World Building Wednesday-Colhuddle Barrow

Corhuddle Barrow was dug as a tomb for the leaders of the Cole tribe and their houses. Expanded from an abandoned salt mine North of their current mines, the dry, cold tunnels keep the bodies well preserved for generations. Usually, by the time they’re decomposing a new leading house will have tossed the corpses out to use the barrow as his own.

After a particularly mishandled poisoning of the leading family’s well, several prominent members of the family and many servants died. They were buried in and around the barrow and since then the barrow has been haunted by blood curdling sounds and rumors of monsters. Many have gone missing in the area and leading families since then have buried their dead elsewhere.


GhoulA number of those killed by the poisoned well have become ghouls and now haunt the barrow and the area outside. On the map they are marked in red as opposed to the blue of the regular corpses. With 23 ghouls, this could provide several tough encounters for a low level party. A higher level party could tear through the ghouls with more abandon, whereas a low level party would need to be careful not to rouse more than they can handle.

A way to up the stakes for this little encounter could be to have the party racing a necromancer bent on taking control of the ghouls. With the time pressure of him and his horde approaching, the fights would be less controlled, and if they take too long, they may need to fight his vanguard on the way out. This sort of time constraint can increase the tension of the campaign, but it falls flat if you’re not willing to roll in the BBEG himself if they don’t get out of there.

As a player, how would you approach an unknown number of enemies in the tunnels? As a Master Weaver, how would you keep this encounter interesting? How willing would you be to bring in the necromancer himself down on them if they took too long getting out? Let us know below.

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