1 of 13

Explore the manse of a mage with skill mostly

ill-mentioned,

A wizard with many headaches do to efforts

unintentioned,

And who now exists in a state best left…

unmentioned.

THE �BARROW-HOUSE �OF THE �HEADLESS

MAGE

for 4-6 Adventures Levels 0-1�by Warren D. of I Cast Light!

Beta

2 of 13

THE BARROW-HOUSE OF THE HEADLESS MAGE

TIMELINE OF EVENTS

For many, many seasons: A wizard built a house in and among the barrows greatly displeasing the local clergy and upsetting even older traditions respecting the dead. It was said he used the dead of the barrows to construct his blasphemous abode.

But he paid in hollow golden eggs containing golden sand said to be laid by a magic goose. So a lot of leeway was given despite the blaspheming. The village grew to town-level prosperity.

Three Months Ago: An explosion was heard by the shepherds tending flocks near the barrows; interestingly no one has see the wizard since, but gold can not buy the forgiveness of the gods, the faerie, or the dead so most towns folk were content to go on about their daily lives

Two Weeks Ago: A group 4 concerned citizens went into the barrow manse and never returned; most of the town is happy to have these would-be-thieves delt some justice by the gods of fate

Last Week: Shepherds were reporting the barrow fairies had been stealing their sheep and at least one farm youth; competing theory is the youth was in league with some bandits (the Painted Men)

THE HUMBLE TOWN OF BARROWSIDE

  • XXX
  • XXX
  • XXX

POTENTIAL MYSTERIES & LOSE ENDS

  • Where’s the golden goose? The Sheriff would like to obtain the goose as it is the king’s property now�
  • Where’s my son? A local shepard, Grip Hillson, is desperate to get his son back�
  • What happened to those honorable men? The barkeep is interested in what happened to her best customers (she’s secretly in league with the Painted Men), Oh and the return of the mugs the dead guys stole

3 of 13

THE BARROW-HOUSE OF THE HEADLESS MAGE

RANDOM ENCOUNTER CHECK

  1. Encounter!
  2. Clue?
  3. Light Exhausts
  4. Fatigue…
  5. Disturbed Dead �Memory 2 (as new pit trap, rests)
  6. Entrance crumbles �Memory 3 (collapse!)

For entries #5 & #6, place a check next to the entry, when checks equal the listed number the effect in parentheses happens

MONSTERS wandering the halls of the BARROW-HOUSE

  1. “Halfmonculi”: Simple creation born from a wizard with 100% ego and 50% knowledge. A halfmonculi is a 3ft tall humanoid with arms and legs, but its “face” is in its torso and lacks a neck and head. Each halfmonculi is based on one of the 5 senses. Of these five types, the sight-based ones, having a large eye in the center of their chest, often organize the activity of the other four types.
    1. Smell Face: Nose in the center of chest, blows caustic green slime as sling
    2. Hearing Face: Two large ears sprout out of the center of the chest, can’t be surprised
    3. Touch Face: Two large hands, 2x attacks, if both hit automatic 1d6 damage per round there after
    4. Sight Face: One large eye casts curse on those under its gaze
    5. Taste Face: One large mouth, can bite for 2d4 damage
  2. “Wholemonculi” is two of the above combined. If one is an eye, then it is always on top. They have 1 HD and combine the abilities of the above.
  3. “Giant Trapdoor Spiders”: They are able to carry/make realistic doors that pass as wood. If attempted to be kicked in, the spider will grab the first person (4:6 surprise) and wrap them up in a web cocoon. However, they are intelligent and love a good knock-knock joke which will stave off consumption.
  4. “Spavens or Mage’s Mouths”: These birds are a cross between a corvid and a parrot, easily startled, and loudly repeat the 1 spell they know; roll to randomly determine a single target; each flock knows a different spell. If caught alive, treat as a scroll but takes 2 weeks to learn the spell due to coaxing.
  5. “Ambling Portal”: An iridescent pool of moving slime. If it consumes a PC, that person is teleported to a random room; if killed they might level behind a portal (2-in-6) that could be exploited until it evaporates (Fatigue result on encounter check)
  6. “Black Lion Zealots”: these are men who were killed by the Haunted Paladin and have risen from the dead its deeds; they walk with a shuffling pace, neck broken and colored by black bruises

