Latest News


We expect to have more in stock next month.


Please use PPP's new order form to place an order for any of our current products, including The Eight Kings and The Original Bottle City™.


Click here to read Pied Piper Publishing's Philosophy and Mission Statement!


Greetings, Maure Castle fans! In the wake of the cancellation of the DUNGEON Magazine license by Wizards of the Coast, Rob has decided to make some Maure Castle content available free of charge, so that those who are currently running a Maure Castle campaign will be able to complete it. The first offering in this section is The Mysterious Maure.

Products >> Cairn of the Skeleton King >> Barrow Wight
Occurrence: Extremely rare
Number Encountered: 1-4
Armor Type: 4
Move: 15”
Melee Prowess: Level 6 Monster
Lair: 100%
Treasure: Always special per area guarded; ornaments
Attacks: 2 claws
Damage: 1-6 plus possible energy drain
Special: Turned or banished as spectre
Magic Immunity: Standard
Intelligence: Average (9-12)
Alignment: Evil (Lawful)
Size: M (5’-6’)
Psychic/Psionic: Nil
Barrow wights are similar to wights except the formidable power which invigorates their undead souls constrains them to the exact area (a tomb, cairn, mound, grave yard, etc.) to which they were summoned and empowered.

These superior undead appear as dark and fast-moving figures, usually clothed in shredded robes. Their claws are long and the nails thick from years in the grave, and their drawn and deathly faces sport distended mouths with long teeth. Their head hair consists of patches of various lengths.

Barrow wights will sometimes (60%) have ornaments upon their bodies, such as rings, necklaces, arm bands, etc. In these cases 1-4 pieces are discovered, each worth 10-60 gp each, with a 50% chance that if 4 occur that the fourth is a gem-studded one instead and worth 100-600 gp. However, GMs may vary this by area. For instance, if they occur summoned from poorer graves, then lessen the total value of each piece by 20-70% or more; if from richer sites, increase these values by 20-70% or more, depending.

Barrow wights are summoned by necromancers and other fell mages to guard important areas, such as treasure vaults, strategic entrance points in grave yards, secret passages into the Underworld, et al. They attack with 2 claws, and if both attacks impact the same target at once, energy drain occurs. Due to the strong necromantic power that creates them, these beings are turned as spectres. They are immune to sleep, fear, and mental spells which would control them, such as charm, etc. Holy or blessed water only does 2-7 points of damage per vial which strikes them. They are not affected by spells that raise the dead, and being killed by a barrow wight does not transform a victim into one of its kind.

Copyright © 2006 Pied Piper Publishing

DRAGON, DUNGEON, GREYHAWK, etc., are trademarks of Wizards of the Coast.
MAURE CASTLE is copyright Wizards of the Coast.

No challenge to these trademarks and others is intended.

Unless otherwise noted, all content is copyright © 2006-2007 by Robert J. Kuntz.