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Forsaken Labyrinth of the Golden Baron

orsaken Labyrinth of the Golden Baron is Floors and Walls. The ȵoors and walls are made of
intended for four characters with an neatly cut stone..
average party level (APL) of 3. Characters Doors. The doors are made of solid oak with metal
who complete this adventure should earn reinforcements. The single doors are all locked. They can
enough experience to reach 4th-level. A be unlocked with a DC 13 Dexterity (Sleight of Hand)
map to a lost tyrant's tomb and treasures check. The double doors are all unlocked, but they're
ȴnally surfaces. This campaign takes place trapped. The traps can be located with a DC 16 Wisdom
in Arden, although it can be set in your own world. Any (Perception) check and disarmed with a DC 16 Dexterity
party composition should be able to ȴnish the adventure (Sleight of Hand) check. Roll on the table below to see
with intelligent play. what trap each door has.

Background d8 Result
The door is covered in contact poison. If a creature
The Golden Baron once ruled the valley with an iron ȴst. touches it, it must succeed on a DC 14 Constitution
1
He taxed his people relentlessly and amassed incredible saving throw taking 1d10 poison damage on a failure
or half as much on a success.
wealth. When he died, he was buried within a mazelike
complex with all of his wealth and servants. The location of The ceiling above the door has small holes in it that
the tomb was thought to be lost to time, however, one of launch tiny darts. If a creature opens the door, it must
2 succeed on a DC 14 Dexterity saving throw taking 1d10
the builders smuggled out a map to it before he was killed
piercing damage on a failure or half as much on a
along with the others who worked on it. Now, the map has success.
come into the possession of a group of adventurers. It will
The threshold of the door conceals a slashing scythe. If
take skillful hands and a sharp eye to navigate the trapped
a creature walks through the door, it must succeed on
halls of the tomb and recover the treasure within. 3
a DC 14 Dexterity saving throw taking 2d10 slashing
damage on a failure or half as much on a success.
Adventure Hooks The doorknob is spring loaded and launches outwards
if grabbed. If a creature grabs it, it must succeed on a
Found on a Corpse. The characters were looting the 4
DC 14 Dexterity saving throw taking 2d10 bludgeoning
body of a fallen foe when they came across the map to the damage on a failure or half as much on a success.
Golden Baron's tomb. It had notes detailing a great The frame of the door is inscribed with arcane runes
treasure ripe for the taking if only one could get past the that detonate upon the door being opened. If a
traps and monsters within. Seeking to claim the valuables, 5 creature opens it, it must succeed on a DC 14 Dexterity
they follow the map to the the hidden entrance of the saving throw taking 2d10 ȴre damage on a failure or
tomb and descend. half as much on a success.
Inherited from a Relative. The characters came into The threshold of the door conceals a row of spears
possession of the map from one of their relatives either as beneath. If a creature walks through the door, it must
a gift or through inheritance. It had notes detailing a great 6 succeed on a DC 14 Dexterity saving throw taking 2d10
piercing damage on a failure or half as much on a
treasure ripe for the taking if only one could get past the
success.
traps and monsters within. Seeking to claim the valuables,
they follow the map to the the hidden entrance of the The frame of the door is made from a cursed dark
wood. If a creature passes through the door, it must
tomb and descend.
7 succeed on a DC 14 Constitution saving throw taking
Purchased on a Whim. The characters purchased the 4d10 necrotic damage on a failure or half as much on a
map o΍ an old drunk who claimed it had immeasurable success.
value. It had notes detailing a great treasure ripe for the
The threshold of the door conceals small metal pipes
taking if only one could get past the traps and monsters that spew ȴre. If a creature passes through the door, it
within. Seeking to claim the valuables, they follow the map 8 must succeed on a DC 14 Dexterity saving throw taking
to the the hidden entrance of the tomb and descend. 4d10 ȴre damage on a failure or half as much on a
success.

The Forsaken Labyrinth of Lighting. The tomb is pitch black.

the Golden Baron Unusual Features. There are pit traps all throughout
the complex. They're indicated by a red "X" in a square on
The tomb was designed to be a maze, the safe route the DM's version of the map. They can be located with a
through known only to the builders who were executed DC 16 Wisdom (Perception) check. Once a creature is
upon its completion. The surface entrance is concealed aware of a pit, it can easily jump over it. If a creature steps
beneath a false rock outcropping and accessible by on a pit trap, it must succeed on a DC 14 Dexterity saving
speaking a magic command word. The complex has the throw or fall 20 feet taking 2d6 bludgeoning damage.
following features unless speciȴed otherwise.
Ceilings. The ceilings are made of stone and rise 10 ft.
above the ȵoor.
1. Entry Stairwell 6. Shrine to Greed

Stone steps lead down to an ornate wooden A large dais dominates the southern end of
door. Light from above reveals a mural of a this room. Set atop it is a large ornate chest.
great treasure drawn on it.

Trap: Chest. The chest is trapped. The trap can be


This narrow hallway contains nothing of value. spotted with a DC 16 Wisdom (Perception) check and
disarmed with a DC 16 Dexterity (Sleight of Hand) check. If
2. Entrance Hall someone opens the chest without disarming the trap, they
must succeed on a DC 14 Dexterity saving throw taking
2d10 slashing damage on a failure or half as much on a
This chamber contains numerous murals success as scything blades whip out of the wall and cut
depicting a man, gold coins, gems, and items right above the chest.
of great value. Treasure: Magic Bag. Inside the chest is a handy
haversack.