RANDOM ENCOUNTERS

  1. 2d4 Halfmonculi (as Goblin)
  2. 1d3 Wholemonculi (as Orc)
  3. 1d4 Trapped-door Spider (as Crab Spider)
  4. Flock of Spavens (as Bats)
  5. 1d6 Black Lion Zealots (as Zombies)
  6. 1 Ambling Portal (as Slime)

4 of 13

01

03

02

04

05

06

07a

b

c

d

10

08

11

09

THE BARROW-HOUSE OF THE HEADLESS MAGE

13

14

15

15a

15b

16

17e

17a

17b

17c

17d

17f

17g

17h

18b

18a

19

20

22

21

23

24 ➤

a

b

c

d

25

26a

31

⬅ 27

a

b

c

28

29

30b

30a

26b

a

b

c

d

12

Anti-paladin

Zealots

Halfmonculi

Trapdoor Spider

5 of 13

00 The Front Door

A crack granet archway peaks with a keystone face twisted in to an arrogant snarl; a scroll runs the length of the archway that states in common:

Be wise in what you seek/ for a tempermental mage dwells in this keep/ one whose nature does not suffer the obtuse or meek

01 Entrance of Crumbling Ego

South of the stairs, four headless statues stand with various missing body parts; east multi-colored motes dance on the surface of a flooded corner; West a plain door (locked) with a small window�

Statues (Mage Zurn): Taken together, their postures project an arrogant image of a man with a deep love of books and himself

Flooded Corner (Secret Door): The pool’s mercurial surface reflects a nest of golden feathers; DM NOTE: Those in heavy armor risk drowning by jumping in

Plain Door (Locked Door): The window looks into an abandoned guardroom

02 Guard Room

Four beds contain human-shaped piles of ash; a scarred and tilted table is in the center; 2 spears haphazardly placed on the floor

Beds (Treasure): Searching the beds will reveal one of them has a glass vial of green liquid tucked away in a mouse hole; Potion of Diminution

03 Fireplace

A fireplace dominates the west wall with a cracked mantel covered in a variety of familiars originating from a conjurer’s head; south is a hallway ending in a plain door; east is an elaborate door;

Fireplace (Secret Door): Searching the fireplace will reveal a crawl space 6 ft up wide enough for a halfling that leads to the Kitchen (05)

South Archway (Monster): A door is set in the very middle of the hallway a it is actually a Trapdoor Spider

East Archway (Locked Door): A person, similar in build to the statues (01) and face to the mantel (03) is conjuring forth all manner of wild game from a forest

Trap Door Spider (1) AC 13 HD 2 Att 1 x grasp (1d6 + web) MV 60’ ML 12 SV F2

THE BARROW-HOUSE OF THE HEADLESS MAGE

04 Wooded Dining Room

A large oak table sits in the center of the room with several knives & folks jammed into it and hundreds more float near the ceiling; chairs scattered everywhere; the walls are painted with an autumn forest scene; south a door depicting the sun either rising or setting on the horizon (locked) and east a plain door (Kitchen 05)

Tableware (Trap): Save vs. Breath to cross the room and not get hit by one (1d4 dmg)

South Door (Locked Door): Leads to the Guest Rooms (07)

05 Kitchen

Two large ovens on the north wall; right oven is cracked & crumbling; left oven is entact & has a enticing baked souffle smell coming out of it; floor is covered in scattered pots and pans; south is a plain door (stuck); east stairwell leads down into the dark (Dormitories 06)

Right Oven (Secret Door): A narrow passageway leads to Fireplace (03)

Left Oven (Treasure): A golden egg (600sp) is found inside among burned chopped up table

