TEXT: 1
   
  
  2
   
  Design: Thorsteinn Mar
  Proofing: Bergthora Gudjonsdottir
  Acknowledgements: Helgi Mar Fridgeirsson, Hjalti Nonnuson
  Playtesters: Pall Bjarnason, Brynjar Sigurdsson, Hlynur Steinson, Saevar Snorrason, Sindri Traustason 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, 
  and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of 
  the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is 
  used with permission under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2018 by Thorsteinn Mar and published under the 
  Community Content Agreement for Dungeon Masters Guild.
  
  3
   
  Adventure Background
  Torhild 
  Flametongue 
  founded 
  the 
  dwarven 
  kingdom Besilmer in -4420 DR in the Dessarin Vale. 
  The kingdom encompassed the whole vale and 
  a part of the High Forest. Besilmer was founded 
  above ground, for Torhild firmly believed that while 
  dwarves toiled underground they would never 
  earn other races’ respect. His goal was therefore to 
  form communities and to prosper through superior 
  craftsmanship. Torhild had one son, Torarinn, whom 
  he loved dearly. Torarinn was trained as a warrior 
  and had a retinue of the kingdom’s greatest fighters 
  and paladins that fought beside him. When Torarinn 
  was still young Torhild gave his son the legendary 
  sword Flametongue, the weapon the Torhild had 
  been known by. After this Torhild chose to use the 
  famous axe Orcsplitter. 
  Every year the kingdom came under an attack by 
  trolls from the Evermoors. Repeatedly the dwarves 
  fought them off, but since the kingdom had no 
  centralized fortification it was a lucrative target for 
  all sorts of villains and monsters. 
  A century after Besilmer’s founding the underground 
  fortress city of Tyar-Besil was built, as response to the 
  constant threat that trolls, giants and other monsters 
  About this module
  The Lost Tomb of the Dwarven Prince is designed 
  for 4-6 level 1st-3rd level PCs and non-evil alignment, 
  a good balance of character classes is advised. It takes 
  place in the Forgotten Realms, in the area around the 
  village Triboar, as described in The Storm King’s 
  Thunder. The module can be run using any setting 
  where you’d find a small village and woodland 
  mountains nearby. All encounters can easily be 
  modified to fit either a larger or a smaller party. 
  As an earthquake uncovers an entrance to a long-
  forgotten tomb many adventurers set out to discover 
  what riches it may hold. But the tomb is dangerous, and 
  something seems to have woken up those who lay there in 
  coffins and sarcophagi. Can your PCs brave the Lost Tomb 
  of the Dwarven Prince and survive it? 
  This book is meant for the Dungeon Master and 
  refers the Player’s Handbook, Dungeon Master’s 
  Guide, Monster Manual and The Storm King’s 
  Thunder. Spells and items are described in the Player’s 
  Handbook, magic items can be found in Dungeon 
  Master’s Guide and stat blocks for monsters and 
  villains are in the Monster Manual, unless otherwise 
  noted.
  The Lost Tomb of the 
  Dwarven Prince
  
  4
   
  Adventure Overview
  The PCs learn about where to find a long-lost tomb, 
  seemingly filled with treasure and waiting to be 
  plundered. Once there they find that the tomb is not 
  only trapped and dangerous, but a troupe of goblins 
  along with other adventurers have already found 
  it as well. It will take brawn, brains and courage to 
  explore and escape the Lost Tomb of the Dwarven 
  Prince. 
  Triboar
  Triboar is described in detail in the Storm King’s 
  Thunder modules, see p. 53-58. Familiarize yourself 
  with the town. The following are added locations to 
  the town’s description. 
  T26: Scented Candles
  East of T10, south of T23.
  Scented Candles is the candle store of Rarovina 
  Ilmandar and her wife Joyvene di’Talia. The store is 
  small, but the variety of candles is great. Though most 
  customers by regular white candles and lamp oil, the 
  couple try hard to get their scented candles business 
  growing. Unbeknownst to Joyvene Rarovina invested 
  almost all their money, which consisted mostly of the 
  di’Talia dowry, in the small house and a very small 
  candle production. 
  T27: Priests home
  North of T22, west of T20.
  Recently Garmund of Shadowdale, cleric of 
  Kelemvor, and his family took up residence in 
  Triboar. They moved into a small farmhouse near 
  the graveyard, where Garmund and his oldest son, 
  Olaf, have been tending the graves and offered 
  locals burial services. Garmund’s wife, the halfelf 
  Yiriala, took ill recently, shortly after Garmund left 
  Triboar investigating rumors of undead prowling in 
  where the Sword Mountains and the Kryptgarden 
  forest meet. Olaf has been desperately trying to find 
  someone who can help him locate his father and 
  bring him word about Yiriala. 
  Getting the PCs involved
  Here are a few adventure hooks for the characters. 
  Feel free to add to them or make up your own. 
  Hook a: The heroes overhear two adventurers 
  speaking about the recently discovered tomb. One 
  of them has a map leading to the tomb, but both 
  adventurers are very drunk, and both fall asleep with 
  the map lying on the table. The adventurers say that 
  poised to the kingdom. Torhild oversaw the building 
  of the fortress city himself, making sure that every 
  dwarven settlement had means to enter the city in 
  case of an attack.
  In one of the many attacks by the trolls of Evermoor, 
  Torarinn Flametongue, was killed by a huge troll 
  chieftain, later brought down by king Torhild. 
  His father mourned deeply his only son and had 
  a beautiful tomb built in the Sword Mountains, 
  overlooking the Dessarin Valley, and had the prince’s 
  sarcophagus enchanted, so that if evil ever invaded 
  Besilmer, he would rise again alongside his warrior 
  retinue and defend the realm.
  One year a clan of hill giants attacked Besilmer 
  and the king Torhild, still mourning the loss of his 
  only son, met their leader in a one-on-one combat. 
  Torhild was killed in the combat and the realm was 
  plundered by its enemies. 
  Many dwarves fled south and joined the Fallen 
  Kingdom and Tyar-Besil was eventually abandoned 
  by -4160 DR. 
  The tomb of Torarinn Flametongue was soon 
  forgotten and after series of earthquakes hit the 
  region, sending avalanches and landslides down the 
  sides of the Sword Mountains, the tomb was hidden 
  away for many ages.  
  Recent developments
  Few months ago, the Alhoon Val’Xootiz and 
  his retinue of warlocks and warmongers came to 
  Kryptgarden forest through the Underdark and 
  took over Old Gnawbone’s (or Claugiyliamatar) lair 
  in Deeping Cave, in the dragon’s absence. Recently 
  their evil influence has been tainting the forest 
  and all the inhabitants of the woods have felt their 
  presence. Even the goblins are starving, since game 
  has retreated, and other sylvan creatures have moved 
  southwards. Until now only the inhabitants of the 
  forest have been aware of the changes in the forest. 
  An earthquake hit the Sword Mountains and 
  uncovered the entrance to the lost tomb of Torarinn 
  Flametongue. 
  The 
  news 
  has 
  spread 
  quickly 
  throughout the Dessarin Vale and many adventurers 
  have braved the tomb, even people in nearby 
  villages, eager to get rich by plundering a tomb of a 
  dwarven king. Still, the tomb had proven to be more 
  dangerous than anticipated and few have returned, 
  and no one has returned with the many riches it is 
  supposed to hold.  
  
