TEXT: AA#19 
   
   
   
  A Stand-Alone Adventure 
   
   
   
  XRP6119
  The Callair Hills are a true frontier region. Bounded to the east by impassable mountains, to the 
  southeast by dark forests, and to the north by goblin lands, these windy hills are largely cut off from 
  more civilized realms. If it were not for the rich veins of silver that lie close to the surface here and the 
  passable soils, this region would have been entirely ignored throughout history.
  And now something is rotten in the Callair Hills. Over 10 farms have recently been raided and the 
  farmers slain in their homes. Their animals are left alive and either escape when food and water 
  run low or suffer a piteous death in cages or pens sealed-fast. Most unusually, all the farms’ worldly 
  possessions are left undisturbed. There is something rotten in the Callair Hills, and it seems bent upon 
  murder most foul...
  If you enjoy this adventure, look for future releases in the Advanced Adventures line from 
  Expeditious Retreat Press.
  WWW.XRPSHOP.CITYMAX.COM
  Advanced Adventures
  The Secret of the Callair Hills
  The Secret of the Callair Hills
  By Geoff Gander
  This product uses the OSRICTM System 
  (Oldschool System Reference and Index 
  CompilationTM). The OSRICTM system text 
  may be found at http://www.knights-n-
  knaves.com/osric.
  Printed in the USA
  An OSRIC
  TM module designed for 
  4-6 adventurers of levels 3-5
  Expeditious Retreat Press
  
  The Secret of the Callair Hills
  ADVANCED ADVENTURES MODULE #19
  Author: Geoff Gander
  Cover Artist:  John and Daisey Bingham
  Interior Artist: John Bingham, William McAusland, The Forge
  Editors: Joseph Browning and Suzi Yee
  Layout: Joseph Browning
  introduction ........................................................................................2
  Notes for the Game Master................................................................2
  Background ......................................................................................... 2
  Beginning the Module........................................................................ 2
  Exploring the Callair Hills..................................................................... 3
  The Barrowfields................................................................................... 5
  The Old Fort.......................................................................................... 7
  The Barrow Lord’s Mound................................................................... 8
  Conclusion and Further Adventure .................................................. 9
  New Monsters .................................................................................... 11
  by Geoff Gander
  AN ADVENTURE FOR CHARACTER LEVELS 3-5
  If you enjoy this product, look for the other ADVANCED ADVENTURES published by Expeditious Retreat Press at www.xrpshop.citymax.com 
  or for digital copies go to www.yourgamesnow.com.
  Table of Contents
  Credits
  