06 Servants’ Quarters

A crooked, narrow hallway (single file marching order) with three doors on the left and three doors on the right; the ceiling is cracked and drooping; the left and right doors () are stuck due to the shifting of the ceiling

Left Door (Monster, Treasure): If stuck doors check fails, the party will be greeted with a great pounding on the other side & a yell “LET ME OUT!”; it is a Black Lion zealot (wearing a gold amulet of a hand holding a quill 300sp); will break the door in 2 turns; once out will just yell, “THIEVES!” and attack the nearest PC�

Right Door (Monster, Treasure): Bloated corpse with a floral-tattooed neck broken, and covered in black bruises clutching a three silver candle holders (300sp total); if candle holders are taken will awaken (2-in-6 surprise)

Black Lion Zealot or Corpse (1) AC 11 HD 2 Att 1 x punch (1d8 ) MV 60’ ML 12 SV F2; slow: loses all initiatives

6 of 13

THE BARROW-HOUSE OF THE HEADLESS MAGE

07 GUESTROOMS (special)

The north and south doors are locked, but contain a small head-sized window; instead of a hallway there is what appears to be a small trail meandering through woods in autumn; reddish-orange leaves drift to the ground & the occasional bird chirps; four doors seem to be free standing in the tree-line (the scene is an illusion, doors are real)

Room a (special): Door easily opens revealing a bed made entirely out of leaves including sheets, on top is a figure made out of wood lying in gentle repose (woman is Torv, MU 3, only awoken by the kiss of a true royalty no matter the derivation)

Room b (monster): door is off its hinges, inside sit 3 birds with blue plumage covered in glitter star-shaped markings (Mages’s Mouth)

Room c (empty): Several jack-o-lanterns covering the bed, floor, and small desk

Room d (empty): The bed sits in the middle of four ruined walls in the middle of an autumn forest; a herd of deer forge outside the walls (all illusion)

Mage’s Mouth (3) AC 12 HD 1 Att Shout random level 1 MU spell while trying to escape MV fly 60’ ML 12 SV F1; Magic resistance 3-in-6 in addition to saves

08 ROUTUNDE of the ALMOST GREAT

This round room has four plinths in front of headless statues matching those in the entrance; each plinth contains an unusually shaped object made of grey, blue, red, and green stone; south archway leads to a door (stuck)

Grey (rod topped with a pair of hands): Writing states: Honorable Mentioned: Acceptable work gets you lauded, raise this rod to get applauded (the statues in the room start clapping)

Blue (a phallus with paws and wings): Writing states: Honorable Mentioned: Light as a feather, stiff as a board, congrats you won an award (anyone picking up the object will immediately be paralyzed, but be light as 10 feathers; wears off after 4 turns)

Red (a sphere with a nose): Writing states: Honorable Mentioned: You have no mouth, but I can now scream “They won an award, look at this meddling spell-casting king/queen!” (pick up the object will steal the holder’s mouth; have to kiss the object to get mouth back)

Green (coiled snake): Writing states: By the wisdom of Magi McSweeny: You’ve successfully defended your thesis, you middling rake, now defend your body against this giant snake!” (bite just sleeps victim as per spell)

09 SHRINE of the BLACK LION

The walls have given way exposing a dark crypt; in the center is a winged lion statue covered in a black substance holding a citrine-studded, copper javelin in its mouth; a tarnish gold mailed figure lies on a stone slab pale white; on the floor glow wispy sigils

Gold Mailed Figure Haunted Paladin (Monster): Can feel the presence of PCs, will begin stalking the crypt like anxious cat, taunting PCs, and trying to charm hirelings; cannot cross sigils, but those killed and turned can

Jewel Javelin (Treasure): +1 Javelin of Returning

Winged Lion Statue: Corrupted shrine to AZLN, casting bless can remove curse; shrine can also be moved to a new location bringing the blessing of AZLN

Haunted Paladin (1) AC 14 HD 3 Att +2 to-hit 1 x level drain (half way of former level) MV 90’ ML 12 SV F2; knowns charm person

