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Tomb of The Iron King

The document describes an adventure for 1st-level characters exploring an ancient dwarven tomb. The tomb is located beneath a large circular mound. Upon entering through a cleft in stones at the mound's top, characters find runes warning of dangers within and the skeletal remains of past explorers holding an ivory scroll case. Deeper they find a great hall with pillars, niches holding skeletons, and a dais at the end.

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0% found this document useful (0 votes)
65 views10 pages

Tomb of The Iron King

The document describes an adventure for 1st-level characters exploring an ancient dwarven tomb. The tomb is located beneath a large circular mound. Upon entering through a cleft in stones at the mound's top, characters find runes warning of dangers within and the skeletal remains of past explorers holding an ivory scroll case. Deeper they find a great hall with pillars, niches holding skeletons, and a dais at the end.

Uploaded by

cgulash10
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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An Adventure for 1st-Level Characters

Introduction: Millennia ago, the Iron Kings ruled the lands from the
mountains to the sea, uniting the races of dwarves, elves, and men
in common cause. The Iron Kings are gone now, broken roads and
crumbling ruins all that remain of their once great civilization.

A “single session” mini-adventure for 3-5 players

Not for resale. Permission granted to print or photocopy this document for personal use only .
TOMB OF THE IRON KINGS 1
Rest your shields, lean on stones,
listen and always remember, a king is The Mound
laid to rest here this day.
—Dwarven Burial Prayer The mound rises from the surrounding
terrain, a gradual slope that climbs to a

Getting Started large circular plateau. On the western


side of the mound, two large megalithic
The tomb is buried beneath a large stones lean against one another, their
circular mound located in any suitably tops barely visible above the edge of the
remote area on the edge of plateau.
civilization, such as a swamp or
overgrown forest.
The mound’s slope is easy to ascend,
Recommended Party gnarled roots and clumps of grass
providing numerous hand and footholds.
The minimum recommended party for this The ground atop the mound is very
adventure is one cleric or paladin, a stable, however, see “deadfall” below.
fighter, and a rogue. Cleft: The two leaning stones form a
natural cave, the floor of which is a
Hooks third stone, partially buried in the
The encounter begins at the entrance ground. Each of the stones is covered
of the tomb. Here are some hooks to with patches of old moss.
get the characters there. Two narrow gaps at the back of the
Chance Encounter: While traveling, the cleft are concealed by brush. An
characters are set upon by a terrible examination of the brush reveals that
storm that forces them to seek shelter it was cut and intentionally placed
within a cleft in the rocks of a large over the gaps.
hill a short distance from the road. Runes: A successful DC 12 Intelligence
Sheltering beneath the rocks, the (Investigate) check reveals ancient
characters soon discover the tomb’s runes carved into the surface of the
entrance at the back of the cleft. stones. Anyone that reads Draconic can
Alternatively, the characters come decipher the runes with a DC 20
upon the mound while hunting. An Intelligence check. The runes are a
examination of the mound soon reveals warning not to disturb the resting
a cleft in the rocks, between two place of Bjorn the Fell-Handed, first
large megalithic stones - the entrance of the Iron Kings.
to the tomb. Deadfall: Atop the mound, near the tops
Tomb Raiders: One of the characters has of the stones, there is a 10% chance
discovered a map showing the layout of of the ground giving way, dropping
a burial mound. Notes scrawled upon characters into the cleft below unless
the map hint of dangers and treasures they make a DC 20 Dexterity saving
to be found. throw. Characters who fail their
After several days of research, the saving throw each fall 10 feet and
character is convinced the map is of suffer 1d6 bludgeoning damage from the
an infamous nearby burial mound widely fall.
feared and avoided by the commonfolk.
Gathering a group of friends, the
character heads off to explore the
mound.
Give the players the map handout.

