The Hall of Living Stone A Short Adventure for a Group of 4 or 5 Adventurers for Fifth Edition By Darin Hardie DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Darin Hardie and published under the Community Content Agreement for Dungeon Masters Guild. Sample file Deep within the rolling hills, an ancient tomb lays closed, undisturbed for centuries, until an intrepid adventurer opens it and enters, hoping to find treasure lost to the ages. But within they did not find treasure, but rather the tomb’s guardians standing sentinel over the bodies of the deceased. Rumors of this tomb have spread across the land, a tomb whose riches are unknown, but has already claimed the lives of 3 adventurers who sought the riches within. And now your party, having heard of the tomb, searches for the same riches. But beware, for who knows what guards the treasure found within… The Halls of Living Stone The Halls of Living Stone is an adventure for a party of four to five 5th or 6th level adventurers. The encounters may prove to be dangerous to the party and may result in a player character’s death. Background: Long ago, this tomb belonged to an ancient dwarven family, who were great smiths even among dwarves. Over time, the bloodline died out and the tomb was sealed away and forgotten, with only its guardians watching over it, standing sentinel over the bodies resting inside. Area A: The Entry Hall As the party enters the tomb, they descend about 30 feet underground. As they enter, they come into a chamber with 3 statues on either side of the chamber, each holding a lit brazier. A character with a Passive Perception of 15 or a character who succeeds on a DC 15 Wisdom (Perception) check will notice that as the players move through the room, the heads of the statues turn and follow them. This chamber, as well as the rest of the chambers, is 20 feet tall. Area B: The Hallways The hallways are lined with coffins dug into the walls. Each coffin is made of stone, and contains a dwarf skeleton, and about 50 gp worth of valuables. Area C: The Sentinel’s Circle This circular chamber contains 6 Sentinel Statues (See below for stats) in it. Unlike the statues in the entry hall, these are statues of dwarven warriors holding large war hammers. Scattered around the room are 3 various corpses of past adventurers. Looting them reveals an amount of loot determined by the Dungeon Master. A character with a Passive Perception of 15 or a character who succeeds on a DC 15 Wisdom (Perception) check will notice that there is dried blood on the war hammers of some of these Sentinel Statues, and that the Sentinel Statues heads are following the party. Once one of the party reaches the center of the room, the Sentinel Statues will come to life and begin to attack the party. Alternatively, if one of the party approaches a Sentinel Statues, the Sentinel Statues will make a war hammer attack at the party member. Once defeated, the Sentinel Statues crumble to dust, leaving nothing to loot behind. Sample file Area D: The Family Records This room contains two bookshelves and a desk. The bookshelves contain the records of the family who fill these halls. This can be used to provide in world lore your players may find useful or interesting. If you search the desk, a DC 15 Intelligence (Investigation) check can reveal a document regarding statues in the Entry Hall (Area A), Sentinel’s Circle (Area D) and a larger statue in the Great Hall(Area F). Reading this document reveals that these statues can’t be dispelled using Dispel Magic, but an Antimagic Field would deactivate them for as long as the field was active. It also reveals that the statues in Area A were using magic to see if any of the party was a member of this family, activating the other statues if they weren’t. In addition, the party learns of weaknesses in the statues, and now deal 4 additional points of damage with weapon attacks against the statues (not resisted). Area F: The Great Hall This room contains two large sarcophagi, each engraved with beautiful dwarven runes telling the reader who lays within and the deeds they accomplished in life. Tampering with one of the sarcophagi causes the Statue of Moradin (see below for stats) in the back of the room to awaken and attack the party. Alternatively, the statue will attack if one of the party movies within 10 feet of it. If the players search the sarcophagi, they find about 250 gp worth of valuables as well a +1 war hammer and a +1 maul. Area E: The Vault The Vault contains the riches of the family. While you do not have to use the following suggestion, this is an idea for what may be found here: - 1,500 gp (split amongst various amounts of copper, silver, gold and platinum) - 5 gemsworth 100 gp - 2 paintings of dwarves, worth 250 gp - 2 uncommon magic items (non-consumables) - 1 rare magic item (non-consumable) Stat Blocks Sample file .
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