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Barrowmaze pdf download

Barrowmaze pdf download

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WebBarrowmaze is an exploration-style megadungeon for Labyrinth LordTM and other classic fantasy role-playing games. The dungeon is designed to begin with first level characters WebIn , I revised the notes of my home-game megadungeon Although Barrowmaze has my name on the cover, I view to create Barrowmaze I (published under the Open the Missing: download WebBarrowmaze Players Guide - Free download as PDF File .pdf), Text File .txt) or read online for free. Scribd is the world's largest social reading and publishing site. Open WebDownload Barrowmaze - Complete. Type: PDF. Date: August Size: MB. Author: d-fbuser This document was uploaded by user and they confirmed WebWe need your help! Read more here. UPDATE: You can now securely donate with your credit card! ... read more




The undead have also started to wander onto the surface and into the surrounding marsh. in their place over time. The small villages of Helix and Bogtown, and the larger community of Ironguard Motte, all share folk tales of the dead walking in the mist and riches buried in the swamp. Local villagers are aware of the barrow mounds and the labyrinth that exists beneath —they refer to the dungeon as Barrowmaze. Helix and Bogtown are both about 15 miles from Ironguard Motte and a round trip from Helix to Bogtown would be 30 miles. However, the roads in the duchy are little more than dangerous dirt or mud pathways and only increase movement slightly 5—10 miles. This section introduces the district known as the Duchy of Aerik.


This region draws its name from Aerik Ironguard, one of the first settlers and the founder of Ironguard Motte. The purpose of this overview is two-fold: to provide an outline of the surrounding area in which Barrowmaze is set and to highlight the village of Helix in detail. This format should allow Referees to begin play immediately using Helix as the starting point and add more detail about the surrounding region as required. Each map hex represents 5 miles. This map uses the rough guideline that a human can march a maximum of 20 miles a day in 8 hours given the nature of the damp terrain. The ground between Helix and the Barrow Mounds 1 hex or 5 miles is swampy and slows movement. It takes double the amount of time, or the equivalent of a half-day 4 hours or 10 miles , to reach Barrowmaze. This means that expeditions to the dungeon will remain relatively short in order to allow player characters time to travel back to Helix before dusk.


Players should be strongly encouraged to return to Helix as the area of the dungeon and barrow mounds are simply too dangerous to camp overnight. The Duchy of Aerik Scale: one hex equals 5 miles 6 Key 2 1 13 7 3 4 12 Village Bridge Castle Marsh Forest Mountain River Road Locations 1. Helix Ironguard Motte Old Dwarf Bridge Bogtown Secret Shrine of Zorgon 6. Barrowmaze 7. Moorwash River 8 11 9 5 10 6 8. Wyrdwood The Moon Peaks Blackwater River Thornswild Forest The Merisc River The Blackened Forest Geography The Merisc and Blackwater Rivers From the Barrowmoor, the Merisc and Blackwater rivers drain to the forests and plains beyond the duchy.


Both rivers appear blackened by peat moss and slowly return to clear water the farther away from the Barrowmoor. Tales say a large tribe of lizardmen live in the delta of the Blackwater River. The Barrowmoor The Barrowmoor dominates the Duchy of Aerik. The moor is a vast fetid bog roughly 30 miles north and south and 35 miles east and west. Within the marsh, an obscuring fog hangs heavily on the landscape and easily disorients travelers. At dusk the fog is nearly impenetrable and the moon casts an eerie glow across the moor. The air feels thick and hard to breath. The marsh smells of rot and decay. The ground of the Barrowmoor is soft and footprints quickly fill with dark peat-coloured water. The bog is difficult to navigate due to the tangled and near impenetrable mass of decaying trees, weeds that stand seven feet high, knotted vines, and deep pools of black swamp water.


The moor is an unnervingly silent place. Occasionally the deep croak of a bullfrog can be heard before it plops into the water, or perhaps the distant caw of a raven, but otherwise the moor is strangely quiet. The Moon Peaks The Moon Peaks are a mountainous range that runs east of the Wyrdwood. The mountains are called the Moon Peaks due to their extreme vertical elevation that reaches toward the moon in the night sky. The tips of these mountains are so high their peaks often penetrate the clouds. A clan of dwarves, the Hammerhands, lives in the northernmost of these mountains near Bogtown. In their mountain home, called Karnak by the dwarves, they mine metals and trade both raw ore and finished goods metalware, arms, and armour to the human settlements by caravan to Bogtown and Ironguard Motte.


All nondwarves are strictly forbid. Some say a great Roc makes its nest in the southern edge of the mountains. Stories abound about the monsters and inhabitants of the Barrowmoor. A tribe of froglings see New Monsters is known to exist somewhere in the central eastern portion of the marsh. These small, frog-like humanoids often emerge from the moor to attack caravans travelling back and forth along the trade routes to Helix and Bogtown. Locals also tell stories of pterodactyls, and larger pteranodons, flying above the marsh. The rangers brave enough to journey across the bog also tell tales of lizardmen conducting strange rituals around ancient standing stones to the south. The Moorwash River From the plains to the east, the Moorwash River empties into the Barrowmoor. Although its waters appear clear they darken to black, due to the peat from rotting vegetation, as the river approaches the swamp.


Monstrous humanoids such as froglings and lizardmen often use the banks of the Moorwash River, particularly to the west of the Old Dwarf Bridge, to hide their numbers and strike at caravans and travellers before retreating quickly into the Barrowmoor. For much of the year the Barrowmoor is near impenetrable. During the fall, winter, and early spring the marshland is simply too soggy and water-covered to traverse. Over the last two seasons, the populations of Helix, Bogtown, and Ironguard Motte have grown with adventurers in the summer months. See Random Table 1 for encounters in the Barrowmoor. The Blackened Forest The Blackened Forest is a dark swampy woodland. Some say the trees have turned black from the peat of the Barrowmoor and others say that a greater evil has poisoned the forest. The wood is known to harbor all manner of monstrous creatures including goblins, froglings, bugbears, trolls, and giant spiders. During the spring and summer months the villagers of Helix, accompanied by a group of men-at-arms, attempt to harvest the extremely valuable giant spider silk from the forest.


Some say the clothing made from the silk possesses unique properties. The majority of the silk harvest is transported by the Silver Standard Merchant Caravan Company to Ironguard Motte. In addition, a white marble ruin—perhaps an ancient temple—is said to exist in the forest north of Helix. Although the dwarves still conduct trade occasionally, they have by-and-large retreated to their underground halls. The bridge itself provides the primary ford across the Moorwash River and is essential to the village of Bogtown. Periodically human brigands or monstrous humanoids from the Barrowmoor, the Wyrdwood, or the Moon Peaks, have been known to occupy the bridge for a short time and waylay or demand tolls from travellers and caravans. Old tales tell of a temple to the forbidden Anganach deity Zorgon can be found in the mountains of the Moon Peaks. Sages know little else about this mysterious site.