10 GRAND GARDEN

The room is lit by a light blue light emanating from a huge globe set in the ceiling; A large pond occupied the center of the room connect to a channel barely wide enough for the floating boat, a single tree (a) which displays a large singular fruit; an fragrant overgrown herb gardens (b) are situated here; movement can be seen in and among them; black and blue roses (c & d) the size of human heads bloom in a thorny tange from untended beds

Boat: Room for 2; getting in it will cause the passengers to appear to shrink when in actuality they are moving toward The Shrine (12) which is a space large than it occupies due to an illusion

Tree & Fruit (treasure): The tree bears a single white fruit that is vaguely head shaped with an exposed brain (eating the fruit allows a magic-user/elf to gain +1 spell from the highest level they can know)

Herb Gardens: The overgrown plots are a riot of common, uncommon, and less desirable varieties; if PCs spend a turn picking roll 1d6: 1-4 cooking, 5 spell components (100sp), 6 poisonous herb-likes (100sp but death if used); 6 halfmonculi are collecting herbs here

Halfmanculi(6) AC 13 HD 1/2 Att 1 x tool (1d4) or as special MV 60’ ML 12 SV F2

7 of 13

THE BARROW-HOUSE OF THE HEADLESS MAGE

11 CAGE OF THE GOLDEN GOOSE

A large pillow sits up against the west wall covered with white & gold feathers; a pond is in the north of the room; east, a portcullis blocks the exit- the wheel to lift it further out; south, a large crack in the wall spills out skeletons laying on the floor arms ringed in gold, lapis lazul, & garnets

Pond (Secret Door): The pool reflects the Entrance (01), but jumping in will only get the PC wet (pond is the exit for the pool in 01)

Portcullis (Locked Door): Requires STR 13+ to lift

Skeletons (Trap, Treasure): They are the disturbed dead and graps to strangle the living! jeweled bands (300sp in total)

Disturbed Dead (trap) AC 11 HD 1 Att 1 x sharpened skeletal hands (1d4) MV 0 ML 12 SV F2

12 Weighting Station

A large desk is pushed up against the south wall; set of scales with wide pans sits on the surface with a scattering of calipers, weights and white-gold feathers; a large painting has fallen behind table; west is a large ships wheel which operates the portcullis of the Cage (11)

Large Painting: Oil painting depicting a goose with golden tipped feathers sitting in a scale with three golden eggs- a fourth egg, with a greenish-gold tint, has rolled in the shadows an is surrounded by a serpent with a cock’s comb (encumbering, 300sp)

13 SHRINE ON THE ENDLESS LAKE

The room is cast in a pale pink light from a large globe set in the ceiling; in the middle of the pond is a small island upon which is a ruined tower in the size of a small garden folly; a channel wide enough to accommodate a boat flows here and empties into the pond; if something is moved down the channel, it will enter a pale pink light and rapidly shrink- the effect is as if the boat is rapidly sailing off into the distance, but the island, tower, and boat + passengers are being shrunk

Pond: A wide lake under the effects of the pale pink light; an shrunk creature swimming to the small island will take 3 CON rolls or risk drowning

Channel: Has a boat for 2 people with oars

Small Island (Treasure): The tower has a gold egg laying among its ruins (500sp); [alternatively, place any small dungeon here you want or important NPC]

14 SUMMONING CIRCLE

A trapped-door spider sits in this room guarding the south entrance; 13 Black Candles are placed in various points around a fluorescent green chalky circle filled in intricate circles-within-circles in a vague astrological pattern

Trapped-door Spider (1) AC 12 (door AC 14) HD 2 Att 1 x bite (1d8 +poison) MV 120’ ML 7 SV F2 Surprise 4:6; Poison: death in 1:4 turns, +2 save; Responds well to knock-knock jokes

