This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.
Here lie the honored remains of dozens of great warriors. They lived by the sword and found glory and eternal remembrance through death in battle.
Eroded Inscription
This ancient tomb, east of Fallstead, is the source of countless myths, stories, and cautionary tales. In modern times, few know of this burial site as it fell to disuse many generations ago due to its distance from the capital. The bones and ashes of a regiment of valiant soldiers, instrumental to winning a war that no one remembers, are buried in this dungeon. The regiment’s commander, Sir Marlon Stormrider, occupies the place of honor in this tomb. Many stories speak of this hero and his fabled, legendary blade. This weapon artifact is a coveted treasure that many seek. Unfortunately, the blade was stolen a long time ago; but no one knows it is missing.
With determination and resolve, the valiant characters may yet find something of value in the restless tomb. As long as they are strong enough to resist its wards and guardians, they shall emerge victorious and stronger.
Adventure Hook
Stormrider Relic. The duke, Alaric Stormrider, has sent the characters to this place to retrieve a fabled sword that belonged to one of his ancestors. The duke offers 500 gp for the retrieval of this family heirloom.
RANDOM EVENT d6 | Details |
1 | Six skeletons wielding scimitars and a tattered banner approach the characters. The undead behave as if re-living a great battle from their past. The banner hints to which war (DC 13 History), it was a conflict against elves that occurred a millennium ago. |
2 | One gnoll and two gnoll skirmishers arrive at the dungeon after tracking the characters for 1 day. They are hungry. |
3 | Dozens of translucent ghosts enter the dungeon. The ghosts drink and celebrate as if they had just succeeded in defeating a ruthless enemy. The ghosts do not react to the characters. They go to their resting places where they dissolve in ether. |
4 | Nature’s laws change and all sound stops for 20 minutes. Magic that requires talking or sound does not work. |
5 | A random character steps on a hidden pressure-plate triggers a swinging axe trap. They take 3d6 damage (DC 13 Dexterity). |
6 | The characters find mushrooms growing from a damp wall. They are edible and amount to 1d6 fresh rations. |
Level 3 Dungeon
- Danger. Unsafe. Check for a Random Event every 30 minutes and after loud noises (3-in-6 chance).
- Light. Some rooms are lit by braziers with light spells, flame jets, or arcane barriers. The rest of the dungeon is in complete darkness. All denizens have darkvision.
- Traps and Guardians. All triggered traps or defeated monsters within the dungeon reform or reset at dawn.
1. Hall of Fire
Eight clockwork machines spout thick jets of fire at random intervals. Scorched bones litter the chamber.
- Remains. If inspected closely, the remains are of humanoid origin; past adventurers that misstepped among the fire jets (DC 14 Medicine). There are also metal fixtures from armor and clothing strewn about the room.
- The Fire Engines. Characters must move fast to reach the exits or be struck by the alchemical fire (2d6 damage, DC 14 Dexterity for half). Studying the fire pattern for 10 minutes gives advantage when attempting to pass and prevents all damage on a success. A thief with the right tools may attempt to disable all the engines (DC 16 Thieves’ Tools). This stops the devices until dawn (see Traps and Guardians). A failure by 5 or more causes the engines to explode; 5d6 damage to the tinkerer.
2. Ossuary of Camp Followers
Several stone columns hug the walls and the center of the room. Each is dotted with countless compartments etched with fine runes and dated markings.
This room houses the remains of dozens of squires, camp-followers, and porters who accompanied Sir Marlon Stormrider’s regiment in their missions. Many of them were of such low-born origin that they were unknown, even in their time. These compartments’ markings only note a date of death and a few words of their deeds. Most ossuary drawers date back a millennium.
- Restless Spirits. The souls relish their solitude and eventless existence but they regard the characters’ visit as a welcome respite. The friendly ghosts of 1d4 people emerge from their dwellings to ask questions to the party. Despite their interest, their undying existence grants them an aloofness that is hard to follow or ignore. These beings do not attack unless they are attacked first or if the valuables in the ossuary compartments are stolen.
- Treasure. The compartments contain 195 gp, 840 sp, and a pouch with three rubies (80 gp each).
3. Passage of Blades
Four sets of clockwork devices swing blades and axes rapidly. Half of them are at knee height, the rest are at chest height. Traversing this hallway is not hard but does require some precision and patience (DC 12 Dexterity). Failure means the character is struck by one swinging blade and takes 1d8 damage, but they manage to cross.
- Tinkering. Inspecting the room for 10 minutes reveals a control panel on the east wall. A tinkerer can use tools here to disable all blades (DC 14 Thieves’ Tools).
4. Tomb of Warriors (South)
Eleven clay urns sealed with knotted rope stand in front of four ornate sarcophagi. The enclosures’ lids feature fist-sized garnets and intricate silver inlays.