  5
   
  Zombies are becoming a problem around the 
  Black Maw Bog bridge, reports from caravan say. 
  (False)
  Laron, a known Waterdhavian minstrel, left 
  the Northshield House in a hurry one morning, 
  saying that he’ll return soon with pockets full of 
  gold. 
  Giants have been a problem in Phandalin, many 
  merchants report. (False) 
  The trolls of Evermoor are uneasy and travel 
  along the Evermoor way has become more 
  dangerous than before. 
  Goblins in Kryptgarden Forests seem to have 
  gathered and marched southwards, rangers 
  report. (False)  
  this is a tomb of some forgotten dwarven royalty and 
  is probably filled with gold and treasure.
  Hook b: A desperate woman, Joyvene, pleads the 
  PCs to find her wife. She hasn’t heard from her in 
  a tenday, after she rode on what she calls a foolish 
  adventure, in hope of finding an old tomb of some 
  long-forgotten dwarf where the Kryptgarden Forest 
  meets the Sword Mountains. Her wife, Rarovina 
  Ilmandar, a candle merchant down on her luck, told 
  her she’d return in five days.
  Hook c: A young boy, Olaf, stands by the city gates 
  and asks the PCs if they’ve seen his father, he’s about 
  6’8” and has a beard. He left Triboar a few days ago, 
  in search of a grave or something like that, but he 
  hasn’t returned. He said he’d only be away a couple 
  of days and his mom is sick. His father, Garmund, is 
  a cleric of Kelemvor who heard that undead had been 
  sighted around the Sword Mountains, especially 
  where the mountains meet the Kryptgarden forest. 
  Olaf wants Garmund to return and heal his mother.
  Hook d: Urgala Meltimer, the Northshield House’s 
  innkeeper, asks the PCs if they know Laron the bard, 
  for one the PCs remind her of the minstrel. Laron 
  left a few days ago, leaving much of his stuff behind 
  and asked Urgala to keep it safe for him. The bard 
  said he heard that nearby, where the Kryptgarden 
  Forest meets the Sword Mountains, an old tomb had 
  resurfaced after an avalanche. He owes Urgala for 
  the room and she doesn’t know what to do with his 
  gear.
  Rumors in Triboar 
  The merchants, caravan guards and town guards are 
  friendly towards the PCs, long as they treat them in 
  kind. They are eager to share stories, especially over 
  a mug of ale in any of the taverns and inns of Triboar. 
  Feel free to add to these rumors and hearsays. 
  There are many ruins and tombs of long forgotten 
  dwarven families supposedly in the Kryptgarden 
  forest, though few dare to enter the woods.
  Old Gnawbone has been sighted soaring above 
  the Kryptgarden forest. (False)
  The Lord Protector doesn’t seem eager to send 
  out patrols to see what happened to Torgrim.
  Caravans have spotted heavily armored zombies 
  wandering not far west of the Long Road.
  Garmund of Triboar, cleric of Kelemvor, rode out 
  of town a few days ago, stocked with holy water 
  and other undead banes. 
  
  6
   
  candle-shop, Ilmandar’s Candles. The shop isn’t 
  doing too well, since the market for candles in Triboar 
  isn’t as large as Rarovina hoped for when she opened 
  the shop. She has spent all the money her father-in-
  law, a noble in Waterdeep, loaned her and didn’t 
  see that her candle-business would pay off enough 
  so that she could repay the loan. Therefore, after 
  listening to a couple of adventurers talk about the 
  Lost Tomb, Rarovina decided to head out for herself 
  in hope of finding the tomb and claim its treasures. 
  Joyvene, hopelessly in love with Rarovina, begs the 
  PCs to save her foolish wife and she is willing to pay 
  them each 50 gps, if they bring her back safe. With 
  a successful DC 13 Intelligence (History) check the 
  PCs know the di’Talia’s, a former merchant family in 
  Waterdeep that bought their way into the nobility. 
  With a successful DC 12 Charisma (Persuasion) 
  check the PC can get Joyvene to promise them 60 gps 
  each for Garovina’s safe return. Joyvene knows that 
  Garovina planned to investigate the eastern slopes 
  of Sword Mountains, where the Kryptgarden Forest 
  meets the foothills of the mountains.   
  Leaving Triboar
  Once the PCs have decided to leave Triboar in 
  search of the Lost Tomb and they have stocked up on 
  resources, read or paraphrase the following:
  Getting there
  Finding the Lost Tomb without a map or good 
  directions can be a hassle. The PCs can find a 
  map in the Northshield House, left by two drunk 
  adventurers, and Urgala Meltimer is willing to part 
  with the map for 3 gps. With a successful DC 12 
  Charisma (Persuasion) check the PCs manage to 
  haggle the price down to 2 gps. 
  The PCs can also get a decent sense of where the 
  tomb is to be found be speaking to Olaf, Garmund’s 
  son. His father told him where the zombies had been 
  sighted in case he didn’t return. Olaf is friendly to 
  anyone who presents a holy symbol of a good aligned 
  god, his father is training Olaf to become a cleric of 
  Kelemvor and has taught the boy about the many 
  gods of Toril. If the PCs do not present or display a 
  holy symbol of a good aligned god, Olaf isn’t eager 
  to talk. With a successful DC 10 Wisdom (Insight) 
  check the PCs feel that the boy doesn’t trust them, 
  and they need to convince him to tell them about his 
  father’s quest. With a successful DC 10 Charisma 
  (Persuasion) check the PCs manage to convince him 
  to help them out. 
  The PCs can also speak to Joyvene di’Talia, Rarovina 
  Ilmandar’s wife, but she can be found in her wife’s 
  Triboar and the 
  Dessarin Vale
  
