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4E The Nentir Vale: A Sandbox
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<blockquote data-quote="LostSoul" data-source="post: 4773128" data-attributes="member: 386"><p><strong>Tombwood Barrow Mound</strong></p><p></p><p>These things are hard to read without maps. Maybe I'll post the flowchart as well:</p><p></p><p>[code]</p><p>key: $ - secret door</p><p> # - walled doorway</p><p> > - archway</p><p> [ - door</p><p> -----------------------> 3. despoiled chamber $---------</p><p> | | $</p><p>Tombwood -> 1. entrance -> 2. ossuary ->|-# 4. walled-off chamber 9. torture room</p><p> | |</p><p> |-> 5. queen's chamber [--------|</p><p> | |</p><p> |-[ 6. commander's room [--> 7. storeroom</p><p> |</p><p> |</p><p> 8. guard post[/code]</p><p></p><p><strong>TOMBWOOD BARROW MOUND</strong></p><p></p><p>Overview: This barrow mound holds the dead of the chieftans who made Fallcrest their home long before Aranda Markelhay raised Moonstone Keep. Most valuables have been pillaged over the centuries and other foul creatures have moved in. The Gutwound Hobgoblins who have made a lair in the Moonstone Cavern have fortified the area as a forward watch point.</p><p></p><p>The goblins know a little about the crypts below; they stay out of the Tombwood for the most part, only poking their heads out to see what's up.</p><p></p><p>Wandering Monsters: Goblins and their allies patrol the barrow, and monsters from the tombwood sometimes wander in. Each time the PCs take a short rest or make an excess of noise, roll 1d6. On a roll of 6 the PCs encounter a wandering monster. Roll 1d6 to determine the nature of the encounter.</p><p></p><p>Roll</p><p>1 The goblins from area 2. are running a patrol and come across the PCs.</p><p>2 The goblin blackblade is slinking through the tunnels; Perception DC 20. He will attempt to warn his allies.</p><p>3 The hobgoblin commander is wandering around drunk.</p><p>4 The goblin underboss has taken 4 guard drakes out to play catch with a goblin cutter's head.</p><p>5 4 skeletons and 4 decrepit skeletons have wandered into the mound.</p><p>6 A group of undead (a ghoul, a deathlock wight, and 2 gravehounds) has lurched into the mound in search of flesh and life energy.</p><p></p><p>1. Entrance (XP 525)</p><p>This barrow is far older than the rest of Fallcrest. The walls are constructed from rough-hewn stone blocks. Roots and vines reach down from the surface, and the floor is covered in a bed of dry yellow grass.</p><p></p><p>A corridor runs east-west and ahead a stone archway leads into darkness.</p><p></p><p>DM's Notes: 3 cavern chokers lurk here, paid by the goblins with food and treasure. As the PCs push further into the barrow, they ambush from behind. If the fight goes poorly for them, they attempt to flee and warn their goblin masters.</p><p></p><p>The archway leads to the ossuary; the hallway wraps around the ossuary and leads to chambers 3 - 6; however, the western passage has caved in after about 50'.</p><p></p><p>Treasure: The cavern chokers have stuffed 20 gp, 21 sp, 30 cp, and 1 peridot (100 gp) into a crack in the wall (Perception DC 15).</p><p></p><p>2. Ossuary (XP 625)</p><p>A 40' passage leads into a large, round chamber (50' diameter) holding the skeletal remains of many long-dead men and women. The bones are scattered all over the floor, and many of them have been broken. At the far end of the room another door leads out.</p><p></p><p>DM's notes: A pair of goblin sharpshooters stand watch here with their 3 guard drakes. Unless the PCs took extra care in dealing with the chokers in the entrance (area 1.), the goblins are aware of the PC's approach and will be ready. If they are not ready, the PCs have a chance to surprise (have the PC with the lowest Stealth modifier make a check against DC 17). If the battle goes poorly for the goblins, they will attempt to flee to the Queen's Chamber (area 5.) to alert their allies.</p><p></p><p>Stacks of bones provide cover, and bone shards create difficult terrain. If a character is actively pushed into the bones, that attack deals a low normal damage expression for that level.</p><p></p><p>Treasure: The goblins have amassed 116 gp, 58 sp, and 60 cp in loot.</p><p></p><p>3. Despoiled Burial Chamber</p><p>This 30x30 room is square in shape. There is a small depression in the middle of the room. Shards of shattered clay urns covers the ground, some of it half-buried.</p><p></p><p>DM's notes: This room is empty. PCs who wish can dig in the depression, unearthing a decomposed body wrapped in a burial cowl. If they do so, it will come to life as a wight and attack.</p><p></p><p>A secret door leads to area 9.</p><p></p><p>4. Walled-Off Burial Chamber</p><p>The entrance to this chamber has been walled off with thick, rough hewn stone.</p><p></p><p>The chamber beyond is large, some 40x40, and contains the unspoiled remains of an ancient warrior king. A small depression is in the middle of the room. Stone shelves along the walls hold clay pottery, artfully decorated, wooden and stone totems, and a wooden shield and bronze axe. The shield is decorated with a tiger's claw.