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QUEST: Elduin's Tomb

This tomb, deticated to an elvish warrior called Elduin is balanced for 5 level 3 adventurers except for the last floor which is balanced for 5 level 5 adventurers. It also contains the first key to QUEST: The old Tomb.  

CLEARED Upper level

1. Entrance Hall

On the stairs lies a dead dwarf barbarian adventurer. Entering this large hall resembling a temple, a large statue stands in it's center with a plaque right on front that reads:
sí lîr beleg Elduin. Ponte lûr.
"Here lies the great Elduin. Let him rest."  

2a/b. Offering Rooms

Walking in to either of these rooms they are presented with an altar of elven make. Blood and a few bones lie atop the altar. This room is shrouded in magical darkness, letting any light source into the confines of this room will anger 5 shadows. And attack primarily the source of the light. Once these creatures attack, the magical darkness will dissipate.  

3. Old Storage

Here lies a small amount of loot, and a mimic in room (b).  
A.
  • 400 sp
  • 1,200 cp
  • Citrine (transparent pale yellow-brown
  • Chrysoprase (translucent green)
  • Spell scroll (2nd Level, Enlarge/Reduce)
  • Staff of Birdcalls
 
B.
A defeated mimic lies here along with the bodies of a human fighter (Uli) and a green dragonborn monk (Maeve).  

4. Pillar Hall

fight 3 gouls and a ghast.

CLEARED Lower Level

5. Maze Entrance

Two nondescript stone doors stand next to each other. With an evlish text written above it: "Pick the right one, or don't"

7. Small Treasure Room

A mostly empty room adorned only with 2 seamingly untouched and ornate elvishly designed cloaks:
  • Cloak of Elvenkind
  • Cloak of Protection
 

8. North east room

Contains 3 ghouls sitting along a large dining table.  

9. Door hallway

Almost a repeating pattern of stone doors, last one is a mimic.  

10. Break room

The floor is lined with a beautifully adorned chess board. Looking at the underside of the tile upon which the white king stands you can find a plaque which reads:
When the King started telling a bedtime story to all the chess pieces, he said, "Once a pawn a time..."
in Elvish.   Looking underneath the black king's tile they find a spring trap, everyone with 10 ft. must make a DC 14 or take 2d10 necrotic damage. And a quote that reads:
You shouldn't have checked, mate.
in Elvish.  

11. Lavatory

This is a small bathroom (with a seperate toilet) made from marble. There's a tub filled with clear blue water with some armor and a trident within. If disturbed the Water Elemental Myrmidon will attack.  

12. Kitchen

An animated table, knife and Stove will attack the party.   Also a deactivated clockwork buddy stands here atop one of the shelves, it has the form of a small reindeer with the horns module.  

13. Trance Room

There's a carpet lining the floor with candelabra standing towards the southern wall. The walls are painted with intricate designs of a great elven warrior carrying a staff, slaying orcs.   There's a secret entrance on the east wall to the south. With a DC 15 Investigation check they can find it.  

14. Secret Room

Entering this secret room you can find an altar smothered with black blood in the center, the blood is still liquid so it seems like it's fresh. On it is an inscription that reads, in elvish:
I present you my essence, for the power it may grant.
Take me lord of death, my service is yours.
For what is dead, may never die.
Saying this in any language counts as ritual casting a spell and will open up the altar, presenting a Staff of Withering. But it will turn the person saying the invocation into a Ghoul and trap their soul into the service of Elduin. (Killing him in 17. Boss Room will release their soul)  

15. Maze Exit

At the end of the long hallway is a stone door with a stairway down into a tomb on it. On it stands an inscription, in Elvish:
Only the strong shall pass.
It has no visible handles but it slides downwards after it is touched by anyone living. Once the door slides open it reveals a large stairway downwards.   The stairway is trapped and can be found with a DC 18 Investigation check. A tripwire will spring, collapsing all the stairs into a slide and revealing a large sharp blade at the bottom. They must make a succesfull DC 22 Athletics or Acrobatics check to evade it or take 7d6 slashing damage.  

Boss Level

16. Halls of The Trapped

There's a large hall with stacks of tombs to either side. Walking through it countless amounts of ghouls will reach out of the shadows and say "Ci fael fern", meaning "you are already dead". Every round in this hallway they must make a DC 18 wisdom saving through or fall prone. Taking 3d10 psychic damage or half as much on a succesfull save.  

17. Boss Room

In the center of the room lies Elduin, sleeping. A faint blue glow surrounds him as he sleeps floating just a little bit above an altar, if the players enter the room without a Stealth DC 14 he wakes and will hunt them down till whoever enter died or he dies.   "Who dares disturb my rest?"   1 legendary Sword Wraith Commander with Call to Honor instead being Recharge 6. They have 2 legendary resistances and 1 legendary action with which it just attacks 1 after any player turn.   Upon dying his ethereal essence will dissapear leavig behind a thick scroll (of Enervation) in which the first QUEST: The old Tomb key is.
Plot type
QUEST
Parent Plot

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