Not for resale. Permission granted to print or photocopy this document for personal use only .
TOMB OF THE IRON KINGS 2
The cleft, and the openings at its
The Tomb rear, were formed when the megalithic
The tomb formed from fieldstones arch framing the entrance collapsed,
mortared together with wattle and daub dislodging the large boulder that now
and reinforced with magic. The floor divides the tomb’s entrance. Each
is covered with flagstones, many opening is wide enough for a Medium
cracked and broken, and debris lies size creature to pass through.
scattered throughout the tomb, Treasure: Just inside the entry are the
partially blocking access to some skeletal remains of an adventurer, its
areas. clothing long since rotted away.
Hidden among the remains is an ivory
Common Features scroll case (2gp).
If the Chance Encounter hook was
Unless noted otherwise, all the areas used, the scroll case will contain a
of the tomb share the following map of the tomb (give the players the
features: handout of the map). Otherwise, the
Ceiling: The ceilings are 15-feet high. case will be empty.
Doors: The doors are stone, made from
thick granite slabs that slide into 2. Gallery
the wall.
Light: The tomb is illuminated with a
The entry corridor opens into a great hall
dim green light emanating from torches
placed throughout. Detect magic cast 25 feet wide and extending back 55 feet.
on the torches reveals a faint Three crumbling pillars support a high
evocation aura. vaulted ceiling some 25 feet high.
The torches do not radiate heat, Eight niches are evenly spaced along the
cannot set objects on fire, and, if walls: three filled with rubble and five
removed from the wall, will continue that each hold a skeleton clad in rusting
to function normally. However, if chain armor and holding a spear and
removed from the tomb, the torches shield. Rotting tapestries hang between
will burn out after one hour. the niches, whatever heraldry or scenes
Rubble: The tomb’s floor is littered they once depicted faded away long ago.
with bits of mortar, stone, and other The last 10 feet of floor rises in
debris. For the most part, this rubble three broad steps to a dais stretching
offers no hindrance; however, there across the entire width of the hall. Two
are larger piles (indicated on the huge stone skulls stand atop pedestals in
map) which do obstruct movement or the rear corners of the dais. The eyes of
block line of sight. the statues glow faintly with a reddish-
Ventilation: The tomb is well- green light.
ventilated, a constant supply of fresh
air from the outside through the This large hall was used for
entrance and into the gallery and the performing last rites over the dead
passage leading to Area 3. before laying their bodies to rest in
the crypt (area 5).
1. Entry Ceiling: 25 feet.
Creatures: There are five skeletons in
Two narrow gaps at the back of the cleft the niches along the walls (marked on
open into a 15-foot wide corridor dimly the map). The skeletons wear armor
lit by a flickering green light emanating scraps and carry shields (AC 15). They
from torches along each wall. The corridor are armed with spears. The skeletons
extends 30 feet before opening into a only animate and attack if one of the
larger chamber. Roughly 25 feet from the characters removes the gem the skull
entrance, a second, smaller corridor statue’s eye socket (see below). Each
branches off to the right. skeleton starts with 13 hit points.