The Thornswild Forest In terms of gameplay, the Anganach and the Futurus represent an interesting decision for faith-based PCs. If a player decides to play a character from the area, like a ranger, fighter, or a druid, perhaps they might choose Silvanus or Herne. If a player decides to play a character that just arrived in Helix, like a cleric, magic-user or a paladin, they might lean toward one of the new deities. The Thornswild Forest is a rotting swampy wood choked with vines, thorns, and tangled branches.


A small community of black-haired elves is said to live in the forest. They protect their borders against both men and lizardmen alike. Little else is known about this woodland. The Wyrdwood The Wyrdwood is a dark forest that stands between the Barrowmoor and the Moon Peaks. It is a mixed wood: damp and wet closest to the bog and dry forest nearest the mountains. Tribes of neanderthals are said to live in the low caves of the Moon Peaks and wyverns have also been spotted at higher elevations. Although a small handful of elves still patrol the woods, they have largely abandoned the Wyrdwood to join their kin in the Thornswild Forest. Deities in the Duchy of Aerik: Herne the Hunter, also called the Horned God Venator Cervus Demi-God of the Hunt, Swamps and Forests Lawful Neutral Good Symbol: An antlered human face or stag head Religion, Faith, and The Gods Herne is one of the Anganach or Ancient Ones. The worship of St. Ygg has replaced Herne in recent years, but there are those who still pray and offer sacrifices to him.


Herne is the god of the northern woodlands, swamps, and the creatures that inhabit them. Herne chooses a favoured son, a druid, barbarian, ranger, or warrior, to serve him as the Guardian of the Forest. Some believe Herne is the son of Silvanus. Old and New Gods: Anganach and Futurus The Ancient Ones, called the Anganach by the folk of the region, represent the elder gods. Whether they preexisted in the forests, swamps, and old streams of the land, or whether they were brought with the first humans, few can say. The humans who founded Ironguard Motte, Helix, and Bogtown called the Second Settlement by local sages found protection in the worship of Silvanus Green Man , Herne the Hunter, Cromm Cruach, Impurax, and to a lesser extent, Nergal.


Through respect and reverence for the wilderness and its deities, the human settlers learned to survive and established their villages. With the migration of the new gods from the civilized kingdoms to the east, the Anganach are in decline. The New Gods, called the Futurus, include the faiths of St. Ygg and Arcantryl, and the more clandestine cults devoted to Orcus and Set. Slowly their priests have made their way to the duchy. The clerics of St. They established a stone temple at Ironguard Motte, converted the Ironguard family, and began to spread their influence from the major trade and political center of the district. Although the cults of Orcus and Set are not openly worshipped their influence has started to grow in the dark corners of the region.


His religion has been largely, but not exclusively, replaced by the worship of St. Silvanus, also called Green Man, oversees the balance in nature: law and chaos, light and dark, growth and decay, life and death. For generations the rangers and druids looked to Silvanus for guidance and protection. He is also considered by some to oversee the spheres of rebirth and fertility. Faces of Silvanus have been carved into trees and rocks for centuries in the region. Tales say good fortune befalls those who chance upon his face in the wild. Ygg is the lawful deity of righteousness and light. Ygg believes in the highest moral standards. He is self-righteous and possesses an indignant temper with those who fail to see the just nature of his actions. His clerics have been aggressive to convert the followers of Herne and Silvanus to the faith. Ygg demands his followers destroy undead as he views them as an abomination of the highest order.


His followers include clerics and a rare group of paladins known as the Order of the Crimson Cross. Paladins are very rare in the duchy but are common in the more civilized kingdoms far to the east. The clerics of Crom seek to advance their faith through strength of arms and feats of daring in battle. Little is known about the ancient deity Impurax. It is believed his faithful consisted of a secret order of corrupt druids. These witches and warlocks lived in the Barrowmoor and possessed a strange power over select creatures and monsters, but little has been heard of his faith for decades. Impurax is the natural enemy of Silvanus and Herne the Hunter. Impurax aligns himself with Nergal, historically. Arcantryl Magus Goddess of Magic Lawful Neutral Symbol: A star within a star Set Jakuul Mortis God of Serpents, Death, and the Underworld Lawful Evil Symbol: Two snake heads facing each other Arcantryl is one of the new gods or Futurus.


Arcantryl derives her power from knowledge of the laws of the universe and existence. She believes in understanding the structure of the cosmos and harnessing and bending that knowledge to express magical energies. Instead of branching out immediately to the smaller villages of Helix and Bogtown, the clerics of Arcantryl have focused on developing followers at Ironguard Motte where they have established a small shrine. A large stone temple is currently under construction and will facilitate the instruction of both clerics and magic-users when complete. Set and his brother Orcus deposed their father Nergal for control of the underworld. A war for control of the underworld began. In order to tip the scales, Set gathered his necromancers and commanded them to find the Tablet of Chaos.


Followers of Set are committed to the destruction of Orcus and his faithful. Set and Orcus currently share the spheres of Death and the Underworld. Orcus and his brother Set combined their power to overthrow Nergal. Orcus, aware of the Tablet of Chaos, knew that whoever possessed the artifact could tip the balance of power and claim control of the underworld. The acolytes of Orcus are committed to annihilation of Set and his followers. Bogtown is located on the eastern edge of the Barrowmoor at the base of the Moon Peaks. Bogtown was first populated by men for the purpose of logging and as a location to facilitate trade between Ironguard Motte and the dwarves of the Moon Peaks. Nergal Ossum Mortis Greater God of Death, Undead, and the Underworld Presumed Dead Chaotic Evil Symbol: A single white skull The village has a seedy reputation.


Bogtown is a haven for the low-born and the outcasts of civilized society. Although Bogtown is comparable to Helix in many respects, the village is smaller and possesses fewer amenities. It seems as though most structures are in disrepair and almost everything in the village is covered in moss from the constant dampness. One of the Anganach, Nergal once ruled the Underworld and the spheres of Death and the Undead. He was deposed and presumably destroyed by his sons Orcus and Set. Prior to his presumed death, Nergal ensured his followers interred his most powerful artifact, The Tablet of Chaos, deep in Barrowmaze. Over time The Tablet has called the dead to rise.


The Hands are a small guild and base their operation in the backrooms of The Toasty Troll tavern. They have one guild connection in Helix Merda the Barmaid and relationships with two others Perni and H. They try to avoid the prying eyes of the militia in Ironguard Motte but do have one connection Umlar the Barkeep. A few miles to the west of Bogtown, in a small dark hovel, lives an old crone called The Mother of Toads. The Toad-Mother is an ugly squat woman with a broad mouth and large bulging eyes. She was cast out of Bogtown for heinous acts of witchcraft that included blights of disease, insect swarms, and a pestilence of frogs and toads on the village. She now lives alone in a small hovel in the swamp surrounded by her batrachian kin. If the PCs spend time in Bogtown, they will likely hear the villagers speak of the Mother of Toads in hushed tones.


