The Hidden Tomb of Felios Isarius
Ceilings
20 feet High inside Rooms and 10 feet high in Corridors.
Doors
Stone connected to Pulley & Weight system to open.
Lighting
None unless stated.
Noises
Scratching or Scrabbling of rats and Dripping water.
Air
Damp, unless stated otherwise.
Odours
Dank and Moldy.
General Features
Bones (Small animals), Cobwebs, Damp and Cracked Ceilings, Floors and Walls, Dust, Fungi (common), Mold (common), Water (Dripping, small and large puddles). Roll on the Random Room, Chamber & Corridor Feature Table.
Numbered Locations
1 to 9.
Creatures & Treasure
Various.
Description given to PC's and DM Info
The Hidden Tomb
1-Antechamber:
Description: Read to the PC's
A pair of stone doors 3 feet wide each open up into a 5 foot wide corridor 10 foot long, which then opens up into a chamber 30 foot by 20 foot. The inner side of the stone doors are covered in copper which are engraved with a sky at night scene of a Moon with stars. There are no other doors in this room only a corridor straight ahead to the east leading off into the darkness. When the corridor opens up there is a basket with torches (6), a Tinderbox and a hidden Wand of ? to your right (south).
DM
TRAP
Swinging Stars
Mechanical trap (level 1-4, moderate, harm)
A pair of double stone doors covered in copper engraved with a scene of the night sky blocks the path. These doors pull open easily from the inside and push open easily from the outside. If opened from the outside it triggers a tension cable which is attached to only one door which triggers the trap. (The characters will not have to open these doors and can see the entire trap)
Trigger (Tension Cable): A creature that opens the doors together triggers the trap.
Effect (Swinging Object): A spiked ball on a chain swings down at the triggering creature. The trap attacks the triggering creature with a
+6 attack Bonus, dealing
5 (1D10) Bludgeoning Damage and
5 (1D10) Piercing Damage if it hits. This attack can't gain Advantage or Disadvantage.
Countermeasures: A successful
DC12 Wisdom (
Perception)
Check lets the creature spot the cable through some gaps around the hinges, and a successful
DC12 Dexterity Check while using
Thieve's Tools disables the trap.
TREASURE:
A basket of Torches (6), a Tinderbox and a Hidden Wand of ?
1a-Corridor:
Description: Read to the PC's
This corridor is 5 feet wide and 20 foot long with four empty iron wall sconces, two on each side, a basket of torches (8) are on your left (north) where the corridor begins. At the far end of the corridor are stone steps leading down.
DM
TRAP
Uprising Underfoot
Hybrid trap (level 1-4, moderate, harm)
This corridor is entirely unlit. There are sconces along the length of the corridor, and a basket of torches at one end. The basket has enough torches for all the sconces (4). In the middle of the corridor, a
Rune of Detection is inscribed on the wall.
Trigger (Bring Object): A creature that brings a lit torch 15 feet into the corridor triggers the trap (it doesn't need to be a torch from the basket).
Effect (Spikes): When activated, the Rune engages the mechanisms below the floor and spikes shoot up along the corridor. Each creature in the corridor must make a
DC12 Dexterity Saving Throw, taking
7 (2D6) Piercing Damage on a failed save or half as much on a success.
Countermesures: A successful
DC12 Wisdom (
Perception)
Check lets a creature spot the Rune and the holes in the floor for the spikes, although this check has Disadvantage if the creature has no other source of light and cannot see in the dark. A creature can disable the Rune with a successful
Intelligence (
Arcana)
Check or a
Dispel Magic Spell.
TREASURE:
None, Just Torches (4) and a Tinderbox.