Not for resale. Permission granted to print or photocopy this document for personal use only .
TOMB OF THE IRON KINGS 3
Door: One of the niches is a passage 3. Embalming Chamber
leading to a stone door that opens
into the crypts (area 5). The door is
flat, except for a large raised disk This 15-foot by 20-foot chamber is
in its center that bears a strange dominated by a large rectangular stone
rune. The door is locked and trapped. table in the center of the room. The
The disk is a magical locking tabletop is covered in large stains which
mechanism that disengages the lock and seem darkest near a narrow groove etched
the trap when the passphrase “iron along the tabletop’s edge. The table is
fathers” is spoken. A DC 15 Dexterity tilted at a slight angle.
(Thieves’ Tools) check disables the Broken pottery lay scattered about the
lock but doesn’t disable the trap. room, much of it gathered into an oblong
The trap (CR 1/2, 100 XP) is a mound covered with scraps of cloth and
weakened glyph of warding that deals straw. Near the debris, a flagstone has
2d6 damage (save for none). A DC 15 been pried from the floor and a crude
Intelligence (Investigate) check firepit gouged from the earth below.
reveals the trap. The trap can only be In an alcove set into the far wall, a
disarmed by saying the passphrase. If door leads to another chamber.
the trap is triggered, it
automatically resets, the glyph of
warding attacking the next creature to This chamber was used for preparing
touch it without uttering the bodies for burial.
passphrase. Creatures: An old hermit (use the stats
Casting detect magic on the door for a commoner) lives here with his
reveals an abjuration aura. Casting pet giant rat. Both are hiding when
dispel magic on the door destroys the the characters enter the room (their
trap. locations are marked on the map). They
When the door is closed, the lock will not attack, attempting to remain
and trap automatically reset (even if hidden until the characters leave.
they have been successfully disabled). If attacked, the hermit fights with
Statues: The skull statues represent a bone club. He starts with 4 hit
the god of death. Carved from a single points, the giant rat with 7. If the
granite block, they are three times hermit suffers any damage, he
larger than a human skull and weigh immediately surrenders, begging the
approximately 2,600 pounds each. The characters for mercy. In exchange for
pedestals upon which they stand, also his life, the hermit offers to tell
made from granite, are 2 feet in the characters what he knows about the
diameter and 3 feet tall, each tomb, including the passphrase for the
weighing 1,700 pounds. magical lock and trap protecting the
Treasure: Each of the statues’ “eyes” door to the crypts (area 5) as well as
is a red garnet (100gp). The gems can the specter that haunts that area.
easily be removed from their sockets If asked to accompany the
with the tip of a dagger or some other characters, the hermit declines. He is
similarly sharp object. However, if far too terrified of the specter to
any of the gems are removed, the risk angering it by venturing deeper
skeletons (see above) animate and into the tomb.
attack. When checking for surprise on Scribblings: Fortunately, if the
the first turn, treat each skeleton as characters kill the hermit, much of
if it were hidden. the information he gathered about the
The gems are nonmagical. the light tomb has been scratched into the walls
described as emanating from them being surrounding his “bed.” Although hard
nothing more than the reflection of to see in the dim light, a DC 15
the green torchlight off the facets of Intelligence (Investigate) check
the gems. reveals the scribblings. The
scribblings, written in a mixture of

Not for resale. Permission granted to print or photocopy this document for personal use only .
TOMB OF THE IRON KINGS 4
Common and Draconic, require no skill Creatures: The crypt (and the vault
or ability check to read. beyond) is haunted by a specter, the
Treasure: The hermit has a few mundane spirit of Bjorn the Fell-handed, the
personal items (5gp). first Iron King. The specter is a
cunning opponent, remaining hidden
4. Storeroom within its crypt (marked on the map)
until one of the characters draws
near, at which point it leaps out to
This small chamber is littered with
attack. The specter begins with 22 hit
debris, the remains of two wooden shelves,
points.
their contents - various embalming oils
In addition to its normal abilities,
and herbs - scattered among broken tools
the specter can, as an action, raise
and the fragments of canopic jars.
the remains of a guard as a skeleton.
The specter can do this action 10
This small chamber was used as a times. The skeletons wear armor scraps
storeroom for tools used for and carry a shield (AC 15). They are
maintaining the tomb and preparing armed with longswords and each begins
bodies for burial. with 13 hit points. The skeletons will
Treasure: Scattered among the debris begin attacking on the turn after they
is a Potion of Healing - dropped here are raised. If the specter is slain,
long ago by another adventurer while the skeletons continue to fight on
exploring the tomb. until they too are destroyed.
The specter is cursed to haunt the
5. Crypts tomb forever, reforming in 2d6 days if
slain. Only by destroying its remains
(see Area 6), can the specter be
The door slides inward on wailing hinges,
permanently destroyed.
the smell of decay momentarily
Door: This heavy stone door leads to
overwhelming your senses. Recovering the Vault of the Iron King (Area 6).
quickly from a fit of retching, you see a The door is not locked, although it is
wall of darkness before you. The air is jammed, requiring a combined strength
incredibly cold, your exhaled breath of 20 to force open. Only two
fogging your vision. characters can push the door at the
same time.
Once the characters pass through the Runes chronicling the life and deeds
door and establish a light source of Bjorn the Fell-Handed have been
(either magical or darkvision), read inscribed into the stone. Anyone that
the following: can read Draconic can read the
inscription.
A narrow corridor, extending back some 60 Light: The crypt is shrouded in an
feet from the entry, stands before you. unnatural darkness - counts as heavily
Five alcoves line each wall, most likely obscured - that drains away light.
containing the belongings and the remains Nonmagical light sources are
of those entombed within them.
extinguished immediately and magical
Moldering tapestries, their scenes long
light sources only cast dim light.
Permanent magical light sources left
faded away, hang from the walls.
within the darkness will be drained of
At the far end of the corridor stands a
all magical energy in an hour.
door.