15 THE GRANITE LECTERN

By the east wall is a decapitated stone statue of a robed figure with its hands are empty but parted as if holding a book; the ceiling is covered in cracks and sags in the middle; southeast is an ornate door depicting a scroll & disembodied hand writing out a scroll (15b); southwest is a door depicting a sleeping figure watched over by owls (15a)

Statue (Special): If a book is placed in its hands it will begin to read it regardless of the language or the contents; 3:6 change of activating any traps, wards, or magical incantations; however it needs a “head” with a mouth- anything will do like a sock puppet

15a THE OWL DOOR (Trap)

This door is stuck; inside the southwall has collapsed on the bed, but otherwise empty; dwarves will understand something is wrong with the door and frame

Owl Door (Trap): The door is stuck because on the room side a coffin has fallen through the ceiling against the door. If an attempt is made to break it open, all make a save vs. Paralysis as a stone coffin breaks through- fail take 1d6 damage each. Coffin contains a skeleton and a crude ruby ring (200sp).

15b THE SCROLL DOOR

This door is stuck; inside the southwall has collapsed on floor skeletons spill out out of forgotten barrows; an enormous, multi-drawer ornate writing desk sits against the west wall

Desk (Treasure): Inside a small box is are two pots of opalescent inks (150 sp each, they also can be used to scribe one 1st level scroll each during downtime or remove 100sp or 1 week cost to manufacture higher level scrolls)

Disturbed Dead (4) AC 11 HD 1/2 Att 1 x sharpened skeletal hands (1d4) MV 60’ ML 12 SV F2

8 of 13

THE BARROW-HOUSE OF THE HEADLESS MAGE

16 THE LIBRARY

Pages and parchment are scattered on the floor like fallen leaves. East wall has crumbled and two large animal skeletons have tumbled to the floor- necks ringed with large gold collars; the shield-like front of a charot can also be seen. Lining the west wall are mostly empty shelves. The riffling of pages can be heard above as two tomes are flying around. A passage in the western wall leads to a room bathed in a red light (17h).

Animal skeletons: If the gold collars are removed the feline skeletons will animate stalk the halls with a hunting animus (stat as giant shrew; add to the random encounter table)).

17 THE HALL OF CELESTIAL VIBRANCY

Each room is saturated in a different color light emanating from the ceiling. A liquid mirror, like poured mercury, reflects this light from a strange nightsky. Exposure to the light is as potion of same name lasting 1d6 rounds when removed from exposure:

  1. Pale pink light (Diminution): A small camp is set in the corner of the room containing 2 foot-tall figures (2 of the painted men)
  2. Violet light (ESP): The room is covered in a riot of images, color, shapes; everyone reels with hearing the thoughts of everyone else
  3. Indigo light (Gaseous Form): The room is hazy with a pile of clothing on the floor and discarded objects
  4. Blue light (Growth): Large dried spider husks are discarded here
  5. Green light (Healing): The walls are vibrating with various twitching creatures each carefully pinned to the wall; wounds have grown around the pins & nails; among the pinned are an imp (polite will curse) and a brownie (impolite will bless)
  6. Yellow light (Invisibility): The stone walls here are clear like glass revealing the soil around it writhing with undead- PC should flip their character sheets over as they become invisible to themselves
  7. Orange light (Levitation): Melon-sized green globs floating in this room making it difficult to cross (as green slime; 2-in-6 to cross)
  8. Red light (Poison): Floor is covered in dead vermin and crunchy bug carcasses; black splotches cover the ground too- save or take 1d4 dmg

18. THE WAX CANDLE READING ROOM

18a. The Two Statues of Learning

The door opens into a hallway which terminates into two statues: north a two-head large raven standing on a dodecahedron hold a bronze bowl and, west, a four armed-figure holding an open book whose pages are covered in a boxy sigil script.

Two-headed Raven (Quoxx): Burning a scroll in a bronze bowl will 100sp of black lotus will allow a MU to cast that spell two times without memorization

Four-armed man (Learnid): A rubbings of the book with charcoal from a burned cow’s tongue (1 week to prepare enough) will transcribe a scroll of Read Languages

18b. Reading Room

Mostly white candles of various lengths and conditions line the walls in this room with wax covering the floor. A plush chair, uncomfortable to sit in, is in front of a squat candle-covered lecture.

