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Barrow of the Unknown Chief
Scout by Air or Land (DC 20 Perception):
Amidst hundreds of dry, featureless outcroppings of craggy rock, one immense boulder appears to have been modified. The door to a barrow marks the side of the rocky hill, otherwise indistinguishable from its surroundings.
DC 15 Knowledge Religion: Barrows are a dated means of burying the dead, more popular in pre-Chelish times than now.
Detect Magic: Ambient of Necromancy

This crypt consists of a long passageway, blocked by a thin stone door (it is jammed into the frame but only a few inches thin and cracked, hardness 10, hp 20, Strength DC 20), which leads into a wider common area that is 9*3 squares. There is a tripwire directly behind the door that, unless noticed through the cracks and disarmed from the outside, acts as a rock deadfall trap when the door is broken through (stats below).

Equidistant on either side are 6 2*2 alcoves, with a coffin in the center of each: 2 of the coffins have been crushed by debris (difficult terrain), but advanced draugr rise from the other four when they have detected the PCs. A similar alcove at the end of the common area houses a much more ornate sarcophagus, from which springs forward the Unknown Chief, a Wight Lord. On its turn, it hisses “who dares rob me?” in common and attacks, attempting to use its draugr to flank the PCs.

If the PCs do not break the seal on the tomb, the undead inside take no hostile action and the tile is otherwise safe to camp in, albeit very bare and with worryingly high visibility.

Advanced Draugr (4)
These draugr are not dripping wet, but rather track large amounts of grave dirt and dust, which is what causes their nausea effect.

Rock Deadfall

Unknown Chief (Wight Lord) CR 9
LE Medium undead
Init 5; Senses darkvision 60 ft., deathwatch; Perception 16
AC 25, touch 11, flat-footed 24 (10 armor, 1 Dex, 4 natural)
hp 115 (11d8+66)
Fort 9, Ref 6, Will 9
Defensive Abilities channel resistance 4; DR 10/cold iron or
good; Immune undead traits
Weaknesses resurrection vulnerability
Speed 30 ft. (40 ft. without armor)
Melee +1 falchion 17/12 (2d4
11/15–20 plus
energy drain) or
slam 15 (1d61 plus energy drain)
Special Attacks create spawn, energy
drain (1 level, DC 21)
Spell-Like Abilities (CL 9th;
concentration 15)
At will—deathwatch
3/day—air walk, greater
command (DC 21)
Str 24, Dex 13, Con —, Int 13,
Wis 15, Cha 22
Base Atk +8; CMB +15; CMD 26
Feats Improved Initiative, Lightning Reflexes, Power Attack,
Quick Draw, Vital Strike, Weapon Focus (falchion)
Skills Climb +15, Intimidate +20, Perception +16,
Sense Motive +16, Stealth +9
Languages Common
Treasure NPC gear (full plate, +1 falchion,
other treasure)
Special Abilities
Create Spawn (Su) Any humanoid creature
that is slain by a wight lord
becomes a wight itself in only
1d4 rounds. Although spawn so
created are less powerful than wight lords, they are more
powerful than typical wights, and are treated as wights
with the advanced simple template. Spawn are under the
command of the wight lord that created them and remain
enslaved until its death, at which point they become fullfledged,
free-willed advanced wights. They do not possess
any of the abilities they had in life.
Energy Drain (Su) A wight lord inflicts a negative level each
time it hits a foe with a slam attack. Like cairn wights,
a wight lord can channel this negative energy through
any weapon it wields, inflicting a negative level with each
successful hit with the weapon.
Resurrection Vulnerability (Su) While a wight lord is
vulnerable to resurrection magic, it isn’t quite as vulnerable
as a typical wight. A raise dead or similar spell cast on a
wight lord staggers it for 1d6
1 rounds if it fails a Will save,
but does not destroy the wight. Using the spell in this way
does not require a material component.

In addition to the Chief’s_ 1 falchion_ and set of _1 full plate_, the draugr each have a greataxe and desiccated hide armor (functioning at the effectiveness of leather armor but the encumbrance of hide for PCs). In addition, the tomb contains:

2 dusty red phials (a potion of cure moderate wounds and a potion of cure serious wounds)
A mundane heavy steel shield with the heraldry of a long-gone kingdom
A masterwork darkwood buckler of elven make
A scroll of dispel magic (minimum caster level)
A mundane halberd
An everburning torch
An ornate burial urn worth 75 gp
A carved ivory drinking horn depicting an ancient battle, worth 325 gp
2,432 gold pieces in an out-of-date mint


Totally Not GG KeenanJones