  7
   
  steadily. You hear frogs croak and birds chirp and 
  the air grows more humid. As the road winds slowly 
  downwards, you notice that the land around you 
  has changed from the green pastures and taken on 
  a darker hue. You’ve entered the Black Maw Bog. 
  As the PCs venture on and reach the stone bridge 
  crossing the small stream, they have a chance seeing 
  the ogre hiding on the other side. With a successful 
  DC 15 Wisdom (Perception) check they spot the 
  ogre, as it hides beneath the bridge. 
  As the PC reach the stone bridge and if they haven’t 
  spotted the ogre, read or paraphrase the following: 
  You reach a stone bridge spanning a small and foul-
  smelling creek. As you step onto it a large hulking 
  brute, brandishing a mean-looking club, steps 
  forth and bellows: “Ye must pay Leappaloode’s 
  toll, 5 yello’ coins for each of you, small’uns.” The 
  ogre points at you with its club while holding up 
  four fingers with his other hand and waits for your 
  answer.
  With a successful DC 12 Charisma (Persuasion) 
  check the PCs manage to haggle the price and get the 
  ogre to agree on 4 gps per PC. If the PCs try to deceive 
  Leappaloode he will become angry if he sees through 
  their lies and raise the tax to 8 gps per PC (he counts 
  on his fingers and finally raises 9 fingers to display 
  his great mathematical skills). With a successful 
  DC 5 Wisdom (Insight) check the PCs feel that the 
  Ogre isn’t too bright and perhaps mathematics isn’t 
  his strongest skills. If the PCs try to bluff the ogre 
  reward good roleplaying and clever thinking. If the 
  PCs decide to look under the bridge they can see the 
  ogre’s daughter waiting for her father to return.
  If the PCs spot the Ogre they can try to go around 
  it, but it will add to their travelling time. Trekking 
  through the bog takes considerable time. With a 
  successful DC 14 Wisdom (Survival) check the PCs 
  manage to find a suitable path through the bog, but 
  it will add 4 hours to their trek. If the PCs decide to 
  move west of the bog they need to cross the stream, 
  though it isn’t rapid it is quite deep and swimming 
  across will leave all their equipment wet. It’s 30’ 
  across where it is most narrow. With a successful 
  DC 10 Strength (Athletics) check the PCs manage to 
  swim across the stream.  
  Long Road
  The Long Road is a much-traveled road that stretches 
  from Waterdeep and north through Red Larch, 
  Westgate and Triboar and more towns. Travelling 
  The sun shines, but gray clouds still cling to the 
  steep sides of the Sword Mountains. Merchants 
  shout orders to caravan guards that are getting 
  ready to leave the town and head west towards 
  Neverwinter through Phandalin. Somewhere a 
  dog barks and the smell of freshly baked bread fills 
  the air. The guards at the tower nod their heads at 
  you.
  If the PCs decide to speak to the villagers, guards or 
  merchants each of them has something to share about 
  the Lost Tomb, if asked about it (see the rumors). The 
  guards also know that at least three other persons 
  have left Triboar in search of the Lost Tomb, but no 
  one has returned. 
  If the PCs want to talk to the caravan guards, the 
  guards warn the PCs about the ogre that lives in the 
  Black Maw Bog and that there have been some goblin 
  attacks along the Long Road where the Kryptgarden 
  Forest is. 
  Travelling in the Dessarin 
  Vale
  Show the players the Dessarin Vale Map and allow 
  them to plot their course. Following the Long Road 
  southwards allows the PCs to move at normal speed. 
  Once they leave the road and head into the wilderness 
  they slow down. Wagons and carts can only follow 
  marked trails. Traveling through the foothills and 
  the Kryptgarden Forest is at half speed. Traveling 
  through fields and grassland is at 75% speed. Roll 
  for weather normally (see DMG p. 109). If the PCs 
  choose to leave the known paths they risk becoming 
  lost, roll for wilderness navigation (see DMG p. 112), 
  if the PCs have the map they have advantage on the 
  navigation rolls.  
  Black Maw Bog
  The Black Maw Bog is a small mire and it is not hard 
  to trek through it. The waters are shallow and the 
  Long Road runs in one end of it, with a stone bridge 
  crossing a small and slow creek. However, an ogre, 
  Leappaloode (see MM p.237), has built a small nest 
  under the bridge for himself and his daughter and 
  claims toll of anyone whom he deems a no match for 
  his brute strength. 
  When the PCs enter the Black Maw Bog, read or 
  paraphrase the following:
  As you trudge on, south away from Triboar you 
  notice that the number of flies and insects grows 
  
  8
   
  around the woods, though a couple of goblins 
  aren’t a hassle a score might be and especially if 
  they are starving and willing to do anything to get 
  their hands on some food.”
  Harkor doesn’t know if the goblins are native to 
  Kryptgarden forest or not, but he suspects they are. 
  He also doesn’t know and doesn’t care why the 
  goblins were so skinny. Once the PCs have asked all 
  their questions Harkor bids them farewell. 
  Feel free to add more encounters along the Long 
  Road. 
  Kryptgarden Forest
  The Kryptgarden forest lies west of the Sword 
  Mountains and is the domain of the green dragon 
  Old Gnawbone. The woods are thick and dotted with 
  dwarven ruins, remnants of Torhild Flametongue’s 
  kingdom, Besilmer. Dryads, satyrs and other sylvan 
  creatures make the forest their home along with a 
  clan of goblins. Trekking through the forest is not 
  easy and the chance of getting lost much higher than 
  on the Long Road.
  With a successful DC 13 Intelligence (History) 
  check the PCs know that in the year 1489 DR 
  Claugiyliamatar’s lair was raided which left the 
  dragon gravely wounded. Among the things stolen 
  from her was the Green Dragon Mask. The dragon’s 
  lair was supposedly in the Deeping Cave. If the 
  PCs succeed by 5 or more they also know that Old 
  Gnawbones had to flee Kryptgarden forest and was 
  later offered dragonlichdom. 
  With a successful DC 12 Intelligence (Nature) check 
  the PCs know that the forest is home to several types 
  of sylvan creatures, e.g. dryads, satyrs and pixies. 
  If the PCs succeed the check by 5 or more they also 
  know that these creatures are more frequent in the 
  southern parts of the woods. 
  The Kryptgarden forest is dark and forbidding, 
  the trees seem to huddle close and the daylight 
  struggles to break through the foliage. Busy 
  squirrels and birds pay you no heed as you 
  approach the woods. As you enter the forest you 
  notice a fallen, overgrown and moss covered, rune 
  encrusted obelisk.
  A PC who understands dwarven can decipher 
  the runes. They say: Behold beautiful Besilmar, the 
  kingdom of Torhild Flametongue. With a successful 
  DC 16 Intelligence (History) check the PCs know 
  that the Besilmar kingdom was where Dessarin vale 
  along the Long Road gives the PCs many chances 
  to meet other adventurers, merchants and caravans. 
  The road is well marked and easy to follow and, due 
  to high traffic, relatively safe. 
  While travelling along the Long Road south of 
  Black Maw Bog the PCs encounter a caravan from 
  Waterdeep heading to Mirabar with silk, spices and 
  exotic wares. The caravan leader, a burly human 
  fighter named Harkor Kilar, warns the PCs about a 
  tribe of goblins the caravan guards sighted moving 
  around the Kryptgarden Forest. 
  You see a caravan ahead, moving north. As you 
  approach a rider comes galloping and stops a 
  short distance from you. The rider is a tower of 
  a man, with bushy beard and eyes cold as steel. 
  “Well met, travellers, and walk with the Helping 
  Hand’s blessing,” he calls, his hand upon the hilt 
  of his sword, “where do you come from and where 
  have you gone? What news bring you from up the 
  road?”
  With a successful DC 12 Intelligence (Religion) 
  check the PCs recognize the Helping Hand as 
  Shaundakal, the god of caravans and travelling. With 
  a successful DC 12 Wisdom (Insight) check the PCs 
  feel that Harkor, though wary, is good natured and 
  means no harm. If the PCs show no hostility Harkor 
  will introduce himself and ask the PCs for their names, 
  while the caravan slowly passes by. The caravan 
  consists of eight wagons pulled by mules and oxen, 
  13 guards and 12 merchants. With a successful DC 
  18 Intelligence (History) check the PCs recognize 
  Harkor’s name, since he was a part of an adventuring 
  party called The Obsidian Circle, which earned some 
  fame after a successful trek through Undermountain. 
  He is especially known for his longsword, Winter’s 
  Touch, a +2 Frostbrand. With a successful DC 15 
  Intelligence (Arcana) check the PCs recall that the 
  Winter’s Touch is a potent weapon created by the 
  Illefarn elves and was for long believed lost, before 
  The Obsidian Circle claimed it in the labyrinthine 
  dungeons of Undermountain.
  If the PCs are willing to trade information and 
  warn Harkor of the ogre Leappaloode, he is very 
  grateful and warns them about the goblins around 
  the Kryptgarden forest. Harkor will under no 
  circumstances part with his longsword. 
  “I saw a troupe of goblins moving along the edge of 
  the Kryptgarden forest, friends. My scouts caught 
  two of them and they were skinny and weak. Still, 
  they fought like devils. I suggest you be careful 
  