Plush chair (Treasure):A book is underneath the seat; ruined by wax but still opens to a couple of spells: magic missile & shield as well as passage describing the statues

19 SAPPER’S GREENHOUSE

An white orb sits in the center of the ceiling giving off dim light, but a lot of heat. A riot of multi-colored lotus are arranged in large clay pots here. Multiple corpses, full and particle, have been pushed through the white tiled floor. In the center of the room under the heat of orb, lay a skeleton clutching two arrows of pure white and pure black

Arrows, White & Black (treasure): Arrows of Night & Day +1; emanate a radius of darkness/light that starts at 30’ and grows 10’ each turn to 50’

Disturbed Dead (multiple) ACHDAtt 1 x grasp (1d6 dmg) MV ML 12 SV F1; these function more like pit traps requiring a 2:6 roll to avoid when moving through, taking a exploration turn, or every round while in combat

9 of 13

THE BARROW-HOUSE OF THE HEADLESS MAGE

20 CHAPEL OF THE WHOLE-MUNCULI

A pillar of stone heads sits on the top of two pushed together desks. Multiple beings, comprising of one stacked on the other’s shoulders, sit around a central being similarly stacked with large red eye clutching a stone head in two hands raised high; sounds of fingers snapping, sniffing, murmurs and mumbles fill the air.

Whole-munculi (4) AC 13 HD 1 Att 2 x weapon MV 60’ ML 12 SV F2; will take for sacrifices

Whole-munculi cleric (1) AC 10 HD 1 Att 1 x weapon or eye ray (as magic missile) MV 60’ ML 12 SV F2; will take for sacrifices

21 THE BUBBLING BIRTHING PIT

The smell of iron and ozone fills the room from a large pink pool whose gentle roiling releases pink phlegm bubbles in the air. Floating to the surface are animal parts and, briefly, humanoid parts as well. At the bottom of the pool is a pixie encased in amber (1000sp). ��Humans put in the pool must make a save vs. Spells: Pass- all wounds are healed and health restoried; fail: split apart into two half-manucli. Animal remains produce a hooved halfmonculi.

Half-munculi: Every other turn a half-munculi crawls flaccidly out of the pools, panting, and rests for 1 turn before standing to its feet. These will have animal characteristics

Half-munculi (4) AC 10 HD 1/2 Att 1 x weapon MV 60’ ML 12 SV F1

22 TEA ROOM

Three four-armed figures sit at a small table before an elaborate tea set. Each wears a star-studded pointy hat. Murmmerings, sneezes, snaps, and signs appear to be signs of an elaborate conversation (They are discussing how to capture spell casters for their spell books to refine the munculi creation process)

23 ANIMAL PENS

These are sets of livestock pens; surprisingly clean. A couple of goats are laying around a teenage boy. To the east is a stairwell that leads up to an opening atop one of the barrow mounds

Teenage Boy: The goatherder’s son, scared and still start blabbering loudly (roll encounter check) unless stopped

10 of 13

THE BARROW-HOUSE OF THE HEADLESS MAGE

24 THE NEW STUDY

  • A flock of black birds with long orange peacock tails and orange cock’s combs it among the furniture in this room. A painting hangs on the wall depicting a young man sitting in a red chair across from an empty blue and purple one.��➽ Red chair: Sitting in the red chair will teleport that person to Room 24b��Mage’s Mouth (5) AC 12 HD 1 Att Flock shouts random level 1 MU spell while trying to escape MV fly 60’ ML 12 SV F1; Magic resistance 3-in-6 in addition to saves