She presents no real physical threat to a party of veteran adventurers. However, as the PCs approach her hut they will notice an unusual number of Giant Frogs and Giant Toads in addition to a vast number of ordinary species will surface from the pools of the bog such that they are quickly and vastly outnumbered. To create these balms and salves, the Mother of Toads will require special ingredients for her bubbling cauldron. The exact components are subject to the Referee and should include side-quests into heretofore unexplored areas of the duchy. Located at the eastern edge of the Blackened Forest and northwest of Old Dwarf Bridge, Ironguard Motte is the largest populated town in the region.


The town proper is encircled by a wooden palisade, although many farms and other structures are located in the immediate countryside. The Ironguards employ a force of 50 men-at-arms that both protect the castle and serve as law enforcement. Classed NPCs from Bogtown will likely be thieves, warriors, and possibly rangers or druids living in the surrounding forest. As the largest town and center of trade in the region, Ironguard Motte offers all the services available in Helix in addition to the specialized services that include an armourer, weaponsmith, temples to St. Ygg and Crom, and a shrine to Arcantryl. The Silver Standard Merchant Caravan Company is also centered in Ironguard Motte and conducts weekly trips to Helix and Bogtown. Places of Note: The Toasty Troll Tavern , Shrine to Crom, Temple to Silvanus, The Broken Buckler Trade Goods , and a small depot for the Silver Standard Merchant Caravan Company and barracks.


Helix appears relatively quiet during the rainy season in the fall and winter months. During this time, only the foolish would attempt to cross the marsh even highly skilled rangers and druids would think twice. The water level rises during the rainy season and it makes traversing the ground a perilous undertaking. Instead, most wait until the late spring or early summer to navigate the Barrowmoor. Ironguard Motte is also the seat of political power in the duchy. Although they are a noble family, the Ironguards are considered by their cultured peers in the east as uncouth, unsophisticated yokels. Nonetheless, the Ironguards have tried to bring a resemblance of stability and trade to the area despite the recent influx of adventurers and mercenaries to the region each spring. Classed NPCs from Ironguard Motte will include fighters, clerics, magic-users, thieves, and possibly rangers or paladins the latter being very rare. Helix falls under the feudal protection of Lord Viscount Kell Ironguard.


Lord Ironguard has designated his son and heir, Krothos Ironguard, as ruler of the village even though the young Krothos spends the majority of his time shirking his duties. Lord Ironguard knows his son is too immature for the position, but hopes the responsibilities of leadership will help him grow and develop into the future ruler of Ironguard Motte. In truth, the people of Helix have great admiration for Lord Ironguard but despise his son Krothos who cares little for the well-being of the land and its people. Krothos is rarely seen without his personal advisor and councilor—a weasel-looking fellow in black robes by the name of Ollis Blackfell. Places of Note: Three religious sites are located at Ironguard Motte. They include a temple to St. Umlar is the barkeeper. Castle Ironguard is located within the inner palisade. Many folk tales and legends are told in Helix. Of these stories the undead are the most persistent.


Village elders agree that the sightings of strange human-like figures shuffling through the fog are a growing threat to their communities. Some locals in Helix blame adventurers for these disturbances and say the barrow mounds must be left alone and that the dead must not be disturbed. New PCs or classed NPCs from Helix may include rangers, druids, fighters, thieves, clerics, and possibly magic-users and paladins the latter being very rare. Helix Population: Alignment: Lawful Neutral Demographics: Primarily human with a few dwarves, elves, half-elves, and halflings. Political Structure: Noble Family—Hereditary Krothos Ironguard Level 3 Fighter Industry and Trade: Dried Peat, Livestock goats , Agriculture subsistence Each fall, the people of Helix celebrate the harvest by constructing a large effigy of Green Man or Herne in the village square made of dried peat, reeds, and hay.


The villagers, wearing masks symbolizing the animals of the swamp and forest, surround the effigy with sacrifices, conduct prayers, and then light it aflame on the night of the Autumnal Equinox. This is followed by a celebration of drinking, singing, and dancing. The church of St. Ygg discourages this longstanding practice. The village of Helix is located between the northern edge of the Barrowmoor and south of the Blackened Forest. Humans established the village centuries ago atop the ruins of a much older settlement. The location affords access to water, the protection of the forest, and fuel supply in the form of harvested peat moss from the bog.


The people of Helix are a mixed group. The remote location of the village, on the western edge of the known world and far removed from civilized society, means the townspeople are either hardy frontiersmen who make the village their home or scoundrels and knaves seeking refuge in the distant corners of the realm. The Axe and Anvil 1. Village Square central meeting place and marketplace Karg Barrelgut is the lead hammer at The Axe and Anvil smithy. Barrelgut is a fine craftsman and serves the village in the varied roles of blacksmith, armourer, and weaponsmith, as needed.


His young cousin, Gern, works as his apprentice. Barrelgut was originally from the Stone Mountains far across the plains to the east but fled decades ago for an unknown reason. He has befriended the other dwarves in Helix and his smithy now serves as the defacto dwarven meeting place social and religious. He can provide all the weapons except bows and arrows and most armor types provided in the Labyrinth Lord Rules plate mail must be ordered from Ironguard Motte on a cash up-front basis and will take one week. The broadsword is the favoured weapon of warriors in the duchy.


If given sufficient time, Barrelgut can make unique non-magical dungeoneering items and equipment. He is known as a fair dealer in Helix. This is the central meeting and marketplace in the village. The village crier makes announcements each day at noon from a dais in the center of the square. These announcements normally gather a large crowd and provide an excellent opportunity for PCs to learn news or attempt to find hirelings or henchmen, beyond those available in the Mercenary Guild. The cost to solicit hirelings and henchmen through the village crier is 5gp. There is also a pillory in the square that serves as a deterrent for criminals and thieves. He also serves as the local agent for the Silver Standard Caravan Company and facilitates shipments back and forth between Helix dried peat, dried fish, animal skins, giant spider silk from the Blackened Forest, and goats and Ironguard Motte return shipments include wine, ale, fine clothing, armour, food stuffs corn and wheat , metal ingots.


Turgen also hires men-at-arms through the mercenary guild to serve as protection for his caravans. He pays 2gp per day, per person and covers lodging there are basic barracks at each Silver Standard supply depot. If a complete shipment arrives safely Turgen will pay an additional bonus of 2gp. Mercenary Guild This building serves as the home of the mercenary guild in Helix. Osen, the Guildmaster, created a business for himself recruiting men-at-arms, classed henchmen, porters, torch-bearers, and guides to serve adventurers and expeditions into the Barrowmoor and the surrounding region. In the spring and summer months, 13 when the population of Helix swells with the influx of lowly adventurers, scoundrels, and rogues, Osen and his guild manage to bring order to the village.


