt to recover his weapon.
9. The Pit of Enemies

The Pit of Enemies was an integral part of the worship of the Earth Gods; dead enemies (or bound enemies captured alive) were tossed into a pit to starve and rot to propitiate the Earth Gods and the Guardians of the Underworld. This was one of the largest and best-stocked pits in the history of early Ekhan.

At the west end of corridor 8, the trickling water pools against the iron-bound wooden door; at the door itself, the brackish, foul water is more than 2’ deep. The wooden door is jammed (FORCE DC 20, Break DC 28, HP 8, Hardness 8). The bottom 1’ of the door is badly rotten and has a break DC of only 16. If it is broken, the backed-up water will rush down the stairs.

The stairs beyond are steep; 45 degrees, and very slick, slimy and slippery. There are no handholds and a balance check (DC 14) is required for players to keep their footing. Anyone falling must make a reflex save or tumble down the stairs (1-3 damage). This corridor is 10’ wide and 10’ high. (Spot Check DC 14 it is no longer masonry; instead, it is carved out of the gutrock of the hill (granite). There are no decorations on these walls).

At the base of the stairs the water pools again, this time 6’ deep against the iron-bound wooden door. The water is black, filthy and brackish, and the bottom cannot be seen; anyone ingesting any must make a fortitude save (DC 15) or lose 1-4 constitution points for 2-20 hours (nausea, vomiting and diarrhea). The door is unlocked but jammed (FORCE DC 20, Break DC 28, HP 8, Hardness 8). The key to this door lies in one of the chests at Area 11.

If the door is opened or broken, the pent-up water will burst through and spill into the pit. Characters must make a spot-check (DC 20) to notice a shiny object spilling towards the pit; an astute character may make a Reflex save (DC 18) to grab it before it goes in. The object is a bright silver ring. This is a new magic item.
Ring of the Yeoman. This is a simple silver wring engraved with patterns of leaves. It gives the wearer +2 on all attack rolls with all bows and crossbows and confers the “Point Blank Shot” feat. If the wearer is 5th level or higher, it confers the “Far Shot” feat, and if 9th level or higher, it confers the “Rapid Shot” feat (if the wearer has these feats, this has no effect). If worn by someone who is not already proficient with at least one bow or crossbow, it simply confers proficiency with bows and crossbows, but no other powers. Value: 4500 gp
The chamber is roughly circular and 60-70’ in diameter, with a low-arched ceiling some 40’ overhead. It is dimly lit by two continual flame torches of the type found at area 5: wrought-iron, 12 pounds, may be used as maces. The pit is about 50’ in diameter and is full of water to about 1’ from the floor level. Against the walls are four bronze statues: The Guardians of the Underworld (from old Jarlin mythos), beasts with the bodies of bears and the heads of a lion, an owl, a stag and a fox. Each statue is about 5’ wide and 8’ high, and weighs about 900 pounds.

Upon closer inspection (Spot check DC 14) human bones can be seen sticking above the surface of the water in the pit (water continues to trickle into it down the stairs but the level remains constant; there must be an outlet). The water is black and foul; nothing can be seen below the surface.

If anything living enters the pit, it will awaken the guardian: a PIT HORROR created by one of the High Priests of the Earth Gods. It has dwelt here for more than 10 centuries, lurking among the bones of those cast into the pit, surviving off vermin, and waiting for plunderers or more victims. The PIT HORROR is an undead cross between a gargantuan monster skeleton and an octopus, combining features of both. It will attack anything that even touches the water, and it can reach anything in the room with at least one of its articulated skeletal arms (if three or more players spread out around the room, only one arm will be able to reach each player each round). In order to hit the body with a meelee weapon, someone will have to enter the pit and balance on the bones (balance check, DC 12, each combat round), and be within striking distance of all 4 arms.

