TEXT: Burial Mound of Esur the Red
  a level 2 adventure by Dyson Logos
  In order to defeat a great evil that haunts the land, or to fend off invading armies, or a 
  similar task of heroes, the characters have to find the Ring of Esur the Red.
  Esur the Red was a powerful fighter, a noble son of a ducal family of the kingdom who 
  went on to also become a great noble of the northern barbarian tribes. After his death, it 
  is said that eight hundred of his tribesmen marched to the city gates demanding his 
  body so they may bury it with the proper rites due his rank.
  Of his legends, one item repeats in them all – the heavy black iron ring that he held his 
  braided beard clasped in when walking into battle. With this ring, he is said to 
  command the waves of any body of water within sight. 
  The party has been sent to his burial mound to return with the ring. But odds are they 
  will end up on a long wild goose chase.
  The map to the burial mound has to be found in the state library. Once it has been 
  unearthed, finding the burial mound itself requires a seven day trip into the northlands 
  followed by a day of digging around through what was once the lands of the northern 
  tribes but that is now a mix of recently abandoned farmland and forests. 
  A clan of 7 gnolls has made their home in the particular section of forest near the 
  mound. Their actual home is on the top of the mound, where they have pulled a large 
  piece of canvas between three trees to work as a roof. At any time there are 3 gnolls on 
  the mound, and the other 4 are out in a pair of hunting parties. There is a 1 in 6 chance 
  every hour that a hunting party will return and then two other gnolls will head out. If 
  the hunting party finds the homestead destroyed and/or the gnolls slain, they will wait 
  until the second party returns, then will leave the area. Each gnoll carries 3d6 copper 
  pieces. There is a locked chest in the camp with 2,000 gp. There are two keys to the 
  chest, roll randomly to determine if the keys are present or out with a hunting gnoll.
  1. Tomb Entrance – The halls here are made of slabs of stone erected to hold the earthen mound at bay. A single gnoll skeleton stands in 
  the West alcove (treat as a normal skeleton with 2 HD). 
  2. Trapped Passage – Just at the bottom of the stairs there is a pressure plate that releases a large blade from the floor, sweeping upwards 
  and then back down and resetting. Those triggering the trap take 1d10 damage. The door to room 4 is made of stone and is not locked, 
  however pushing open the latch of the door triggers a bright flash of magical light. Anyone standing within 10 feet of the door must 
  make a save versus dragon breath or be blind for 1d3+3 turns. Finally, the alcove at the North East end of the hall contains a dais and a 
  small font. Anyone who climbs to the top of the dais without standing on each step for at least a minute before ascending to the next step 
  will trigger the trap which sprays the oil from the font over those on the dais and the stairs to the West. If anyone has an open flame, the 
  oil ignites dealing 1d6 to all caught in the blast.
  3. Safe Passage – The stone slabs supporting the hall here have been carved with the likenesses of an army of berserkers marching towards 
  the main entrance from the doors at the bottom of the Northern stairs.
  4. Empty Chamber – This chamber was built to hold construction tools while the mound was being built. It is empty.
  5. Honour Guard – This large chamber holds the honour guard of the slain chieftain. 12 skeletons wearing chainmail, with helms of the 
  12 different clans stand on guard here, each armed with a two-handed sword (AC 5, 1d10 damage).
  6. False Tomb 1 – The door to this tomb is made of stone and is sealed with mortar. Inside is a single large sarcophagus. As the door is 
  forced, the sarcophagus grinds open also, and a wight with a long red beard and expensive chain mail steps out of the sarcophagus. At 
  the same time, the wight in room 7 opens his sarcophagus and the next round opens his door to join in the fight. The wight is wearing a 
  1,000 gp golden necklace, a 500 gp copper bracelet, and a 600 gp silver bracer. There is 7,000 cp in a small locked coffer in the foot 
  of the sarcophagus.
  7. False Tomb 2 – This room is identical to room 6, and the resident of room 6 will awaken and attack if this room is opened first. The 
  wight in this room is wearing a 1,1000 gp electrum pendant, a 600 gp gold ring, and a 900 gp silver brooch. There is 4,000 ep and a 
  false treasure map that leads to a large dungeon two days travel away (and claims the ring of Esur the Red was lost there) in a small 
  locked coffer in the foot of the sarcophagus.
  8. Secret Tomb Entrance – The secret entrance to this tomb is very well concealed and has never been opened. Anyone who is not lawful 
  who opens it is struck as if by a curse spell, causing him a reduction of his prime requisite by half until the curse is removed (unless he 
  makes a successful saving throw). At the bottom of the stairs is a raised dais and shrine to the barbarian god of honor and loyalty. 
  Anyone kneeling here gains the benefits of a bless spell.
  9. Tomb – The real tomb contains a heavy stone sarcophagus. Inside the sarcophagus is a skeleton of a man in ornate chain mail with the 
  black Ring of Esur the Red on his chest. The ring is magical but can only be used by a member of Esur's family.
  Created by Dyson Logos (dyson.logos@gmail.com) http://rpgcharacters.wordpress.com
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/Burial Mound of Esur the Red (LL).pdf