Ty's 3-2-1-Shots: The Dwarven Tomb (Level 8)

by Logicspren

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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.

2. Turik and Tiana Steelbrow (Social/Combat Encounter)

Two descendants of Velosar are guarding the Tomb’s entrance. Once mighty warrior twins for their clan, after being bitten by Werewolves, they now spend their self-enforced exile protecting their great-grandfather’s tomb and fighting their Lycanthropic curse. A Charisma (Persuasion) or Charisma (Deception) check (DC 17) will convince them that the party should be allowed enter the tomb and obtain a single treasure. (Having a Dwarven party member will grant advantage on these checks.) They will not inform or help the party with the Tomb’s challenges.

If they are angered, or if the party expresses their desire to loot the premises entirely, they transform and attack. (Use included Werewolf Stat Block.) The twins try their hardest to force the party members away from the Tomb and over the edge of the hill. When a creature is being pushed off the southwest corner of the hill, they must succeed a contested Strength (Athletics) check against their foe. When they fall, roll 1d4 to determine how many switchbacks they fall down (1d6 falling damage per switchback). Falling from other parts of the hill deals no damage as they roll down to the hill to the trees 5 feet down. The trees are difficult terrain.

If slain, the twins have on them 2 Potions of Healing.

3. The Compass (Puzzle Encounter)

Upon progressing to the Tomb’s Entrance, parties will find a curious, Octagonal Antechamber. The rough-hewn stone walls have curiously straight edges. A Passive Perception of 15 or more will notice a light covering of dust in the center. Clearing it away reveals a large, engraved compass. It is plain to see that the runes that would mark each direction are missing. In their place is a thin, triangular hollow. Searching the specific areas shown on the map below with an Intelligence (Investigation) check (DC 13) will reveal a slot in the stone where a tile is hidden. Placing a tile in the correct location requires a Dwarven-speaking party member or a successful Intelligence (Arcana) check (DC 17). Successfully solving the puzzle opens the secret door in the East Wall.

4. The Tomb Guardians (Boss Encounter)

After descending a spiral granite staircase, the party encounters massive, 30ft. tall Steel doors. They require a Dexterity (Thieves’ Tools) or Strength (Athletics) check (DC 18) to get through. In order to access the hoard that lies at the back of this chamber, player characters must first defeat Velosar Steelbrow’s most prized creations; The Dwarven Chimera Constructs! Made with steel plating and blue dragon scales, these electrifying monsters are stalwart defenders of their master’s Tomb.

5. Loot!

If the party has brokered a deal with the Twins, they may take the Dragon-Steel Gauntlets on top of Velosar’s sarcophagus. If the twins were killed in combat, the rest of the Tomb’s loot is as follows: 100 platinum, 1,034 gold, 750 silver, 30,000 copper, a spell scroll of Grounded Steel, a spell scroll of Steel Resolve, a set of high quality Smith’s Tools (worth 40 gold) and a worn magical Anvil (Whenever you craft a piece of armor using this anvil, roll a d10. On a 10, the armor is enchanted with a +1 bonus.)

6. The Journey Home

If the party defeated both the twins and the constructs, they will have several carts worth of coin to transport home. Carrying such wealth is a surefire way to attract the attention of bandits, roaming dragons, and/or rival adventurers. Where they go next and what they do is up to you!

If the party gained only the Dragon-Steel Gauntlets, they will also receive a piece of parchment, the Steelbrows' Summoning. This can be used at the time and place of their choosing to summon the Twins (Using their Dwarven Werewolf Stat Blocks).

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