  9
   
  met Harkor they have an advantage on both Wisdom 
  (Survival) and Dexterity (Stealth) checks to avoid the 
  goblin hunting parties. During daylight hours roll a 
  d6 every 4 hours, on a roll of 6 a goblin hunting party 
  consisting of 6 goblins is nearby. With a successful 
  DC 13 Wisdom (Perception) check the PCs become 
  aware of the goblins. If the PCs spend the night in 
  the forest roll every other hour. The goblins fight to 
  the death. With a successful DC 12 Wisdom (Insight) 
  check the PCs see that the goblins are starving and 
  fight like they have got nothing to lose. 
  There shouldn’t be much game in the forest and the 
  PCs are more likely to come across carcasses, which 
  have been stripped clean. If the PCs go foraging (see 
  DMG p. 111) the DC is 15. 
  There are many dwarven ruins and crypts in 
  Kryptgarden forest, feel free to add some to amplify 
  the feeling that there used to be a dwarven kingdom 
  in the Dessarin Vale. 
  Sword Mountains foothills
  The hills north and east of the Sword Mountains 
  are rolling foothills and not hard to trek through. In 
  many places there are ruined columns and statues, 
  depicting long forgotten dwarven heroes, jut out 
  from the hills, hinting at the great history of the area. 
  With a successful DC 13 Intelligence (History) check 
  the PCs know that the Dessarin Vale was a part of 
  the Besilmer kingdom. If the PCs check succeeds by 
  5 or more they also know that the Besilmar kingdom 
  was the first dwarven kingdom to be founded 
  above ground and that the Stone Bridge is the most 
  prominent remnant of that long-gone kingdom. 
  While travelling through the foothills a pair of giant 
  wolf spiders (see MM p. 330) ambush the PCs. The 
  beasts see the PCs as intruders to their domain. Read 
  or paraphrase the following: 
  The mountains loom close and you can feel the 
  air grow more humid and colder as you trudge 
  ever higher. As you enter a small crevasse you see 
  pebbles tumble from above. You look up and see 
  where two hairy spiders emerge from a crevasse, 
  both with their fangs poised to strike.
  With a successful DC 12 Wisdom (Animal 
  handling) check the PCs get the feeling that the 
  spiders are simply defending their domain and fight 
  could be avoided by choosing a different path. The 
  spiders fight to the death, since they are defending 
  their nests and the eggs therein. 
  If the PCs choose to fight and manage to defeat the 
  is today. If they succeed by 5 or more they know that 
  Torhild was the kingdoms ever only king.
  Roll for navigation normally (see DMG p. 112). If 
  the PCs succeed the Wisdom (Survival) check by 5 
  or more they come across a scene where a wounded 
  owlbear (see MM p.249, only 14 hp left) has attacked 
  and wounded a dwarven explorer, Ibram Ironaxe. 
  Read or paraphrase the following:
  You hear a roar ahead and someone shout angrily: 
  “Til helveetes med theg, thoo fethratha ofvaxna 
  kvekende!” 
  If there are among the PCs someone who 
  understands dwarven, they understand what Ibram 
  shouted: To hell with you, you feathered overgrown 
  bastard. If the PCs investigate this further, read or 
  paraphrase the following:
  You enter a small glade and a bloody scene meets 
  you. A wounded owlbear has pinned down a 
  bloody dwarf. His black beard torn and his hands 
  bloody. A dwarven war axe lies on the ground not 
  far from you.
  The owlbear is hungry and will fight to the death. 
  It is wounded and has only 14 hps left. If the PCs 
  manage to kill it and save Ibram, he is unconscious, 
  gravely wounded but alive. With a successful DC 
  15 Wisdom (Medicine) check or the use of healing 
  spells the PCs manage to heal and save Ibram. Once 
  he wakes up he is very grateful. He can tell the PCs 
  that he saw ruins in the hills north of the forest and 
  he will offer them a Potion of Healing as payment for 
  his rescue. 
  “Ye sure came in the nick of time, Moradin bless 
  ye. I was sure that the feathered kvekende was 
  going to be the end of me. Here, have this, it’s not 
  much, but what I have. Me name is Ibram Ironaxe, 
  antiquarian and explorer of all things past, at yer 
  service. What brings ye to these sad woods?”
  Ibram is likeable and easy going with a hearty 
  laughter. He has travelled far and wide and has 
  many stories to tell and is happy to share them over 
  a fire. He has some experience in exploring ruins 
  and tombs and offers his advice willingly. If the PCs 
  take time to listen to him and his stories, they have 
  an advantage to the first Dexterity check involving 
  disabling traps in the Lost Tomb.
  There are goblin (see MM p.166) hunting parties in 
  the forest. The goblins are starving since the Alhoon 
  Val’Xootiz claimed Claugiyliamatar’s lair. If the PCs 
  
