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
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
POTENTIAL MYSTERIES & LOSE ENDS
THE BARROW-HOUSE OF THE HEADLESS MAGE
RANDOM ENCOUNTER CHECK
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
RANDOM ENCOUNTERS
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
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
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
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
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:
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) AC – HD – Att 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
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
THE BARROW-HOUSE OF THE HEADLESS MAGE
24 THE NEW STUDY
24 THE NEW STUDY (CONT.)
➽ 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
�
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
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
30 TOMB OF THE HEADLESS MAGE
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.
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.