Shrine of St. Ygg The Shrine of St. Ygg is a small church in the center of the village. Most villagers in Helix pray to both the ancient gods Anganach and the new Futurus. The Shrine of St. Ygg, in particular, has been successful in establishing a small religious following. Brother Othar Level 5 Cleric , and his under-clerics Cella Level 2 Cleric and Gamdar Level 2 Half-Orc Cleric , oversee the shrine and tend to the needs of the villagers regardless of their faith. The Silver Standard Merchant Caravan Company Gamdar is a recent addition to the shrine. He is a spy in the service of the Acolytes of Orcus and passes intelligence about the shrine and possible threats through periodic meetings with his evil brethren at a remote location in the swamp. This building serves as the supply depot for the Silver Standard Merchant Caravan Company in Helix.


Trade goods are both delivered and loaded at this location. Billworth Turgen oversees each shipment personally and normally has a small crew of men to load and unload the caravans. The building is locked at night. It may also be guarded by 0 level men-at-arms subject to the situation. The Rosy Quartz Jeweler and Money Lender The Silver Standard Caravans follow a route that exchanges goods between the settlements at Helix, Ironguard Motte, and Bogtown. Iron ore, iron goods, and lumber are loaded at Bogtown and brought to Ironguard Motte. These goods are then sold or forwarded to Helix. The same takes place from Helix to Ironguard Motte and then to Bogtown. This is the shop of Harnold Huwen Reginald or H. R Huffnpuff, the primary jeweler and money lender in the village. Huffnpuff can provide several services for adventurers. There are no other money lenders in Helix and Huffnpuff has a monopoly on these services.


He has a keen eye and is a shrewd businessman. In the past, Huffnpuff has hired brigands and adventuring parties to collect from delinquent clientele. In addition to the exchange of goods, the company is often asked to transport persons or cargo of import. In these situations the rate of pay is triple or more. Members of the Ironguard family and select merchants always travel with additional protection. The road between these locations is little more than a perilous dirt trail and caravans are forced to move slowly. Referees should account for roughly a day of slow travel between Helix and Bogtown to Ironguard Motte. Wet weather during the fall and winter months can slow caravans even further subject to the discretion of the Referee. The Brazen Strumpet Tavern The Brazen Strumpet is the heart and soul of the village. Bollo the Barkeep owns the tavern and employs three barmaids Taycee, Urgritte, and Merda. The tavern is usually quiet in the mornings and early afternoons.


Patrons normally start arriving in the late afternoon and the music and merriment continues until Bollo closes the bar in the wee hours of the morning. By spending time in the tavern player characters can talk to the patrons or hear rumours by providing good tips to Bollo or the barmaids see the Random Rumor Table on p. PCs can also recruit henchmen and hirelings, talk to locals, and meet rival adventuring parties. Alaster the Village Idiot Level 6 Thief spends most of his time muttering to himself outside the tavern. The prices of food, drink, provisions, and lodging are commensurate with those found in the Labyrinth Lord rulebooks.


The caravan road is often attacked by monsters. Ambushes are common between Helix and Ironguard Motte where the road nears the Moorwash River. Encounters on the caravan trail between Ironguard Motte and Bogtown often take place on the Old Dwarf Bridge and in the Wyrdwood just northeast of Bogtown. Brigands, froglings, lizardmen, and worse use these spots to waylay caravans, plunder their cargo, and disappear into the moor. See Table 2 for The Brazen Strumpet Random Patron Generator. Merda Mazzahs will offer to buy historical or arcane lore unearthed from Barrowmaze. He will never sell magic or write scrolls for the PCs. Valeron is a bowyer and fletcher. Valeron is the finest bowyer in the region.


Krothos Ironguard, a high stakes gambler, makes regular appearances late at night, as well as rival adventuring parties. Mill Hendon the miller, his wife Vina, teenage son Tamson, and boy Yusef, live here. They represent the hardy and determined frontier folk who worship the Anganach and make Helix their home. The mill grinds grain brought from Ironguard Motte into flour for the villagers. Hendon is a capable man Level 4 Ranger and occasionally walks the moor in defense of the village. The spire itself is impressive especially the observatory. However, the structure is in disrepair and the sides are covered in green moss. He prefers to be left alone to work on his experiments, read arcane lore, and study the cosmos through his makeshift observatory at the top of the spire. Tamson is learning the ways of the wild and apprenticing as a miller with his father. Although not yet a Level 1 Ranger, Tamson can shoot a longbow with skill and is proficient with the broadsword.


If he can sneak away without his father knowing, he will serve as a guide for a group of PCs. Tamson is a strong lad and has 5 hit points. He can also wear leather armour. When interacting with player characters Mazzahs might nod off to sleep, forget their names, name them incorrectly, or fail to remember why they came to see him. The inside of his spire is significantly larger than the outside might suggest. It is also very warm and cozy despite its somewhat dilapidated condition. PCs must supply the silk and 1d4 weeks of time. The first few expeditions will require the services of a guide. The village locals tend to be the most reliable guides. Mazzahs the Magnificent is an strange wizard who makes his home in Helix. Mazzahs gives a poor first impression. His left eye is slightly larger than the right, giving him a bug-eyed appearance. His wizard cap is bent and his robes are decorated with small charms and knick-knacks that jingle together as he walks.


Referees should roll on Random Table 1: Barrowmoor Random Encounters when the PCs embark for Barrowmaze and on their return to Helix. Statue of Herne Surrounded by a ring of stones, a statue of Herne the Hunter stands in a secluded grove three miles west of Helix. The statue serves as a shrine and those who worship him travel to the grove with offerings and animal sacrifices. A stout warrior in his youth, the barrel-chested Bollo retired from adventuring to open The Brazen Strumpet after he took an arrow to the knee. Bollo is an honest and fair-dealing man.


He has a loud and ready laugh. He feeds Alaster the village idiot for free, prays to Herne, and supports the local shrine. He will always protect his serving girls. He normally wears a worn leather apron and his old warhammer and shield hang behind the bar. Bollo has heard every Barrowmaze story true and false and is a wealth of information on the dungeon. He also knows everyone in town and can help direct PCs accordingly. Ancient Ruins An ancient white marble ruin can be found in the Blackened Forest about five miles north of Helix. Once a secret temple to Impurax, the ruins have been reclaimed by the black trees and growth of forest. The ruins are covered in giant spider webs that dominate the wood.


Some say they occasionally see torches near the old temple that correspond to the cycle of the moons. Taycee the Barmaid, Level 0 Human, AL: N, AC: 9, HP: 2, AT: 1, DMG: 1d2 Mug ; S 9, I 10, W 8, D 9, C 10, Ch Ironguard Motte Ironguard Motte rests along a caravan route approximately 15 miles east of Helix. Ironguard Motte, a town by most standards, is the seat of the Ironguard family. See the town overview and the Silver Standard Caravan Company for more information on travel routes between Helix and Ironguard Motte. Taycee is the archetype of the feminine, buxom, redheaded barmaid.