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  You finally reach the mountains. The slopes are 
  steep and bare, and the mounts’ summits are 
  covered with ice. Wind blows from the west, 
  bringing moisture and the smell of salt. There are 
  many crevasses and cliffs, making climbing the 
  mountains not an easy task.
  If the PCs do not have a map or have received any 
  instructions on where to find the Lost Tomb, they will 
  have a tough time finding it. With three consecutive 
  successful DC 12 Wisdom (Survival) check the PCs 
  discover where the tomb is. The first success reveals 
  Garmund’s camp, the second reveals the goblin 
  tracks and the final reveals the location of the tomb. 
  If the PCs have the map, they have advantage on 
  the rolls and do not have to roll three consecutive 
  successes. If the PCs have received instructions the 
  rolls do not need to be consecutive. If the PCs have 
  both the map and have received instructions they get 
  a +2 bonus to the rolls. 
  Garmund’s camp
  Garmund of Kelemvor left Triboar a few days ago 
  to explore and cleanse the Lost Tomb. Travellers 
  and caravan guards had complained about seeing 
  zombies along the Long Road and Garmund’s 
  investigation in Triboar lead him to set out to find the 
  Tomb. He camped three hours away from the tomb 
  to rest and pray. 
  You find a deserted one-man camp. There’s a small 
  fireplace and the hard, yellow grass is pressed 
  down beside it. Few stones have been placed with 
  even intervals around the camp.  
  A successful DC 12 Intelligence (Investigation) 
  check reveals a track leading east, probably left by 
  a heavily armed humanoid. With a successful DC 
  11 Intelligence (Arcana) check the PCs see that 
  whoever spent the night in the camp used some sort 
  of protection spell, judging by the placements of the 
  stones. With a successful DC 15 Wisdom (Perception) 
  check the PCs spot that a small hand holding scales 
  has been crudely carved into a burnt stub of tree, 
  which is in the fireplace. With a successful DC 10 
  Intelligence (Religion) check the PCs see that it is 
  similar to Kelemvor’s holy symbol. 
  Goblin tracks
  As the PCs get closer to the tomb they come across a 
  well-hidden path in the hard grass and gravel. With 
  a successful DC 14 Wisdom (Perception) check the 
  giant wolf spiders, their nest holds a small treasure, 
  a bag of coins containing 34 gold pieces and 12 silver 
  pieces, and a silver inlaid helm worth 50 gold pieces. 
  Garovina’s tracks
  Garovina, not the adventurer she thought she was, 
  became lost in the foothills and is eager to get back 
  home. She has run out of rations and lost her bag of 
  coins and her helm fleeing the giant wolf spiders (see 
  above). With a successful DC 11 Wisdom (Perception) 
  check the PCs hear someone sobbing not far away. If 
  the PCs decide to investigate this further they will 
  find Garovina, where she has found shelter in the 
  hills. Once she sees the PCs she comes running and 
  throws herself at them, crying in joy and thanking 
  Waukeen, Tymora and Shaundakal. She begs the 
  PCs to help her return home to Triboar, for her 
  wife must be worried sick. With a successful DC 12 
  Wisdom (Insight) check the PCs feel that Garovina 
  is desperate. If the PCs set up a price she will agree to 
  anything, in hope that she will find the money later. 
  If the PCs agree to take her back immediately it will 
  add considerable time to their quest. If they invite 
  her to join them and they will escort her back to 
  Triboar once they’ve found the Lost Tomb, she will 
  hesitantly agree, but since she has no provisions she 
  will drain on the PCs. 
  However, Garovina has decent directions to 
  where to find the Lost Tomb so she can be of some 
  assistance, though she has learned the hard way that 
  adventuring is not for her. The fight with the giant 
  wolf spiders taught her that much. If the PCs have no 
  directions to the Lost Tomb (see below) and decide 
  to bring Garovina along, they are considered to have 
  them now.    
  Sword Mountains
  The Sword Mountains are mountains in a range 
  located on the northern shore of the Sword 
  Coast, forming a boomerang shape, northwest of 
  Waterdeep and east of the Mere of Dead Men. With 
  a successful DC 13 Intelligence (History) check the 
  PCs know that Uruth Ukrypt’s orc horde, which 
  attacked Waterdeep in 936 DR, came from the Sword 
  Mountains. With a successful DC 14 Intelligence 
  (Nature) check the PCs know that the western slopes 
  are more habitable, where you can find the gnome 
  settlement Leirithymbul and Mount Galadrym, 
  where the dwarven clan Forgebar lives, but the 
  eastern part of Sword Mountains are less explored 
  and wilder. 
  
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  PCs spot the trail. With a successful DC 12 Wisdom 
  (Survival) check the PCs see that it was made by 
  small barefooted humanoids. A successful DC 15 
  Intelligence (Nature) check reveals that the tracks 
  were probably made by goblins. The tracks lead west 
  and up the slope. 
  The Lost Tomb
  The Lost Tomb is high in a slope, just above an 
  avalanche and pile of mud and rocks. Climbing to 
  the entrance is hard and the PCs need to be clever. 
  You finally see the top of a grand but ruined 
  entrance, one that once suited a king, now mostly 
  hidden by rocks and debris. By the entrance two 
  statues depicting dwarven warriors armed with 
  warhammers stand everlasting guard. Above the 
  entrance runes have been etched into the rock.
  A PC fluent in dwarvish can read the runes, which 
  say: Here lies the first prince of Besilmer, Torarinn 
  Flametongue. May he ever watch over Besilmer.
  Climbing up is a problem, with a successful DC 14 
  Strength (Athletics) check the PCs manage to climb 
  up. Use of rope and pythons helps. Reward clever 
  thinking.  
  
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  wood, though the wood itself is decomposed. Unless 
  otherwise noted all doors are locked. The doors 
  can be unlocked with a successful DC 13 Dexterity 
  check, using thieves’ tools. With a successful DC 
  17 Strength check the doors can be kicked or pried 
  open.  
  Visibility and light
  Unless otherwise noted all halls and rooms are unlit 
  and dark. 
  The Lost Tomb
  1. 
  Entrance hall
  The tomb’s entrance hall is 30 feet long and 10 
  feet wide. The walls are decorated with murals and 
  bas-reliefs depicting Torhild, his son Torarinn and 
  Torhilds reign as the king of Besilmer. There are six 
  pictures, each showing a certain event in their life. 
  The floor is laid with red marble tiles, with grey and 
  dark veins.
  The long hallway reaches into the darkness. 
  Daylight trickles through the hole, casting strange 
  shadows into the hallway, making the red marble 
  floor almost seem like flowing with blood. There 
  The Lost Tomb was hidden under a landslide, but 
  a recent earthquake uncovered the entrance. With 
  a successful DC 12 Intelligence (Nature) check the 
  PCs can see that an avalanche cleared the earth from 
  the entrance. However, there are still large rocks, 
  debris and mud in the entrance and to enter the Lost 
  Tomb the PCs need to crawl and squeeze in. With 
  a successful DC 10 Dexterity (Acrobatics) check the 
  PCs manage to wriggle through the hole and enter 
  the Lost Tomb. 
  Tomb features
  Unless otherwise noted the following are the tomb 
  features. The tomb is well built by dwarven master 
  stone masons and the corridors are wide and easy 
  to traverse. With a successful DC 12 Intelligence 
  (Stonecunning) check a dwarven PC quickly spots 
  that the caves were built by dwarves and considerable 
  time and effort was put into building the tomb, fitting 
  a king.  
  Floors and walls
  The floors and walls are worked and even.  
  Doors
  All doors are sturdy and made of iron-wrought 
  The Lost Tomb 
  of the Dwarven Prince
  