</p><p></p><p>DM's notes: PCs can break through the wall; no check need be made, though constant work will draw wandering monsters.</p><p></p><p>This is the burial chamber of an ancient chieftan distantly related to the Tigerclaw Barbarians; PCs who make a DC 20 History check will reveal this information (as will any Tigerclaw who sees the shield). This could possibly cause the Tigerclaws to make a claim on Fallcrest! However, if given as tribute, the Tigerclaws will accept the gift with great honour and consider the giver a friend.</p><p></p><p>Treasure: The axe is a reproachful axe +1, and the shield is a heavy battleforged shield +1.</p><p></p><p>5. Queen's Chamber (XP 775)</p><p>This room stinks of filth. Straw mats are strewn on the ground and a depression in the ground has been fenced off. The fence is of poor construction. A firepit has been dug into the ground and rats roast on spits over it. A table is covered in small marked knucklebones. Two doors are in this room, one in the north wall and another in the south.</p><p></p><p>DM's notes: This is where the goblins spend their down time. A goblin underboss pushes around 2 goblin warriors and 4 goblin cutters. A guard drake chews on old bones it has unearthed in the depression. If they are alerted to danger, the underboss will warn the goblin hexer in the torture room (area 9.) first, and then will wake/warn the hobgoblin commander in area 6. If they are not aware of the PCs, the underboss will release the guard drake and charge into battle along with it (ready a charge for when the guard drake is adjacent to an enemy). The underboss will direct the guard drake to attack when he misses, so he attempts to stay adjecent to it, relying on the other goblins to provide flanking.</p><p></p><p>The northern door leads to a corridor that runs east-west and into the Storeroom (area 7.) and the Torture Room (area 9.).</p><p></p><p>Treasure: One of the goblins has a pouch of Lockbust Chalk.</p><p></p><p>6. Commander's Room (XP 200)</p><p>The wooden door leading to this room is locked (poorly, DC 15). Within the room is a desk against the eastern wall, a chest next to it, a brazier burning low in the middle of the room, and a curtained-off area in the north-western wall. A wooden door is in the northern wall. Empty bottles fill a depression in the middle of the chamber.</p><p></p><p>DM's notes: The hobgoblin commander of the goblins lives here. He hates the goblins and considers this job a punishment for being lax on guard duty (which it is). He can be found sleeping/drunk 50% of the time. If he is sleeping, sounds of snoring can be heard from the other side.</p><p></p><p>The bottles provide difficult terrain; if they are broken (as a minor action), they deal 2 damage to anyone who enters that space.</p><p></p><p>The northern door leads to the Storeroom (area 7.).</p><p></p><p>Treasure: The hobgoblin commander has 180gp locked in his chest (DC 20). He holds the only key. He also has keys for all the locked doors in the complex.</p><p></p><p>7. Storeroom</p><p>This room is filled with bags, crates, and barrels. There is a door in the southern wall and a corridor running east-west out of the room.</p><p></p><p>DM's notes: The goblins store their supplies here. There is nothing of much value; some arrows, goblin food, etc.</p><p></p><p>8. Guard Post (XP 625)</p><p>This room has a number of tables turned over to create a short wall. The makeshift wall faces a hole in the ground (with a rope on a peg trailing down) in the south-eastern corner of the room, and not the corridor in that leads out to the west. Behind the wall, a cauldron of water simmers over a bed of hot coals.</p><p></p><p>DM's notes: The goblins have posted a guard over the entrance to the crypts. Two goblin sharpshooters stand behind the wall and two guard drakes prowl through the rest of the room. If the goblins notice someone pulling on the rope - and they are not given the signal ("Bree-Yark!") - they will cut the rope and drop the boiling water down (area burst 1, +6 vs. Ref, 3d6+3 fire damage). The goblins do not hold the area on the other side of the hole.</p><p></p><p>The goblins are afraid of the drakes, and the drakes will attack them if they get the chance (they're not discriminating).</p><p></p><p>If alerted to danger, two of the goblin sharpshooters will leave with the last one stuck in the room with the drakes.</p><p></p><p>9. Jail/Torture Room (XP 250)</p><p>This room contains a number of torture devices - hot pockers, a rack, and iron maiden, etc. There is a desk against the wall and a bed next to it. A small chest is on the desk.</p><p></p><p>DM's notes: The goblins put their prisoners here. They've captured one of Kelson's River Rats, a despicable man named Ral. A goblin hexer torments the man with foul goblin curses and laughs at his pain. A goblin blackblade watches the pointless torture with glee.