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.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)
Take me lord of death, my service is yours.
For what is dead, may never die.
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.
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