2-Robing Room:
Description: Read to the PC's
This chamber is 20 foot by 40 foot and the entrance is behind hanging tattered curtains (once gold and green silk), the walls have ten iron wall sconces most are empty, three have torch stubs in them. There are rotted wooden benches, rotted wooden chests and iron pegs all around the room, many ruined robes hang on the pegs (one robe has a ring stitched into its hem, another has a leather scroll case in an inside pocket containing a Dispel Magic Spell), only one hanging robe looks cleaner and in better condition than the others (Robes of the High Priest). Scattered throughout the room are many wooden staves and staffs (one is a Staff of ?) and four empty iron braziers. Also spread across the floor are rush/reed mats covered in mold.
TREASURE:
A Staff of ? , A Ring of ? , A Set of Robes of the High Priest, and a leather scroll case (Dispel Magic Spell).
2a-Corridor:
Description: Read to the PC's
This corridor is 5 feet wide and 30 foot long with six empty iron wall sconces, three either side and stone steps that lead down into darkness.
Two large stones are tied to the ceiling with hempen ropes, clearly visible to all, above the stone steps.
DM
TRAP
Swinging Stones
Mechanical trap (level 1-4, setback, harm)
Two large stones are tied to the ceiling with hempen ropes, clearly visible to all, above the stone steps. A thin tripwire is stretched across the top step (leading down the steps) underneath the stones. The characters will be approaching from the chapel chamber (area 4) and will need to walk up the steps.
Trigger (Tripwire): A creature that walks through the tripwire triggers the trap.
Effect (swinging Object): The stones tied to the ceiling swing toward the triggering creature, who must make a
DC10 Dexterity Saving Throw. A creature has
Disadvantage on this
Saving Throw as the area is only 5 feet wide. The creature takes
7 (2D6) Bludgeoning Damage on a failed save, or half as much on a successful one.
Countermeasures (Sensitive): A successful
DC10 Wisdom (
Perception)
Check reveals the tripwire. A successful
DC10 Dexterity Check using
Thieve's Tools disables the tripwire, but a check with a total of 5 or lower triggers the trap.
TREASURE:
None.
3-Storage Room:
Description: Read to the PC's
This room is 20 foot by 30 foot and the entrance is a stone door. there is an iron wheel located to the right of the door which is attached to a pulley and weight system. This room has six iron wall sconces with torch stubs and rows of rotted wooden shelves mounted on the walls, filled with clay pots, jars and bowls containing herbs, fragrant oils, lantern oil, among other things. Around the room are many large clay jars containing olive oil, wine (turned to vinegar), and water, some are broken and cracked which have leaked making the room smell of mold and various oils. Also spread across the floor are rush/reed mats covered in mold.
TREASURE:
Large Clay jars of Olive Oil (6), A Set of Stone Mason Tools (1), Clay Pots of Lantern Oil (6), Jars of Fragrant Oil (2), various jars of herbs and spell components.
4-Chapel:
This is where the PC's begin The Hidden Tomb Adventure, the PC's fall through the Ceiling or Climb down here:
Description: Read to the PC's
This room is 30 foot by 50 foot with ten rows of rotted wooden pews, a raised Dias with an altar, which has an altar cloth (not in too bad condition), a Bronze altar set (bowls, etc), a 3 foot tall tarnished Iron cross (Actually Silver), a Bronze/Silver Sceptre, a brass incense burner and various idols of Thentian gods made from wood, stone, clay, and bronze. There are two brass braziers, one either side of the altar and kneeling benches just in front. Four pillars covered with holy symbols and iron wall sconces, with torches are in the center of the room.
A medium sized wood and iron bound chest is by the NE wall, it is unlocked and contains various robes, vestments, candles, incense blocks, Religious leatherbound books, and prayer beads.
TREASURE:
A Bronze/Silver Sceptre worth 60gp, An Altar set of Bronze (6 items) worth 60gp, An Altar Cloth worth 20gp, a brass incense burner 20gp, various Idols (12) worth between 10-80gp, Leatherbound Religious books (8) worth between 20-60gp each and A 3ft Silver Cross worth 120gp (once cleaned).
