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Introduction
Under the Barrow is a four-hour standalone
adventure set in the Fields of the Dead area of the
Forgotten Realms. It is designed for a party of four
4th level player characters (PCs)
The adventure takes place after the party have
made camp with the caravan one night in the
Fields of the Dead. One of the other travelers,
Green Isma, wanders away from the caravan and
is subsequently abducted.
If you wish you can move this adventure to
elsewhere in the realms and even use a different
hook without impacting the adventure at all.
Appendix A includes two sets pre-generated
maps, labelled maps for the DM and maps without
the labels for the players.
Synopsis
2. Barrow Entrance
Encounter Difficulty: Hard (300 XP)
SETUP
Following the trail, the PCs reach a small, rocky
hill. A trail runs up one side of the hill to a barrow
entrance at the summit with several undead
guarding the area.
The undead will attack anyone that attempts to
climb the hill to enter the barrow. If the party are
attempting to approach stealthily, their skill check
must beat the Wights passive perception score or
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See Appendix A for a map of the hill.
This encounter includes the following creatures:
1 Wight (MM 300)
1 Minotaur Skeleton (MM 273)
2 Skeletons (MM 272)
General Features
Illumination: The two torches at either side of
the barrow entrance each shed bright light in a 20foot radius and dim light for an additional 20 feet.
The rest of the area is in darkness
1. Abduction
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3.1. Entrance
No encounter
Read the following:
The collapsed entrance leads to a small shrine,
emblems of a white skull on an inverted, black kite
shield adorn the walls and a small altar. A light
mist flows around your ankles and you can detect
a faint smell of rot and decay in the damp air.
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3.3. Crypt
Encounter Difficulty: Medium (200 XP)
SETUP
This chamber has a Ghast and two Ghouls that
are feasting on the remains of corpses that were
interred here. They will attack the PCs when they
approach, hoping to have fresh meat to feast
upon.
This encounter includes the following creatures.
1 Ghast (MM 148)
2 Ghouls (MM 148)
Read the following as the PCs approach the
chamber. You may need to adjust slightly if the
PCs decide to approach stealthily.
This room is a fair sized crypt, with shelves for the
entombed lining the walls. Water leeching from the
ceiling has caused a large pool of dark, disgusting
water to settle on the floor. Jars and baskets of
corpses that were interred here have fallen into the
pit and the water is black with their contagion.
There are three putrid, grey skinned figures in this
room, feasting upon what is left of the remaining
corpses. As you enter, with the scent of fresh meat
near, the undead turn and leap at you
If the few remaining corpses, jars and urns are
searched, coinage and archaic jewelry worth a
total of 50gp is discovered, but anyone searching
must make a DC15 CON save or be poisoned for
10 minutes due to the contagion in the water
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No Encounter
Read the following.
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4. Wrap Up
With the Necromancer and his minions defeated,
the PCs can safely return to the caravan with
Green Isma where they will be thanked and
congratulated and their renown will grow.
The vision of the floating skull is a protagonist that
can be used in the partys later adventures.
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Appendix A: Maps
Barrow Entrance GM Map
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