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Barrowmaze complete pdf download

Barrowmaze complete 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 WebDownload Barrowmaze - Complete Type: PDF Date: August Size: MB Author: d-fbuser This document was uploaded by user and they confirmed that they WebWe need your help! Read more here. UPDATE: You can now securely donate with your credit card! Web10/12/ · 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 Web25/06/ · Barrowmaze Complete will keep your players on their toes and your campaign going strong. This edition includes art by the aforementioned TSR artists Erol ... read more




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. 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. A tack hammer is simply too small for the job and a melee-style warhammer will be damaged beyond repair if used to break down a wall. Bricked-up walls provide a quandary for players. Do they risk bashing the wall down and making noise? Will anything come out of the wall and attack them from behind if they pass it by? In terms of time, use the following as a guide to determine how long it takes to break down a wall and create an entrance of sufficient size: Partial Collapses Barrowmaze has stood for centuries and many chambers are in various stages of collapse. Any room, either noted in the text or represented on the map, that contains a partial collapse is likely to give way. While PCs are in these rooms, there is a 1—2 on d6 chance per turn of further collapse. Those caught in a collapse take 2d6 points of damage or 1d6 if a save versus petrification is made.


Stuck Doors Unless otherwise stated, the doors in Barrowmaze are made of wood. Some have been swollen shut with moisture and age. In the case of a stuck door, players will need to force the door open. A roll of 1—2 on a d6 indicates a player character has broken the door down. Check for random monsters. Runic Tablets Runic Tablets were often interred with the dead in Barrowmaze to ward off tomb-robbers. Folk tales say the tablets curse those who read them. Breaking Down Brick Walls Number of Sledgehammers Time Spent 1 Character 3 Turns 2 Characters 2 Turns 3 Characters 1 Turn Regardless of how long it takes, trying to bash down a bricked-up wall will disrupt the silence of the dungeon and necessitate at least one random monster roll.


Each time a player reads a Runic Tablet, consult Table 6 for Random Runic Tablet Results. Runic Tablets detect as magical and, like a Wand of Wonder or a Deck of Many Things, represent both risk and reward for players. Runic tablets also insert a level of randomness and a sense of high-stakes dice-rolling into each game session. They are one-use magical items. If players consistently bypass bricked-up walls, Referees are encouraged to have a group of undead burst through the wall and attack them from behind in dramatic fashion. The next brickedup wall they encounter may give them pause. Light, Sight, and Time Barrowmaze is a dark tomb. There are no torches or lit areas other than those specifically identified in the text. Referees should be sure to manage time, movement, and light. Remember that torches cast light in a 30ft radius and last for six turns 1 hour.


They are susceptible to water and gusts of wind. Lanterns cast light the same distance but require one oil flask ever four hours 24 turns before they go out. If a character is holding a light source they might have their weapon sheathed. Also, monsters that prefer the dark may target light-wielding characters first. All turn attempts are increased by one number based on the Labyrinth Lord Turning Undead Table. For example, in Barrowmaze a level one cleric would require an 8 to turn 1 HD undead, 10 for 2 HD, 12 for 3 HD, etc. Moreover, clerics will find the process of calling on their deities more draining. To reflect this, each turn attempt further increases the difficulty by one per day.


In this context, turning undead must be carefully considered by players. Defiled crypts noted on the map as D1 or D6 , represent spaces where undead can be found—The Tablet has called the dead to rise! Quiet crypts such as Q2 or Q5 are tombs where the dead have not yet risen in response to the unholy relic. There are rare exceptions and this is a function of the random design of the dungeon. Fear Barrowmaze highlights monsters that inspire fear. Running away and screaming in fear and potentially dropping weapons, falling into pits, or getting lost will draw attention and require the Referee to check for random monsters. In my home-game we employ a rule—that we jokingly called the Fear Factor—wherein each encounter with undead resulted in the accumulation of points.


When the character reached their Wisdom score, they went insane. We used the following as a guide: each encounter with undead equals 1 point, and each time a party member flees in fear from undead equals 3 points. Spending a week in town reduced this number by one. Referees employing this rule are encouraged to find a scale that suits their game and style. Entrances The entrances to Barrowmaze are intentionally limited and not all are immediately accessible. All the entrances are found in the barrow mounds. The limited number of entrances is designed to inspire a sense of danger and create logistical problems for players. How far do they want to explore away from their means of escape?