5-Guardroom:
Description: Read to the PC's
This room is 30 foot by 40 foot with the ceiling in the center being 20 feet, then there are twelve Columns which hold up a lower 10 foot high ceiling. A single source of light near the center of the room comes from a large copper bowl. This combination casts dark and solid shadows along the walls. Leaning against six columns facing the light source are six open wood and brass fitted coffins (slightly rotted) with an armed and armoured Skeleton inside each.
DM
TRAP
Covert Counteraction
Hybrid trap (level 1-4, moderate, hinder)
The chamber has many columns around its edge and a single source of light near its center, a large copper bowl with a
Continual Light Spell cast upon it. This combination casts dark and solid shadows along the walls.
A Rune of Detection is inscribed near the light source, and bags of sand are concealed on the ceiling of the shadowed areas, ready to drop.
Trigger (Step into the Darkness): A creature that enters an area in shadow triggers the trap.
Effect (Falling Objects): When activated, the Rune firstly releases an iron portcullis across the entrance to the chamber, trapping all inside. At the same time bags of sand are released over the triggering creature, who must make a
DC12 Dexterity Saving Throw. On a failure, the creature becomes
Blinded for 1 minute. Any Attack Roll against a Blinded creature has
Advantage if the attacker can see it, and the affected creature automatically fails
Stealth Checks.
Countermeasures: A creature can spot the Rune with a successful
DC12 Wisdom (
Perception)
Check; if a creature makes this check they can spot the bags of sand. A creature that can reach the Rune can disable it with a successful
DC12 Intelligence (
Arcana)
Check, and a creature that can reach the bags without entering the shadows can remove them quite easily using a pole or long spear. Casting a
Dispel Magic Spell on the Rune also disables the trap. If a creature thinks to increase the light in the room this will help to bypass the trap, leaving less areas in shadow.
COMBAT:
Skeleton Warriors (6).
TREASURE:
6 Sets of Leather Armour (partially Ruined), 4 Bronze Spears, 2 Bronze Shortswords, 2 Bronze Shields (Medium), 6 Iron Tipped Spears, 3 Iron/Bronze Maces, and 6 Iron Shortswords.
Each Skeleton has a leather purse containing 4gp, 7sp and 6cp each (All Thentian coins).
5a Corridor:
Description: Read to the PC's
This corridor is 5 foot wide and 60 feet in length with ten empty iron wall sconces, five on each side of the corridor. Stone steps lead down from the Chapel (4) to this corridor which has puddles of water and small animal bones scattered across the floor. At the 30 feet point of the corridor, on the left (north) is a turning, 3 feet ahead is a stone door with an iron wheel to open the door on the right hand side. At the fifty feet point of the corridor, on the right (south) are a set of stone steps that go up into the darkness and at the far end of the corridor are a set of stone steps leading down.
At the top of the stone steps leading from the Chapel (4) sits a basket containing Torches and a Tinderbox.
DM
TRAP
Uprising Underfoot
Hybrid trap (level 1-4, moderate, harm)
This corridor is entirely unlit. There are sconces along the length of the corridor, and a basket of torches at one end. The basket has enough torches for all the sconces (10). In the middle of the corridor, a
Rune of Detection is inscribed on the wall.
Trigger (Bring Object): A creature that brings a lit torch 30 feet into the corridor triggers the trap (it doesn't need to be a torch from the basket).
Effect (Spikes): When activated, the Rune engages the mechanisms below the floor and spikes shoot up along the corridor. Each creature in the corridor must make a
DC12 Dexterity Saving Throw, taking
7 (2D6) Piercing Damage on a failed save or half as much on a success.
Countermesures: A successful
DC12 Wisdom (
Perception)
Check lets a creature spot the Rune and the holes in the floor for the spikes, although this check has
Disadvantage if the creature has no other source of light and cannot see in the dark. A creature can disable the Rune with a successful
Intelligence (
Arcana)
Check or a
Dispel Magic Spell.
TREASURE:
None, Just Torches (10), and a Tinderbox.