</p><p></p><p>Ral has a vague idea of how many goblins lurk down here, that they have a number of drakes, and they're commanded by a drunk hobgoblin.</p><p></p><p>A secret door leads to area 3.</p><p></p><p>Treasure: The goblin blackblade has some bloodstinger poison. The goblin hexer has 25gp and locked (DC 20) in his chest are arcane reagents worth 90gp.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4773128, member: 386"] [b]Tombwood Barrow Mound[/b] These things are hard to read without maps. Maybe I'll post the flowchart as well: [code] key: $ - secret door # - walled doorway > - archway [ - door -----------------------> 3. despoiled chamber $--------- | | $ Tombwood -> 1. entrance -> 2. ossuary ->|-# 4. walled-off chamber 9. torture room | | |-> 5. queen's chamber [--------| | | |-[ 6. commander's room [--> 7. storeroom | | 8. guard post[/code] [b]TOMBWOOD BARROW MOUND[/b] Overview: This barrow mound holds the dead of the chieftans who made Fallcrest their home long before Aranda Markelhay raised Moonstone Keep. Most valuables have been pillaged over the centuries and other foul creatures have moved in. The Gutwound Hobgoblins who have made a lair in the Moonstone Cavern have fortified the area as a forward watch point. The goblins know a little about the crypts below; they stay out of the Tombwood for the most part, only poking their heads out to see what's up. Wandering Monsters: Goblins and their allies patrol the barrow, and monsters from the tombwood sometimes wander in. Each time the PCs take a short rest or make an excess of noise, roll 1d6. On a roll of 6 the PCs encounter a wandering monster. Roll 1d6 to determine the nature of the encounter. Roll 1 The goblins from area 2. are running a patrol and come across the PCs. 2 The goblin blackblade is slinking through the tunnels; Perception DC 20. He will attempt to warn his allies. 3 The hobgoblin commander is wandering around drunk. 4 The goblin underboss has taken 4 guard drakes out to play catch with a goblin cutter's head. 5 4 skeletons and 4 decrepit skeletons have wandered into the mound. 6 A group of undead (a ghoul, a deathlock wight, and 2 gravehounds) has lurched into the mound in search of flesh and life energy. 1. Entrance (XP 525) This barrow is far older than the rest of Fallcrest. The walls are constructed from rough-hewn stone blocks. Roots and vines reach down from the surface, and the floor is covered in a bed of dry yellow grass. A corridor runs east-west and ahead a stone archway leads into darkness. DM's Notes: 3 cavern chokers lurk here, paid by the goblins with food and treasure. As the PCs push further into the barrow, they ambush from behind. If the fight goes poorly for them, they attempt to flee and warn their goblin masters. The archway leads to the ossuary; the hallway wraps around the ossuary and leads to chambers 3 - 6; however, the western passage has caved in after about 50'. Treasure: The cavern chokers have stuffed 20 gp, 21 sp, 30 cp, and 1 peridot (100 gp) into a crack in the wall (Perception DC 15). 2. Ossuary (XP 625) A 40' passage leads into a large, round chamber (50' diameter) holding the skeletal remains of many long-dead men and women. The bones are scattered all over the floor, and many of them have been broken. At the far end of the room another door leads out. DM's notes: A pair of goblin sharpshooters stand watch here with their 3 guard drakes. Unless the PCs took extra care in dealing with the chokers in the entrance (area 1.), the goblins are aware of the PC's approach and will be ready. If they are not ready, the PCs have a chance to surprise (have the PC with the lowest Stealth modifier make a check against DC 17). If the battle goes poorly for the goblins, they will attempt to flee to the Queen's Chamber (area 5.) to alert their allies. Stacks of bones provide cover, and bone shards create difficult terrain. If a character is actively pushed into the bones, that attack deals a low normal damage expression for that level. Treasure: The goblins have amassed 116 gp, 58 sp, and 60 cp in loot. 3. Despoiled Burial Chamber This 30x30 room is square in shape. There is a small depression in the middle of the room. Shards of shattered clay urns covers the ground, some of it half-buried. DM's notes: This room is empty. PCs who wish can dig in the depression, unearthing a decomposed body wrapped in a burial cowl. If they do so, it will come to life as a wight and attack. A secret door leads to area 9. 