Flipz
Security Engineer, Amateur Triathlete, Aspiring Rancher, Big Pizza Guy

Breach Below Bergum

Game Master Access

This material contains every adventure spoiler. The password is a courtesy veil, not secure access control.

Hazards & Bestiary

Quick notes for everything the GM needs to run the crypt. Published rules stay linked to Archives of Nethys; custom encounter references can be opened inline or on their dedicated pages.

Published hazards

Entombed Spirit

Hampering Web

Phantom Footsteps

Pit of Toil

Custom final encounter

Barrow PulseHazard 4

Barrow Pulse

Hazard 4
ComplexDivineForceMagicalUnique

Stealth +12 (expert) to notice the scorched sightlines, vibrating funerary chains, and hairline cracks radiating from the casket.

Disable The pulse can’t be disabled independently. Rendering all three Retainers inert simultaneously opens the casket; destroying the emerging Runelord ends the hazard.

Warning Pulse R

Trigger A creature touches or attempts to open the casket. A harmless pulse demonstrates that solid columns completely block its line of effect. Three Retainers awaken and the hazard rolls initiative.

Barrow Pulse 1

Every creature with line of effect attempts a DC 21 Fortitude save. Solid columns block it; lesser cover and creatures do not.

Critical Success
Unaffected.
Success
Half of 4d6 force damage; pushed 5 feet.
Failure
4d6 force damage; pushed 10 feet and prone.
Critical Failure
Double damage; pushed 15 feet and prone.
Linked Retainers. An exposed inert Retainer regains 10 HP, reactivates, and is pushed 5 feet. A solid column prevents this. When all three are inert simultaneously, the Runelord emerges and becomes the pulse origin.

Reset After 24 undisturbed hours while the Runelord survives, the casket reseals and the Retainers reset at full HP.

Open the complete Barrow Pulse reference →

Hryngar RetainerCreature 3

Hryngar Retainer

Creature 3
UncommonConstructEarthMindlessMedium

Perception +6; darkvision · Skills Athletics +10, Crafting +7 · Runic Charge shutdown DC 17

AC 17; Fort +8, Ref +9, Will +7 · HP 35 · Speed 25 feet

Stone Arm 1

+12 (agile, unarmed), Damage 2d4+4 bludgeoning plus Grab.

Funerary Implements

DC 16 Thievery removes either the crushing hand or chain launcher. The hand Strikes at +12 for 2d6+4 plus Grab. The chain launches at +9 for 1d4+4 piercing at 30 feet, then Pull tests Athletics against Fortitude DC to drag the target adjacent.

Disable Runic Heart 2

DC 17 Thievery makes the Retainer inert; on a critical failure, the creature is off-guard to it until the end of its next turn.

Inert, Not Destroyed. At 0 HP the Retainer becomes inert. Barrow Pulse restores 10 HP to an exposed inert Retainer. Three simultaneously inert Retainers break the casket seals.

Open the complete Hryngar Retainer reference →

Reanimated Hryngar RunelordCreature 6

Reanimated Hryngar Runelord

Creature 6
UncommonDwarfHryngarUndeadMedium

Perception +13; darkvision · Skills Athletics +11, Intimidation +13, Religion +15, Society +11

AC 23; Fort +14, Ref +11, Will +15 · HP 99, void healing · Speed 20 feet

Light Hammer 1

Melee +14 or ranged +12 (agile, magical; thrown 20 feet), Damage 2d8+5 bludgeoning.

Spellcasting

Divine prepared and occult innate spells, DC 21. Notable options include fear, crisis of faith, dispel magic, command, blood vendetta, and paranoia.

Barrow Pulse. After emerging, the Runelord becomes the pulse origin without spending its own actions. Destroying it immediately ends the hazard.

Open the complete Runelord reference →