The Dwarven Tomb
In the bluffs and hills below the mountains lies the secret Tomb of the great Dwarven Crafter Velosar Steelbrow. Hidden up on a bluff by secret switchbacks and several layers of protection, a great treasure awaits.
1. The Switchbacks. (Exploration)
In order to reach the top of the bluff, the heroes must find the camouflaged entrance. An Intelligence (Nature) or Wisdom (Survival) check (DC 12) will reveal the way to go: hidden amongst the foliage is a small tunnel that leads up 10 feet to the first switchback. Flight, teleportation, or climbing the bluff with a Strength (Athletics) check (DC 12) bypasses this entrance.
Appendix A: Monster Stat Blocks
Dwarven Werewolf
Medium humanoid (dwarf, shapechanger), chaotic evil
- Armor Class 11 In Humanoid Form, 12 In Wolf Or Hybrid Form
- Hit Points 67 (9d8 + 27)
- Speed 25 ft., 40 ft. in wolf form
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
- Skills Perception +5, Stealth +3
- Damage Resistances Poison
- Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
- Condition Immunities Poisoned
- Senses Darkvision 60ft., Passive Perception 14
- Languages Common, Dwarvish (can't speak in wolf form)
- Challenge 3 (700 XP))
Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Multiattack. (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
Dwarven Chimera Construct
Large construct, unaligned
- Armor Class 18
- Hit Points 114 (12d10 + 48)
- Speed 30 ft., fly 60ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 20 (+5) 3 (-4) 14 (+2) 1 (-5)
- Skills Perception +5, Stealth +3
- Damage Immunities Poison
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Darkvision 60ft., Passive Perception 18
- Languages Understands Dwarvish but can't speak
- Challenge 6 (2,300 XP))
Magic Resistance. Magic Resistance. The Dwarven Chimera Construct has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The construct makes three attacks: one with its bite, one with its horns, and one with its claws. When its lightning breath is available, it can use the breath in place of its bite or horns.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Lightning Breath (Recharge 5-6). The dragon head exhales lightning in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed save, or half as much damage on a successful one.
Dragon-Steel Gauntlets
Wondrous item, rare (attunement)
These strange gauntlets are made with both blue dragon scales and statically charged steel plates. While wearing these gauntlets, you take half as much time to craft constructs. You also know the distance and direction of the nearest construct within 1 mile. Whenever you deal damage to a construct within 30 feet of you, you may expend a reaction to let loose a blast of energy from your gauntlets, potentially deactivating it. If the construct has less than one-quarter of its health remaining, it falls inactive for 1 minute. During this time, any further damage dealt to it is maximized.
Potion of Healing
Wondrous item, common
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
Potion of Healing
Wondrous item, common
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
Steelbrows' Summoning
Wondrous item, very rare
A character that opens and reads this sealed letter will immediately summon Turik and Tiana Steelbrow to aid them for one encounter.
Grounded Steel
1st-level evocation
- Casting Time: 1 Action
- Range: Self/20ft. Sphere
- Components: V, M (a steel weapon)
- Duration: Instantaneous
You invoke the latent magnetic energy within your steel weapon and thrust it towards the ground, causing a sudden blast of electrical energy. Crackling lightning arcs out from your position to fill a 20-foot-radius sphere. Each creature within the sphere must make a Dexterity saving throw. A target takes 2d6 lightning energy on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, targets who fail their saving throw are also pushed back 10 feet. When you cast this spell using a spell slot of 5th level or higher, targets who fail their saving throw are also knocked prone.
Steel Resolve
2nd-level enchantment
- Casting Time: 1 reaction, which you take in response to being frightened by a spell or effect
- Range: Self
- Components: V
- Duration: Instantaneous
As the fear wells up inside you, you rally your spirit with a defiant cry. You can attempt a second Wisdom saving throw against the spell or effect that triggered this reaction. On a success, you are no longer frightened and gain 5 temporary hit points. On a failure, you remain frightened but can willingly move closer to the source of your fear.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 for each slot level above 2nd.
Appendix B: Spells, Items, and Cut-Outs.
Puzzle Cut-Outs.

Map A: Player version
Map B: Player version
Map C: Player version