  2
  THE SECRET OF THE CALLIAR HILLS
  Introduction: Something is rotten in the Callair Hills. Over 10 farms 
  have recently been raided and the farmers slain in their homes. 
  Their animals are left alive and either escape when food and water 
  run low or suffer a piteous death in cages or pens sealed-fast. Most 
  unusually, all the farms’ worldly possessions are left undisturbed. 
  There is something rotten in the Callair Hills, and it seems bent upon 
  murder most foul...
  Notes for the Game Master: This module is intended for use in any 
  campaign. The encounters are designed to be challenging for a 
  party of 4-6 adventurers of levels 3 to 5 (for a total party level of 
  18-20). It is not essential for the party to have a cleric, but some sort 
  of access to minor healing (i.e., via healing potions, herbs, etc.) 
  would be useful.
  This module has been structured so that it may be easily inserted 
  as a brief side quest while the adventuring party is on the road or 
  actively fulfilling another quest. Place names, where given, may 
  be changed to accommodate the GM’s campaign.
  STOP! If you plan to participate in this adventure as a player, then 
  stop reading here. Prior knowledge of this module’s contents will 
  only spoil your enjoyment of the game.
  Background: The Callair Hills are a true frontier region. Bounded to 
  the east by impassable mountains, to the southeast by dark forests, 
  and to the north by goblin lands, these windy hills are largely cut 
  off from more civilized realms. If it were not for the rich veins of 
  silver that lie close to the surface here and the passable soils, this 
  region would have been ignored entirely. But this place was home, 
  centuries ago, to a proud warrior people known as the Ynlar. Led 
  by brave chieftains, they worked the land, mined silver for their 
  own use, and acted as a shield for other lands by keeping the 
  more numerous goblins at bay.
  The greed of the southern kingdoms – for land and silver – proved 
  to be a greater danger than any goblin horde. Roughly 500 years 
  ago the southern realms began sending explorers northwards in 
  search of overland trade routes to more distant realms as well as 
  land suitable for colonization. Relations between the southerners 
  and the Ynlar were peaceful at first. The explorers possessed 
  fabulous knowledge and bore strange gifts. The men from the south 
  were amazed at the Ynlar’s skill at working silver, and recognised 
  the role the local clans played in blunting the advances of their 
  common enemy, the goblins. 
  Eventually, word spread of the intricate works of the Ynlar and 
  of the rich veins of silver that supposedly waited to be mined. 
  Prospectors and traders came north in force; and after them 
  workers began to clear trails, and finally settlers began to stake 
  their claims. Within 100 years, the Ynlar began to be pushed off 
  of their lands. At first they gave ground gracefully, but when the 
  newcomers began to encroach on Ynlar burial grounds, regardless 
  of any treaties signed years before, the Ynlar fought back. Led by 
  their chieftains, they burned hundreds of homesteads and drove 
  away the prospectors. 
  The response from the south was quick, and predictable. Hundreds 
  of soldiers marched north, ostensibly to protect the remaining 
  settlers. Wherever the Ynlar were defeated, no quarter was given, 
  and in the soldiers’ wake nothing remained but burned bodies 
  and ruined homes. The final and greatest battle of this campaign 
  was fought at the Barrowfields – a region of rich soils bounded by 
  several rivers and a number of Ynlar burial mounds. The fighting 
  lasted a night and a day; at its conclusion the greatest Ynlar 
  warriors lay dead, and the survivors were driven from their lands.
  Since that time, knowledge of the Ynlar and their deeds faded. 
  The nations of the south soon became embroiled in other conflicts, 
  and they paid less attention to the hard-won Callair Hills, which 
  once again came to be viewed as remote wilderness. With no one 
  to stop them, the goblins moved south to claim the region as their 
  own. But the legacy of the Ynlar did not entirely die; their chieftains 
  were so passionate about their land that their spirits remained 
  bound to it. Wherever the goblins settled, they were ruthlessly 
  slaughtered by the fallen heroes of the Ynlar. The goblins retreated 
  northwards and have never returned in force since.
  Seventy years ago, a republic arose from the ruins of the 
  squabbling southern kingdoms. As differences were put aside, 
  civilization began to spread northwards once more, aided by 
  a handful of border lords who keep the peace and watch the 
  frontiers. Explorers returned to the Callair Hills and found them 
  strangely free of goblins and blessed with rich soils. Settlers 
  followed not long after, and now the ancient lands of the Ynlar 
  are once more being put under the plough. This latest incursion 
  did not go unnoticed by a particularly vengeful spirit of a great 
  chief, the Barrow Lord. The first attacks took place last year against 
  homesteads erected (unknowingly) close to a series of undefiled 
  tombs near the Barrowfields, a region ruled by the Barrow Lord in 
  life. At first, the settlers thought it was the work of bandits, but their 
  unease grew when they realised that nothing of value was taken. 
  The attacks continued through the winter, and some people 
  claimed to have seen skeletal warriors on the march at night. 
  Recalling fragmentary tales about troubles in the Callair Hills in an 
  earlier time, many farmers have grown fearful, but the Ynlar will not 
  rest until the last settler has been driven away.
  Beginning the Module: there are a number of ways to begin this 
  adventure. A couple of ideas are presented below.
  Collum’s Farm: While the characters are en route to their next 
  adventure or returning after completing one, they see an 
  oddly quiet farm roughly one hundred feet from the road. This 
  should strike them as odd, as farmers in nearby regions have 
  been working the fields for weeks. The farmhouse seems to be 
  intact, and sheep are visible in their pens. Assuming the players 
  investigate, they will find no signs of violence outside – there 
  are no scorch marks or any other signs of battle, the animals 
  are in good health, and there appears to be no evidence that 
  the farmers fled. The tools are stacked neatly, the door and 
  windows are intact, and everything appears orderly. A casual 
  inspection shows that the farm itself was under cultivation until 
  very recently.
  Close inspection will reveal the presence of a number of 
  relatively fresh footprints around the farmhouse. They appear 
  to originate from the Barrowfields. If these tracks are noticed 
  and further study is made, the characters will learn that the 
  tracks were made by around half a dozen individuals. The party 
  will see little through the windows (it is too dark inside), but the 
  door shows signs of having been forced open.
  If the party enters the house, the weathered wood door swings 
  inwards silently as they duck to pass under the low door frame. 
  Lying in the middle of the room next to a table are a middle-
  aged man and woman, along with two younger men; all 
  dead, their faces bear expressions of utter horror.
  The older man and woman were the married couple who 
  owned this farm, the larger of the two men was their grown son, 
  and the other man was a hired hand. If the characters look at 
  the bodies, they will notice that none are holding any weapons. 
  Furthermore, the nature of the wounds indicates that they did 
  not die fighting; they were cut down where they stood.
  The house itself is very simple. The floor is rough wood planking, 
  there is a large stone hearth in the east wall, and along the 
  west wall are two beds. On the opposite wall from the door 
  is a ladder, which leads up to a small loft that overhangs the 
  beds. There is nothing up there aside from an old straw mattress 
  and a small wooden chest (this is where the hired hand slept). 
  Several large iron hooks have been driven into the fieldstone 
  walls at regular intervals from which hang cooking pots, canvas 
  sacks, and various household tools. Hanging from the rafters are 
  bunches of dried herbs. Close to the door is a simple wooden 
  