6-Workshop For Embalming The Dead:
Description: Read to the PC's
The stone door to this room is at the top of the stone steps leading from the corridor (5a) below. The iron wheel to open the door is located on the right hand wall. Inside the chamber is 10 foot by 10 foot with a workbench of stone in the center of the room and many wooden shelves containing Jars, Bottles, Bowls and bandages. There are two iron wall sconces with torch stubs, a large iron Brazier, a wood and brass bound chest in the SE corner and on the workbench are various tools and knives.
TREASURE:
1 Silver/Iron Sacrificial Dagger +1 (on the workbench), 1 Set of Embalming Tools (on the workbench), Healing Kits (12,5 are Ruined) in the chest and Uncommon Potions of Healing (6) (on the shelves).
7-Main Tomb Chamber:
Description: Read to the PC's
The stone doors to this chamber are located at the foot of the steps leading from the corridor (5a), the doors are covered with copper engraved with holy symbols and writings in a language you don't understand (Thentian). On either side of the doors are iron levers that connect to a pulley & weight system, the doors open inwards noiselessly.The room is 30 foot by 50 foot with a high 30 foot ceiling, the walls have religious carvings and tapestries (mostly covered in mold) and iron wall sconces. Also in the room are nine statues (depicting the Thentian Pantheon, the Pc's won't know this) standing between four and six feet tall each, and a shrine with a medium sized copper Offering bowl filled with gemstones, various Candles and some incense blocks. In the SE corner stands a long stone table with an altar set, some books, various candles, and a few idols made from wood, clay and stone upon it.
DM
TRAP
Poison Darts, Minor
Mechanical trap (level 1-4, usually dangerous, harm)
Several holes along the walls of this chamber are disguised with carvings. A pressure plate is hidden near the center of the chamber.
Trigger (Pressure plate): A small size or larger creature that steps on the pressure plate triggers the trap.
Effect (Darts): The trap makes three Ranged attacks against the triggering creature. Each attack has a
+8 Attack Bonus and deals
2 (1D4) Piercing Damage, and usually plus
3 (1D6) Poison Damage (the poisons potency has faded completely). These attacks can't gain Advantage or Disadvantage.
Countermeasures (Sensitive): A successful
DC15 Wisdom (
Perception)
Check reveals the pressure plate. A successful
DC15 Dexterity Check using
Thieve's Tools disables, but a check with a total of 10 or lower triggers the trap.
Thentian Pantheon Statues
- The Father: Life & Knowledge Domains (A Handsome man holding an open Book)
- The Mother: Life & Knowledge Domains (A Beautiful lady holding an infant)
- The Smith: Tempest & Forge Domains (A bearded man with a Hammer)
- The Warrior: War & Death Domains (A bearded man with a sword)
- The Hunter: Nature & Death Domains (A man with a Bow)
- The Old One: Death & Grave Domains (A bent over old woman holding a crooked stick)
- The Mage: Knowledge, Light & Arcana Domains (A long bearded old man with a Staff)
- The Trickster: Trickery Domain (A Cloaked figure, faceless)
- The Farmer: Life & Nature Domains (A Bearded man with a Sickle)
TRAP
Acid Splash Offerings
Mechanical Trap (level 1-4 setback, harm)
Atop a shrine rests a medium sized copper Offering bowl filled with gemstones, 16 (2D12) Gems worth 10gp each.
Trigger (Pressure Plate): A creature that removes the entire bowl or just the offerings from the bowl triggers this preset weight trap.
Effect (Acid/Slime Blast): When triggered, the pressure plate activates a hidden nozzle which sprays a jet of acid, making a Ranged Attack against the triggering creature, and 1 additional creature within 5 feet of the triggering creature. the attack has a
+5 Attack Bonus and deals
3 (1D6) Acid Damage (weak now due to age). this attack can't gain Advantage or Disadvantage.