They might also hide reserves of oil or caltrops just in case they need to slow monsters down while they make good their escape. The entrances and exits to the dungeon should not be convenient for players. Make them work for it. Barrowmaze: New Treasure Types There are four new types of grave goods found in the midto-high areas of Barrowmaze—Death Masks, Funerary Figures or Neshralk , Scarabs, and Canopic Jars—that are intended as valuable treasure types in terms of their worth in gold pieces. Death masks varied in design.


Some depicted the deceased, the gods, or ancient heroes. Others portrayed the faces of the seasons, animals, or the elements. They were as unique as the deceased. Death masks are made of precious metals or alloys, such as copper, brass, silver, electrum, gold, platinum, and even mithril, although the latter are very rare. Other masks are carved from wood or bone. For player characters, these are a valuable source of grave goods. Neshralk: Funerary Figures Many of the low and high-born were interred with funerary figures. These figures, called Neshralk pronounced Nehshralk were created using different materials depending on the wealth of the individual or family.


Those with limited means used clay, wood, wax, stone, terra cotta, or sometimes glass. Families of greater wealth used precious metals, including silver, gold, platinum, and mithril, or encrusted their figures with gemstones. They also vary in size with the tallest normally 12 inches and the shortest 6 inches. The figures represent family members, servants to assist the wealthy in the afterlife, or soldiers to serve as tomb guardians. Some crypts possess only one or two finely shaped figures whose craftsmanship bordered on a work of art, and others were crudely made of clay and found in scores. If so, consult the following table: Neshralk Select death masks are magical in nature and bolster the strength and power of the undead who wear them. They will not function for the living. Serves as Everburning Candle. Serves as 1 block Incense of Meditation.


Serves as 1 block Incense of Obsession 24 Scarabs Scarabs, small hand-held carvings in the shape of dungbeetles, provide another interesting form of treasure in Barrowmaze. There are innumerable variations on the basic design of a scarab. Most were used for the ostentatious display of wealth and took the form of necklace amulets or small signet rings. Other scarabs, their owners believed, served as powerful magical talismans. Some scarabs function as keys to open crypts, and still others curse those who violate the tombs where they lay. If a scarab is magical consult the table below: Canopic Jars Although canopic jars are not magical, they provide a valuable source of treasure.


Similar to the grave goods already discussed, canopic jars vary in value based on the material used in their construction. Some were decorative and made of gold. Others were made of simple bronze or pottery containers. Decorative Scarab Amulet Platinum, Gold, Silver, or Electrum Regardless of the jar, the contents can also be a valuable form of treasure. Local folklore suggests the stomach, intestines, lungs, and liver the typical contents of canopic jars can be ground into powder or made into creams and potions that possess medicinal qualities. They can even be used as components for exotic spells or for other purposes subject to the Referee. Medallion of ESP 3. Stone of Weight 4. If so, check the room description or roll 1d4 and consult the Canopic Jars Table to determine their contents, medicinal value, and cost to covert in gold pieces.


Gemstone Scarab 1. Gem of Brightness 2. Ioun Stone random 3. Scarab of Protection 4. Scarab of Death Canopic Jars Jar Contents Medicinal Value Cost 1. Stomach Neutralize Poison 2,gp 2. Lungs Cure Serious Wounds 2,gp 3. Liver Cure Disease 1,gp 4. Intestines Cure Light Wounds 1,gp There is a small percentage chance that some of these grave goods possess magical enchantments. Some can help the players survive, while others are cursed. In addition to other mundane treasures, these grave goods should keep your players both interested and wary. The mongrelmen in Barrowmaze are the descendants of the human tribes that once lived near the Barrowmoor. They were enslaved by the cult of Nergal and their bodies have been twisted and mutated through exposure to The Pit of Chaos. They now eke out their existence in small groups in the south and central portions of Barrowmaze. Mongrelmen can be found in Area Five as prisoners and scouts for the Necromancers of Set.