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  stone columns in the shape of a vigilant armed 
  dwarves, wearing heavy armor and holding shields. 
  Their faces are stern but the ceiling rests atop their 
  helmets. In the middle of the hall stands an obelisk, 
  runes adorn every side of it. There are three exits, each 
  with no door but runes have been etched in the door 
  frame above each exit. North is Path of the Anvil, the 
  rune above the door frame stands for Anvil. The exit 
  that leads east is Path of the Gold, the rune above the 
  door frame stands for Gold. The exit that leads south 
  is Path of the Tome, the rune above the door frame 
  stands for Tome. 
  You enter a large hall, so large that you can’t even 
  see where it ends. The hall is filled with stone 
  columns, each column has been carved in the 
  likeness of a large vigilant dwarven warrior. Each 
  holds a shield and wears a heavy armor, though 
  the runes and emblems on each warrior differ from 
  column to column. The ceiling, mere 7 feet above, 
  rests upon the dwarves’ helmet. As you move 
  forward you see an obelisk in the middle of the 
  hall. Runes have been carved to the sides of it. 
  If there’s a dwarf among the PCs or someone who 
  can read dwarvish translating the runes is easy. They 
  say:
  Behold the glory of the first prince of Besilmer, behold the 
  glory of Torarinn Flametongue, for one is the other. 
  Let our honorable prince look over our kingdom from 
  Eriacknor, as he watched over us in life. 
  Woe unto you, ye fools and greedy, for ye has no place 
  here, among the watchful of the first prince of Besilmer. 
  Step forth, ye wise and steadfast, ye Soulforger’s kin and 
  pay yer respect. 
  Each sentence can be found on every side of the 
  obelisk, always the same. This text refers to the three 
  exits and warns those who do not choose the Path of 
  the anvil or Path of the tome.
  Path of the Anvil leads to room 7. Path of the Tome 
  leads to room 3. Path of the Gold leads down a short 
  hallway, where a decorated double door stands, the 
  bas-relief on the door showing Torarinn Flametounge 
  standing in a sea of coins and other treasure. The door 
  is a dead end, but the floor contains a trap, a locking 
  pit (see DMG p. 122). The pit is 10 feet wide and 20 
  feet deep. There are three stirges (see MM p.284) in 
  the hole, that attack immediately.  
  3. 
  Path of the Anvil
  Path of the Anvil includes a few physical tests that 
  dwarves would easily pass. The path tests all physical 
  are many faded but beautiful murals and bas-
  reliefs on the wall, mostly showing a regal dwarf 
  holding a flaming broadsword. 
  The first picture on the right shows Torhild’s 
  Flametongue’s inauguration. He has short cropped 
  beard, with a large braid from his chin. His crown 
  is simple, golden circlet inlaid with one ruby. A 
  dwarven woman, wearing robes with Moradin’s holy 
  symbol, stands behind Torhild. With a successful DC 
  15 Intelligence (Arcana) check the PCs recognize the 
  crown as the Lost Crown of Besilmer.
  The first picture on the left depicts Torhild, young 
  Torarinn and the Stone Bridge being built. Torhild 
  wears the robes and leather apron of a stonemason. 
  His beard has grown longer. Torarinn is perhaps six 
  or seven years old. 
  The second picture on the right shows Torarinn and 
  a retinue of dwarven warriors and paladins fighting 
  scores of trolls. With a successful DC 13 Intelligence 
  (Nature) check the PCs recognize the surrounding 
  landscape as the High Moor. 
  The second picture on the left show Torarinn armed 
  with a flaming sword battling a large blue dragon. 
  With a successful DC 13 Intelligence (Arcana) check 
  the PCs recognize the weapon as Flametounge, 
  Torarinn’s legendary flaming sword. 
  The third picture on the right shows Torhild 
  and Torarinn in a large underground city. With a 
  successful DC 14 Intelligence (History) check the 
  PCs know that this is the fortress city of Besilmer, 
  Tyar-Besil, built around -4320 DR.
  The final picture depicts Torarinn locked in melee 
  with a massive troll chieftain, armed with large and 
  nasty looking flail. Torarinn’s beard is long and 
  flowing. The dwarven prince lies in a moor, with the 
  troll chieftain and his flail poised to strike. Torarinn 
  tries to defend himself with Flametounge. With a 
  successful DC 12 Intelligence (History) check the 
  PCs know that this is the last battle of Torarinn, he 
  fell and so did the dwarven kingdom few years later. 
  At the end of the hall are heavy double doors, 
  adorned with the Flametongue rune (show the PCs 
  handout 1 and give them time to memorize it, don’t 
  give the handout to them). With a successful DC 13 
  Strength check the PCs manage to push the doors 
  open.  
  Few steps lead down into next room.     
  2. 
  Main hall
  The main hall is large and decorated with many 
  
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  mist. Two statues, one presenting a dwarven 
  female warrior, the other a male dwarven cleric, 
  stand beside the pool. Both statues turn to face the 
  sickly green mist.  
  There are no hidden doors in the room. If the PCs 
  investigate the statues they will find that the warrior 
  bears the Flametongue’s rune (show them handout 
  #1 again), while the cleric holds the holy symbol of 
  Moradin.
  The PCs need to climb down into the pool and 
  find their way along a 60 feet long corridor. With a 
  successful DC 12 Wisdom (Perception) check the 
  PCs notice small foot and hand holds in the walls, 
  hidden by the mists. The climb is 10 feet. The mist 
  is poisonous, making it impossible to see further 
  than 5 feet and the hallway is difficult terrain. With 
  a successful DC 13 Constitution save the PCs ignore 
  the poisonous effect for 1 round, becoming poisoned 
  on a failed save. 
  On the other side of the misty corridor is another 
  square room. In the other end of the room is an 
  elevator that needs to be manually operated. The 
  elevator is old and rusty. 
  As you step out of the green mist you see another 
  square room. At the other end is an old and rusty 
  attributes. Reward clever thinking with advantages 
  on the tests. 
  You follow the hallway; the walls are smooth and 
  a true testament to dwarven master stoneworkers. 
  The walls are decorated with murals and bas-
  reliefs showing hard working dwarves, toiling 
  at anvils, in workshops and mines. Finally, you 
  enter a large and a very deep cave. A narrow stone 
  bridge crosses the drop. A dark entrance is on the 
  other side.
  The bridge is 30 feet across. With a successful DC 10 
  Dexterity (Acrobatics) check the PCs manage to get 
  over the bridge. If the PCs decide to use ropes or any 
  other means to be safer, award their clever thinking. 
  A failed check is followed by a DC 10 Dexterity save. 
  A failed save means that the PC drops 80 feet down. 
  A successful save means that the PC manages to cling 
  on to the bridge, with their feet dangling over the 
  ledge. If anything passes over the ledge a Swarm of 
  Bats (see MM p. 337), one sleeping under the bridge, 
  will wake up and attack. 
  You cross the bridge and find a stairway leading 
  down. After a short walk you enter a small square 
  room. In one end there’s a strange green pool of 
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  5. 
  Path of the Tome
  The Path of the Tome challenges the mental skills of 
  the PCs. The Path tests knowledge that was common 
  among Besilmer dwarves. Reward clever thinking. 
  You follow the corridor to a stairway, leading 
  up. The steps are smooth and obviously built by 
  dwarven master stone masons. 
  One of the steps is trapped with a trapdoor. A dwarf 
  PC can easily recognize the change in the stone. With 
  a successful DC 10 Intelligence (Stonecunning) 
  check the PC spots the trapped step. The trapdoor is 
  spring loaded and closes after a PC has triggered it. 
  If a PC triggers the trap, she falls 15 feet down and 
  lands in a dead Gelatinous cube (See MM p. 242). 
  There’s a recently dead goblin in the cube. Though 
  the cube is dead, the acid is still potent. Roll for 
  damage each round a PC is trapped in the cube. 
  At the end of the staircase is a large room. A PC 
  with more than 11 in Passive Perception can hear 
  that a battle is going on above them. As they reach 
  the rectangular room, they see where Garmund, the 
  Kelemvor cleric from Triboar, is fighting a group of 
  goblins (see MM p. 156) and is hard pressed. Unless 
  the PC have taken precautions to use stealth, read or 
  paraphrase the following:
  As you enter the large room, dominated by three 
  dwarven statues, you see where a dark haired 
  Illuskan, his cloak bloody in three places, is being 
  attacked by 7 skinny goblins, 4 goblins lie already 
  dead by his feet. Most of the goblins are only 
  wearing loin cloth and brandishing crude spears. 
  One of the goblins is wearing a tattered armor 
  and holding a short sword, barking orders to the 
  other goblins. Not far from the fight stands a bare-
  chested female goblin, holding a glowing crooked 
  staff decorated with a couple of raven feathers, 
  she clutches a bone symbol and closes her eyes 
  in a prayer. “By Kelemvor, help me, friends,” the 
  Illuskan calls as he swings his mace, missing a 
  goblin by an inch. The goblin leader turns his head 
  and grimaces as he spots you.   
  The goblins are 20 feet away from the entrance. 
  There are 5 goblins, 1 goblin boss and a female goblin 
  cleric of Maglubiyet. The female is a goblin boss with 
  Wisdom 12 and the following spells (Save DC 11): 
  0 - Guidance, Light, Sacred Flame, Resistance, 1st level 
  - Bane, Bless. The goblin cleric has already cast Bless 
  and Light. 
  elevator, with all sorts of cranks and levers.
  With three successful DC 12 Strength checks, +1 
  for every PC in the elevator the PCs manage to pull 
  themselves to the Catacombs, every success pulls the 
  PCs 20 feet up. If the PCs decide to lubricate the rusty 
  parts, e.g. with lamp oil, the DC is 10 +1 for every 
  PC in the elevator. The PCs can work together. A 
  failed roll means that the PCs lose the ropes and the 
  elevator falls. With a successful DC 10 Strength save 
  the acting PC manages to grab the ropes and stop the 
  fall. If the save fails, the PCs drop down. The elevator 
  itself gives the PCs resistance to the falling damage. 
  Reward clever thinking.
  4. 
  Catacombs
  The Lost Tomb’s catacombs are lined with burials 
  and shelves holding the physical remains of the 
  warriors that died alongside Torarinn Flametongue 
  fighting the trolls in Evermoor. The catacombs are 
  50 feet long and on the other side is a locked double 
  door. To open it the PCs need to assemble the key, 
  which is in the form of the Flametongue rune. 
  A heavy rotten stench fills this long room. The 
  walls are lined with shelves where you can see the 
  final remains of hundreds of dwarven warriors. 
  In the other end of the room is double door and a 
  rune-encrusted urn. 
  Soon as the PCs reach the other door the first 
  dwarven skeletons (see MM p.272) climbs from 
  one of the shelves and attacks. In the second round 
  2 more skeletons join the fight, in the third round 
  3 skeletons and so on. If the PCs decide to loot the 
  dead, the number of skeletons that wake-up doubles. 
  All weapons are mundane but were obviously of 
  high quality. The weapons and armor are all rusted 
  and not useful. 
  The door on the other side of the room is magically 
  locked. The door has a small frame where the PCs 
  need to insert something. In a bowl beside the door 
  is the key, but it is in eight parts (see handout #2). 
  The PCs need to assemble it and use it to unlock the 
  door. Each part needs to be inserted in the right place 
  on the door, so that the parts depict the Flametongue 
  rune. Adding one part is a move action. Adding three 
  parts takes a full round. 
  Once the PCs have managed to assemble the rune 
  and open the door, the zombies cease their attack and 
  crawl back into their shelves. The door leads to room 
  6, Flametongue’s Memorial Hall.  
  