  • Four red chairs, one shows signs of wear and tear, sit around a large take with a sheepskin map pinned to the top depicting the various barrows and notes that reference the cleric of transcendence. Opposite is a large fireplace in which glints a silver necklace set with a yellow gem carved as a lion; Above the fireplace a painting of that same fireplace with an young man leaning against the mantle.��➽ Pulling on the necklace (500sp) will cause an eruption of earth and skeletal hands that lash out at the “thief”, save vs. paralysis or take 1d6 from sharp fingerbones��➽ Sheepskin Map: Will show a rough idea of barrows (Rooms 25, 27, 26, 28, 29, 30)��➽ Fireplace: Leaning against the fireplace will teleport that person to Room 24c

24 THE NEW STUDY (CONT.)

  • Three sarcophagi tops sit in this room’s center; a small camp table in front of the center one; a large tome open with quill and ink; rubbings are scattered around the legs of the table; A false fireplace dominates the the west wall with remnants of a fire there within; black soot covers the area above the fireplace including a painting there which is obscured; in the fireplace is a copper sculpture (500sp) in the shape of a cooked goose- it smell delicious; a door sits on the east wall��➽ Tome: Written in arance language are notes on some sort of transformation; downtime study will reveal they are incomplete but 3 downtime actions are enough an transcribe Enlarge��Fireplace + Copper Sculpture: Close inspection reveals that it is a perfect replica of a cooked goose and smells just as delicious

Soot-covered painting: Depicts an older man in a sorcerer's robe laying down on the floor, his hands cross over his heart; Mimicking this pose will teleport the user to 24d

Door: Trapped-door spider hiding behind it; will enjoy a knock-knock joke, but is very hungry- will take hostages��Trap Door Spider (1) AC 13 HD 2 Att 1 x grasp (1d6 + web) MV 60’ ML 12 SV F2

  • A man-sized multi-limb creature snaps, snorts, and shuffles seemingly directing a grouping of smaller individuals moving dirt out of a tunnel in the south wall; all in the room is ruined by abortive digging and dirt piles.��Wholemunculi (1) AC 13 HD 1 Att 2 x weapon MV 60’ ML 12 SV F2; will take for sacrifices

11 of 13

THE BARROW-HOUSE OF THE HEADLESS MAGE

25 DISTURBED CRYPT

In the center of this hollowed out cavern is a wooden coffin carved from the orange adler trees that grow in the area. Reliefs in the outside speak of the occupant transcending death and a crack in the lid glitters with gold dust in torchlight.

Wooden Coffin (Trap): If the cracked lid of the coffin is pushed back, a humanoid outline shimmers as if covered in gold dust is reveal along with a cloud of shimmering dust (save vs. death death in 3 turns)as golden mold takes hold of the victim’s lungs. Otherwise empty

26 BURIAL OF THE SEA

  • THE GREEN COFFIN A pristine green soap stone coffin sit on an onyx titled floor that extends into a pool lit by glowing constellations in the ceiling. ��➽ Coffin (Special): Touching the coffin will trigger a magic mouth spell: Who dares disturb the resting place of Captain Blue shall face the wrath of the sea! The saltwater pool will surge forward dealing 1d6+1 damage to anyone in the room (save vs Breath for half) and flooding the “Y” tunnels to the north�
  • THE SALTWATER POOL flows in and out as if the tides are still present; overhead constellations are formed by beads of glass molded into stars and set with continual light; ledges southeast (to hallway) and southwest (to Room 27)��➽ Pool: Takes one turn to swim across but pitch black save for the twinkling stars; PCs in metal armor risk drowning

27 BEDROOM OF SECRETS

XXXX

28 THE BLACK BASIN

Excavations here have revealed a tall black onxy column with a green soapstone devil’s head grinning wide and the lower jaw forms a basin brining with undulating black liquid

Black Liquid: Drinking the liquid once will allow the imbider to control the dead as if a level 1 anti-cleric; drinking it twice will allow control as if level 3, but the imbiber cannot bear the sun; drunk a third time will result in death and arising in 3 nights as a wight.