The Horror will attack anyone who remains in the room, but cannot leave the pit. It takes no damage from piercing weapons, and only half-damage from slashing weapons.
PIT HORROR (1 – Gargantuan Undead)
HD: 16d12 (104 HP) - Arms have 8 HP Each and are AC 15 (no size penalty); body 40 HP
Init: +5 (+1 Dex, +4 Improved Initiative)
Speed: n/a
AC: 13 (-4 size, +1 Dex, +6 Natural)
Attacks: 4 x Whipping with skeletal tentacles; bite
Damage: 2d6+6 bite arm, 2d8+6 bite (only if struck by two arms in same round and grappled for another, to be drawn into the pool)
Face/Reach: 20’x20’ / 40’
Special Qualities: Undead, Immunities
Saves: Fort +5, Ref +6, Will +10
Abilities: Str 22, Dex 12, Con -, Int -, Wis 10, Cha 11
Feats: Improved Initiative
Alignment: Neutral (although strong residual aura of evil from purpose of chamber)
UNDEAD: immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.IMMUNITIES: Cold immunity; half damage from slashing or piercing weapons.
If the pit is searched after the Skeletal Horror is slain, the following items will be found: 21 hardsilver pieces, 107 gp, 338 sp, 912 cp, pearl and diamond necklace (value 350 gp), three intact porcelain eagle figurines (2 pounds each, value 150 gp each), a bronze Wand of Magic Missiles (level 5, 5 charges left), a wax-stoppered bone scroll case containing 6 pieces of decaying parchment, including a Scroll of 2 spells: SUGGESTION, WALL OF FOG; and a small steel masterwork shield, in good condition, only slightly rusted.

10. Mortuary

The door to this chamber is unlocked; but if opened, it will exude a horrifying stench of blood, decay and death, and a hint of spice. At the bottom of the staircase is a 25’x30’ room with a slightly-vaulted ceiling, 8’-10’ high. The room is surprisingly dry. The walls of the room are covered with runic inscriptions; if read, these are passages from the holy writings of the Priests of the Earth Gods, and contain prayers, chants and procedures of preparing bodies of interment. Different instructions are given for the Crypts of the Commons, the Halls of Heroes, the Pit of Enemies and the Bed of the King.

The major feature of the room is a large stone table at the east end; it is waist-high and is obviously used for dismembering bodies and cleansing flesh from their bones. There is a cadaver upon the table in surprisingly good shape.

This corpse is an incomplete mummy, which will animate and attack anyone who comes within 5’ of the table. It was once one of the priests of the Earth Gods.
Incomplete Mummy (1 – Medium-Sized Undead)
HD: 4d12+3 (29 HP)
Init: -1 (Dex)
Speed: 20’
AC: 17 (-1 Dex, +8 natural)
Attacks: Slam +6 melee
Damage: 1d6+4 and mummy rot
Face/Reach: 5’x5’ / 5’
Special Attacks: Despair, mummy rot
Special Qualities: Undead, resistant to blows, damage reduction 5/+1, fire vulnerability
Saves: Fort +2, Ref +1, Will +7
Abilities: Str 17, Dex 8, Con -, Int 6, Wis 14, Cha 15
Skills: Hide+8, Listen+9, Move Silently+8, Spot+9
Feats: Alertness, Toughness
Alignment: Lawful Evil
UNDEAD: immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
DESPAIR (SU): On sight, Will Save DC 15 or be paralyzed with fear for 1d4 rounds.
MUMMY ROT(SU): On slam, Fort Save DC 20; incubation 1 day or 1d6 CON damage +1 per day until death or a REMOVE DISEASE spell is cast.
RESISTANT TO BLOWS(EX): Physical attacks deal only half damage; apply before damage reduction.FIRE VULNERABILITY(EX): Double damage from fire attacks; save halves damage, failure doubles damage.
The room also contains two large, carved stone urns with stone lids closed by wax seals; if checked, these can be seen to contain strong lye solutions, and there are numerous bones in each urn. The solution remains caustic, and will do 1d4+1 damage to anyone splashed with it (2d8 damage if ingested). There is enough liquid in each jar to make 10 caustic vial grenades. The room also contains four large cabinets; one contains bags and containers of various chemicals and compounds used in preparation of corpses (all common and in poor shape); another other contains a collection of rags, knives, saws and axes, sharp and in good condition, but clotted with old, dried blood. A third contains a series of small clay pots and jars holding a variety of dried out spices and unguents.