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  Charisma (Persuasion) check the PCs convince the 
  statues that they are steadfast and wise.
  Once the PCs have answered all questions the secret 
  doors are revealed and open. They lead to room 6, 
  Flametongue’s Memorial hall.  
  If the PCs fail to answer the statue’s questions 
  correctly the door won’t open. The statues can only 
  ask their questions once per day. The doors close 
  after 10 minutes.   
  6. 
  Flametongue’s Memorial Hall
  The Memorial hall isn’t large, but it contains many 
  murals and statues showing the Besilmer prince. 
  Many of these show the prince holding his legendary 
  sword, the Flametongue. The statues show the prince 
  with his warrior retinue, alone or with his father, the 
  king. There are also two heavy gold-wrought tomes 
  telling the saga of Torarinn. The books are worth 100 
  gp each in the hands of dwarven historians, e.g. the 
  dwarves at the Hospice of Marthammor Duin near 
  Deadsnow in the Silver Marches would love to get 
  their hands-on books like these. 
  The door leading to the Guard room is covered in 
  runes. With a successful DC 15 Intelligence (Arcana) 
  check the PCs see that there are some of the runes 
  that are enchanted. The runes say in dwarvish: Take 
  no evil with you, ye steadfast and wise. Let the dead 
  rest in peace, ye fools and greedy. 
  Evil creatures entering through the door are 
  affected with a Bane spell, unless they make a DC 13 
  Charisma saving throw. 
  7. 
  Captain room
  The highest-ranking captains in Torarinn’s retinue 
  and died beside the prince in the Evermoors were 
  laid to rest in the captain room. There were four 
  who received this honor, all laid to rest in decorated 
  armors and with their weapons. Soon as a non-good 
  aligned PC enters the captain room the skeletons rise 
  from the coffins and attack any non-good aligned PC. 
  Four decorated coffins stand before you. Each is 
  iron-wrought and depict proud dwarven warriors, 
  high ranking officials judging by their armor. 
  A large door is in the other end of the room. 
  Flametongue’s rune is displayed prominently on 
  it, laid in silver and gold. 
  There are four skeletons (see MM p. 272). The 
  skeletons are lawful good, with armor class 15 and 
  25 hit points each. The skeletons are armed with 
  The boss orders three goblins to attack the PCs. If 
  the PCs manage to kill at least four goblins or either 
  the female cleric or the boss, the goblins surrender. 
  The female is a cleric of Maglubiyet. The goblins are 
  starving and hoped to find some valuables in the 
  Lost Tomb. A character that speaks goblin can get 
  some information from the goblins. With a successful 
  DC 12 Charisma (Intimidation) check the goblins 
  say that in the last few weeks game as been dying 
  or disappearing from the Kryptgarden forest. The 
  goblins don’t know why. 
  Garmund (human priest, see MM p. 348) is injured 
  after the fight and out of spells. He urges the PCs to 
  push forward, but he plans to return to his camp. 
  He asks the PCs to not disturb the slumber of the 
  dead, and says: This is obviously a sacred tomb, 
  take nothing with you and let the dead rest in peace. 
  Garmund doesn’t know much about the tomb, other 
  than it is dwarven and probably for a king. He doesn’t 
  read dwarven. 
  There is a masterfully hidden door in the other end 
  of the room, one that only appears once the PCs have 
  answered the statues’ questions. With a successful 
  DC 15 Intelligence (Investigation) check the PCs 
  spot a faint outline in the wall. With a successful 
  DC 22 Intelligence (Arcana) check the PCs see that 
  the secret doors are magically locked. A Knock spell 
  could open it. 
  The three statues all depict dwarven scholars, 
  wearing robes with the holy symbol of Dugmaren 
  Brightmantle. With a successful DC 12 Intelligence 
  (Religion) check the PCs recognise the symbol. Soon 
  as a PC touches a statue all open their eyes and ask 
  in a booming voice their questions in dwarvish. If the 
  PCs studied the murals in the entrance hall and the 
  obelisk they have advantage on the following skill 
  rolls. 
  First question: What was the name of the Besilmer 
  capital? With a successful DC 14 Intelligence 
  (History) check the PCs know that this was Tyer-
  Besil. Soon as the PCs have answered the statues ask 
  their next question.
  Second question: Where did the giants that 
  murdered our prince come from? This is a trick 
  question. With a successful DC 14 Wisdom (Insight) 
  check the PCs know that this question is untrue, 
  since Torarinn was killed by the trolls of Evermoor. 
  As soon as the PCs have called out the statues bluff 
  they ask their next question.
  Third question: Who are ye to step forth and visit 
  our prince’s sacred resting place? This refers to 
  to the text on the obelisk. With a successful DC 14 
  