  3
  table. Generally, everything in the house looks undisturbed 
  aside from the chairs which were knocked over in haste.
  If the party searches the house and farm for clues, it should be 
  obvious that the family was poor. Under each of the beds in 
  the main room is a small wooden chest, containing clothing 
  and other personal items of no value. The contents of the 
  hired hand’s chest are the same. Hanging over the hearth is a 
  large pot containing the family’s last meal – a watery stew. If 
  someone chooses to dig in the dirt underneath the hearth, they 
  will find a small clay pot containing the family’s wealth – 15 sp 
  and 34 cp.
  Further examination will reveal a clear trail of dirt that has been 
  tracked into the house from outside. Anyone skilled in tracking 
  can follow the trail outside and then towards the Barrowfields. 
  The trail vanishes after half a mile.
  The Fleeing Family: While the characters are en route to their next 
  adventure or returning after completing one, they encounter a 
  family riding a wagon heading in their direction. Even a casual 
  glance will reveal that the family has hurriedly packed their 
  worldly possessions, and the expressions on their faces make it 
  clear that they are anxious and in a hurry. The man driving the 
  wagon notices the party and calls out to them, urging them to 
  turn back before they are “kilt like the others.” If questioned, 
  the man explains (the GM should read or paraphrase the 
  following):
  “It started ‘round about last winter, a couple homes up 
  Barrowfield way got hit. No lootin’ or nothin’; just families gettin’ 
  kilt. Some as was livin’ near there packed up an’ left right quick 
  after that! We couldn’t find nothin’ at the homes, ‘cept some 
  tracks, but none’d follow ‘em.
  “We thought that was it. But it’s started agin’ – first Brackley’s 
  stead got done a few days back, an’ early this mornin’ I called 
  in at Collum’s. All of ‘em dead! Ol’ Collum, his wife and son, an’ 
  their hired hand Edric. Good folk they were, but it’s close to our 
  home, an’ it’s easy to see we’re likely next!”
  If asked about the location of the two homes mentioned, the 
  man will tell them that Brackley’s farm lies about half a mile to 
  the north, and Collum’s farm sits a few miles down the road. If 
  anyone asks whether the man has any idea what could have 
  made the attacks, his wife will share what she knows (again, 
  the GM can read or paraphrase the following).
  “I heard that a long ways back a lot of big battles was fought 
  near here. Some say that them who died never gave up, an’ 
  they never left the places where they fell. Can’t say as I believe 
  it, but others around here did.”
  The family knows nothing else, but they can tell the party 
  where the other farms in the region are located, and which 
  have been attacked (the players can consult The Callair Hills 
  Map). Information about Collum’s farm is presented above. 
  Should the PCs decide to check out Brackley’s farm, the trip 
  will take four hours (roll on the Callair Hills random encounter 
  table, below); the farm itself is abandoned, and all signs of the 
  attacks have been erased. 
  A Job Offer: While in the nearest large town, the PCs are 
  approached by the representative of the local border lord 
  who asks whether they are adventurers interested in a job. 
  If the PCs express interest, the official explains that local tax 
  collectors have noticed that a growing number of farms in the 
  nearby Callair Hills are either vacant or show signs of having 
  been attacked. Local authorities are too busy dealing with 
  other troubles, but as the PCs are seasoned adventurers, the 
  lord is willing to pay them to investigate. The initial offer is 50 
  gp per person plus one-third of all loot obtained. If the PCs 
  negotiate, the payment can go up to 100 gp per person and 
  half the loot.
  EXPLORING THE CALLAIR HILLS
  It should soon be apparent that the source of the disturbances 
  originates from somewhere farther into the wilderness. The trail left 
  by the undead is easy to follow close to the farms, but tracking 
  checks will be required after a mile or more of travel. The party can 
  wander the Callair Hills for as long as they wish in search of clues; 
  everything will point to the Barrowfields. While they are exploring, 
  they can visit other farms in the region. If the party speaks to any 
  farmers in the region, they may gain access to the Callair Hills 
  map to go over the territory quickly. Otherwise, they will have to 
  explore on their own. The various farms (destroyed, abandoned, or 
  inhabited) are outlined below.
  Wandering Monsters: While wandering the Callair Hills, the 
  party may encounter a variety of things day or night. Check for 
  encounters by rolling 1d6 once per hour during the day, and 
  1d8 once per hour during the night. A result of “1” indicates 
  an encounter; roll on the table below. During the night use the 
  undead encounter listed in place of encounters with humans. 
  listed below. Once the party has encountered the undead, the 
  GM should re-roll the same result.
  
  4
  1 - 1-2 Deer (AC 7, HD 2, hp 6 each, MV 240 ft., #AT 1 gore, D 1-
  3, AL N). The deer normally live in one of the nearby copses, 
  but the reduced human presence has emboldened them 
  to venture further afield. There is a 40% chance that a fawn 
  (2 hp) will be present, in which case the deer may attack 
  the party. 
  2 - 2-8 Wolves (AC 7, HD 2+2, hp 12 each, MV 180 ft., #AT 
  1 bite, D 2-5, AL N). Wolves were the traditional apex 
  predator of the region but in recent years had been driven 
  away by settlers. They have returned to the area since the 
  disturbances. A large pack, if hungry enough, may attack 
  an adventuring party.
  3 - Black Bear (AC 7, HD 3+3, hp 16, MV 120 ft., #AT 2 claw/1 
  bite, D 1-3, 1-3, 1-6 AL N). The bear is foraging and will try to 
  avoid the PCs if possible but an unfavourable reaction roll or 
  hostile behaviour could provoke it to attack.
  4 - 1-4 Humans (AC 9, HD 1, hp 3 each, MV 120 ft., #AT 1 
  weapon, D by weapon, AL LN). There is a 60% chance that 
  the humans are farmers abandoning their land due to the 
  continued attacks. Otherwise, they are hunters from further 
  south who know nothing about local events.
  5 - 1-6 Goblins (AC 6, HD 1-1, hp 4 each, MV 60 ft., #AT 1 
  weapon, D 1-6, AL LE). Although the local clans have 
  given the Callair Hills a wide berth for centuries, scouts visit 
  regularly to hunt and to raid the occasional farm.
  6 - 2-8 Giant Ants (AC 3, HD 2, hp 8 each, MV 180 ft., #AT 1 
  bite, D 1-6, AL N). The ants are foraging but will attack the 
  PCs if encountered. There is a 25% that the ants’ nest will be 
  nearby, housing 4-16 giant ants. If the PCs search the nest, 
  the GM should randomly generate treasure.
  7 - 2-8 Bandits (AC 6, HD 2, hp 11 each, MV 120 ft., #AT 1 
  weapon, D 1-6 (axe) or 1-8 (sword), AL NE). These outlaws 
  were raiding in the more-settled southern lands, but they 
  have fled north to avoid pursuit, and to look for rumored 
  treasure. They will not hesitate to attack the PCs. They have 
  little treasure.
  8 - 1-2 Ogres (AC 5, HD 4+1, hp 22 each, MV 90 ft., #AT 1 giant 
  club, D 1-10 +2, AL CE). These ogres used to live up in the 
  hills but have come down in pursuit of easy game (deer and 
  escaped livestock).
  Special Night Encounter: 4 Powerful Skeletons (AC 6, HD 3, hp 14 
  each, MV 120 ft., #AT 1 weapon+1, D 1-6+1, AL N). These fallen 
  Ynlar heroes serve the Barrow Lord even in death. They wander 
  the Callair Hills in search of farms or homesteads but will attack 
  the PCs if encountered. They wear the remnants of their armor 
  THE CALLAIR HILLS MAP
  EACH HEX EQUALS 1 MILE: THE SHADED AREA IS DETAILED IN THE BARROWFIELDS MAP
  LEGEND FOR THE MAPS
  Lesser Burial
  Mounds
  The Old Fort
  The Standing
  Stones
  Destroyed
  Farms
  The Barrow
  Lord’s Mound
  Abandoned
  Farms
  Inhabited
  Farms
  