SPOT DC 20: Behind the head of the table is a secret door; this is a wooden panel painted to resemble stone and can be slid aside to reveal a small chest (1’x2’x1’) weighing 30 pounds, and containing 5 pounds each of valuable anointing spices and compounds in clay jars sealed with beeswax: myrrh, aromatic spices, and ambergris. These are worth, respectively, 75, 125 and 300 gp.

11. Curate’s Chamber

This room is surprisingly dry as well; obviously drainage has been planned. It contains a small bed with a straw palliasse, unmade without sheets or blankets, as well as a wardrobe, a desk, a chair and two chests. The wardrobe contains robes, undergarments, an oilcloth cloak and some sort of ceremonial vestment that is made of heavy, dark wool, embroidered with gold thread, and bloodstained. It also contains two pair of used sandals.

The wardrobe has a false bottom that is easy to find (Search DC 18). It contains a pouch containing 50 gp and two 100 gp sapphires, a gold ring worth 50 gp, and a scroll case containing a diagram of the mound. The diagram shows all of the features of the mound, except for the actual Bed of the King (i.e. it does NOT show the secret door in Area 17, or either of Areas 18 or 19) – See Appendix A. It also does not show monsters or recent changes to the mound (e.g. area 3).

The desk contains several sheets of parchment and two books of the holy writings of the Priests of the Earth Gods (these weigh 10 pounds and are worth 10 gp each, but a sage specializing in such things would pay upwards of 250 gp each). It also contains more than 30 iron keys, badly rusted, which include the keys to the crypts in the Halls of Heroes. Each of these has a 50/50 chance of working or snapping off in the lock; a snapped-off key increases a lock-pick DC from 22 to 28.

One of the chests contains badly molded sheets and blankets; the other, a collection of rotten books, documents and parchment, none of which is legible. If this chest is lifted up, underneath will be found the key to the door at Area 9 (Search DC: 18).
12. The Halls of Heroes

Another feature of the worship of the Earth Gods were the Halls of Heroes – the individual burial chambers of the great men (and women) of the age. As with all religions, this started out being a noble exclusion, but ended up by being subject to purchase and bribery. Those, few of the crypts that lie herein are those of actual heroes; many are simply those of noblemen, wealthy merchants, or even famous courtesans.

In the north hall, farsighted characters can see some huddled forms on the floor. Far off down either hall, characters see a gleam of yellow light.

Each crypt is faced by a carved stone likeness of the hero in life; these are usually very well done. Each is gated by a rusty iron grillwork, all of which are locked, have a pick DC of 22, and a force DC of 30, and a break damage of 12 HP and hardness of 12. Each crypt is 20’ wide, 25’ long, and has a low barrel-vaulted ceiling arching from 10’-15’. These crypts are relatively dry, but cold. The wooden doors of the three southernmost crypts in the north hall have been bashed open.

13. The Crypt of Ogi

Ogi was one of the genuine heroes entombed here. Unfortunately, he was also an enemy of the Curate of the day, who cursed him after death. Ogi, therefore, has risen again as a MUMMY, who haunts this, his tomb, and who sorties from the mound by night to search for victims. It is his hunting, approaching the town, that has caused the townsfolk to worry about the mound again.

Ogi’s statue clearly depicts him wielding a large greatsword. SPOT DC 18: Close inspection of both the sword and the statue will immediate reveal that they are one in the same.

Outside of Ogi’s tomb lie two corpses. One is the body of a dwarven warrior, clad in dwarven chainmail (blued and rustproof, dwarf-sized masterwork chainmail), and bearing a large shield and a dwarven waraxe. The body is decayed but it is easy to see that the throat has been torn out. The dwarf’s pouch contains only the remnants of some dried bread and jerked meat; his backpack contains a small hammer, ten pitons, 50’ of rope, a set of locksmith’s tools (rusty), a honing stone (broken), a tinderbox (empty) and 10 extra crossbow bolts (with dry rot).