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  If the PCs decide to speak to Torarinn and try to 
  reason with the mummy prince, he does not know 
  why he was called from Moradin’s realm. With a 
  successful DC 12 Wisdom (Insight) check the PCs 
  feel that the prince only wishes to go back to sleep. 
  If the PCs figure out that they could use Garmund’s 
  help now and go fetch the Kelemvor cleric, reward 
  them with an Inspiration.
  If the PCs attack, Torarinn will defend himself. All 
  the while the combat lasts he will scream curses at 
  the foul trolls and cursed beings of Evermoor. If the 
  PCs step back and try to parley with the dwarven 
  mummy, he will only respond to dwarven characters 
  or to those who speak dwarvish.
  If the PCs investigate Torarinn’s sarcophagus, there 
  are many runes there and enchantments that might 
  give them hints of why the prince woke up. With a 
  successful DC 13 Intelligence (Investigation) check 
  a PC fluent in dwarvish will figure out that the prince 
  is tasked with waking up if some terrible evil invades 
  Besilmer. The spells power seems to have diminished 
  through the ages and Torarinn woke up bewildered 
  and had no idea why he had woken up. If the PCs 
  mention this to him and tell the mummy that his task 
  is to defend Besilmer or Dessarin Vale, Torarinn will 
  sigh and tell the PCs that he is not the warrior that he 
  used to be. However, if they have treated him with 
  respect, he will offer them to take Flametongue if 
  they vow to rid the Dessarin Vale of whatever danger 
  that woke him up. 
  If the PCs fight and win Torarinn they can loot the 
  chests. None of them is trapped. Together they hold 
  250 gp, 570 sp and art objects worth 180 gp. The 
  prince’s crown is worth 540 gps.
  The shelf holding the Flametongue is however 
  trapped. With a successful DC 20 Wisdom 
  (Perception) check the PCs spot the trap. With a 
  successful DC 18 Dexterity check the PCs manage to 
  disarm it. If the PC take the sword without disarming 
  the trap the roof in this chamber will start to fall in. As 
  rocks and stones start falling on the floor, it becomes 
  a difficult terrain. In 3 rounds the roof will have 
  completely fallen in. Every round the PCs spend in 
  the tomb calls for a DC 14 Dexterity save. On a failed 
  save the PC suffers 2d6 dmg, no damage on a save. 
  If there are still PCs in the tomb itself after the 3rd 
  round they get buried under the collapsing roof.
  Conclusion
  Once the PCs have dealt with Torarinn, either by 
  defeating the mummy or helping it go back to rest, 
  they can return to Garmund’s camp or Triboar. They 
  axes and spears. In the coffins are 35 gold pieces, 1 
  bracelet with an inlaid bloodstone worth 50 gp and 
  a silver medallion with the holy symbol of Moradin 
  worth 125 gp.
  With a successful DC 13 Wisdom (Medicine) check 
  the PCs can see that these dwarves died in battle, 
  there are scars and broken bones beyond what could 
  be attributed to time. 
  Opening the large door takes effort, since they 
  haven’t been opened for years. With a successful DC 
  15 Strength check the PCs manage to push the door 
  open. They can work together.  
  8. 
  Tomb of the Dwarven Prince
  The tomb of Torarinn Flametongue is a magnificent 
  place. A stone sarcophagus stands on a pedestal and 
  the legendary Flametongue sword rests on a shelf 
  not far away. Three chests stand by the pedestal, each 
  filled with coins and art objects. The sarcophagus is 
  opened, because ever since the earthquake Torarinn 
  has been awake. He is bewildered and will attack any 
  non-good aligned PC entering his tomb, believing the 
  trolls are back to attack him. If there are any dwarves 
  in the party, he will shout and command them to 
  defend their prince against the trolls he believes are 
  coming after him. 
  Read or paraphrase the following:
  You enter a large chamber. In the other end you see 
  a beautiful sarcophagus, inlaid with gemstones, 
  silver and gold. There are three chests standing by 
  the pedestal. Beside the pedestal, on a small shelf, 
  a magnificent sword rests, decorated with intricate 
  runes and ivory handle. Warmth emanates from 
  the sword.
  If the PCs decide to investigate this further, read or 
  paraphrase the following:
  As you move closer you see that the sarcophagus 
  is open. A mummified dwarf, wearing a silver 
  crown, steps forth from behind the pedestal. “So, 
  ye bastards from the Evermoors, have ye cometh to 
  finish me? Have ye cometh to end me? Oi, yer not 
  them blasted trolls. Who are ye and why have ye 
  woken me? Speak now, intruders, or ye never see 
  the sun over Besilmer again.”
  Since the mummy is good aligned, it does not attack 
  immediately. In fact, all it wants is to be laid back 
  to rest. The prince woke up from the dead because 
  of Val’Xootiz coming to Kryptgarden forest and 
  tainting it with the alhoon’s evil aura. 
  
  18
   
  should have enough money and a magical item in 
  their hands to continue their adventures in Dessarin 
  Vale.
  Returning to Triboar
  If the PCs saved Garmund his son Olaf will be 
  extremely thankful and tell everyone in the village 
  that the PCs are the heroes that saved his father. For 
  three days the PCs have advantage on any Charisma-
  based checks made when dealing with the people of 
  Triboar. Garmund will try his best to heal Yiriala, but 
  to no avail. Her health will continue to deteriorate. 
  If the PCs went to look for Rarovina the candle 
  merchant and bring her back safely her wife will be 
  ecstatic seeing her again. Rarovina will try to haggle 
  her way out of whatever she promised the PCs. 
  Joyvene will however scowl at her wife and promise 
  to pay Rarovina’s debt, though she can’t there and 
  then. However, she will send a letter to her father 
  and explain the situation. 
  If the PCs got the map from in the Northshield 
  House and return to the inn, Urgala will ask them 
  how their adventure was and share some of her own 
  stories. She will be eager to hear all about the tomb 
  and wonder if there are more like it in Kryptgarden 
  forest or the mountains. 
  If the PCs set out to find Laron, the bard from 
  Waterdeep, they return empty handed, with no clues 
  of what happened to him. Laron happened to see 
  where the Alhoon emerged from Deeping Cave, but 
  got captured and is held in the undead’s lair.     
  The PCs should also have heard some news about 
  the events in Kryptgarden Forest that could interest 
  them, and they perhaps would like to investigate 
  further.  
    
  
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  Appendix - Handouts
  Torarinn Flametongue’s rune
  
  20
   
  Handout 2
  Cut along the lines
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/The Lost Tomb of the Dwarven Prince.pdf