  5
  and wield short swords or hand axes. They have nothing of 
  value. They turn as wights.
  Destroyed Farms: These are in much the same condition as the 
  Collum’s Farm (see above). Nothing of value has been taken, 
  and if the party searches carefully, they will find a handful of silver 
  and copper coins and possibly one or two low-grade pieces of 
  jewellery (maximum value 10 gp). All of the bodies have been 
  burned by the other farmers, and the animals have been taken. 
  The farms located closest to the tombs were attacked first – this 
  detail can be confirmed if the PCs ask any other fleeing farmers 
  they meet.
  Abandoned Farms: The families living here have already fled 
  taking everything of value. There may be a handful of old tools 
  or other items lying about. There is a 50% chance that the party 
  may find tracks here – these were left by undead who visited after 
  the occupants left. With a successful tracking attempt, the party 
  may follow these tracks back to the Barrowfields and the lair of the 
  Barrow Lord.
  Inhabited Farms: These farms are still occupied. There will be 
  3-7 people living here plus enough common animals (sheep, 
  pigs, chickens, oxen, etc.) to sustain them. The occupants will 
  be suspicious of the party at first, but if they demonstrate their 
  honorable intentions, they will relax somewhat and provide much 
  the same information as the fleeing family did. The party may try 
  to convince the families to leave their farms for their own safety 
  – good roleplaying will be required as the PCs are asking farmers to 
  abandon their farms. The GM may wish to award the party an extra 
  100 experience points for every family they save in this manner.
  THE BARROWFIELDS
  In the midst of the lands claimed by the farmers is a region of hilly 
  grasslands broken only by the occasional stream or stand of trees 
  (the shaded area of Map 1). During their height, the Ynlar buried 
  their clan chieftains and greatest warriors in burial mounds here; 
  according to their mythology, this region was where the gods first 
  set foot in the mortal realms. Over time, a large number of burial 
  mounds were erected, some so large that they were mistaken by 
  later settlers for hills. During the early years of relations between the 
  Ynlar and the people of the south, settlers gave the region a wide 
  berth as they understood it was sacred ground. After the Ynlar 
  mastery of silversmithing became more widely known, treasure 
  hunters began looting the tombs. By the time the Ynlar had been 
  dispersed, most of the largest mounds had already been picked 
  clean, but a handful, including the ones the party will ultimately 
  visit, escaped notice.
  Few people today know that this area was once the cemetery of 
  the greatest Ynlar heroes. Only the name – the Barrowfields – gives 
  a clue as to its origin. Ever since the dead have become restless, 
  animals and the locals have avoided the region; therefore, the 
  party will have no random encounters here aside from the undead. 
  During the day, the land will be oddly silent (the GM should not roll 
  any random encounters), but during the night 1d6 should be rolled 
  each hour. A roll of “1” indicates an encounter with undead (use 
  the stats provided with the Callair Hills encounter table, above). 
  Two such encounters may be had before the Barrow Lord realizes 
  that something is fighting back and recalls his warriors.
  Since the barrow lord has started stirring, there is a 40% chance 
  that the PCs will witness a ghostly battle sometime during the 
  night. The land suddenly becomes misty, and a massive spectral 
  THE BARROWFIELDS MAP
  EACH HEX EQUALS 1/2 MILE
  
