Legend has it that, in a forlorn dungeon high in Cragstone Mountain, there lies the resting place of a bygone princess who dealt with a demon. In death, she was forever cursed.
In this tomb lies one known as ‘The Lonely Princess’. In life, she offered her soul to a demon in exchange for an artifact capable of swaying the minds of others. This eldritch artifact, the Orb of Darkness, allowed her to manipulate others during her reign. Her success as a ruler came from this demonic deal. When she eventually died, the ruse was revealed. Her remains and the cursed artifact, which could not be destroyed, were stored in a secluded tomb in the heights of Cragstone Mountain. The tomb builders left magical wards and traps to prevent others from acquiring the coveted Orb of Darkness.
Relics. Demons often offer cursed items when dealing with mortals. These items give fiends indirect ways to exert influence on the Material Plane.
Protection. Some artifacts cannot be destroyed by means available to mortals. The best course of action is to hide them from prying eyes and idle hands.
Random Events
| d8 | Details |
| 1 | Three toughs followed the party up the mountain and enter the dungeon. They seek strength in numbers and want a share of the treasure. |
| 2 | Two winged statues detach from a ledge high on the wall. The two gargoyles swoop down and attack living creatures on sight. |
| 3 | A vivid vision, an echo from the past, assails all present. The characters glimpse a princess accepting an orb from a demonic creature. |
| 4 | Three shadows descend from the tall, dark ceiling and attack. They prioritize attacking spellcasters over other combatants. |
| 5 | An earthquake damages a nearby wall. Debris falls on a random character and deals 3d6 Bludgeoning damage (DC 14 Dexterity save). |
| 6 | A priest acolyte and scholar, who knows about the Orb of Darkness, follows the party. He begs them to abandon this quest for the realm. |
| 7 | A character steps on a tripwire. Darts are shot from many holes (DC 14 Dexterity save). Failure: the target takes 2d6 Poison damage. |
| 8 | A character steps on a loose floor slab. Upon removing it, they find a hidden cache that contains 80 GP, 170 SP, and a Potion of Healing. |
Adventure Hook. The characters hear rumors of an uncharted dungeon in Cragstone Mountain. It has been so long since the Lonely Princess was interred there that only scholars know why no one should go there. For the townsfolk, it is just a shunned place where treasure might be found.
Reaching the Tomb
Asking around in villages and farming towns, the characters learn that there is a shunned place in Cragstone Mountain. Many believe it is a temple or a vault from an olden kingdom. Alas, as far as it can be known, no one has dared approach that place in recent memory. The way to Cragstone Mountain is a simple one, as it sits square on the horizon. Locals say there is a goat trail that ascends to a sheer ledge with pillars.
Traveling Encounter
The ascent toward the entrance ledge (area 1) is a dangerous, barely-marked trail. These are the hunting grounds of four giant vultures. They fly high above and choose the most advantageous moment to rapidly drop on the expedition party to attack.
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1. Entrance Ledge
The barely-trodden trail leads to an arid plateau. 30 feet above, on a sheer cliff-face, a pillared ledge can be seen.
From below, the light from an enchanted brazier can be seen in between the stone pillars bordering the 30-foot-tall ledge. Braziers. Throughout the dungeon, there are several braziers enchanted with Continual Flame spells. This light produces no heat.
Ascent. The cliff wall can be climbed (DC 14 Athletics check). Characters roll with Advantage if they use climbing gear.
The Door. It depicts an engraving of a regal woman imprisoned in a cell. It is enchanted with an Arcane Lock spell (Knock or DC 14 Thieves’ Tools to open). Otherwise, it must be destroyed.
Lore. The royal seals engraved here identify this as the Tomb of the Lonely Princess. She was infamous for her dealings with demons. She was buried with a mysterious artifact (DC 18 History).
2. Urns of Yearning
This chamber contains four cursed urns, one in each corner of the room. Each has the power to affect a creature.
Curse. A creature that comes within 10 feet of an urn is charmed by it (DC 14 Wisdom save). On a fail, the creature is enraptured by visions of the past; vivid illusions of that which they yearn for the most, but which has been lost (Incapacitated). Affected creatures may repeat the save once per day or when forcefully shaken.