Countermeasures (sensitive): A successful
DC10 Wisdom (
Perception)
Check reveals the pressure plate. The pressure plate can be disabled with a successful
DC10 Dexterity Check using
Thieve's Tools, but a check with a total of 5 or lower triggers the trap.
TREASURE:
1 Gold Altar set (6 Items) worth 600gp, 16 (2D12) Gems worth 10gp each, Candles & incense blocks, Idols (6) worth between 5-25gp each, some Religious books (4) worth between 20-75gp each, and 1 Bronze covered Book (Lifestory, History of Felios Isarius, worth 30-60gp to any Library or 300-600gp to the Isarius Family).
8-False Crypt:
Description: Read to the PC's
The entrance to this chamber is a stone door at the foot of the stone steps with an Iron Lever on the right hand side of the wall. Once inside, the chamber is 30 foot by 20 foot with iron wall sconces, 2 or 3 to a wall with unlit torches still in them. In the center of the room, engraved in the flagstones is a religious symbol and around this laid out like the main points of a compass, N, E, S, W, are four stone Sarcophagus. Standing beside each sarcophagus is a Skeleton warrior wearing armour and holding a weapon.
DM
TRAP
Choking Vapours
Mechanical trap (level 1-4, Usually dangerous, harm)
The floor of this chamber is paved with uneven flagstones.
Trigger (Weight Sensitive Surface): When 20 or more pounds of weight are placed on the central flagstone, it depresses and cracks a glass vial filled with liquid.
Effect (Poison Gas): The liquid quickly becomes a
20-foot-radius sphere of poisonous, yellow-green fog centered on the triggering creature. The fog spreads around corners. It lasts for 10 minutes or until strong wind disperses the fog. The area becomes heavily obscured. When a creature enters the fog cloud area for the first time on a turn or starts its turn there, that creature must make a
DC15 Constitution Saving Throw. The creatures take
6 (usually
16, rolling 3D10)
Poison Damage on a failed save, or half as much damage on a successful one. The poison has weakened in potency due to the age of the trap.
Countermeasures: A successful
DC15 Wisdom (
Perception)
Check reveals the trapped flagstone and hidden vial beneath, and a successful
DC15 Dexterity Check while using
Thieve's Tools disables the trap.
COMBAT:
Skeleton Warriors (4).
TREASURE:
2 Sets of Bronze Chain Mail, 2 Bronze Helmets, 4 Bronze Spears, and 2 Sets of Leather Armour (partially Ruined).
Each Skeleton has a leather purse containing 4gp, 7sp and 6cp each (All Thentian coins).
9-Crypt:
Description: Read to the PC's
The entrance to this chamber is a secret door hidden behind a Tapestry. If a PC looks behind the Tapestry or tears it down, it will reveal a blank stone wall, A Wisdom (Perception) Check is needed, a success means the character can make out the outline of a door or see slight scuff marks on the flagstones. The nearest iron wall sconce can be pulled like a Lever, this opens the Secret door, inwards. Beyond the secret door is a Secret Crypt chamber which is 40 foot by 20 foot which has either two or four empty brass wall sconces on each wall.
In the center of the chamber a Dragon symbol has been engraved on the flagstones and upon a raised Dias towards the Eastern wall is a large stone Sarcophagus, engraved with holy symbols and writing, and possibly names and dates (All in Thentian). It will take a combined Strength of 30 to open the lid of the Sarcophagus, Behind sits a Large wood, iron, and brass chest (Locked).
Inside the Sarcophagus are the skeletal remains of Captain Felios Isarius wearing tattered/moldy red robes, 2 gold coins cover the eye sockets, a gold medallion on a chain depicting a black dragon is worn around the neck, and a gold dragon head ring with rubies for eyes is on the third skeletal finger on the right hand. Upon the brow sits a wreath of dusty green leaves (if touched crumbles into dust) revealing a plain golden circlet. Also in the sarcophagus are a Bronze Dagger (With Dragon Head Pommel, Emeralds for eyes), and a Bronze Shortsword (with Ruby gem pommel), both in red leather scabbards.
