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Note: Made a mistake with the map when I rewrote this and forgot to point the compass to the North (which is the left side of the page). It's now fixed in the PDF. Let me know if you see any other issues.

Featuring art by Dyson Logos, Matias Lazaro, and Tithi Luadthong.

This adventure is optimized for five characters with an average party level (APL) of 7. Characters outside this level range cannot participate in this adventure. The adventure includes a lot of dangerous traps, so a party with a rogue or a wizard with high investigation will be incredibly useful. A small character will also be helpful. Plus, it includes a few undead uglies, so clerics will also add value to the party. Note: The dungeon is extraordinarily dangerous. Players who act before they think will find themselves rolling new characters. It may even be recommended that your players create new characters just for this adventure.

Adventure Background

By Dyson Logos

The tomb of the Kirin-Born Prince is one of the older known tombs of the Etturan Dynasty – and one of the few whose location was not lost with the burning of the Tarek Archives. Many expeditions to seek out the later “shaft-tombs” often use this tomb as a sort of base camp, much to the chagrin of the Etran Cenobites.

A small order of religious monks has sprung up around several of the rediscovered Etturan tombs and attempt to maintain or rehabilitate the structures to worship and seek the gifts of the many god-kings that were entombed in the region. However, their numbers are few and the gifts of god-kings are sparse if not completely non-existent – thus the Etran Cenobites eke out a paltry living, only noticed when they harass would-be tomb-raiders.

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Comments

Anonymous

Awesome, thanks for the quick fix! That definitely fixes the issues, even the ones I didn't think that could be fixed by changing the orientation of the compass rose.

dmdave

Haha I should have made that a riddle for the adventure. ;)

Anonymous

Hey Dave currently running my party through this tomb as a fun side quest and we are loving it we will be moving into our third session in the tomb this week it has had them on edge and second guessing themselves the entire time very entertaining to watch thank you for this awesome content. I do have one question about the intent of the elemental doors and the traps related, I am wondering if for example the chamber of greed with the fire key when the key is taken while others are removed from the other 3 statues the door to the chamber seals and begins to fill with poison gas now if the other members are on the outside of the door with the water key is it as simple as just reopening the door or once the trap is triggered is it sealed until dawn. I'm assuming they can just reopen it but I was curious as to your intent with these traps