An aura of solitude and calm bathes this chamber. The spirits interred here departed to the eternal afterlife long ago. Thus, it is safe to inspect the burial containers.
- The enclosures contain only bones and ashes. The four garnets (50 gp each) and silver inlays (100 gp total) can be removed in 10 minutes.
5. Tomb of Warriors (North)
This chamber is a mirrored version of area 4 except that an aura of desolate anxiety bathes this chamber. The spirits of those interred herein have not been able to find eternal rest. One of them materializes before the party.
- Sir Anton Falinger. The ghost coalesces in front of its sarcophagus and bows to the characters. Sir Anton explains that many ghosts have found their honored afterlife a terrible ordeal in this dungeon. In time, they have come to realize that they would have preferred to be interred in their place of origin. Sir Anton says it is a town named Grames Buril. A historian knows that Grames Buril eventually grew to become the realm’s capital Grambury (DC 13 History). Sir Anton asks the party to bring the remains in the sarcophagi and the urns to a cemetery in Grames Buril so they can finally rest. In exchange, Sir Anton and the other discorporate entities shall pool their power to grant the party a single wish. The ghosts remain calm if the characters refuse; they bid the party farewell. However, four ghosts attack the party if the sarcophagi lids’ ornate fixtures are pried off.
6. Narrow Passages
A small network of 2-foot-wide passages connects several chambers. In some dead-ends, coffer-like urns are marked with an old common-tongue rune.
- Passage. Human-sized creatures must at half speed. Larger creatures cannot fit. Hidden buttons on some dead-ends lead to secret passages (DC 15 Perception).
- The Urns. Each of the containers guards the bodily remains of a child. These children were part of the regiment’s entourage; children of either camp-followers or soldiers. Such a tragedy is the loss of a child that they were given a place of honor in this forlorn catacomb.
- The Child. In a random urn, the ghost of a 12-year-old lad materializes. It claims his father departed this tomb long ago but he is unable to find rest, having missed so much of life. The aloof ghost-child begs the characters for a chance to experience the world. This would entail a character allowing the ghost to possess their body.
7. South Barrier
A wall of force, created by an arcane device, keeps the far end unreachable. No spell can pierce this barrier. The only way to reach the far end is to find the secret door in one of the narrow passages in area 6 (DC 14 Perception). Pulling a brick causes the wall to slide inward.
- Jade Figurines. Seven figurines surround a gilded vase; each in the shape of a farm animal. They can be arranged to solve the puzzle described in area 8.
- The chest contains 200 gp, a decoy to distract brigands from finding the vault in area 11.
- North Barrier
A wall of force keeps the end of the chamber unreachable. It is identical to the one in area 7 and can be bypassed from area 6 in the same manner.
- Jade Figurines. Seven figurines surround a gilded vase (empty); each in the shape of a farm animal. The figures are a horse, a cow, a donkey, a sheep, a dog, a cat, and a chicken. A few lines are scripted onto the vase. They read: “Some are strong, others are resilient, but true power awaits those who are cunning and move toward the sunset.” To complete this puzzle, the characters must arrange the figurines in order of intelligence and cunning, from east to west, and in both areas 7 and 8. It opens the adamantine locks in area 9.
- Treasure. The chest contains 200 gp, a decoy to distract brigands from finding the vault in area 12.
- The Grand Tomb
The statue of a winged warrior stands, arms spread, before an empty pedestal. Before it, four sarcophagi with complex adamantine locks rest eternally.
- The Enclosures. Only a master locksmith can pick these locks (DC 22 Thieves’ Tools), Otherwise, they open after solving the riddle described in area 8. They contain the remains of four warriors; Sir Marlon Stormrider’s most loyal followers. Their weapons are by their sides: a +1 longsword, a +1 spear, a +1 dagger, and a +1 mace.
- The Missing Blade. The ghost of Sir Marlon Stormrider materializes when the characters come. If inquired about his blade. Sir Marlon complains that an elf came 200 years ago, evaded all traps, and stole the sword. The ghost points to an etched message on the pedestal that reads: “So long, thieves. You are too slow for Daeron Feathertin.” Sir Marlon remarks that the elvish thief is renowned in El-Unore Reaches, a faraway kingdom.
10. North Vault
Two bricks on the walls of area 8, beyond the barrier, must be pushed to find this vault (DC 15 Perception).
- Treasure. The coffers contain 40 gp, 1,300 sp, and a potion of healing. The bookcase contains an assortment of wizard spell scrolls (one of each): knock, web, fly, magic circle, telekinesis, and plane shift.
11. South Vault
Two bricks on the walls of area 7, beyond the barrier, must be pushed to find this vault (DC 15 Perception).
- Treasure. The stone coffers contain 50 gp, 600 sp, and a potion of invisibility. The bookcase contains a spellbook with the following wizard spells: counterspell, wall of force, and prismatic orb. In addition, there are three gold ingots on the table (100 gp each).