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Tomb of Nodhur
[comments:(3), views:(13775), rating:(7.0)]

Author: Gerhard Shipley
Homepage: http://
System: D&D Other
Type: Scenario
Category: Fantasy
Requirements: five or six 1st or 2nd level characters


The doors open smoothly; beyond, you see a great and silent chamber. On a raised dais in the center of the chamber you see a large stone sarcophagus. This, you realize, must surely be the final resting place of the hero Nodhur.

Graphic: Tomb Map

Tomb of Nodhur

Tomb of Nodhur

 

An adventure for five or six 1st or 2nd level characters, or a party having a total of 6 or 7 levels. The adventure is written for Basic Dungeons and Dragons (circa early 1980's) but can be adapted for other fantasy RPGs.

 

Background

Far to the north, on the coast of the deep and cold White Sea, lies the small kingdom of Thrudheim. The hard-living Northmen of this region hold their heroes, alive and dead, in particularly high regard. Nodhur is one such hero who=s prowess in battle and skill at diplomacy are legendary and still spoken of, though he passed from this world more than one hundred years ago.

 

Nodhur=s Tomb is an old burial mound or barrow wherein lies the hero=s earthly remains, along with those of a number of important locals. The Tomb was once visited regularly by pilgrims and was well-cared for by local priests of Nithra, Nodhur=s patron deity. Ten years or so ago, however, an invading army of Orcs overran the region, ending the pilgrimages and slaying the priests. Though the Orcs have long since been defeated, the location of the Tomb has been all but forgotten and the region remains wild enough that few have dared to search for it.

 

Mok Sheb, a Troll, has moved with his band of raiders into the Tomb. From there he launches attacks against caravans passing nearby and even, on occasion, against the nearest small villages several miles away.

 

Hooks

The PCs may be brought into the adventure using any of the following hooks:

 

1. The PCs are working as guards for a caravan when the caravan is attacked by Mok Sheb and his band. All but the PCs are slain, freeing them to pursue the attackers. Alternatively, the caravan leader, frustrated by what is only the latest in a number of costly raids, orders the PCs to track and slay the bandits. A faint trail leads from the site of the attack into the forest and straight to the Tomb.

 

2. Similar to #1, above, but the PCs are in a nearby village when it is attacked. The next day, a reward (2gps per head) is posted for capturing or killing the raiders.

 


3. The PCs are hired (100gps) by priests of Nithra to find, clean out, and report on the condition of the Tomb. The Priests tell the PCs that, by way of further reward, they can keep anything they find or liberate so long as it is not taken from a burial vault or sarcophagus (the current priests are unaware of the existence of the treasury, and believe Nodhur=s Axe will either rest with Nodhur=s body or will have been removed from the Tomb altogether). The priests provide an old map describing the Tomb=s location relative to a prominent landmark (e.g., mountain, waterfall, extremely large and ancient tree).

 

The Tomb

In keeping with convention, italicized text can be read outright to the players. Note: The map was created using the free (and highly recommended) tile-based mapping utility from Dungeon Crafter.

 

1. Exterior and Entrance

You come upon a shadowed clearing, thickly ringed by large old trees. Before you, in the center of the clearing, a squarish mound rises from the earth, long blanketed by thick grasses and wildflowers but obviously not a natural feature. Set into the mound is an oversized door of blackened hardwood intricately carved with runes, designs, and abstract images, and presenting a formidable-looking iron lock.

 

The door is not locked, but Mok Sheb has wedged it shut from the inside. This may cause the PCs some consternation, particularly if they believe themselves to have successfully picked the lock (note: a Knock spell will remove the wedge and open the door). A dagger or similar object slipped underneath the door will knock the wedge away and allow the door to be opened. Alternatively, the PCs could break it down (50% chance for each attempt made with a combined strength of at least 30, i.e., two or more characters hitting is simultaneously, either with their shoulders or with a makeshift ram), though doing so will make a lot of noise.

 

2. The Plug

You enter a short hall constructed of large blocks of gray granite well and smoothly finished by craftsmen of obvious skill. The floor angles slightly upward toward the far wall. At your feet, two shallow, parallel grooves in the floor lead forward from a point just inside the door to disappear underneath the far wall. A large wedge-shaped feature of that wall protrudes into the hall toward you. Ahead, on the right, is an opening into a corridor leading deeper into the mound.