She is pretty but sarcastic with a droll sense of humor. She has worked for Bollo for years and has heard most of the rumors regarding Barrowmaze. If given an opportunity she can verify or dismiss common rumors if the PCs provide good tips. She is loyal to Bollo. HuffnPuff names for his patrons. Karg is well known within Helix. He is concerned with the irresponsible behaviour of Krothos Ironguard and does not trust elves, especially Merda the Barmaid. Karg speaks broken common and prefers to conduct business in Dwarven, if possible. He has a young dwarf, Gern, who serves as his apprentice. Urgritte is strong and tall, and yet possesses a feminine build. She has long, braided, golden blonde hair. Urgritte appears of Northern warrior stock and has a strong Scandinavian accent. She has worked at The Brazen Strumpet for a few months.


Othar of St. Merda the Barmaid, Level 1 Half-Elf Thief, AL: C, AC: 8 HP: 6, AT: 1, DMG: 1d2 Mug or 1d4 Dagger ; S 13, I 13, W 9, D 14, C 10, Ch Othar is well-groomed and makes an excellent first impression. He is devoted to establishing St. Ygg as the primary deity in Helix and the surrounding area. Othar is well-educated, articulate, kind, and compassionate. Merda is beautiful but shorter and with a more slender build than the other barmaids due to her half-elven heritage. She is short-tempered and is always late serving tables. She cares little for Taycee, Urgritte, or the tavern patrons. Unlike the other servers, she always carries a concealed dagger on her person.


Othar is a key figure in Helix. Until recently, he has had a longstanding relationship with the Ironguard family, especially the elder Kell Ironguard. Merda is a spy paid by the Necromancers of Set to provide them with intelligence on the tavern, village, and adventuring parties. She has no particular affiliation with the necromancers, rather this is simply a paying job. She understands the dynamic of the tavern and plays her role well. Her latest directive is to bribe or extort Ollis Blackfell, the advisor to the Ironguard family, to join the necromancers and thus directly influence the rule over Helix and the surrounding area. She receives her instructions via a note slipped under her tavern room door late at night. Cella the Devotee, Level 2 Cleric, AL: L, AC: 6 Studded Leather and Shield , HP: 12, AT: 1, DMG: Club 1d6 ; S 13, I 10, W 14, D 12, C 12, Ch 9.


Rescued as an orphan and raised by Othar, Cella is a devout follower of St. She has short black hair and piercing pale blue eyes. She has reservations about Gamdar. Karg serves as the blacksmith, weaponsmith, and armorer for the village of Helix. Ygg in Helix. His mixed blood gives him a strange appearance. He has two small tusks that jut from either side of his mouth and this makes his speech difficult to understand. They typically wear chainmail with the tabards of House Ironguard and carry longswords. They are first level fighters with 8 hit points each. Krothos has delved into Barrowmaze once, but let his men-at-arms do all the fighting and the dying. He brags about the experience even though he never drew his sword.


Krothos can often be found in The Foul Pheasant gambling and whoring. Gamdar is a spy. The Acolytes of Orcus sent him to the village to keep an eye on the church of St. Ygg and on the comings and goings of adventurers to Barrowmaze. Gamdar often passes information to the acolytes who then set an ambush and waylay unwitting adventurers on the way back to Helix when their sacks are full of treasure. Gamdar also doublecrosses the acolytes by conducting his own low-level PC ambushes and hoards the gold somewhere in the Barrowmoor. In these instances Gamdar will appear as a buckethelmed knight dressed in black. Gambar possesses a Periapt of Proof Against Alignment Detection that masks his chaotic character. In his effort to exert more power and influence over their surrounding lands, Krothos hired a new advisor, Ollis Blackfell, to council his father.


Ollis has used the opportunity to further cultivate his own power. Although he displays thoughtful concern for the Ironguards, Ollis Blackfell is a liar and a self-interested man. He possesses intelligence and a silver tongue. Ollis understands the game of politics and uses his influence with Krothos to his best advantage. He is plotting to poison Kell Ironguard and have his death appear as the result of old age. The Necromancers of Set have directed their agent in Helix, Merda the barmaid, to the task of recruiting Ollis to their cause. Valeron Level 4 Elven Fighter AL: L, AC: 3 Chain and Dex , HP: 31, AT: 1, DMG: Longbow and 20 Arrows 1d6 or Longsword 1d8 , S 10, I 14, W 12, D 16, C 9, Ch In his prime, Kell Ironguard would have possessed a commanding physical presence.


Over six feet tall, the Lord of the Duchy of Aerik has graying hair and long handlebar moustache that gives him a knightly appearance. He is committed to his family and the people of the region. Lord Kell is concerned for his son Krothos. In an effort to include Krothos in the ruling of his realm, Kell has tried to keep his son close and provide him with administrative duties. Valeron is a vagabond. He stays in a village and plies his trade as a bowyer and fletcher for a time and then he moves on. Valeron is handsome and lithe. He has sharp features and long jet black hair. He greets most nonelves with an aloof disapproving gaze, but regardless of his first impression no one can question the quality of his work. Valeron is the finest bowyer and fletcher in the region. Valeron is friends with Bollo.


The Ironguard family founded the village of Helix many generations ago. The Ironguards, as the primary noble family in the region, have attempted to keep law and order in the village. This has been a difficult task, one made even more difficult with the arrival of adventurers every spring and summer in an effort to plunder the riches of Barrowmaze. Guildmaster Osen, a retired former adventurer with grey receding hair, came to Helix last summer when he heard of the discovery of a great field of Barrow Mounds in the Barrowmoor. Although his adventuring days are now behind him, Osen created a mercenary guild to represent and organize local labour. Unlike his father he looks down on the villagers of Helix and treats the people with disinterest. He is brash, a braggart, and has accomplished little in his life. Krothos is always accompanied by two burly bodyguards Baddock and 18 make a quick gold piece. Osen and Turgen the merchant are friends. Osen often has dealings with Turgen and the Silver Standard Merchant Caravan Company who require armed escort of their wagons to neighboring villages.


including flatulence, soiling himself, leg humping, etc. For Alaster, old habits are hard to break. Billworth Turgen Level 0 Human Merchant AL: L, AC: 8, HP: 4, AT: 1, DMG: Dagger 1d4 , S 8, I 14, W 12, D 13, C 8, Ch He is very friendly with a bald head and a short round body. His appearance belies his nature as a shrewd businessman. He has operated his shop for many years and is a trusted name in the village. Turgen knows everyone and his shop provides the majority of the everyday trade goods required in the village. He knows Guildmaster Osen well as he often requires menat-arms to protect his caravans from marauding froglings and lizardmen who waylay his wagons when their path leads them close to the Barrowmoor. Osen steers clear of the brothel and the local tavern for fear of associating himself with the underbelly of the town and detracting from his business.