The Necromancers capture, torture, or charm them for information, and send them forth to loot crypts and gather resources. Zur maintains a standing force of undead and recently recruited a group of trolls from the Barrowmoor. The Acolytes believe The Tablet rests somewhere to the North of their temple, but they do not know its exact position. The Acolytes commonly raise their own dead to serve as foot soldiers. They managed to find and plunder a series of secret crypts and now use the location as their primary lair. They are a small but formidable faction led by the 10th level magic-user Nathalas the Despicable.


Nathalas, and his right hand Thala-Kul, have been slowly recruiting apprentices from the surrounding villages and teaching them the Black Art. Nathalas has been using the loot from plundered crypts to build special golems, called Steel Skeletons, to fight the Acolytes of Orcus. They also maintain a force of undead. In addition, Nathalas has hired a mercenary tribe of bugbears from the Blackened Wood called the Red Fangs. They are led by Gblug, their chief, and Kakta, the tribal shaman. Nergal, the elder god of Death and the Underworld, was apparently destroyed by his two sons Orcus and Set. The Tablet of Chaos, an ancient relic created by Nergal himself, continues to exert his power and is the reason why the dead have risen in Barrowmaze.


However, The Tablet of Chaos has had an effect most unexpected. Its eldritch energy has animated the skeletal remains of Ossithrax Pejorative. Ossithrax, an ancient black dragon, died long ago in a huge barrow mound hollowed out as his lair. Somehow, the chaos energy of The Tablet melded the personalities of The Keeper with Ossithrax such that they now co-exist in the remains of both beings. Players must defeat both physical forms to destroy both monsters. In addition, the close proximity of The Tablet has spawned new forms of undead, including Crypt Knights, former antipaladins of Nergal, and Spectral Dead, ghostly phantoms that endlessly wander the dark corridors of Barrowmaze.


Gargoyles Gargoyle statues and columns are legion in the older crypts of Barrowmaze. Some of these were enchanted and tasked with the guardianship of tombs. Acolytes of Orcus The Acolytes of Orcus entered Barrowmaze a year before the Necromancers of Set and immediately set about creating a defensive position. The Acolytes have been given divine instruction to recover The Tablet. Led by Zur the Black and his foremost pupil Emnuron, they are aware that the forces of the Necromancers have grown. Over the centuries, some managed to free themselves from their servitude and gathered under their leader Zygstral, a mighty margoyle of great size and cunning intelligence. His bodyguards are mighty four-armed gargoyles, and he is further protected by spell-casting maggog gargoyles. They have had some dealings with both the Acolytes and the Necromancers, but they have no interest in their quest for The Tablet.


Xxaxik now plots his revenge against Zygstral. If the PCs plan to move against the gargoyles, Xxaxik and his motley crew may join them temporarily to gain an advantage. Grizelda the Ghastly Gourmet Grizelda is a Barrow or Greater Ghast. They are sly, self-serving, and ravenous for human flesh. Grizelda is eccentric and fancies herself a gourmet of sorts. She can often be found stirring her great cauldron, in which she cooks and eats captured adventurers. Grizelda has no knowledge of why she awoke in her undead state or The Tablet of Chaos. anointment into the faith of Nergal. Yannarg possessed a sharp mind and advanced quickly through the ranks. When Nergal created The Tablet of Chaos, he entrusted the artifact to Yannarg and instructed him to take his followers and occupy Barrowmaze. Nergal promised him that through The Tablet he would wield great power, and so he, and several other dark priests, were entombed to guard The Tablet for eternity.


When Yannarg closed his eyes for the last time, he reopened them as a lich and became The Keeper of the Tablet. For centuries he carried out his duties, guarding, protecting, and obsessing over The Tablet of Chaos. When The Tablet called upon the spirit of Ossithrax to rise, its strange dark energy fused the personalities of both creatures. Peter F March 13, am UTC. The Labyrinth Lord POD version was down for a while, but it's now available again. Hopefully the 5e one will be as well. Christopher T August 21, pm UTC. So has the restock table on page 20 been added or is it still missing from the 5e version?