 

If the characters think to ask, none of the expected dust, rat droppings, bits of crumbled stone, or other debris covers the floor that might show footprints or other indications of use or habitation. Mok Sheb is smart enough to have ordered his Orcs to sweep away any footprints. He realizes that to an astute observer the absence of dust and debris is as much an indication of a living presence, but he reasons that at least there is no indication as to what or how many creatures are regularly entering and leaving the Tomb.

 

The far Awall@is actually a movable plug. If the party chooses to approach the plug for a closer look, read the following:

 

As you examine the wall more closely, you notice a seam separating it from the rest of the corridor, as though the wall is somehow not an integral part of the surrounding stonework. You also notice what appear to be rust stains on the wedge-shaped feature.

 


Read the following if the party touches the plug in any way or, if they do not touch it, one round after they begin examining it or, if they do not examine it, as soon as they enter the right-hand corridor:

 

The peculiar wall suddenly shifts and begins to move forward toward the entrance to the mound. It moves slowly at first but quickly gains speed.

 

The plug is a defensive feature, designed to seal the Tomb against intruders. Two rounds after it begins moving, the plug slams into the entrance with a booming impact, blocking it and any hope of escape! If they have not already surmised the plug=s operation, the party now realizes that the grooves are tracks to allow the plug to slide more easily (at one time, the tracks would have been kept well-oiled), and the wedge-shaped feature, once sheathed in iron, fits the entrance=s opening perfectly. The plug is too heavy to be stopped by the characters, and any item wedged underneath the plug in an unsuccessful attempt to stop it will be broken, smashed flat, ground into the floor, or pushed away. Any character who stubbornly or foolishly refuses to enter the right-hand corridor before the plug passes will be pushed out the entrance and cannot partake in the remainder of the adventure.

 

Mok Sheb and his Orcs have studiously avoided jarring the plug in any way. If the party did not touch the plug, assume vibrations or other disturbances from their incautious activities (e.g., heavy footsteps, loud talking) caused it to slip. The sound of the plug ramming home will, of course, announce the intruders to the entire Tomb.

 

If the party examines the back of the plug after it has sealed the entrance, read the following:

 

A thick iron ring is set into the rear surface of the great block, and a length of rusted chain hangs from the iron ring. At the end of the chain is a corroded and broken link. In the direction from whence the block came you see another wall. In the center of this wall is a small opening, through which, you surmise, the chain must have run.

 

The opening leads into the capstan room of area #4, described below.

 

3. Guard Room

The floor of this room is strewn with bits and splinters of wood. Two sconces are set into the walls. Otherwise the room appears empty.

 

In days gone by, at least two priests, serving as both guards and caretakers, would be present in the Tomb at all times. The bits and splinters of wood are all that remain of two beds and various other furniture long since smashed by the Orcs and used as kindling for their cooking fires.

 


If the party performs a careful search of the room they will find that one of the flagstones is loose and moves when stepped upon, and that one of the sconces swivels on its bracket. These are both Ared herrings@, resulting only from lack of maintenance and natural decay, though the PCs may waste considerable time and resources poking and probing and still leave convinced that they=ve missed something.

 

4. Capstan Room

A large capstan occupies this room; iron spokes project outwardly from a central stone wheel around which is wrapped a thick but rusty chain. A length of the free end of the chain lies on the ground, trailing off in the direction of the wall to your left. At the end of the chain is a corroded and broken link. In the center of the left wall is an opening through which the chain presumably ran.

 

The capstan was, of course, used to haul back the plug of area #2, above. Without a forge, the chain cannot be mended sufficiently to withstand the weight of the plug. If the party does devise an apparently reasonable means of mending the broken link, another link will break before the plug can be hauled back a sufficient distance to allow the party to exit. The purpose of this feature is to prevent the party withdrawing from the Tomb during the adventure to heal or acquire special tools or weapons. Rest assured, a means of removing the plug is provided for at the end of the adventure.

 

5. Guardian Statue

To your right is an alcove in which resides a small statute in the form of a human figurine. The statue is unremarkable, though it might have some artistic value. Unfortunately, the statue obviously cannot be removed from its base without damage, and its base looks like it weighs a ton.

 

The statue is an animated or living statute with the single specific purpose of controlling the great block of area #6, described below. The statue will send a signal to open and close the block only if the appropriate password is spoken while standing before the block. No other non-magical mechanism exists for actuating the block.

 

The base does not literally weigh a ton, but it is very heavy and awkward. A combined strength of at least 30 is needed to slide it out of the alcove.

 

The statue will not attack the PCs or give any indication that it is anything other than completely normal. A detect magic spell will, however, reveal its magical nature. Carved into the back of the statute=s base are the words ADeblok@ and AReblok@. These are the passwords for, respectively, opening and closing the block. Mok Sheb discovered these passwords and their use by sheer luck. He and his Orcs pass through the block to avoid the Skeletons of area #7.