4. Walled-Off Burial Chamber The entrance to this chamber has been walled off with thick, rough hewn stone. The chamber beyond is large, some 40x40, and contains the unspoiled remains of an ancient warrior king. A small depression is in the middle of the room. Stone shelves along the walls hold clay pottery, artfully decorated, wooden and stone totems, and a wooden shield and bronze axe. The shield is decorated with a tiger's claw. DM's notes: PCs can break through the wall; no check need be made, though constant work will draw wandering monsters. This is the burial chamber of an ancient chieftan distantly related to the Tigerclaw Barbarians; PCs who make a DC 20 History check will reveal this information (as will any Tigerclaw who sees the shield). This could possibly cause the Tigerclaws to make a claim on Fallcrest! However, if given as tribute, the Tigerclaws will accept the gift with great honour and consider the giver a friend. Treasure: The axe is a reproachful axe +1, and the shield is a heavy battleforged shield +1. 5. Queen's Chamber (XP 775) This room stinks of filth. Straw mats are strewn on the ground and a depression in the ground has been fenced off. The fence is of poor construction. A firepit has been dug into the ground and rats roast on spits over it. A table is covered in small marked knucklebones. Two doors are in this room, one in the north wall and another in the south. DM's notes: This is where the goblins spend their down time. A goblin underboss pushes around 2 goblin warriors and 4 goblin cutters. A guard drake chews on old bones it has unearthed in the depression. If they are alerted to danger, the underboss will warn the goblin hexer in the torture room (area 9.) first, and then will wake/warn the hobgoblin commander in area 6. If they are not aware of the PCs, the underboss will release the guard drake and charge into battle along with it (ready a charge for when the guard drake is adjacent to an enemy). The underboss will direct the guard drake to attack when he misses, so he attempts to stay adjecent to it, relying on the other goblins to provide flanking. The northern door leads to a corridor that runs east-west and into the Storeroom (area 7.) and the Torture Room (area 9.). Treasure: One of the goblins has a pouch of Lockbust Chalk. 6. Commander's Room (XP 200) The wooden door leading to this room is locked (poorly, DC 15). Within the room is a desk against the eastern wall, a chest next to it, a brazier burning low in the middle of the room, and a curtained-off area in the north-western wall. A wooden door is in the northern wall. Empty bottles fill a depression in the middle of the chamber. DM's notes: The hobgoblin commander of the goblins lives here. He hates the goblins and considers this job a punishment for being lax on guard duty (which it is). He can be found sleeping/drunk 50% of the time. If he is sleeping, sounds of snoring can be heard from the other side. The bottles provide difficult terrain; if they are broken (as a minor action), they deal 2 damage to anyone who enters that space. The northern door leads to the Storeroom (area 7.). Treasure: The hobgoblin commander has 180gp locked in his chest (DC 20). He holds the only key. He also has keys for all the locked doors in the complex. 7. Storeroom This room is filled with bags, crates, and barrels. There is a door in the southern wall and a corridor running east-west out of the room. DM's notes: The goblins store their supplies here. There is nothing of much value; some arrows, goblin food, etc. 8. Guard Post (XP 625) This room has a number of tables turned over to create a short wall. The makeshift wall faces a hole in the ground (with a rope on a peg trailing down) in the south-eastern corner of the room, and not the corridor in that leads out to the west. Behind the wall, a cauldron of water simmers over a bed of hot coals. DM's notes: The goblins have posted a guard over the entrance to the crypts. Two goblin sharpshooters stand behind the wall and two guard drakes prowl through the rest of the room. If the goblins notice someone pulling on the rope - and they are not given the signal ("Bree-Yark!") - they will cut the rope and drop the boiling water down (area burst 1, +6 vs. Ref, 3d6+3 fire damage). The goblins do not hold the area on the other side of the hole. The goblins are afraid of the drakes, and the drakes will attack them if they get the chance (they're not discriminating). If alerted to danger, two of the goblin sharpshooters will leave with the last one stuck in the room with the drakes. 9. Jail/Torture Room (XP 250) This room contains a number of torture devices - hot pockers, a rack, and iron maiden, etc. There is a desk against the wall and a bed next to it. A small chest is on the desk. DM's notes: The goblins put their prisoners here. They've captured one of Kelson's River Rats, a despicable man named Ral. A goblin hexer torments the man with foul goblin curses and laughs at his pain. A goblin blackblade watches the pointless torture with glee. Ral has a vague idea of how many goblins lurk down here, that they have a number of drakes, and they're commanded by a drunk hobgoblin. A secret door leads to area 3. Treasure: The goblin blackblade has some bloodstinger poison. The goblin hexer has 25gp and locked (DC 20) in his chest are arcane reagents worth 90gp. [/QUOTE]
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