The murals depict the Golden Baron and his vault of 7. Trapped Hallway
treasures. There is nothing of value in this room.
The two entrances to this hallway are barred by
3. Corpse Chamber portcullises. They can be lifted with a DC 12 Strength
(Athletics) check.
Trap: Pressure Plate. The middle of the hallway
contains a pressure plate. It can be spotted with a DC 18
The room ahead is empty, save for a small
chest on the eastern wall nestled in an alcove. Wisdom (Perception) check and disabled with a DC 14
Dexterity (Sleight of Hand) check. If someone steps on it,
the portcullises slam down and lock. Acid then begins to
spray from the ceiling on everything and everyone in the
The chest is empty.
hallway. Each round a creature remains under the acid
Trap: Illusory Floor. The ȵoor in this room is an spray it takes 1d6 acid damage. The portcullises, once
illusion. It can be spotted with a DC 14 Intelligence
locked, can only be lifted with a DC 18 Strength (Athletics)
(Investigation) check. Beneath it is a 10 ft. deep pit.
check.
Encounter: Zombies . There is an ogre zombie and
two zombies in the pit. They attempt to grapple and drag
anyone who falls into the pit to the ground so they can
8. Eastern Lesser Tomb
pound on them with their rotten ȴsts.
This room contains six rough hewn coɝns.
4. Empty Room
Encounter: Skeletons . There are six skeletons in this
This room appears to contain the remains of
room. They rise from the coɝns if disturbed.
crates and barrels.
9. Western Lesser Tomb
There is nothing of value in this room.

This room contains six rough hewn coɝns.


5. Empty Room

The room ahead appears to be empty. Dust Encounter: Skeletons . There are six skeletons in this
and cobwebs cover the ȵoor and walls. room. They rise from the coɝns if disturbed.

There is nothing of value in this room.


Encounter: Baron's Ghost . If anyone disturbs the
10. Pool of Re6ection sarcophagus, the ghost of the Golden Baron arises. It is
driven by greed and desires to reclaim its treasures from
room 11 and rebuild its kingdom. It will try to possess one
This massive chamber contains a large ornate of the characters to accomplish these goals. If successful, it
fountain. Crystal clear waters ȵow from will ȴrst go to room 6 to acquire its handy haversack and
various stone carvings of angels and demons then to room 11 to ȴll it with its treasure. If it manages to
on it.
do this, it will then leave the tomb and ȵee towards the
nearest city.

Trick: Reverse Alignment. If a creature drinks the water, 14. False Vault
it must succeed on a DC 14 Charisma saving throw or else
its alignment changes to the complete opposite of what it
currently is.
This massive chamber contains piles upon
piles of gold coins, jewels, and works of art.
11. Vault of Treasures
The coins, jewels, and artworks are all illusory. If they
This large chamber contains a large pile of remain outside the tomb for more than 24 hours, the
coins. The ȵoor cannot be seen beneath it. illusory magic fades and they crumble to dust.
Encounter: Builder's Ghost . There is a ghost sitting
atop the largest pile of coins. He was the builder of this
Encounter: Basilisk . There is a basilisk prowling among complex and the one who smuggled out the map to its
the coins. It's currently hidden under the large pile of location. When the characters arrive, he greets them
them. It attacks anyone who disturbs the coins. solemnly. He explains that the Golden Baron killed him
Treasure: Coins . There is 2,300 cp, 1,200 sp, and 70 gp and all of his workers once the tomb was complete so they
in the coin piles. Upon further inspection, it appears as couldn't tell anyone its location. He knows the location of
though the remaining coins are made of iron. Each has the the baron's resting place and can lead the characters there
face of the same man, the Golden Baron, engraved on it. If if they show sympathy for his plight. If they mock him or
a character succeeds on a DC 14 Intelligence (History) become hostile, he'll try to possess one of them and ȵee
check they can recall that the Golden Baron issued his own into the depths of the complex. He knows where all the pit
coins to keep his subjects from trading with people from traps and trapped doors are so he's immune to their
outside the kingdom. e΍ects and will try to put as many as possible between
himself and the other characters.
12. Outer Vault
15. False Tomb
This small room contains nothing of note
except a large thick metal door on the This grand chamber contains a dozen large
western wall. pillars carved to resemble stacks of gold coins
as well as an ornate sarcophagus at the
eastern end of the room. Large piles of coins
Trick: Door Swap. As soon as a creature enters this surround it.
room, the doors as described in the features section of
this adventure swap. The double doors all lock. They can
be unlocked with a DC 13 Dexterity (Sleight of Hand) This is not the resting place of the Golden Baron. It's a fake
check. The single doors all unlock, but traps materialize burial site designed to fool grave robbers. The
within them. Roll on the table in the features section of the sarcophagus, the pillars, and the coins are all worthless
dungeon when a creature attempts to open one. replicas.
Encounter: Wraith . If anyone disturbs the
13. Baron's Tomb sarcophagus, a wraith rises up and attacks. It's bound to
the tomb and cannot leave it, but it will pursue the
characters throughout the complex if they try to ȵee.
This dusty chamber contains a single stone
sarcophagus in the center of the room.

The secret door to this chamber can be spotted with a DC


18 Wisdom (Perception) check and opened with a DC 18
Intelligence (Investigation) check.
Aftermath
What happens after the characters acquire the treasure
depends on whether the characters completed certain
actions or not.
If the characters defeated the baron's ghost, then
the spirits of those who were killed to protect the secret of
this place are ȴnally released.
If the characters did NOT defeat the baron's
ghost, then as soon as they loot the treasures in the vault,
his ghost leaves its resting place and travels straight to
them. He attempts to possess whoever holds the most
treasure and ȵee from the tomb.
Either way, with the treasures in hand, the characters
are free to continue exploring the complex or they can
simply leave with their loot.
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Copyright 2000, Wizards of the Coast, Inc. System
Reference Document 5.0 Copyright 2016, Wizards of
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
Chris Perkins, Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson. &RS\ULJKW
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