 

6. The Great Block


The great block was once used to prevent commoners who were visiting deceased relatives in the Hall of Commoners (area #7, described below) from wandering into or asking about other areas of the Tomb, while allowing the priests a more expedient route to and from those areas. The block is hidden behind a moldy tapestry and melds perfectly into the surrounding stonework such that even characters who are actively searching will have little chance of discovering it. Even if discovered, however, it can only be actuated by the statute of area #5.

 

Remember, the passwords must be spoken while standing before the block, not standing before the statue.

 

7. Hall of Commoners

The doors open with a loud groan and a stirring of dust and stale air. A long hall stretches before you, disappearing into the gloom. A layer of dust covers the floor and gauzy cobwebs drape across the walls and corners. Alcoves line both sides of the hall, and in each alcove is what appears to be a stone burial vault. Each vault is a large rectangular stone box laboriously carved with ornate images and runes and sealed with a thick stone slab.

 

Characters should deduce from the dust and stale air that no creature has come this way in a long time. The hall holds ten burial vaults of various local persons of some small importance. The stone slabs sealing the vaults can be shifted with effort. Inside each vault is the deceased=s skeleton and a few personal items (roll for random contents using the table below). The DM may wish to carefully consider whether lawful good characters should participate in or even allow other characters to loot the dead.

 

Random contents of vault (1d6, roll once per vault):

1 tattered robes

2 tattered clothes and silver ring (2gps)

3 tattered clothes and old book (deceased=s memoirs; 10sps if sold to local bookseller)

4 tattered robes and pouch containing 1-6cps

5 nothing other than skeleton

6 tattered clothes and rusted arms and armor (no value)

 

The Skeletons in the last three vaults and those in the first three vaults will animate once the party has traveled half the distance through the hall, trapping the party between them. The Skeletons have no intellect and will not use strategy. Thus, for example, the Skeletons from the first three vaults, who are now behind the party, will not purposefully attempt to surprise the party once it has engaged the remaining Skeletons. Of course, under certain circumstances (e.g., if the party has left the first three vaults open so that the Skeletons make little sound leaving their vaults and if the party is concentrating entirely on the Skeletons before it) the rearward Skeletons may achieve surprise nonetheless. Fighting the Skeletons has a 50% chance of alerting the Orcs of area #9 if they haven=t been alerted already.

 

For purposes of Turning, because the two groups of Skeletons attack from opposite directions and, most likely, at different moments, the DM may wish to require separate Turning attempts for each group of three.


Skeletons x6 (HP:2,3,3,4,4,5); two carry rusting long swords (1d8 damage), the rest are unarmed (1d6 damage).

 

8. Connecting Hall

Passing through the doors, you enter a wide rectangular corridor. In both the near and far righthand corners are life-sized statutes of humans dressed in flowing robes (priests of Nithra). In the far lefthand corner is another pair of doors. The corridor appears otherwise empty.

 

Sometime ago, the Orcs, realizing that any intruders would likely come this way, broke through the flagstone floor and dug two pit traps. The traps are, however, rather primitive and easily detected (80%) by forward probing of any sort (as with a staff or pole). A PC falling into either 10' deep trap suffers 1d6 points of damage and alerts the Orcs.

 

9. Hall of the Exalted

The doors open with a loud groan. A long hall stretches before you, disappearing into the gloom, and appears substantially similar to the hall in which the Skeletons attacked. The air smells of smoke. Thirty feet ahead, two of the vaults have left their alcoves and now lie perpendicularly across the hall.

 

The Orcs, already alerted to the party=s presence, are waiting in ambush behind the two crosswise vaults. They will wait until the party has cleared the doorway before opening fire with their crossbows. Orcs with spears will not cast them until a character is within 20' of their position. The Orcs will prefer to target fighter-types first and will concentrate their fire in an attempt to kill a single character each round rather than wound two or three.

 

A number of possibilities exist for quick-thinking parties. One is to retreat into the corridor, remove one or both doors from the exit from the Hall of Commoners, and use the doors as shields to rush the Orcs. Also, well-prepared parties could lob flaming oil flasks or wineskins (AMolotov cocktails@) at the Orcs= position, causing them to abandon their cover and fall back, thereby allowing the party to rush into the hall.

 

The vaults hold only human remains, everything else having been taken by the Orcs.