Near the dwarf is the body of a human male cleric, clad in rusted scale armour, and with a sundered large wooden shield nearby. A heavy mace has cracked in half, and a Sun Symbol of Pelor, shattered, lies near his outflung arm. His other arm has been ripped off, armour and all. The cleric’s pouch contains a small, elaborate scroll: a written commission from the Grand Temple of Pelor to one “Jozan, Cleric of the Almighty Golden Lord”, as well as three small vials: potions of cure light wounds (1d6+5 points each). He has no backpack; a heavy crossbow with a broken cable lies a little further down the hall.

Inside the crypt is the mummy that once was Ogi, and the three Ogre Ghouls that serve him (HP 38, 36 and 30). Ogi is a mighty and terrifying creature, man-sized, and clad in a gleaming silver breastplate and winged helmet engraved with Jarlin runes and the two-headed sea serpent of the Karnil clan (Masterwork Breastplate and Helm). The helm has a huge gash across the left temple, and the Ogi mummy has a heavy crossbow bolt protruding from its forehead. Ogi will attack anyone who enters the crypt, and will pursue any violators until all have fled or are dead.

If anyone is carrying Ogi’s Greatsword (from area 8C), Ogi will attack that individual preferentially, ignoring all others, in order to recover his sword.
Ogi the Mummy (Medium-Sized Undead, 5th level fighter)
HD: 6d12+3 (59 HP)
Init: -1 (Dex)
Speed: 30’
AC: 22 (-1 Dex, +8 natural, +5 MW Breastplate)
Attacks: Slam +10 melee
Damage: 1d6+5 and mummy rot
Face/Reach: 5’x5’ / 5’
Special Attacks: Despair, mummy rot
Special Qualities: Undead, resistant to blows, damage reduction 5/+1, fire vulnerability
Saves: Fort +2, Ref +1, Will +7
Abilities: Str 20, Dex 8, Con -, Int 6, Wis 14, Cha 15
Skills: Hide+8, Listen+9, Move Silently+8, Spot+9
Feats: Alertness, Toughness
Alignment: Lawful Evil
UNDEAD: immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
DESPAIR (SU): On sight, Will Save DC 15 or be paralyzed with fear for 1d4 rounds.
MUMMY ROT(SU): On slam, Fort Save DC 20; incubation 1 day or 1d6 CON damage +1 per day until death or a REMOVE DISEASE spell is cast.
RESISTANT TO BLOWS(EX): Physical attacks deal only half damage; apply before damage reduction.FIRE VULNERABILITY(EX): Double damage from fire attacks; save halves damage, failure doubles damage.
The back wall of the crypt is covered with runic inscriptions detailing the life and feats of Ogi; apparently he was originally a Jarlin warrior who became one of the great heroes of the early days of Ekhan after he broke up a Frost Giant gang that had been raiding a fortress in the mountains north of Ekhan. (Decipher Script DC 17)

14. The Crypt of Mimias

This crypt contains neither treasure nor monster. However, if anyone is reading the inscriptions on the walls in the crypts (Decipher Script DC 17), this one will reveal that the occupant, Mimias of Fargaunt, was the architect of the Great Funerary Mound of Urgu (which is, in fact, the name of the Long Barrow), and gives some of the history of the mound (when it was built, under whose reign, who paid for it, number of works employed, number of years it took, etc.).

If the sarcophagus is searched (DC: 18), a small bone scroll tube will be found, disguised to look like Mimias’ right femur. It contains a parchment scroll giving a diagram and operating details for the stone block mechanism separating areas 16 and 17. It also contains a hand-written note, with no diagrams, giving instructions “for disarming the Spear Trap in the Hidden Bed of the King” (“Two right, three left, and in”). The instructions are a lie; they will disarm the spear trap at Area 18, but will activate the water trap.

