Barrow of Nine Bells
- Rooms
- 12
- Foes
- 33, CR 1/4 to 6
- Traps
- 6
- Treasure
- 150 gp
At a glance
The threat
King Rauthen, the Last Oathkeeper, lies enthroned in the deepest barrow with the black funeral bell chained above him.
Wandering monsters (1d4)
- 1
1d4× Lantern PilgrimsCR 1/2
When: When the party speaks above a whisper in an unlit corridorThin undead pilgrims carrying cold lanterns. They repeat the last words spoken by anyone they encounter and become hostile if contradicted. - 2
1d3× Chain-Bound DeadCR 1
When: After treasure is removed from a room or a burial nail is pried from a wallA skeleton wrapped in peat-stained funeral cloth, dragging a length of gold chain that rings softly against the floor. - 3
1d2× Rootwater CorpseCR 2
When: When the party takes a long rest outside the protected ritual chamberA corpse swollen with roots and black water. It imitates the voice of a party member calling for help from around the next corner. - 4
Bell WardenCR 3
When: When the regional curse advances or the party completes a major ritual stepA faceless warden carrying a small bell and a broken spear. It silently points toward the deepest level, then attacks anyone who follows too slowly.
Rooms
12Collapsed Pilgrim Stair
What they see
Read aloud
A landslide has crushed the original pilgrim stair, leaving a narrow descent through broken hill-fort masonry. A toppled shrine shows a faceless saint holding a small bronze bell, and the air carries the smell of cold ashes from somewhere below.
Features
- Collapsed stone stair
- Toppled shrine with removable bronze bell
- Faded pilgrim marks leading toward an intact side passage
What the GM knows
Monsters
2× Peatbound PilgrimsCR 1/4
Emaciated corpse-pilgrims covered in peat and prayer ribbons. They were trapped by the collapse and now defend the shrine from anyone carrying living fire.Tactics. They rise from the rubble after the shrine is disturbed, grapple isolated targets, and attempt to extinguish torches before dragging victims into the collapsed stairwell.Treasure
Pilgrim's BellUncommon magic itemmagical
A bronze handbell engraved with nine tiny graves. It can be rung once per dawn to repel lesser undead for one minute, but each use gives the bearer a disturbing dream.Notes
The quest-giver's signet or oath-token reveals a concealed stone latch behind the shrine, opening the sealed passage to room 5. Characters who ring the bronze bell hear a memory of someone begging not to be buried alive.
4 doors: S (normal), N (normal), W (normal), E (secret)
The place
What it is
Beneath the Old Hills lies a buried complex of hill-fort stone, royal graves, and ritual chambers built around a black funeral bell.
Atmosphere
The dungeon smells of peat smoke, wet stone, old iron, and sweet burial spices.
The threat
King Rauthen, the Last Oathkeeper, lies enthroned in the deepest barrow with the black funeral bell chained above him.
History
The complex was built into an older hill-fort by Queen Yseld and the oathbound clans of De Gylleneåsarna.
Rumors
1d5- 1A black bell rings under the Old Hills whenever someone in the villages breaks a promise.
- 2The dead beneath the hills wear more gold than the living, but every thief who returns forgets the face of someone they loved.
- 3The old noble families still send offerings into the hills through sealed doors.
- 4A pilgrim road vanished beneath a landslide, yet fresh footprints appear on it after every new moon.
- 5The curse is not spreading outward from the barrow. It is spreading downward toward something older.
Plot hooks
4Corridors
4Between rooms 2 and 4
Carved oath-stones line the oldest passages, each showing a kneeling ruler placing a ring into a flame. Characters who touch them hear a private promise they once made whispered by a dead voice.
Upper-level corridors
Bundles of dried peat and juniper hang from iron hooks, still giving off thin trails of smoke despite being cold to the touch.
Between rooms 6 and 9
Gold burial nails have been hammered into the walls at irregular intervals. Removing one causes a nearby corpse to turn its head toward the thief.
Deep-level corridors
Thick roots form natural curtains over lower passages. Behind them, scratching, breathing, and muffled conversations can sometimes be heard, though no living creature is present.
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