Christopher B March 24, pm UTC. There is nothing special about it. Jeremy Z August 15, pm UTC. I got this from Humble Bundle, and I want to copy the maps to Roll What should I do? Frederick K July 01, pm UTC. Love this module. Only thing I'm still wondering about: Is there a player copy of the map available anywhere? I could re-create it in Dungeonographer for my players, but I'm wondering if there is an official map that doesn't show the locations of all the secret doors! If so, it would be a huge time saver and therefore probably get this module played more for those of us who are on VTTs like Roll Emanuel M March 10, pm UTC. One thing that is unfortunate about DriveThru is that if you buy the PDF, there is no discounted rate for later purchasing the printed copy. I wish they had some way of giving even a little bit of a break on the print purchase AFTER you pay for a PDF.


TL:DR go ahead and buy the print and pdf combo if you are considering this, it seems like it's well worth it. Nicholas G November 19, am UTC. Really looking forward to running this as a drop-in game at a local game store. But I'm curious - does anyone have stats for the Boglings? Gift R October 21, am UTC. Sorry I didn't spot this sooner. Boglings are basically a renaming of the classic Bullywugs. They're in the Monster Manual. Patrick M July 23, pm UTC. I have been trying to find a suggested player count and player levels for this module any thoughts? David L March 29, pm UTC.


No thanks. Stephen A May 24, am UTC. John S March 19, pm UTC. Is that a typo? James P March 06, pm UTC. Daniel Worm B July 27, pm UTC. Hej Mr. Gillespie I've been in contact with Rogue Comet in regards to the missing dungeon restock table. They say that they can't fix this issue, since all rights to the book went to you after the kickstarter ended. Could you update us on when you intend to update the files to include the table, so the book is complete? Regards Daniel. Clint C July 29, pm UTC. html Also has a helpful write-up about it.


Josh D July 30, am UTC. Clint C July 30, pm UTC. Not sure as I am unaware if the monster table related to the restock table is different from the random monster table as that is what I use plus some homebrew monster I like. I just wanted to post the Restock Table just incase other people are looking for it plus where I found it. Christopher B September 01, am UTC. Daniel, the book says to use a restocking table, but it does NOT require you to use a specific restocking table. The text directs the GM to consult either the random monster tables for each area of the dungeon, the tables in the Random Barrow Mound Crypt Generator, or for the GM to create his or her own table and in other parts of the book, it states you can use appropriate tables from other sources. The random monster tables are found at the beginning of each area of the dungeon and in the appendix of tables in the back where you can also find the Barrow Mound Crypt Generator, which provides a table at Step 5 to determine the contents of a room empty, trapped, monster, treasure, etc.


Yes, the LL version does have a random dungeon restock table in its appendix that could be used, too, but it is not necessary. In other words, you are complaining about a minor editing omission that amounts to a non-existent problem. It is not a big deal, it just seems you misunderstood the dungeon restock See more table reference in the book. I hope my post helped clear up your confusion. Also, I would suggest you go back and amend your 1-star review of this product since it seems unfair to the author to leave a poor review based on your misunderstanding. Daniel, also, as the first poster pointed out the actual minor missing table is just the 5 lines as copied below. Aldrich W July 11, am UTC. This has been answered perhaps over and over again on this page. If that's why you down graded your review to one star you need to revise it; what you did is petty.


Micheal H July 19, pm UTC. John S January 03, pm UTC.



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.



Barrowmaze Complete.pdf,

Web10/12/ · 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 WebI bought Barrowmaze 5E, the PDF, not the hardcover. It is a cool mega-dungeon, though mainly focused on undead foes (rather than a mix of different types of enemies). It is also Web25/06/ · Barrowmaze Complete will keep your players on their toes and your campaign going strong. This edition includes art by the aforementioned TSR artists Erol 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 that they 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 ... read more



Four huge square stone columns support the structure. The undead have also started to wander onto the surface and into the surrounding marsh. She appears cherub-faced and is always overdone with makeup. Other masks are carved from wood or bone. Love this module. Dungeon Restock Table 7, Dungeon Restock p. If the PCs spend time in Bogtown, they will likely hear the villagers speak of the Mother of Toads in hushed tones.



When the character reached their Wisdom score, they went insane. Grizelda is eccentric and fancies herself a gourmet of sorts. Chamber 2: This chamber features an altar between two dark stone statues. Ossithrax, barrowmaze complete pdf download, an ancient black dragon, died long ago in a huge barrow mound hollowed out as his lair. Affiliate System. These ebooks were created from the original electronic layout files, and therefore are fully text searchable.

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