Anyone reading the parchment closely will smell an old, dusty odor of lemons (the smell of a message written in lemon juice and allowed to dry) – Smell spot DC 15. If the parchment is gently heated, a scrawled message will appear in brown Jarlin runes: “I lie! Reverse my guidance, or die!”. Checking for hidden writing requires player initiative.

15. The Great Guardians

At the north end of the Halls of Heroes stand a pair of statues flanking an ornate wooden door. The ceiling arches to 20’ above floor level, and the two statues, Jarlin warriors bearing axe, helm and shield, are carved from black stone decorated with bronze, and stand fully 10’ high. The door, by contrast, is 8’high by 5’ wide, made of black wood bound with iron bands. An inscription in the stone arch above the door reads, in Jarlin runes, “Here sleeps Ulfgar, King of Ruq-Ekhan.” Opposite the door is another of the wrought-iron “continual flame” torches. An eldritch feeling of magic pervades the air at this point; “detect magic” will reveal hints of power from the door, the torch, and the two statues.

Touching the door activates an illusion that operates as follows: the statues, slowly and menacingly, appear to come to life (red eyes, howling, all that) and look for all the world like stone golems about to attack the party. This illusion requires a Will Check (DC 20) to disbelieve. Those who disbelieve ignore the illusion; those who don’t are automatically subject to a FEAR spell and will flee the area for 1d4+2 rounds.

Anyone searching the statues must make a Spot check (DC 25) to notice the concealed mechanism behind the southern statue (+10 if the characters have found the scroll of Mimias). Turning the statue’s sword from up to down and then rotating the statue’s roundshield will operate a pulley mechanism that will withdraw the stone block at the bottom of the stairs at Area 16, leaving a gap of about 18”; too small for an armoured human or dwarf to slip through, although equipped members of other races should be able to (the ancient operating cable will snap after the door moves this far).
16. The Stair of the Underworld

Another steep (45 degree) staircase; however, this passage is 7’ wide with a 10’ barrel-vaulted roof. The floors and walls are polished granite, slippery under a thick layer of dust and debris (Balance check at DC 18 to keep footing; if lost, reflex save at DC 20 to avoid falling down the stairs for 1d4 damage). The stairs are flanked by eight statues of stylized beast-warriors; the Jarlin Guardians of the Underworld. These statues are carved from wood and are gilded; a grand total of 1 lb (or 50 gp) worth of leaf can be obtained from each statue, although each will take 2-3 hours to strip.

At the bottom of the staircase a vast stone plug lies across the corridor; the stone is also polished granite, the front face of which is cut with intricate runic designs. It obviously moves in grooves cut into the floor, and fills the hallway up to the ceiling. It is impossible to tell in which direction it is intended to travel; and it seems immensely thick (Strength check of 38 to budge it; 45 to actually move it sideways). No creature larger than a mouse could slip past the stone in its grooves.

If the mechanism has been operated and the gap is 18”, then a STRENGTH check of 25 is required to move it another 6”, enough for an armoured human to slip past.

17. The Barrow of the King

If the stone at Area 16 is moved, a two-foot gap will appear, behind which will be found an iron door. Gold lettering on the door reads, in Jarlin, “The Barrow of the King.” This door is also unlocked, but (SPELLCRAFT DC 22/FIND TRAPS DC 28) is trapped with a FIRE TRAP spell that will detonate if the door is touched (3d4+4 fire damage to all within 10’, reflex save (DC 22) for half damage, ignites paper, cloth and other flammables).

Behind the door is a magnificent chamber, 20’ wide by 30’ long, with an intricately arched and vaulted ceiling. The walls are polished granite, with gold leafing and silver inlaid runes, most of which praise the Earth Gods and recount the birth, youth, battles and rulership of King Ulfgar. The very air in this room, however, seems frigid and lifeless, and everyone’s breath smokes in the air.

The room contains two plain stone sarcophagi, one on each side wall, and a large, black stone block at the far end, upon which is a magnificent golden sarcophagus, surmounted with a lifelike carved image of King Ulfgar, armed and armoured, and in his prime. The side sarcophagi are adorned only with runic inscriptions (indicating that these were Ulfgar’s wife and sister); the black block is unadorned.