Perni once tried her hand at adventuring but decided she was better suited to a life of comfort. She appears cherub-faced and is always overdone with makeup. Perni is excellent at reading people and can play shy or aggressive, as the situation or client demands. She believes that there are agents of chaos at work in Helix and cares little for their plots for machinations as long as it does not impact her business. She despises Krothos Ironguard as he treats her place with disrespect. Perni understands the bigger picture—that Krothos is a paying customer and the future lord of the region. She established The Foul Pheasant tavern and gambling house largely due to the influx of mercenaries last spring. PCs can play games of chance there choices are subject to the referee. Perni and her girls are an excellent source of information, for a price. Alaster the Village Idiot Level 6 Thief AL: N, AC: 7, HP: 24, AT: 1, DMG: Dagger 1d4 , S 10, I 12, W 14, D 17, C 9, Ch 6 Alaster is known as the village idiot in Helix.


He is a terrible sight to behold. He wears old dirty clothes and smells like ale, vomit, and feces. His hair is a tangled mess matted with mud. Long ago, Alaster was a highly skilled thief whose party was consumed by zombies in Barrowmaze before his eyes. The sight of the slaughter made him insane and he wandered the Barrowmoor for days before being found by Valeron the Elf. Alaster ekes out an existence through the charity of select villagers like Bollo, Perni, Valeron, and the clerics of St. Huffnpuff, Jeweler and Money Lender Level 0 Halfling Merchant AL: N, AC: 7 Dex , HP: 4, AT: 1, DMG: Dagger 1d4, S 8, I 14, W 12, D 16, C 12, Ch Harnold Huwen Reginald or H. R Huffnpuff plies his trade as a jeweler and money lender in the village of Helix. He has a head of curly brown hair and a broad smile that seems to extend almost from ear to ear. R Huffnpuff, jeweler, money lender, and purveyor of ancient antiquities. How may I be of service? He has a keen eye for appraisal and a shrewd mind for business.


He will happily exchange treasures for gold pieces. Alaster is privy to the comings and goings of most villagers including Gamdar, Merda, and rival adventuring parties but due to his insanity he cannot communicate it. Hendon is emblematic of the tough, hardy villagers that make Helix their home. Prior to raising a family, Hendon served as a ranger in protection of the village. He is viewed as a local hero of sorts and villagers still tell stories of his bravery in defending the village against a host of froglings that attacked Helix decades ago. Hendon is a 19 Barrowmaze Random Rumor Table proud and capable man. His sons Tamson and Yusef want to learn to walk the moors like their father. Hendon wants to spare them the reality of butchery and death but knows they need to learn to defend themselves in the wilderness. Hendon will take up his sword to defend the village but has no interest in adventuring.


A number of rumors can be heard in Helix and at the local tavern, regarding the moor, the mounds, and the Barrowmaze crypts. Roll 1d20 for each PC, hireling, or henchman: 1. It is said that a twisted, mutated people live in Barrowmaze. All the entrances to Barrowmaze are trapped. Tomb-robbers recently returned with a silver chalice worth gp. A powerful evil warrior and his band use Barrowmaze as a hideout. An elven maiden was recently freed from Barrowmaze. Piles of magical items can be found in the southern crypts. The mutated people of Barrowmaze guard wonderful treasures. For safety seek the pools. Barrowmaze is 4 levels deep. The Chosen, an ancient sect of the dead god Nergal, are said to be buried in the maze. Altars are very dangerous. Tribes of different humanoids make their home in the Barrow Mounds. Frogmen, or froglings, make their home in the muck and mire of the Barrowmoor.


The dead have been seen walking the Barrowmoor with increasing frequency. Runic tablets contain curses, but some contain information. Runic tablets curse those who read them. All rumors are true. The mutated people of Barrowmaze enslave humans. Rumors are just folk-tales, the mounds are just an old burial ground. The spirits of the dead will not harm you if you leave an offering at each barrow. F The Campaign Begins: Adventure Hooks Referees are encouraged to design their own adventure hooks. However, the following are provided to set the players within the game and get them started: the Magnificent, an old local wizard in Helix, is looking to hire a party of adventurers to recover historical and arcane lore from Barrowmaze. They overheard a group of loudmouth adventurers called the Bastards of Bogtown talking about the gold and jewels they recovered from a barrow mound in the swamp. Hey, that sounds like a good idea!


Hendon, the miller in Helix and a ranger of note, needs help finding his youngest son Yusef. Hendon followed the boy to the area of the mounds where his tracks suddenly disappeared. He fears the worst and offers a shiny new set of chainmail and shield to the adventurer who can return his cousin. They fled and the creatures eventually turned south back to the Barrowmoor. Hendon, a ranger, is gathering a party of adventurers to head west and investigate. This approach encourages the Referee to read the entry and then convey the scene while making eye contact with players.


This style allows the Referee to play the dungeon with minimal preparation time. This approach also encourages you to play with your players rather than reading aloud to them. In the text monsters have been bolded and magic items italicized. Random Monsters Random monsters are critical to classic fantasy roleplaying games. Under normal circumstances, the Referee should roll for random monsters every other turn with a 1 on a d6 indicating an encounter. There are numerous other instances in Barrowmaze that, either due to the dungeon atmosphere or player choice, may necessitate additional random monsters rolls by the Referee. They include, but are not limited to, anytime the players declare they are searching for something, making too much noise, or if they engage in prolonged battle. In these instances, it is critical to roll for random monsters. The potential upside of searching for treasure, or spending time doing tasks, must be balanced by the possibility of an encounter with random monsters.


These are explicit in the main body text. The Referee may wish to determine the result of the other pits in advance. The Referee should also roll Table 2: The Brazen Strumpet Random Patron Generator several times prior to play. Dungeon Restock Table 7, Dungeon Restock p. The Referee should keep track of all dungeon rooms explored. Each time the PCs return to Helix, this table should be consulted to restock the maze. Restocking the dungeon between forays provides a sense of verisimilitude, gives the game a unique evolving character, and ensures that the PCs never get complacent. Referees may consult the random monster tables for each area of the dungeon, use the tables for the Random Barrow Mound Crypt Generator, or create their own. In terms of treasure, Referees can consult the tables provided with the aforementioned Crypt Generator at the end of this book. Burial Alcoves Barrowmaze is filled with rooms that contain burial niches and alcoves of all shapes and sizes.


Some are filled with spider-webs and bones, some have been plundered, and others contain wondrous treasures. When player characters decide to search burial alcoves the Referee must keep close track of time. Burial alcove entries look like this: Random Monsters and Silence The atmosphere of Barrowmaze is extremely quiet and embodies the saying—as silent as a tomb. The only sound that breaks the stillness is the constant dripping of water from the moor above the dungeon. Burial Alcoves: Square, mummified remains. Contents: 94 sp, Silver Bracelet 20gp. The nature of the quiet atmosphere will force players to make time-sensitive decisions as they relate to random monsters. For example, do the players want to search a crypt full of burial alcoves? Do they want to stop and pry gems out of the wall?


Do they want to search for a secret door? Break down a stuck door or a brickedup wall? Are they making too much noise? Random Tables To minimize preparation time, Barrowmaze is presented ready for play. However, there are a number of random tables presented at the end of the book that the Referee can consult as needed to add flavour to the dungeon. There are two exceptions. In the case of Pit Contents, there are several pits within the dungeon that are already 21 In this entry the total number of burial alcoves is listed in parentheses One character can search one burial alcove in one round or ten in one turn.