  6
  horde of leather-clad warriors materializes. To the north, a wooden 
  palisade seems to grow out of the ground. The warriors attack the 
  fortification ferociously, weathering many volleys of arrows. One of 
  them, a large man riding a horse, leads a small band of men to the 
  gates. Despite his injuries, he scales the palisade and proceeds to 
  attack the defenders. Although he is mortally wounded, his actions 
  create enough of a distraction that the other warriors manage to 
  smash the gates and wreak havoc. The scene then fades.
  The battle scene lasts for about an hour and is loud enough that 
  it can be heard up to two miles away. The brave warrior the PCs 
  saw was the Barrow Lord at his final battle. Once viewed, the 
  phantasm of the past does not reveal itself again. 
  In addition to possible encounters with undead and the ghostly 
  battle, the PCs may come across a number of places of interest 
  which are described below. Please refer to the Barrowfields map 
  found  below.
  Ruined Towers: There are dozens of dilapidated towers built by 
  any number of the southern kingdoms during the final campaign 
  against the Ynlar throughout the area. The GM should place 
  these towers as he sees fit. Each was garrisoned for a short time 
  afterwards, but the soldiers were withdrawn once the kingdom 
  began to decline. Since then, the floors have rotted away leaving 
  empty shells.  Over the centuries, various creatures have made 
  the ruins their home, but most are easily scared away being only 
  small, common animals. However, there are some towers housing 
  more fitting challenges.  Below are two possible tower encounters, 
  and the GM is encouraged to create more as is appropriate for 
  his game.
  Tower the First: The latest inhabitants are a swarm of 20 killer bees 
  and their queen who have found the tower perfect place to 
  build their hive. If the PCs come within 30 feet of the ruins, the 
  bees will attack.
  Killer Bees (AC 7, HD 1⁄2, hp 3 each, MV 30 ft. (90 ft. flying), #AT 
  1 sting, D 1-3 + poison, AL N).
  Queen Bee (AC 7, HD 2, hp 16, MV 30 ft. (90 ft. flying), #AT 1 
  sting, D 1-3 + poison, AL N).
  If the PCs search the ruins, they will find a half-buried metal 
  strongbox that is locked. Anyone wishing to pick the lock 
  must do so at a -20% penalty due to the poor condition of the 
  locking mechanism. Otherwise, it can be smashed open (AC 3, 
  40 hp). The box holds 30 gp, 72 sp, and 134 cp.
  Tower the Second: This tower is inhabited by a hive of giant ants. 
  Recently settled, the nest is very small, composed of only 25 
  workers, 5 soldiers, and the queen.
  Worker Ants (AC 3, HD 2, hp 8 each, MV 180 ft., #AT 1 bite, D 
  1-6, AL N).
  Soldier Ants (AC 3, HD 3, hp 12 each, MV 180 ft., #AT 2 bite & 
  sting, D 2-8, 3-12, AL N
  Queen Ant (AC 4, HD 10, hp 49, MV 0 ft., #AT 0, D 0, AL N).
  The Standing Stones: The Ynlar erected numerous stone circles 
  across their land to worship their gods and commemorate their 
  dead before burial. This ring, composed of ten-foot tall pillars of 
  granite arranged in a 40-foot wide circle, is the only one remaining. 
  In the exact center of the circle is a stone dais on which a six-foot 
  long obsidian slab (an altar) has been placed. Although the slab 
  is cracked and pitted, faint runes can be discerned. If translated 
  with magic, the runes will be revealed to be prayers to the Ynlar 
  gods for protection and guidance.
  Hidden in a secret compartment in the base of the slab is a 
  finely crafted silver bowl (worth 800 gp), a holy relic of the Ynlar. 
  If it is taken, the Barrow Lord will know immediately and send four 
  powerful skeletons to investigate (use the stats given above); they 
  will arrive in 1-4 turns and attack anyone within the circle. If the 
  Barrow Lord sees the bowl in the party’s possession at any time, he 
  will become enraged and attack immediately with a +2 bonus on 
  all attacks until he is destroyed. 
  Lesser Burial Mounds: Lesser mounds resemble round grassy hills, 
  and contain burial chambers averaging six feet wide and ten feet 
  deep - large enough to accommodate one person lying down 
  plus some personal effects. These were the final resting places 
  of lesser Ynlar heroes who had sworn fealty to the Barrow Lord 
  in life and fell honorably in battle. A quick study of the mound 
  entrances will reveal that they appear to have been dug out from 
  the inside. 
  If the PCs search the mounds at night, they will find them empty, 
  and containing rotting piles of straw (formerly baskets containing 
  foodstuffs), clay pots (which once held ale, but will now make any 
  imbiber deathly ill for 1-4 days), and an assortment of knives and 
  small pieces of silver jewellery of high quality (worth a total of 2-200 
  gp). All of the items are adorned with scenes of men armed with 
  spears and axes hunting beasts and fighting each other.
  If the mounds are visited during the day, their skeletal occupants 
  will be present, seemingly at rest, with their swords and axes laid on 
  their chests. If anything in the tomb is disturbed, the fallen warrior 
  will rise up and attack (roll for surprise). Each powerful skeleton 
  warrior will fight until destroyed. If searched, the skeletons each 
  wear 1-2 items of silver jewellery (necklaces, armbands) worth 4-40 
  gp each. Although their armor has long since rotted away, their 
  weapons are well made. Once two warriors have been destroyed 
  
  7
  in their tombs, the Barrow Lord will become aware that something 
  is attacking his followers, and he will gather his remaining forces at 
  his own tomb.
  There are 14 lesser mounds in total – the GM should be keeping 
  track of encounters with undead, as some occupants may 
  already have been destroyed.
  Powerful Skeletons (AC 6, HD 3, hp 14, MV 120 ft., #AT 1 weapon+1, 
  D 1-6+1, AL N).
  The Old Fort: Over a thousand years ago, the Callair Hills were 
  controlled by the Kingdom of Ynlaska, a nation of proud warriors 
  who were the ancestors of the Ynlar. At the height of Ynlaska’s 
  power, a series of forts were built across its northern frontier to 
  keep out the goblins. This fort, the easternmost of these, fell to 
  a goblin raid about 900 years ago, and the kingdom fell soon 
  afterwards. The surviving inhabitants forgot their past and within 
  a few generations came to regard the ruins as cursed ground. All 
  that remains of the fort today is the shell of a single building and a 
  heavily overgrown outer wall which averages nary a foot in height 
  with many gaps. Opposite the lone building is a large grassy 
  mound that was once a keep. The mound will look strange to the 
  PCs as worn masonry pokes up out of the grass and shrubbery in 
  many places – the result of the building collapsing in the siege and 
  becoming overgrown with vegetation. 
  When the PCs arrive, they will see a man digging near a piece of 
  masonry. The man introduces himself as Kareth Sashel, an historian 
  and explorer who is currently studying the Ynlar. He suspects the 
  true nature of the Old Fort, and is trying to find proof. Kareth 
  has been alone here for at least a day; the two guides who 
  accompanied him left in search of game and have not returned 
  (they were killed by one of the Barrow Lord’s patrols).
  Kareth Sashel, 3rd-Level Magic User (AC 7, hp 9, MV 120ft., #AT 1 
  weapon or 1 spell, D 1-4 or by spell, AL CG). 
  Kareth is a friendly man who is fascinated by his research, but 
  tends to be oblivious about most other things. He knows enough 
  of the old Ynlar tongue to get by and can read their runic script. 
  He carries a dagger and knows the following spells (those that are 
  memorised are in italics): 
  1st-Level: light, magic missile, read magic, shield, sleep
  2nd-Level: detect evil, knock, web
  If the PCs help Kareth dig, there is a 30% chance per hour that 
  they will discover the entrance to the buried lower level of the fort 
  (area 1 of The Old Fort Map). Much of the lower level has become 
  choked with debris due to minor cave-ins. The walls are unmortared 
  brick, and the ceiling averages six feet high. The ceiling is made of 
  rotting timbers supported at regular intervals by wooden braces. It 
  is very damp, and ominous creaks and groans from the wood are 
  common. Should combat occur, there is a 10% chance per round 
  that one or more braces might become sufficiently damaged to 
  cause a minor cave-in. If this happens, anyone within 10 feet must 
  save vs. death or take 1-6 damage.
  1. NORTHWEST GUARD ROOM: This room is partially collapsed. 
  There is a door to the south and a wall of rubble to the east. 
  A stone staircase leads up to a wooden trapdoor, but there 
  is now a man-sized hole in the ceiling leading outside. The 
  trapdoor is so warped that it will not budge, but if it is smashed 
  open (AC 8, 20 hp) it will release a small shower of rubble (1-2 
  damage to anyone underneath the opening). The door to the 
  south is warped due to the moisture and requires a combined 
  Strength of 30 to open.
  THE OLD FORT
  EACH SQUARE EQUALS 5 FEET
  2
  3
  4
  1
  