Standing on either side of the door is a Skeletal Warrior, an especially potent skeleton armed and armoured like an ancient Jarlin warrior. Each wears chainmail and helmet, and carriers a large roundshield and a double-bitted battleaxe. The skeletons radiate potent and evil magic, and will activate if any of the sarcophagi are disturbed.
GREATER SKELETAL WARRIORS (2)
HD: 3d12 (30, 32 HP)
Init: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30’
AC: 19 (+1 Dex, +2 Natural, +5 MW chainmail, +1 large shield)
Attacks: double battleaxe, shield bash
Special Attacks: Chilling Presence (Fort Save DC 16 or -2 on saves, attacks, etc. within 20’)
Damage: battleaxe 1d8+3, shield bash 1d2+3
Face/Reach: 5’x5’ / 5’
Special Qualities: Undead, Immunities
Saves: Fort 0, Ref +1, Will +2
Abilities: Str 17, Dex 12, Con -, Int 0, Wis 10, Cha 11
Feats: Improved Initiative
Alignment: Neutral (although residual aura of evil from being created)
UNDEAD: immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.IMMUNITIES: Cold immunity; half damage from slashing or piercing weapons.
If the two Skeletal Warriors are destroyed, there is another surprise in store: the carven likeness of Ulfgar atop his sarcophagus will animate and attack as an Invulnerable Skeletal Warrior (same armour, no shield, 39 HP, Masterwork Greataxe, D/AT 1-12(+3)). However, this skeleton is gilded and ensorcelled, which gives it Damage Reduction 20/Silver or +1 (unless the gold coating is somehow removed).

The plain sarcophagi contain desiccate corpses of women dressed after an ancient fashion; their fine clothing is mostly rotted, but both wear elaborate jewellery of silver, gold and some precious stones; altogether 4 necklaces (80, 100, 125 and 150 gp), 8 wristlets (4 x 50 gp, 4 x 100 gp) and 8 rings (2 each of 50, 100, 200 and 300 gp). One of the rings is a Ring of Water Safety (+10 on Swim checks).

Ulfgar’s sarcophagus contains a desiccated mummy dressed in ceremonial armour: chainmail made entirely of silver, worth about 400 gp as an objet d’art, but if worn in battle, heavier than normal (-5 check penalty) and not effective as armour (+2 only on AC). With the body is a trapped magical objects: a heavily rune-carved, sharkskin hilted Jarlin Longsword of Clumsiness (-2 on attacks, -2 on damage). The item radiates strong magic, and the blade glows white and sheds tendrils of frost in the presence of enemies.

If magical detection is used, the body will be discovered to be that of Ulfgar, the king’s manservant.

Behind the head of Ulfgar’s sarcophagus is a cleverly-hidden secret door. It is only 2’ high and 2’ wide and because of its location, must be searched for; it cannot be spotted (SEARCH DC 24). A 6’ crawlspace leads into the head of the forbidden stair.

18. The Forbidden Stair

This corridor is 5’ wide and 7’ high; a rather snug fit. The walls and floor are rough, dug out of the gutrock of the mound, and unfinished; there are no decorations, carvings or other adornments.

The stair is extremely steep; close to 50 degrees; a balance check of DC 14 is required to avoid a fall (which will do 1-6 subdual damage unless a reflex check DC 14 is made).

At the first landing, a spot check (DC 18) will reveal a small stone plug, about 18” in diameter, set into the wall; this can be pried out with a Strength check of 22 and an appropriate too, but will reveal only a small trickle of water coming from a 1’ diameter pipe.

At the bottom of the last stair, the corridor is suddenly intricately carved with deep, sweeping Jarlin runes (a spot check DC 14 will reveal numerous, very deep 1” diameter holes all over the right-hand wall). At the end of the corridor is a low, dark wood door, banded with iron and entirely covered with gilt; the door is 4’ wide and 5’ high, and is emblazoned with the words “The Bed of the King” in Jarlin.