3. Army of Clay
There are thirty-two statues in this room. All are meant to rise to defend the vault, but magic has failed over time. Only ten statues (use the goblin statblock) move and attack the characters.
The Deserter. In a strange malfunction, one of the statues (see map) fights alongside the party. This mindless automaton can even join them.
4. Stairs Ramp Trap
A 30-foot-long flight of descending stairs leads to a large chamber. Below, all that can be seen is the light from an enchanted brazier. The stairs are perilous.
The Trap. When a second person steps on the stairs, all the steps flatten to create a slanted ramp. Characters fall down into the spiked pit and take 5d6 Piercing damage (DC 13 Dexterity save).
5. Room of Traps
This chamber contains eight swinging blade traps and four spiked pitfall traps. One of each appears to be already triggered by a trespasser (see map). This is meant to give visitors a false sense of security. The characters are the first to come.
Blade Traps. Marked with a ‘B’, each spot features a pressure plate. When stepped on, a blade swings from the adjacent pillar. It deals 2d6 Slashing damage (DC 15 Dexterity save).
Pitfall Traps. Marked with an ‘S’, each spot features a trapdoor. When stepped on, it opens, dropping the creature on the spikes. They deal 3d6 Piercing damage (DC 13 Dexterity save).
6. Shards of Clay
There were magical, shadow-containing vases in this room. The enchantments wore down over time and the vases collapsed. A spellcaster can learn this with a DC 13 Arcana check.
7. Altar of Gates
There are five limestone plinths with different door-like symbols engraved on their surfaces. One of them stands; the others have been toppled. These runes can be translated.
Riddle. Lifting the fallen plinths reveals their runes. Each of them is a command word necessary to access the tomb in area 10. When the five are known, they can be uttered in any order in area 9 to reveal the secret door.
8. Beasts of Burden
The chamber contains five statues of camels laden with cargo. Two of them have fallen over and are severely cracked.
Camels. In the time of the Lonely Princess, this region was more arid. Camels were the cargo animals of choice (DC 14 History check).
Effigies. Each of the animated camels is meant to protect the dungeon. Only three remain operational, though. When a creature enters this chamber, the camel guardians attack.
Effigies. Enchanted automatons are durable but have limitations. The magic that empowers them fails over long periods of time (DC 16 Arcana).
Treasure. The stone saddles on each camel have secret compartments. Collectively, the camels carry 130 GP and 280 SP.
9. False Vault
Treasure. Meant to fool tomb-robbers, this room contains the remains of Lady Anaplian, the princess’s bodyguard, and her magic +2 Longsword.
Oath of Loyalty. Lady Anaplian swore to protect the Lonely Princess, even in the afterlife. Her blade was left here to be stolen, as a last-ditch stratagem, to fool thieves into thinking they had been successful.
Secret Door. Saying the command words from area 7 reveals the passage to area 10. The wall reads in Elvish: “Five words keep the darkness at bay…”
10. Tomb of the Lonely Princess
On a raised dais, there is a sarcophagus large enough to contain an 8-foot-tall person. Its lid is engraved with the likeness of a princess.
The characters have reached the last chamber of this dungeon; they are the first to do so. This achievement is unique and worthy of recognition.
Warning Runes. The sarcophagus of the Lonely Princess is inscribed with runes in many languages, warning others not to lift the lid. The runes claim a terrible entity is held inside: the one who corrupted the lonely princess through the use of the cursed Orb of Darkness.
The Sarcophagus. A Detect Magic spell reveals a strong Abjuration aura in the enclosure’s lid. It must be a form of arcane prison. If the characters lift the lid or dispel its magic, the demon contained in the orb is released. A gruesome, arachnid monstrosity emerges from the sarcophagus. The bebilith demon attacks at once.
The Orb. Inside the box lies the Orb of Darkness. It remains dormant for 1 month. After that, it can be used once a day to cast the Dominate Person or the Charm Person spells. The fiend soon offers the orb’s owner a Demon Contract. Will a character fall for such a flagrant deception?
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