When players decide to search alcoves ask them how many characters they are devoting to the task. Divide accordingly to determine the number of turns it will take to search all the alcoves in that room. Always round up. Example: Five characters decide to search burial alcoves. It will take five characters 30 minutes or three turns rounded up to to search the alcoves. This will necessitate at least one random monster roll. There are other examples in the dungeon that use a similar mechanic for resolution. In each case the amount of time in turns is referenced in the text.


Bricked-Up Walls Barrowmaze presents a new obstacle for players: the bricked-up wall. Bricked-up walls block entry to tombs of import and require at least one sledgehammer to penetrate. Players will need to purchase one in Helix Sledgehammer, 5gp or find one in the dungeon. Alex V July 16, pm UTC. I love this module, I've purchased it and am using it now. I'm just wondering if anyone has done a 3. François C July 05, pm UTC. June 15, pm UTC. Andrew Robert W June 14, am UTC. I just saw that this has been updated. What are the updates? Does Barrowmaze zip file contain everything I need to download? June 12, am UTC. Chris B May 19, pm UTC. Why is this not POD? Please make this POD! May 15, pm UTC. Caleb C May 13, pm UTC. Is the LL version of this no longer available for POD? I see the 5E version I can get POD.


Tom Y November 11, am UTC. Cristian M September 19, pm UTC. John C September 11, am UTC. I am trying to purchase the POD version but it is only letting me select the Zip file. Is it not available as a POD even though it is marketed for sale??? Looking for a response to determine how to acquire Barrowmaze David B April 12, pm UTC. There is a 10th Anniversary edition coming out soon, with a new cover and foreword. I imagine Greg will get the POD back up when that is ready. John C July 17, am UTC. Do we have any idea why the 10th Anniversary version is cheaper? Is it the same as the BArrowmaze complete? David B July 18, pm UTC. As far as I am aware, from the new Kickstarter, the 10th Anniversary Edition is the same as the original BMC.


Plus it has a new foreword in it and of course the cool new cover. Tom Y November 11, pm UTC. John L March 31, pm UTC. So I ran this, and for the authentic experience with the Labyrinth Lord rules. I'll give my opinion on that here, I think after running a lot of it Labyrinth Lord has lost a large amount of the appeal for me, the book is hard to look things up [ Todd M. This is really good. Its not perfect, but its well worth your time and money if you want to play an OSR style exploration game. There is tons of content here you can chop it up or use it as a complete campaign.


The art is good, the content is fun. Chris N. Perahaps the best Mega Dungeon on the market. One large flat layer. Well though out. Easy to dive in. The room descriptions are brief but not repetitive. I recommend for anyone looking to do a serious megadungeon. Benjamin W. Pretty decent megadungeon but the cons outweigh the pros for me. The biggest gripes I have are: -Having a megadungeon almost entirely populated with undead removes a lot of morale checks from the game which is one of my favorite parts of old school gam [ The content of the Barrowmaze Complete is solid. Good writing, dense background, many good ideas that drive forward a plot. Lots of choice and very little railroading. I really like it. In other words: no real issues with content.


If you are buy [ See All Ratings and Reviews. Browse Categories. Teach Your Kids to Game. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Forged in the Dark. Modiphius 2d Old-School Revival OSR. Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. File Type. Virtual Tabletops. Creation Method. Japanese 日本語. Korean 한국어. Zhongwen 中文. Greg Gillespie. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products!



This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA. Home current Explore. Home Barrowmaze - Complete Barrowmaze - Complete Uploaded by: d-fbuser 0 0 August PDF Bookmark Embed Share Print Download. Words: , Pages: Barrowmaze Complete represents the consolidation of Barrowmaze I and II, featuring new content, art and layout. In , I revised the notes of my home-game megadungeon to create Barrowmaze I published under the Open Gaming License and compatible with Labyrinth Lord and other classic fantasy role-playing games.


One year later I ran a crowdfunding campaign to publish the second half of the dungeon, called Barrowmaze II. Although Barrowmaze has my name on the cover, I view the adventure as a communal expression of old school gaming—it speaks to the type of game we want to play, the style of game we want to forward, and that the history and roots of our hobby are important and worth preserving for future gamers. Through the support of the old school gaming community, Barrrowmaze was listed in the Top 10 on RPGnow for months and finished in Second Place for the prestigious Three Castles Game Award for RPG Design at the North Texas RPGcon in June of Although Barrowmaze first found expression with my local gaming group, many people, from countries across the world, helped to facilitate the creation of Barrowmaze Complete.


Specifically, I want to express my sincere appreciation to all those who contributed to the crowdfunding campaigns held in and Thank you. Table of Contents Credits and Acknowledgements. He further commanded them to take his most powerful unholy relic, The Tablet of Chaos, and entomb it behind many wards and traps. The cult of Nergal, now leaderless, fragmented and abandoned the burial maze. Knowledge of The Tablet was lost. Barrowmaze is an exploration-style megadungeon for Labyrinth LordTM and other classic fantasy role-playing games. The dungeon is designed to begin with first level characters and continue through mid and highlevel play. Barrowmaze starts in the isolated village of Helix located in a swampy region known as the Duchy of Aerik.


Over the course of the adventure, players will learn that a great field of mist-swept barrow mounds exists in the marsh and that the dead have risen in the dungeon below. Once they deposed their father, Orcus and Set turned on each other and a civil war for control of the Underworld began. A stalemate ensued with each side hoping to tip the balance of power in their favour. Orcus gathered his acolytes. He ordered them to enter the maze and find The Tablet of Chaos. Set countered by sending his powerful necromancers after the artifact. Both groups have been commanded to find The Tablet of Chaos or destroy the opposing faction. As a megadungeon, Barrowmaze is intended to support an extended campaign lasting months and years. Unlike most megadungeons constructed vertically with levels and sub-levels corresponding to character ability , Barrowmaze is constructed as a vast sprawling horizontal dungeon. As the player characters PCs move from west to east across the map, the monsters increase in power and the treasures increase in value.


Subject to the choices made by the PCs, this megadungeon presents opportunities for more than one end-game scenario. By hiding The Tablet in the maze, Nergal ensured that neither of his sons could completely take his place as Lord of Death and the Underworld. Moreover, The Tablet of Chaos, secreted in a vast labyrinthine burial site, has defiled the sanctity of the crypts. The relic has This book is divided into the following parts, each with their own subsections. The first provides an introduction to the history of Barrowmaze. The second provides a gazetteer and outlines the geography of the Duchy of Aerik, paying particular attention to the village of Helix. The third offers information to Referees on how to run Barrowmaze. The fourth details the Barrow Mounds and the fifth the dungeon itself. The final sections provide all the supplementary material such as magic items, monsters, random tables, illustrations, etc.