Immediately before the door is a pressure plate built into the floor, stretching back to the last stair riser. It is well hidden and covered in dust (Spot check: DC 18). If it is spotted, a Search check (DC 20) will reveal that it is designed to activate a spring-loaded spear trap set into the right-hand wall. It will also reveal a stone knob concealed among the runic carvings; this is the disarming mechanism.

If the plate is stepped on, the spear trap arms; thereafter, turning the doorknob activates the trap. The trap contains 24 spears, each of which does 1-8 points of damage and is coated with a poison that reduces intelligence by 1-8 points for 2-12 hours (fortitude save DC 16 negates). Medium or Large creatures will be struck by 1-4 spears (50% chance); small creatures by 1-2 spears (25% chance); a successful reflex (DC 15) save allows the character to avoid half the spears he/she would have been hit by.

Turning the knob at least one click in either direction will disarm the spear trap. This knob is also the disarming mechanism for the flooding trap. The disarming procedure for the flooding trap is to turn the knob to the left until it clicks twice, to the right until it clicks thrice, and then to pull it out. Doing anything else, including following the advice in the Scroll taken from the Crypt of Mimias, will arm the flooding trap, which will then activate if Ulfgar’s sarcophagus at Area 19 is opened.

19. The Bed of the King

This small room is richly decorated, and contains a large stone slab topped by a gilded bronze sarcophagus, and six richly-decorated oak chests.

The six chests contain the following items:

Chest #1: (LOCKED) A collection of silver (4), golden (2), porcelain (6) and 1 jade urns, each of about ½ gallon capacity, and each containing a human heart preserved in strong spirits. The jars are all sealed with beeswax and labelled with engraved golden tags; each bears the name of an enemy slain by Ulfgar. The urns are worth 50 gp (silver), 200 gp (gold), 100 gp (porcelain) and 2000 gp (jade). If the jade urn is opened, anyone making a knowledge check – alchemy or arcana (DC 26) – will identify the contents as the brain of a mind flayer, which a sage alchemist will gladly pay upwards of another 2000 gp for.

Chest #2: (UNLOCKED) A heavy, ornate fur robe, trimmed and lined with silk; once worth 1000 gp, now moth-eaten and mildewed.

Chest #3: (LOCKED) A collection of rich vestments, furs, robes and princely garments. These are dried, old and cracking, but still valuable; about 50 pounds worth of clothing, worth about 20 gp per pound that anyone sees fit to pack out. The chest stinks of camphor wood.

Chest #4: (LOCKED) A mixed pile of copper (750 cp) and silver coins (450 sp) scattered loosely about. (FALSE BOTTOM) A series of mildewed parchment scrolls which, if carefully handled and deciphered, constitute an historical record of King Ulfgar’s reign, including candid admissions about his many infidelities and the piles of bastards he sired.

Chest #5: (UNLOCKED, MAGICAL TRAP) This chest is trapped with a MINOR WARD – FIRE, and will do 1-4(+4) explosive damage to anyone within within 5’ in a 180 degree arc in front of the chest when it is opened. It contains paydirt: Ulfgar’s regalia and treasure. The regalia consists of a golden crown of ancient pattern surmounted with pearls and sapphires (value 800 gp), a gilded heavy mace set with diamonds (masterwork weapon, value 1450 gp), and a porcelain eagle, with sapphire eyes and gilded wings (value 1900 gp, but about 2’ wide and 2’ high, and very fragile, worth only about 100 gp if broken). Also in this chest is a small leather pouch containing 12 uncut rubies (50 gp each uncut, worth up to 200 gp each if properly cut).

Chest #6: (UNLOCKED) A heavy, mouldered pile of folded clothing, very rich but much mildewed. Under three tunics is a gilded leather belt containing a carved Jarlin long dagger with a runic pattern hilt and a pattern-welded blade (Dagger +1, worth about 2000 gp for gem and workmanship value alone; total value 3500 gp).