 

Orcs x6 (HP:4,5,6,6,7,7); all wear leather armor; two carry crossbows w/10 bolts and long knives (treat as daggers), two carry spears (one each) and broad swords, two carry broad swords and shields; each has 10-60cps (1d6x10) on its person.

 

10. Chamber of Nodhur=s Rest

The doors open smoothly; beyond, you see a great and silent chamber. On a raised dais in the center of the chamber you see a large stone sarcophagus. This, you realize, must surely be the final resting place of the hero Nodhur.

 


Mok Sheb is flat against the wall to the right of the entryway and cannot be seen until a character enters the chamber. When the first character enters, Mok Sheb will fire his great bow once before diving behind the sarcophagus for better cover. He will continue firing until he runs out of arrows or the party gets too close. Mok Sheb is highly intelligent and will fight to the death. When Mok Sheb attacks, read the following description.

 

As you step into the chamber, you hear the unmistakable Atwang@ of a bowstring to your right. The archer, twenty feet away and moving fast toward the sarcophagus, is a giant green-skinned humanoid wearing an ornate helm and chainmail armor.

 

If the characters get close enough, you may mention the rubbery appearance of Mok Sheb=s skin or other clues to his being a Troll. You should not be quick to refer to Mok Sheb as a Troll unless the party has encountered Trolls before. Whether or not the party recognizes that Mok Sheb is a Troll is important in light of his regenerative powers (3 HP per round). Mere ordinary battle damage - even cutting him into pieces - will not kill him; only damage from fire or acid cannot be immediately regenerated. Once Mok Sheb is incapacitated or killed, read the following.

 

The creature is down, the fight is over. Its great bow is broken, apparently during the fight, but its axe gleams like a thing alive. Searching about the chamber you notice, for the first time, a small wooden door in the wall opposite the entryway.

 

Mok Sheb (HP:24) STR 18 (+3 to hit and damage); chainmail armor and helm; great bow w/10 arrows (treat as long bow to hit, +1 to damage), Nodhur=s Axe +1* (see Appendix B, below) wielded one-handed as though wielded with two.

 

11. Treasury

Through the small door is a narrow corridor with steps going downward. At the bottom of the steps you enter a small room filled with chests and other items of obvious value.

 

The chests are locked but not trapped. The treasure includes:

11pps, 42eps, 109gps, 610sps, 2001cps;

jeweled necklace (30gps), gold arm ring x3 (10gps each), chalice (5gps);

book, AThe Tale of Nodhur@, (50gps if sold to collector) - weighs 1 pound;

books x20, APrayers to Nithra@, (1gps each) - each weighs 4 pounds;

tapestries x4 (25gps, 50gps, 75gps, 100gps) - each weighs 40 pounds; and

Nithra=s Magical Thread (110').

 

A letter, in the form of an authentication, accompanies the Thread and sets forth all of the relevant information included in Appendix B, below. The signature is illegible, but the letterhead indicates that the drafter was a member of the Scholar=s Guild of the nearest large city.

 

The point, of course, is that the Thread can be used on the capstan in place of the broken chain to haul back the plug and allow the PCs to leave the Tomb. Once hauled back, the plug can be wedged in place (possibly with a log from the surrounding forest) long enough to retrieve the Thread.


Ending the Adventure

So ends the adventure. If any of the suggested hooks were used, some final task may yet remain for the PCs, even if it involves only collecting their pay from the caravan master, collecting their reward from the villagers, or reporting their findings to the priests.

 

If your players are anything like mine, they may think about claiming and renovating the Tomb for use as a temporary stonghold. The priests likely won=t allow this (and Nithra won=t be happy either), and will challenge any such claim before the King, in the local Courts of Equity, or in some other appropriate forum.

 

If told of them, Nithra=s priests will attempt to buy back Nodhur=s Axe and Nithra=s Magical Thread. Unfortunately, offerings and tithes are down, so the priests can only pay, respectively, 300gps and 200gps for the treasures. Presumably, the PCs will decline to sell the items.

 

Appendix A: Scaling the Adventure

The DM will need to carefully consider the various challenges posed by the adventure and decide whether the PCs can handle them. An experienced group of players running five or six 1st or 2nd level characters, or a total of six or seven levels, should do well. The Skeletons and Orcs are, by themselves, hardly tough challenges, but the ways in which they=re presented increase the difficulty of getting by them. If, for example, the three Skeletons (area #7) surprise the party from behind - where parties typically position their spellcasters(!) - the party may find itself without magical assistance thereafter. Similarly, if the party isn=t bright enough to do anything other than bullrush the well-positioned Orcs (area #9) who are firing from behind cover, the party may lose its strongest fighter-type.