29 THE HEADLESS COUPLE

Monster + Treasure:

In the center of the room are two wooden sarcophaus; on the lids are two kneeling statues with their heads removed; in between is a pool of liquid that glitters like a star-filled sky

Starry Pool (Monster): The pool is actually an ambling portal

Ambling Portal(1) AC auto-hit HD 2 Att 1 x grasp (engulf) MV 60’ ML 12 SV F1; Once it hits a target, it will attempt to engulf it in 1d4+1 rounds; after which the victim is teleported to a random location in the dungeon

12 of 13

30 TOMB OF THE HEADLESS MAGE

  • COLUMN OF IMMORTALITY: A narrow tunnel leads to a black column with raised gold inlay; a black tar-like flim seeps from the top of the column where it meets the dirt stone ceiling��➽ Raised Gold Inlay (Treasure): The gold inlay has both symbols, icons, and pictograms depicting preparation of the dead, rites performed by a spell-caster, and the body’s resurrection; there are panels N, S, E, & W each depicting part of this process��➽ Panels N, S, E, & W (Spell, Ritual): To understand the complete spell, a MU or elf must create rubbings of each panel (3 turns each; requires coal, paper), then each must be studied during downtime (see right for more detail)

  • THE HEADLESS MAGE (Monster, Treasure): The smell of rotting meat hits those close to the entrance of the chamber; 3 floating heads are at the center of onyx titled floor, shattered and scorched by an explosion; littering the floor are additional stone heads, human skulls, and a scattering of rotting human and goat skulls; a robe of a blue fabric with faded stars and a pointed felt hat of the same also lays on the floor in tatters; a series of 6 columns seems to have survived the explosion��➽ 3 Floating Heads (Monster): This is the wizard Than who has been transformed into a gelatinous monstrosity with a fixation obtaining a head, but nothing sits on its shoulders (stone falls through) or is dissolved by its caustic nature (human or animal heads)��➽ Blue Hat (Treasure): The Hat of Utility�➽ Blue Robe (Treasure): The robe is torn, but underneath is +1 Dagger of Doors��HEADLESS MAGE (1) AC 13 HD 2 Att 1 x grasp (1d6 + throttle)+ paralize MV 60’ ML 12 SV F2; immune to lighting; can climb walls at half pace

31 THE BLOODY CAIRN ENTRANCE

A hole in the earth is ringed, in a stair-like fashion, with tombstone leading to the surface underneath a rocky cairn; from this spot it is easy to observe the shepard’s grazing their herds

Monster (#) AC 13 HD 2 Att 1 x grasp (1d6 + throttle) MV 60’ ML 12 SV F2

XX Title (12 Poppins)

Oh, Sphinx of black quartz, hear my vow! (10 Jost)

Quartz: Black and very valuable

Monster (#) AC 13 HD 2 Att 1 x grasp (1d6 + throttle) MV 60’ ML 12 SV F2

THE BARROW-HOUSE OF THE HEADLESS MAGE

The Ritual (30A): Allows for resurrection of 1 PC. During each downtime an MU or elf can attempt to decifer each panel. The DM rolls 1d10 at the end of each week, adds the PCs INT bonus, and records that score. After four weeks, the accumulated score is the percentage the ritual will be successful. Two other things are required an alter from 30B and liquid from 28. Roll 1d100, if at or under the score, then PC will rise, but chaotic in alignment, can’t enter a lawful church, and dreams of a black lion. If rolled over, the PC becomes a monster as the “Haunted Paladin” in Room 09.

13 of 13

THE BARROW-HOUSE OF THE HEADLESS MAGE

DESIGN NOTES

Because dungeon? Really its because I have 2 other dungeons cooking and several other small efforts kicking around. I wanted to better formalize my own process to myself- concentrate on what I feel works and doesn’t work for me. Also to focus on writing “good enough to run” not “perfect for publication”.

I also wanted to create something that I could run my family through

So I asked them to give me the first thing that popped into their heads when they think “Dungeon + (Monster, Trap, or Treasure)”. I used those results to write this dungeon.