Burial Vaults: The burial vaults house Some Dramatic Flare


the remains of Bjorn the Fell-Handed’s To add dramatic flair, I described the specter’s movement as
ten bodyguards, each buried in a plain it bursting apart into black shards which reformed seconds
stone sarcophagus. later where ever the specter had moved to.
Ceiling: 20 feet.

Not for resale. Permission granted to print or photocopy this document for personal use only .
TOMB OF THE IRON KINGS 5
6. Vault of the Iron King Credits
Inspired by an original concept “Tomb
Within, an ornate sarcophagus rests in the of the Child Kings” by Dyson Logos.
center of a small chamber. Broken urns
line the walls, silver and copper coins Map Cartography:
and other finery strewn among the shards “Tomb of the Child Kings” © Dyson
of pottery Logos, used with permission.

This sarcophagus houses the mummified Artwork:


remains of Bjorn the Fell-Handed. Libris Mortis - Spider (Guild
Ceiling: 20 feet. Creators Resource Pack) © Wizards
Creatures: If the specter is slain, it of the Coast, used with permission
reforms here. The specter can only be
fully destroyed by burning its remains Playtesting:
- which are fully consumed at the end NCSU Encore Program D&D Clubs
of the next turn after being set (Coventry, Newport City, Troy)
ablaze - or by casting a bless spell
upon them. The Old Dawgs (Byron Ward, Chad
The specter fights furiously to Casey, Craig Ste. Marie, and Mike
prevent its remains being destroyed, Davis)
focusing all its attacks upon anyone
attacking (or within 5 ft. of) its
sarcophagus.
Light: The vault is shrouded in the
same supernatural darkness as the
Crypt (Area 5).
Treasure: The vault houses several
broken canopic jars as well as several
personal items that once belonged to
Bjorn. Although age has deteriorated
many of the items, a few choice pieces
remain: four moonstones and one
bloodstone (each gem worth 50gp), an
ornate breastplate (200gp), a pair of
ivory dice (25gp), a gold signet ring
bearing a symbol of a griffon (50gp),
two brass goblets (each worth 25gp),
and a masterwork tool kit.
In addition, scattered among the
broken urns are 800cp, 450sp, and
50gp.

Appendix: Magic Items


Masterwork Tool Kit
Tool Kit (any but not vehicles),
Uncommon
Although not truly magical, a
masterwork tool allows you to double
your proficiency bonus when making an
ability check using it.

Not for resale. Permission granted to print or photocopy this document for personal use only .
TOMB OF THE IRON KINGS 6
Changelog
Version 2.0
- Changed module title.
- Added a description of the mound
exterior,
- Modified the skull statues in
the Gallery (Area 2).
- Added missing CR and XP notation
for the trap in the Gallery
(Area 2).
- Minor modifications to the
Crypts (Area 5).
- Added a new area (Vault of the
Iron King - Area 6).
- Increased the number of
skeletons the specter can raise
by one.

Not for resale. Permission granted to print or photocopy this document for personal use only .
TOMB OF THE IRON KINGS 7
Not for resale. Permission granted to print or photocopy this document for personal use only .
TOMB OF THE IRON KINGS 8
Not for resale. Permission granted to print or photocopy this document for personal use only .
TOMB OF THE IRON KINGS 9

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