  8
  2. SOUTHWEST GUARD ROOM: The door to this room is ajar. This 
  room contains a moldy wooden weapons rack on the south 
  wall as well as a couple of benches. The doorway to the east 
  is choked with debris. A stone staircase leads up to a wooden 
  trapdoor. If the party tries to break open the trapdoor, a shower 
  of rubble will fall on them (as in area 1). Four cave locusts are 
  here feeding on the wood. They will immediately try to flee as 
  soon as the PCs enter and have a 50% chance per round of 
  bumping into them.
  Cave locusts (AC 4, HD 2, hp 12 each, MV 60 ft., #AT 1 bite or 
  1 bump or 1 spit, D 1-2 or 1-4 or special, AL N). If cornered by 
  a PC, a cave locust may spit a ball of goo at them – roll to hit 
  against AC 9. Anyone hit must save vs. Poison or be immobilised 
  for one turn by the smell, after which they will be used to it. Until 
  the goo is washed off, anyone coming within 5 feet of the PC 
  must also save or become violently ill.
  3. SANCTUARY: All of the doors to this room are closed due to 
  warping, and require a combined Strength of 30 to open them. 
  This large chamber contains several rusting iron braziers and 
  moldy wooden pallets covered with rotting grass mats. There 
  is a small rectangular pool choked with algae in the middle of 
  the room. In one corner is a pile of small wooden boxes. Four 
  sturdy wooden doors, one in each wall, lead to other parts 
  of this complex, and the south door is bolted. This room was 
  intended to be a final redoubt for the garrison if the walls were 
  taken. All of the doors can be bolted from the inside, and there 
  was enough food and water available to supply 30 men for 
  a week. Unfortunately, the water is tainted with foul parasites 
  that will drive anyone insane if they drink the water for more 
  than three days.
  The boxes, which are sealed with wax, contain preserved 
  rations (dried fish and vegetables with noodles – boil before 
  serving). Some of the rations – about 10 meals’ worth – are 
  still edible but tasteless. The unique way that the food was 
  preserved would be interesting to a scholar or historian who 
  might pay up to 5 gp per preserved meal.
  If the PCs open the southern door, a skeleton dressed in strange 
  armour will collapse at their feet. The other side of the door will 
  show signs of having been scratched by human hands. There is 
  nothing of value on the skeleton.
  4. SOUTHEAST GUARD ROOM: This room is filled with wooden 
  fragments from the splintered furniture and the doors.  There is 
  a small pile of rubble under an opened trapdoor in the ceiling. 
  Six skeletons dressed in rusted armor, are scattered around the 
  room. Some of the remains have weapons stuck in them, and 
  others are missing small pieces. These skeletons and the one 
  behind the door, were part of the fort garrison. A goblin siege 
  forced them into the sanctuary, and they all went mad after 
  drinking the water while the fort collapsed above them. This 
  group was locked in this part of the complex and slowly starved 
  to death but not before trying to eat each other. The remaining 
  survivors tried to dig their way out from the now-collapsed 
  northeast guard room.
  An Intelligence check (or Kareth, if he is present) will reveal 
  some writing scratched into one of the walls. Unless the PCs can 
  cast comprehend languages, or know the ancient languages 
  of the region, they will not be able to read it as it is in the script 
  of Ynlaska. Kareth can read it, and after a few minutes’ study, 
  he will tell the party that one of the soldiers had written that 
  goblins had taken the fort and that he feared the tombs of 
  the Great Lords might be defiled. Shakier writing lower down 
  on the wall states that “madmen” had locked the writer and 
  his companions away and that they were very hungry. Further 
  down and almost illegible are the words, “I am trapped with 
  demons, but I must eat them if I am to live.”
  The Barrow Lord’s Mound
  The Barrow Lord’s mound is a grassy, dome-shaped hill measuring 
  almost 100 feet in diameter and 20 feet high at its crest. Set into 
  the southern side of the hill is a man-sized archway of unmortared 
  stone which was once choked with dirt and vegetation but is now 
  mostly clear. A narrow passageway leads into the hill. Although 
  numerous footprints are clearly visible, the site looks deserted.
  The Barrow Lord and his followers are active at night, and if the 
  PCs arrive during that time, there is a 75% chance that he will be 
  absent. Once the PCs enter the tomb, the Barrow Lord will know 
  instantly and will return in 2-8 turns with 1-6 followers (or all of them if 
  the PCs have attacked more than two lesser mounds). His reaction, 
  as well as those of his followers, to the PCs’ presence will depend 
  on how they behave in his tomb. If the PCs looted or vandalised 
  any tombs, he will attack as soon as he sees them.
  If the PCs approach the Barrow Lord’s tomb during the day, he 
  will be dormant. If they begin actively searching the tomb (i.e., 
  opening chests, moving things around) or if they take anything, 
  he and his personal guards (in area 3) will awaken and attack. 
  For every round that the battle continues, there is a 50% chance 
  that one of the Barrow Lord’s vassals will arrive in 1-6 turns. This will 
  continue until all remaining vassals have arrived.
  1. ANTEROOM: This chamber measures roughly ten feet square 
  and is where the clan gave their chief his final gifts to ensure 
  a comfortable afterlife. There are many clay pots here 
  (containing now-poisonous ale) as well as bundles of dried 
  flowers and rotting piles of straw (which were once baskets of 
  food). There is a narrow doorway on the other side of the room 
  leading deeper into the complex.
  2. TACK ROOM: This rectangular room measures 10-feet wide by 
  20-feet deep and contains everything one might need to 
  ride into battle. The walls are covered with scenes of men on 
  horseback, either hunting wolves, deer and bears or riding into 
  THE BARROW LORD’S MOUND
  EACH SQUARE EQUALS 2 FEET
  2
  3
  4
  1
  
