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party

has stopped whatever is causing the


A Fifth Edition Dungeon Crawl for a 1 st
dead to leave the tomb.
Level Party
Cemetery:
This module is intended to be a quest for a The captain of the guard takes the party to
party consisting of four or five 1 level st
an old cemetery outside of town that looks
characters. During the quest the party will to be a couple centuries old. Headstones
advance to 2 level. This module should
nd
have been weathered over time and are
take 2-4 hours to complete. While it’s now unreadable, and vines now cover the
meant to take place near the town of sides of the tomb at the back of the
Phandalin, the module can easily be cemetery, where two soldiers guard the
inserted into any human dwelling city that entrance.
the player characters are residing in.
The city guard captain can provide the
Background: following information:
Phandalin is a human settlement located in • The tomb has existed since before
the Sword Coast region. Hundreds of years Phandalin was rebuilt.
ago the village was destroyed by orcs. It has file • The city guard has told people that
since been rebuilt but many of the secrets the tomb is cursed to keep people
from the village remain, waiting to be from hurting themselves while
rediscovered. One of these secrets lies in a exploring it.
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cemetery on the outskirts of Phandalin. • They believe the tomb belonged to a


Inside the cemetery is a tomb that has mage named Kodor Drannon but
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existed since before Phanalin was resettled. they do not have many records from
Rumored to be cursed, people have stayed before the town was rebuilt.
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away from the tomb until now.


Tomb Floor 1
Adventure Hook:
The Tomb of Lost Souls is an adventure for
1. Tomb Entrance
characters that are starting out in a city of
The staircase leads to the entrance of the
the GM’s choice. A captain of the city guard
tomb.
has hired the party to investigate a
disturbance at a tomb on the outskirts of
town. Two citizens were attacked by a Walking down the staircase, you find
zombie while in the cemetery. One of the yourself in a large circular room. The
townspeople managed to get away and get room is well lit, with torches lined up on
the attention of two city guards who were the stone walls. Three wooden doors can
able to destroy the zombie. The city guard be seen to your left, right, and in front of
are already stretched thin and the city does you. Two skeletons are banging on the
not want to risk any more of their guard to left door, trying to get to whatever is on
find out what is happening. The characters the other side.
will be paid 15 GP each by the city when the

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Two skeletons are in front of the left door. seems very nervous around them. Rewalt
They will not notice the characters at first tells the party that he went into the tomb
but will if any characters fail a stealth check with a friend of his after they told him
while approaching them or stand in place treasure was buried in the tombs on the
for too long. second floor. Once they got to the second
floor they started opening sarcophagi and
Hostile Creatures: removing the treasure that was buried with
2 Skeletons (MM pg. 272), 100 XP the bodies in each one. When they opened
the sarcophagus of Kodor Drannon, a large
2. Tomb Office of Records wave of energy burst from it and knocked
Locked inside the room is a human thief the thieves to the floor. Rewalt and the
named Rewalt Mason. He will be hesitant to other thief saw Kodor rise from his
open the door until told that the skeletons sarcophagus so they ran out of the room
have been defeated. and tried to leave the tomb as the dead
around them were starting to awaken.
Roleplaying Rewalt Rewalt nearly made it out but some
Rewalt Mason is a human thief who is skeletons were blocking his exit so he had
about 40 years old and looks like it has been file to lock himself inside this office. He is
a few weeks since he last bathed. Even after unsure what happened to his friend after
he unlocks the door to let the party in, he they were separated on the second floor.
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If the characters search the table they will
If asked, Rewalt can provide characters with find 20 arrows, two short swords, and a
the following information: copper ring worth 15 cp.
• Rewalt’s party ran into some traps
on the second floor but he thinks Hostile Creatures:
you should be able to avoid most of 3 Zombies (MM pg. 316), 150 XP
them as long as you don’t try to
steal anything. 4. Narrow Passage
• Rewalt and his friend, a male The right door leads to a long hall, about 90
Halfling named Leodak, broke into feet long, with short 20 foot hallways
the tomb because they heard it was leading to the left and right every 30 feet.
the burial place of a powerful mage Filling each wall from floor to ceiling are
who was buried with lots of alcoves that skeletons are resting in. The
treasure. hallway is narrow enough that the party can
only be lined up in rows of three.
After being rescued, Rewalt will agree to Between the first and second hallways the
turn himself in to the guards at the characters will be ambushed by skeletons
entrance of the tomb file crawling out of the alcoves, two from each
end of the hallway, unless a character
3. Crematorium passes a DC 15 Wisdom (Perception) check
The north door leads to a crematorium before moving into the trap, and notices
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where three zombies wander the room, two skeletons moving near the first set of
awakened before their bodies were hallways.
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cremated.
Hostile Creatures:
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“You find yourself in a large crematorium. A 4 Skeletons (MM pg. 272), 200 XP
pungent odor fills the room from the
corpses that have been in this room 5. Skeleton Captain Chamber
through the years and every surface in the The end of the hallway takes them to
room is covered in a layer of dust. On your another circular room like the one they saw
left are four wooden tables for bodies to lie earlier. To their left and their front are door
on before they are put in the furnace that leading to small rooms with sarcophagi that
you see in front of you, at the back of the have already been opened. To the right is a
room. On your right looks to be a table with staircase leading down to the second floor.
a pile of items removed from bodies before In the center of the room are two skeleton
they were cremated.” captains.

Players can light the furnace by lighting the Hostile Creatures:
wood pile underneath the slab that bodies 2 Skeleton Captains (Appendix), 200 XP
in the furnace lie on. Any zombies pushed
into the lit furnace are destroyed instantly.