Standing by the Sarcophagus are four Skeleton warriors in armour and holding weapons.
DM
TRAP
Spear Strike, Minor
Mechanical trap (level 1-4, moderate, harm)
Three spears are hidden within the wall of this area. A thin, almost invisible tripwire is strung across the entrance, under the spears.
Trigger (Tripwire): A creature that walks through the tripwire triggers the trap.
Effect (Spears): Spears thrust toward the triggering creature, who must make a
DC12 Dexterity Saving Throw. The creature takes
10 (3D6) Piercing Damage on a failed save, or half as much on a successful one.
Countermeasures (Sensitive): A successful
DC12 Wisdom (
Perception)
Check reveals the tripwire. A successful
DC12 Intelligence (
Investigation)
Check reveals the nature of the trap and allows a creature to make a
DC12 Dexterity Check using
Thieve's Tools to disable the trigger, disabling the trap.
COMBAT:
Skeleton Warriors (4).
TRAP
Sinister Seal
Hybrid trap (level 1-4, setback, block)
A unique and ornate seal is carved into the floor of this room; a
Rune of Detection is hidden in the design of the seal.
Trigger (Pass Area): A creature that walks over the seal activates the Rune, which activates a timed mechanism. After 1 minute, the trap effect occurs. The DM can set specific criteria for what activates the Rune.
Effect (Barrier): A heavy stone slab slams down in the entrance to the room.
Countermeasures: A successful
DC10 Wisdom (
Perception)
Check lets a creature spot the rune, and a creature that succeeds on a
DC10 Intelligence (
History or Religion)
Check recognises the seal and knows about the trap. A successful
DC10 Intelligence (
Arcana)
Check or casting
Dispel Magic on the rune disables the trap.
TREASURE:
Sarcophagus: 1 Bronze Dagger +1 (With Dragon Head Pommel, Emeralds for eyes) in a red leather scabbard, 1 Bronze Shortsword +1 (with Ruby gem pommel) in a red leather scabbard, 2gp, a Gold Medallion on a Chain depicting a Black Dragon (worth 400gp), a Gold Dragon head ring with rubies for eyes (worth 250gp), and a Plain Golden Circlet (worth 100gp).
Chest: 1 Set of Bronze Plate: Breast/Back plate, Arm Greaves, Leg Greaves, 1 Leather Kilt (Ruined/Mold), 1 Bronze Helmet with Ruined red Plume, 1 Bronze round Shield, with Black Dragon Symbol (Medium), 1 Red Cloak (Ruined) with Fur collar, 1 pair of Leather Boots (Partially Ruined), 6 Leather purses (moldy ) and 2 wooden boxes (moldy) but containing a total of 300gp, 600sp, 400cp, 100ep and 20pp all Thentian coins).
Skeleton warriors: 4 Sets of Bronze Plate, 4 Bronze Helmets, 4 Bronze Shields (Medium), and 4 Bronze Shortswords Each Skeleton has a leather purse containing 4gp, 7sp and 6cp each (All Thentian coins).
Felios Isarius Of The City Of Isara
Captain of The 7th Thentian Legion of Northern Kelldoria
Born: The 8th Day of Arn 14900KR Died: The 27th day of Forst 14942KR (Aged 42 years)
All Carved in the Thentian Language and the Dates in Dwarvish Runes on the Sarcophagus
Rufius Stonemeld Dwarven Master Mason
Master Mason Rufius did the stone carvings on the Sarcophagus, The Statues of The Thentian Pantheon (With Help) and various small carving and shaping jobs throughout the entire Tomb.
The Apprentices of Rufius did many carvings throughout the Tomb including: Stone Doors, Steps, Columns and Pillars, Altar's, Tables, Workbenches and helped with the Thentian Statues.
DM
You have reached the End of The Hidden Tomb.
Comments