The sarcophagus of Ulfgar contains his desiccated corpse, but even this is a rich find; he is dressed in gilded masterwork chainmail and an elaborate winged helmet (masterwork, total value 1600 gp, both of ancient Jarlin pattern). He is clutching his sword, a Jarlin Long Sword that has a dark wooden hilt and matching scabbard, both carved with a pattern of vines. The hilt and blade are forged of pattern-welded steel, and appear to be etched with some kind of black dye. The blade is inscribed in Draconic runes on one side and Jarlin on the other: “Ciallas Wyrms-Bane”, and in tiny Jarlin runes near the hilt, “Bjergsen made me.” (A Knowledge-History check, DC 26, reveals Ingemann Bjergsen to be one of the great Jarlin smiths who lived more than 1200 years ago, in the early years of the founding of Ekhan; DC 20 will reveal that Ciallas was a Jarlin hero of the time, a descendant of the royal house of Jarla, renowned for slaying the black dragon Cynosuriak). The weapon is +1/+3 vs. Black Dragons.

If the sarcophagus of Ulfgar is opened without the flooding trap having been disarmed, two things will happen:

First, if the spear trap has not been fired and has been disarmed, opening the sarcophagus will automatically rearm the spear trap, so that if the plate is stepped on, it will function normally. This happens instantaneously.

Second, if the sarcophagus is opened there will be 10 seconds of clanking, whirring and thumping (make the noises and count down). At the end of the 10-second period, the plug on the stair landing (Area 18) will shoot out of the wall, propelled by water pressure from the cistern (2-12 subdual damage to anyone standing in front of it, reflex save DC 13 to avoid). This will increase the water level in Ulfgar’s tomb by 1 foot every 20 seconds; this means that in 2 minutes the entire tomb will be under water; in 4 minutes the second landing will be under water; in 6 minutes area 17 will begin to flood; in 8 minutes the stairs at area 16 will being to fill; by the end of 8 minutes, the water will reach the Halls of Heroes, and then stop, as overflow will simply drain back through the Shrine and down into the Pit of Enemies.

There is no way to reset the trap or empty the tomb; rainfall will replenish the cistern and the water level will remain stable forever after.
EPILOGUE

If the party makes it out of the tomb, the townsfolk will be grateful that the lurking menace has been lifted, but none too keen that the adventurers are “stealing” wealth that they consider rightfully to be theirs. The party will have to avoid the town, fight their way through it, or judiciously bribe numerous individuals to keep what they have won. Also, Ekhalifundo is a small place, and they won’t be able to do better than 25% on the price of any expensive item (e.g. anything over 100 gp) unless they can talk one of the wealthier individuals into purchasing it. Lord Kulkran, for example, will be interested in any objets d’art, but won’t pay more than 20-40% of their value; and while Tchufiss the Healer would love to purchase the Mindflayer Brain, he only has 300 gp to his name.

Note also that all of the coins recovered in the tomb are ancient Ekhani coinage. This makes them pure, but unfamiliar. If the players take them to a professional precious metals smith, they will realize 75-80% of their value; but if they spend or exchange them weight-for-weight, they will get ripped off, and at most get 50-60% of their value. However, if hardsilver coins are sold by weight to a reputable armourer or weaponsmith, the characters will receive twice the value (e.g. 20 gp per hardsilver piece).

If the party hangs around to try to recover treasure from the flooded Long Barrow, within 1-6 days there will be hordes of thieves, treasure-hunters, warriors, adventurers and even assassins pouring into the area. Unless they camp out on the Mound they won’t be able to prevent pilfering; and if they do, there’s gonna be fighting. If they stay at this 7 days or longer, the last group to show up will be an orc tribe drawn by the lure of treasure; this will be at least a dozen strong orc warriors accompanied by 20-80 subordinate warriors and at least one shaman. This will lead to war with the citizens of Ekhalifundo – and they will blame the party for attracting the orcs.

CAMPAIGN FOLLOW-UP

Unless the party makes friends or enemies in Ekhalifundo, there will be no campaign implications from this adventure.

However, if they obtain the magical sword Ciallas and wish to explore its history and any other powers it may have, they certainly may do so. It may have powers beyond those apparent to the naked eye.

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