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Tomb Floor 2
The second floor is a series of caverns that
the players must navigate through before
they reach the final resting place of Kodor
Drannon. From this point on the characters
will need torches or infravision to be able to
see.

1. Entrance to Caverns
“The staircase leads to a cavern that splits
into narrow tunnels going to the left and
right. A male Halfling body is lying at the
bottom of the stairs with multiple claw and
bite marks on his body. Ahead you can see
the walls of each tunnel are filled with
alcoves where the dead are resting” file
There are no traps or creatures here. If the
players search the body they find a dagger,
3 gp, and a silver necklace worth 5 sp. The
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end of the hall splits into two hallways.


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2. Left Tunnel
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The caverns branch into two tunnels again


going left and right. To the left is a 20-foot
tunnel that leads to an open sarcophagus.
The party will have to traverse the 60-foot
To the left of the sarcophagus looks to be a
tunnel in a line. Halfway through the cavern
skeleton that has sprung a trap and whose
will be a magic missile trap fired from the
skull has been impaled by a spear sticking
end of the tunnel by a statue of a skull. The
out of the wall. In front of the tomb is a
person in front will need to roll DC 10
wooden chest containing 100 sp. If the
Wisdom (Perception) to find and DC 10
party searches the skeleton they will find a
Dexterity to disable. If not, the trap will hit
silver ring worth 5 sp. The wooden chest
the person in front for 1d10 force damage.
has a crossbow trap attached to it that

shoots an arrow that does 1d10. The trap is
found if a character succeeds on a DC 15 3. Right Tunnel
Wisdom (Perception) check. The trap can be The tunnel opens up to a round room that
disarmed on a Dexterity (DC 10) check. To has an open sarcophagus on the left and
the right is a long tunnel leading to the another tunnel to the right that leads to the
cavern exit. cavern exit. In the center of the room is a
Ghoul. If the party searches the ghoul after

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defeating it, they will find a gold ring worth Statuette of Myrkul (25 gp), Malachite
5 gp. gemstone (10 gp), +1 Shield, and a Potion of
Healing.
Hostile Creature:
Ghoul (MM pg. 148), 200 XP Hostile Creatures:
Kodor Drannon (Appendix), 200 XP
4. Kodor’s Resting Place 2 Skeletons (MM pg. 272), 100 XP
The tunnels that split at the cavern
entrance meet again here to form a larger Afterward
tunnel that leads to a large set of doors. The Returning to the surface and telling the
room has a hexagon shape, in the center is guards that the source of the dead rising
an ornate sarcophagus, decorated with has been destroyed completes the quest.
etchings of the god Myrkul, that has been
opened, to the left is a weapons rack that is The party also finds out that Rewalt did not
now empty, to the right is a large chest, and turn himself in and told the guards that he
to the back of the room is a stone altar. was dragged into the tomb by the undead.
Kodor Drannon is standing near the altar
reading from a book sitting on it. He has a file Award each member 200 XP and 15 GP
skeletal form, wearing a black hooded robe, from the city for completing the quest.
and has a dark blue glow coming out of his
eyes. Two skeletons are standing in the You may also reward each player 15 XP for
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center of the room next to the sarcophagus. each trap the party successfully disarms or
The party will be noticed upon entrance of avoids.
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the room.

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Kodor does not say much before he attacks


the players. He will hang back and cast
spells while the two skeletons attack. Once
Kodor is defeated, all undead in the tomb
will be immediately destroyed and fall to
the ground.

If the party inspects the altar they will



recognize the symbol of Myrkul, god of the
dead. The book contains dogma from
Myrkul instructing its followers to make all
fear Myrkul and he will reward them with
great power and eternal life.

If the party searches the chest they will find


500 cp, 250 sp, 40 gp, an elegant robe (15
gp), a blue quartz gemstone (10 gp), a
pewter crown (25 gp), a Carved Bone
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New Monsters
Kodor Drannon
Skeleton Captain Medium undead, lawful evil
Medium undead, lawful evil
Armor Class: 12
Armor Class: 14 (studded leather armor)
Hit Points: 22 (5d8)
Hit Points: 16 (3d8 + 3)
Speed: 30 ft.
Speed: 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 12 (+1)

11 (+0) 14 (+2) 12 (+1) 6 (-2) 8 (-1) 5 (-3)


Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Damage Vulnerabilities: Bludgeoning
Condition Immunities: Poisoned
Damage Immunities: Poison
Senses: passive Perception 12, darkvision
Condition Immunities: Poisoned
60 ft.
Senses: passive Perception 9, darkvision
Languages: Common
60 ft.
file
Challenge: 1 (200 XP)
Languages: Understands languages it
knew in life but can’t speak
Challenge: 1/2 (100 XP)
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Spellcasting. Kodor Drannon is a 4th-level


spellcaster that uses Intelligence as its
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spellcasting ability (spell save DC 13; +5 to


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hit with spell attacks). Kodor knows the


Actions following spells from the wizard’s spell list:

• Cantrips (at will): ray of frost, mage


Multiattack. The skeleton captain makes
hand, shocking grasp
two melee attacks.
• 1st level (4 slots): shield, magic
Shortsword. Melee Weapon Attack: +4 to missile
hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) • 2nd level (3 slots): hold person, misty
piercing damage. step


Actions

Quarterstaff. Melee Weapon Attack: +1 to
hit, reach 5 ft., one target. Hit: 3 (1d8 -1)
bludgeoning damage.



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