The history of Barrowmaze is kept purposefully brief and should not be immediately available to player characters. The PCs should only be able to advance their understanding of Barrowmaze and its history through dungeon exploration and role-play. Not all of the information is available in the dungeon, nor is all the information available in the village of Helix. The history and background of the dungeon is delivered in a slow and purposeful manner. Referees should also note that only the most conscientious players will be able to weave together the various threads of the broader backstory as they proceed through the dungeon. This is a good thing. If the players want more information they need to work for it. Whether they chose to hunt for details in the dungeon, or are more interested in killing monsters, it is their decision to make. Although the scope of the dungeon might seem daunting at first, Barrowmaze is written to aid Referees and facilitate immediate play.


You can begin merely by creating characters and setting off to the dungeon. If you want to set the broader context of the adventure for players, then read through the gazetteer information first. Barrowmaze: A Brief History Ages ago, an unknown people settled near a great moor. They built a village and, following their custom, constructed burial mounds and underground tombs to lay their dead to rest. Some were buried in simple alcoves, while others were entombed behind sealed doors and guarded by deadly traps. Time passed and the settlement grew—and the underground passages became maze-like in their complexity. This continued for centuries until the cult of Nergal, God of the Underworld, appeared.


Nergal received a vision. He knew his sons, Orcus and Set, desired his throne and wanted to depose him as Lord of the Underworld. Nergal 4 called the dead and commanded them to rise from their graves! The undead have also started to wander onto the surface and into the surrounding marsh. in their place over time. The small villages of Helix and Bogtown, and the larger community of Ironguard Motte, all share folk tales of the dead walking in the mist and riches buried in the swamp. Local villagers are aware of the barrow mounds and the labyrinth that exists beneath —they refer to the dungeon as Barrowmaze. Helix and Bogtown are both about 15 miles from Ironguard Motte and a round trip from Helix to Bogtown would be 30 miles.


However, the roads in the duchy are little more than dangerous dirt or mud pathways and only increase movement slightly 5—10 miles. This section introduces the district known as the Duchy of Aerik. This region draws its name from Aerik Ironguard, one of the first settlers and the founder of Ironguard Motte. The purpose of this overview is two-fold: to provide an outline of the surrounding area in which Barrowmaze is set and to highlight the village of Helix in detail. This format should allow Referees to begin play immediately using Helix as the starting point and add more detail about the surrounding region as required.


Each map hex represents 5 miles. This map uses the rough guideline that a human can march a maximum of 20 miles a day in 8 hours given the nature of the damp terrain. The ground between Helix and the Barrow Mounds 1 hex or 5 miles is swampy and slows movement. It takes double the amount of time, or the equivalent of a half-day 4 hours or 10 miles , to reach Barrowmaze. This means that expeditions to the dungeon will remain relatively short in order to allow player characters time to travel back to Helix before dusk.


Players should be strongly encouraged to return to Helix as the area of the dungeon and barrow mounds are simply too dangerous to camp overnight. The Duchy of Aerik Scale: one hex equals 5 miles 6 Key 2 1 13 7 3 4 12 Village Bridge Castle Marsh Forest Mountain River Road Locations 1. Helix Ironguard Motte Old Dwarf Bridge Bogtown Secret Shrine of Zorgon 6. Barrowmaze 7. Moorwash River 8 11 9 5 10 6 8. Wyrdwood The Moon Peaks Blackwater River Thornswild Forest The Merisc River The Blackened Forest Geography The Merisc and Blackwater Rivers From the Barrowmoor, the Merisc and Blackwater rivers drain to the forests and plains beyond the duchy.


Both rivers appear blackened by peat moss and slowly return to clear water the farther away from the Barrowmoor. Tales say a large tribe of lizardmen live in the delta of the Blackwater River. The Barrowmoor The Barrowmoor dominates the Duchy of Aerik. The moor is a vast fetid bog roughly 30 miles north and south and 35 miles east and west. Within the marsh, an obscuring fog hangs heavily on the landscape and easily disorients travelers. At dusk the fog is nearly impenetrable and the moon casts an eerie glow across the moor. The air feels thick and hard to breath. The marsh smells of rot and decay. The ground of the Barrowmoor is soft and footprints quickly fill with dark peat-coloured water. The bog is difficult to navigate due to the tangled and near impenetrable mass of decaying trees, weeds that stand seven feet high, knotted vines, and deep pools of black swamp water. The moor is an unnervingly silent place. Occasionally the deep croak of a bullfrog can be heard before it plops into the water, or perhaps the distant caw of a raven, but otherwise the moor is strangely quiet.


The Moon Peaks The Moon Peaks are a mountainous range that runs east of the Wyrdwood. The mountains are called the Moon Peaks due to their extreme vertical elevation that reaches toward the moon in the night sky. The tips of these mountains are so high their peaks often penetrate the clouds. A clan of dwarves, the Hammerhands, lives in the northernmost of these mountains near Bogtown. In their mountain home, called Karnak by the dwarves, they mine metals and trade both raw ore and finished goods metalware, arms, and armour to the human settlements by caravan to Bogtown and Ironguard Motte. All nondwarves are strictly forbid. Some say a great Roc makes its nest in the southern edge of the mountains.



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WebWe need your help! Read more here. UPDATE: You can now securely donate with your credit card! WebDownload Barrowmaze - Complete. Type: PDF. Date: August Size: MB. Author: d-fbuser This document was uploaded by user and they confirmed WebBarrowmaze is an exploration-style megadungeon for Labyrinth LordTM and other classic fantasy role-playing games. The dungeon is designed to begin with first level characters Web · Barrowmaze Complete (BMC) is a classic megadungeon for use with any old school fantasy role-playing game. BMC includes everything in Barrowmaze I and II in WebIn , I revised the notes of my home-game megadungeon Although Barrowmaze has my name on the cover, I view to create Barrowmaze I (published under the Open the Missing: download WebBarrowmaze Players Guide - Free download as PDF File .pdf), Text File .txt) or read online for free. Scribd is the world's largest social reading and publishing site. Open ... read more



The crypt is dry and the doors are made of wood reinforced with iron. Helix Population: Alignment: Lawful Neutral Demographics: Primarily human with a few dwarves, elves, half-elves, and halflings. It is possible that the PCs may complete the dungeon and exit via this mound. Knowledge of The Tablet was lost. If the PCs engage in combat while carrying the amphorae there is a 1—5 on d6 chance they will break.



Paladins are very rare in the duchy but are common in the more civilized kingdoms far to the east. They carry nothing of value. An barrowmaze pdf download maiden was recently freed from Barrowmaze. Running away and screaming in fear and potentially dropping weapons, barrowmaze pdf download, falling into pits, or getting lost will draw attention and require the Referee to check for random monsters. The villagers, wearing masks symbolizing the animals of the swamp and forest, surround the effigy with sacrifices, conduct prayers, barrowmaze pdf download then light it aflame on the night of the Autumnal Equinox. Intestines Cure Light Wounds 1,gp There is a small percentage chance that some of these grave goods possess magical enchantments.

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