  9
  battle. On a stone table in the far corner is an intricately carved 
  saddle (inlaid with silver, worth 400 gp), while on a nearby hook 
  hangs a bridle. The skeleton of a large horse, complete with 
  fine leather and plate barding, dominates the room. A careful 
  examination of the horse will reveal that its shoes are made of 
  silver (worth 80 gp in total). Any attempt to disturb the remains 
  will alert the Barrow Lord and his personal guards if they are in 
  the tomb.
  3. GUARD ROOM: This square room is barely large enough to 
  accommodate the two stone beds and their occupants; 
  two skeletal warriors. Each of them wears ornate leather and 
  scale armor, and their silver inlaid weapons are gripped tightly 
  in their bony hands. All of the walls bear scenes of adventure 
  and heroism, chiefly concerning two men who hunted and 
  killed great beasts, and fought numerous goblins and other 
  adversaries. One particularly detailed scene features a great 
  attack against a fortress in which a great warrior falls in battle. 
  The two men are shown carrying the man back to his family 
  where he is buried with honor, but not before they take their 
  own lives.
  These skeletons are the remains of the Barrow Lord’s two most 
  faithful companions who decided to accompany him in the 
  afterlife. If either body is touched, they will animate and attack, 
  and the Barrow Lord will join them from his tomb (area 4) in two 
  rounds. If the PCs pass them by and enter the Barrow Lord’s 
  chamber, they will rise quietly in order to attack them from 
  behind. Unlike the Barrow Lord’s other followers, these skeletons 
  will not go outside.
  Tomb Guardians (AC 5, HD 4, hp 22 each, MV 60 ft., #AT 1 
  weapon+1, D 1-6+1, AL C). They wield high quality short swords 
  (treat as silvered), and each wears fine silver jewellery worth 
  2-40 gp.
  4. BURIAL CHAMBER: This 14-foot by 14-foot room is the final resting 
  place of the Barrow Lord. The walls are covered with paintings 
  depicting the various heroic deeds of a young man, including 
  hunting bears, fighting goblins, and challenging and defeating 
  a hill giant, and finally leading an attack against a fortress. 
  Along the far wall is a stone table bearing a sheathed sword, a 
  wooden chest, and a pair of boots. A rectangular stone plinth 
  on which is a richly dressed skeleton dominates the room. It 
  wears a finely made but rusted suit of scale mail, and its hands 
  clutch a sword and shield.
  The PCs will not have time to take in much more before the 
  Barrow Lord rises swiftly (roll for surprise). If the PCs have touched 
  nothing in any of the tombs they have visited, the Barrow Lord 
  will order his personal guards, who have approached from 
  behind, to block the exit but not attack. He will then ask the 
  PCs why they have trespassed on his land. Unless one of the 
  PCs knows any obscure languages of this part of the world or 
  can cast comprehend languages, or a similar spell, they will 
  not be able to understand him, as the Ynlar tongue is no longer 
  spoken. As an option, the GM may let the party follow what 
  the Barrow Lord is saying by letting them make two halved INT 
  checks. If the PCs show no signs of understanding him or make 
  no effort, the Barrow Lord will attack.
  Barrow Lord (AC 3, HD 7, hp 45, MV 90 ft., #AT 1 weapon +2 or 
  1 touch, D 1-8+3 or special, Save F6, ML 10, AL N). The Barrow 
  Lord wears scale mail and a shield, and wields a sword +1, +2 
  vs. goblins. He also wears a ring of protection +1. The sheathed 
  sword is a ceremonial blade (worth 300 gp, but useless as a 
  weapon), and the chest contains silver jewellery worth 550 gp. 
  The boots, although old, are finely made and still supple and 
  will give the wearer a slight bonus when attempting to perform 
  any special riding manoeuvres.
   
  Dealing with the Barrow Lord
  If the PCs show the Barrow Lord that they understand him, he will 
  tell them that he has sworn to defend the land of his ancestors 
  from all outsiders until nothing remains of him, and that the latest 
  invaders will suffer like all the others. Through good roleplaying, 
  the PCs may try to convince the Barrow Lord that the farmers his 
  followers have been killing are harmless and are not the same 
  people who attacked the Ynlar centuries ago. The GM may make 
  reaction check or judge the argument on its own merit. If the PCs 
  deliver a convincing performance, the Barrow Lord will concede 
  that the farmers may not be his old foes, but he will still insist that 
  they are trespassing on sacred Ynlar land.
  The PCs need to find a way to convince the Barrow Lord that his 
  personal war is over, and that he and his followers may rest in 
  peace. He may become enraged if the PCs simply tell him that his 
  people were either all killed or driven away. Clever PCs should be 
  able to find a way to respect the Barrow Lord’s wish that his lands 
  and tomb be left alone while obtaining a promise from him to end 
  the attacks. If they secure his agreement, he will insist on trading 
  his sword for the best sword owned by the party – an ancient Ynlar 
  method of concluding a deal. The party may then leave the tomb 
  unmolested, and the remaining undead will return to their tombs. 
  The GM should then award the PCs the experience points they 
  would have gained by killing the Barrow Lord, plus a 10% bonus.
  