It may be necessary to tailor later encounters Aon-the-fly@ in light of the results of previous encounters. For example, if the Skeletons and pit traps do serious damage to the party, then the DM may deem it necessary to reduce the number of Orcs. Remember, the party can=t withdraw from the Tomb to recover or resupply. Alternatively, if the party comes through relatively unscathed, the DM may reasonably decide to increase Mok Sheb=s hit points or abilities or else the final encounter could be somewhat anticlimactic.

 

Suggestions for decreasing difficulty include:

1. Assume the three rearward Skeletons in area #7 make too much noise climbing out of their burial vaults to surprise the party.

 

2. Eliminate one or both of the pit traps in area #8.

 

3. Lower the Orcs= hit points in area #9, or replace all or some of the Orcs with Goblins or even Kobolds.

 

Suggestions for increasing difficulty include:

1. Replace one or more of the Skeletons in area #7 with more powerful undead (e.g., Zombies, Ghouls).

 


2. Place a Gelatinous Cube or similar beasty at the bottom of one of the pit traps in area #8.

 

3. Increase the number of Orcs in area #9, or replace some or all of the Orcs with better armed and armored Hobgoblins or even Ogres.

 

Appendix B: Magic Items and Other Treasure

Nodhur=s Axe +1*

Nodhur=s glorious combats are the stuff of legends. Of all his weapons, his Axe is perhaps the most famous - AGiant Cleaver@ and ADragon Cutter@ it is called. Its creation is said to have been commissioned by Nithra herself and accomplished by the greatest Dwarven smiths.

 

Nodhur=s Axe is a double-bladed, hand-and-a-half battle axe, balanced so perfectly it can be wielded equally well with one hand (1d8 damage plus magical bonus) or two (1d10 damage plus magical bonus). The haft is of Witchwood, much-prized for its ability to accept dweomenors, and the blade is of Mithril.

 

The Axe=s magical bonus is linked to the wielder=s level. The Axe is +1 at levels 1-4; +2 at levels 5-9; +3 at levels 10-14; and so on.**

 

In addition to its enhanced lethality, the Axe can also cure its wielder of 1d4 HP of injuries once per day simply by speaking the words ANithra, grace the wielder of thine mighty Axe@. This ability is documented in The Tale of Nodhur and is well-known to scholars of the region.

 

**Note: This feature of increasing effectiveness is an attempt to address the common problem of characters Aoutgrowing@ lesser items over time and needing to regularly upgrade to more powerful items. With this feature, magical items can become generally less common and more valuable, and specific magical items can become more meaningful over the long term. The feature of increasing effectiveness can be satisfactorily explained in a number of ways including, for example, that the character=s ability to more effectively tap into the item=s power increases with experience level, or that the item=s dweomenor becomes linked to the character=s life essence (level) and increases in power commensurately. Also, this feature has precedent in the many spells (e.g., Light, Magic Missile) whose effectiveness is tied to the caster=s level.

 

Nithra=s Magical Thread


Legend has it that once, as Nithra strode across the heavens, the hem of her gown frayed, sending magical threads far and wide. These magical Threads typically appear to be ordinary silk cord interwoven with silver threads. They may be of any length, are always one-quarter inch in diameter, and are typically of a pastel color such as pale blue, pale green, or pale rose, though a gold-colored Thread is rumored to have once been found. The Thread will support any weight and cannot be cut, burned, or otherwise broken. The Threads are, in fact, not magical; their extraordinary properties result solely from the skill and knowledge of those who create them for the Gods= rainments.

 

Appendix C: Playtest Characters

The following party of characters was used to playtest the Tomb of Nodhur adventure.

 

1. Grimnir, Fighter 2nd, 17/12/13/14/16/13, HP:17, AC:5, leather armor & shield, long sword, spear.

 

2. Wroonwit, Cleric 1st, 14/14/16/13/13/12, HP:6, AC:9, shield, mace, spell: (none at 1st level).

 

3. Lorelar Gladiolis, Elf 1st, 9/17/14/17/11/13, HP:3, AC:8, staff, silver dagger, spell: magic missile.

 

4. Donar, Dwarf 2nd, 16/9/9/13/18/9, HP:20, AC:5, leather armor & shield, battle axe, crossbow w/15 normal bolts and 5 silver bolts.

 

5. Nicodemas, Halfling 1st, 10/11/14/16/14/10, HP:4, AC:5, leather armor, short sword, dagger.

 



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