  10
  Conclusion and Further Adventures
  Assuming that the PCs have dealt successfully with the Barrow Lord 
  – either through negotiation or combat – news of the deed will 
  spread once it becomes clear that the attacks have ended and 
  that the undead will rest so long as the tombs remain untouched. If 
  the PCs remain in the Callair Hills region, the locals will revere them 
  as heroes and offer them as many provisions as they wish. 
  Word of the PCs’ accomplishment will also reach the official 
  charged by the republic with developing the region. A messenger 
  will be sent to invite the PCs to his manor. Over dinner, he will 
  discuss the many challenges faced by the Callair Hills, some of 
  which can only be resolved by adventurers like themselves, and 
  offer them further work. If the PCs accept his offer, they could find 
  themselves assigned quests that could take them far and wide. 
  Some ideas are presented below:
  1. Tracing the Ynlar: Although the Ynlar were dispersed after the 
  Battle of the Barrowfields, their descendants live on. Many of 
  these live on a fertile river plain many miles to the southwest. 
  Over several generations, they mixed with the local farmers and 
  herders and are largely indistinguishable except for a few odd 
  traditions. These people may remember fragments of Ynlar lore 
  which might help the PCs pursue other adventuring leads.
  2. Settling the Callair Hills: So long as the Barrow Lord’s conditions 
  are met, the Callair Hills will be safe for settlement, but that does 
  not mean that the region is without danger. There are many wild 
  animals to contend with as well as goblins and other monsters 
  that will begin to encroach once it becomes clear that the Ynlar 
  spirits are at peace. Bandits may also see the region as an ideal 
  spot to establish a stronghold. The PCs could find themselves 
  busy policing the region until it becomes more civilized.
  3. Fighting the Goblins: If the PCs manage to appease or defeat 
  the Barrow Lord, the Callair Hills will finally be at peace. This will 
  not go unnoticed by the goblin tribes to the north. The PCs may 
  be asked to participate in, or even lead, a campaign to keep 
  them out.
  4. The Silver Wars: It is only a matter of time before the region’s silver 
  is rediscovered and other nations begin paying attention to the 
  Callair Hills. The republic’s hold on these lands is loose, and it 
  would not take much to conquer them. The PCs could be 
  tasked with hunting down spies and scouts from other countries 
  or perhaps doing some spying of their own. If rivalries explode 
  into war, the PCs could play a decisive role.
  5. The Tombs of the Great Lords: If the PCs visited the Old Fort, 
  they might know that the Ynlar were once part of a powerful 
  kingdom ruled by the Great Lords. The Great Lords maintained 
  a stronghold at what is now called the Old Fort and buried 
  their dead in now-forgotten tombs scattered throughout the 
  hills. Using clues found at the Old Fort, the PCs may be able to 
  locate the tombs. The GM will need to develop and stock the 
  tombs as dungeons.
   
  New Monsters
  BARROW LORD
  SIZE: Medium
  MOVE: 90 ft.
  ARMOR CLASS: 4
  HIT DICE: 7
  ATTACKS: 1 weapon or touch
  DAMAGE: By weapon +2 or special
  SPECIAL ATTACKS: Paralysis
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  RARITY: Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 95%
  TREASURE: 1-10k cp (5%), 1-12k sp (15%), 1-6k ep (25%), 1-8k gp 
  (25%), 1-12 gems (15%), 1-8 jewelry (10%), any 3 magic items + 
  1 scroll (25%)
  INTELLIGENCE: Average
  ALIGNMENT: Neutral
  LEVEL/X.P.: 5 / 465 + 8/hp
  General information: Barrow lords are tribal or clan leaders whose 
  desire to defend their lands and people is so strong that their spirits 
  are unable to leave the mortal plane. They lie dormant as long as 
  their territory remains untouched but arise as soon as outlanders 
  encroach. Barrow lords retain their memories and skills after death 
  and are capable of speech. Opponents who show respect may 
  be given an opportunity to explain themselves and avoid battle. 
  Barrow lords may not venture more than a couple of miles from 
  their burial sites and are turned as a mummy.
  In combat, barrow lords may use their weapons or they may touch 
  an opponent. If a victim is touched, they must save vs. paralysis 
  or be stunned for 1-6 rounds. Due to their former status as leaders, 
  barrow lords command 5-20 undead followers (base 2-8, plus an 
  additional 1-4 per Hit Die). These powerful skeletons are treated 
  as skeletons with 3 Hit Dice, have a damage bonus of +1 on any 
  wielded weapon, and are turned as wights.
  In addition, there is a 50% chance that a barrow lord will have 1-4 
  special guardians. These are the remains of trusted followers who 
  agreed to continue serving their master in death. These creatures 
  are skeletons with 4 Hit Dice and a +1 damage bonus on any 
  wielded weapon. They never leave the barrow lord’s tomb.
  The only way to permanently destroy a barrow lord is to burn its 
  remains or destroy its lair completely after it has been defeated. 
  Otherwise, it will reanimate the following night with full hit points. 
  Destroying a barrow lord’s lair without killing it will drive the 
  creature mad with rage, and it will wander the land slaughtering 
  anything it encounters.
  Physical description: A barrow lord closely resembles the common 
  skeleton, except for the small pinpricks of green light glow from 
  within its eye sockets.
  
  This product uses the OSRICTM System (Oldschool System Reference 
  and Index CompilationTM). The OSRICTMsystem text may be found 
  at http://www.knights-n-knaves.com/osric. The OSRICTM text is 
  copyright of Stuart Marshall. “OSRICTM” and “Old School Reference 
  and Index CompilationTM ,” are trademarks of Matthew Finch and 
  Stuart Marshall and may be used only inaccordance with the 
  OSRICTM license. This product is not affiliated with Wizards of the 
  Coast.” Some artwork from Fantasy Filler Art copyright Rick Hershey, 
  All Rights Reserved.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
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  System Reference Document Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson.
  OSRICTM copyright 2006, Stuart Marshall, adapting material 
  prepared by Matthew J. Finch, based upon the System Reference 
  Document, and inspired by the works of E. Gary Gygax, Dave 
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  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord 
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  Malevolent and Benign: A First Edition Bestiary, Copyright 2009, 
  Expeditious Retreat Press, Editor Joseph Browning
  Advanced Adventures #19: The Secret of the Callair Hills, Copyright 
  2011, Expeditious Retreat Press, Author Geoff Gander
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