TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.         Tomb of the Dragon’s Heart 
  1 
  Tomb of the Dragon’s Heart 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                              
   
   A four-hour adventure for 1nd-3rd level characters compatible with  
  Labyrinth Lord and other old school RPGs and retro-clones of the greatest RPG ever. 
   
  by M. Greis 
   
   
   
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These 
  trademarks are used under the Labyrinth LordTM Trademark License 1.2, available at www.goblinoidgames.com. 
  Design by M. Greis. Images and maps by M. Greis. 
   
   
  
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  2 
  Introduction 
   
  Tomb of the Dragon’s Heart is a fantasy adventure 
  written for the the greatest RPG ever designed and 
  contains stats and references based on Labyrinth 
  Lord for a single session of about 4 or 5 hours for a 
  party of level 1-3 characters. It will be an advantage 
  to have a dwarf in the party, or least someone who 
  can read dwarven runes. 
   
  Monsters and new magic items are described at the 
  end of the adventure.  
  Background 
  In ancient times, before dragons became their own 
  species, dragons were wizards corrupted by their 
  use of scaly magic. One such creature was known as 
  The Dragon. 
  For centuries, the mighty beast wreaked havoc and 
  gathered treasures to sate its lust for wealth and 
  power. Then perhaps a millennium ago dwarven 
  armies marched against the Dragon, and they fought 
  it, and they defeated it but at a great cost. Ever since 
  those days, dwarves have been a dying people 
  growing ever fewer.  
  The Dragon was defeated, but not killed. The 
  dwarves cut its golden heart from its body, and they 
  stored it in one of their beautiful halls dug deep into 
  the earth. Then centuries passed, until the Dragon’s 
  powers had grown, and it broke free of its prison 
  deep inside the palace, even though it still had no 
  body.  
  An intense battle was fought between an army of 
  dwarven knights and the Dragon in the halls of the 
  palace. With its invisible claws, it tore the life force 
  from the knights, who died fighting yet without any 
  visible wounds. The remaining survivors manage to 
  collapse the exits and reseal the underground halls. 
  They trapped the Dragon once again, and thus they 
  gave their lives to once again trap the Dragon. 
  So, it was for 500 years. 
  Now things have changed for recently a freak storm 
  caused a flash flood, that tore away the earth and 
  dirt sealing the entrances to the ruined underground 
  palace. Sensing an opportunity to escape, the Dragon 
  has sent its call for an ancient species of servants, 
  the kobolds, to come serve it and free it. 
   
  Now the caves and ruins are home for carrion eaters 
  and treasure hunters, and an army of kobolds are 
  marching towards the halls. Inside The Dragon waits 
  for people to free it – and this is what the 
  adventurers enter to, and perhaps they will be the 
  ones to free The Dragon?  
  This adventure can be the origin story for a new 
  villain in your campaign world. 
  Design notes 
  The adventure was originally designed for use at Danish RPG-
  conventions such as Fastaval, Viking-Con and Con2 as part of 
  a living campaign called Hinterlandet (“The Hinterlands”), and 
  it has been rewritten for use here. The adventures always 
  begin at The Lonely Fortress – which can be placed anywhere 
  with a sparse population, wide swaths of wilderness, and 
  ancient ruins. 
   
  This adventure is not a balanced adventure. The encounters 
  are not set up, so each can be beaten in a straight fight. 
  Instead the players will have to find another way round them 
  – trickery, stealth, negotiation, bribery – and if this is not a 
  playstyle, your players are familiar with, you might want to 
  warn them. 
   
  House Rule: Exploration Experience Points 
  If you want to play the adventure Hinterlandet-style, you 
  might want to introduce the following house-rule: 
  • No experience for killing monsters 
  • Experience points are gained for exploring rooms. For each 
  room explored the characters receive 100 XP once they 
  leave the dungeon. 
  The XP-model is designed to lure the players to deep into 
  dungeons and focus on exploring the dungeon rather than 
  just killing everything that moves. In the same vein the 
  players will discover, that most monsters will not attack on 
  sight, and parlaying will solve challenges. 
  Hooks 
  A Matter of Dwarves: Assuming a dwarf is in the 
  party. One day the dwarf returns to his home, he or 
  she finds a grave party of old dwarves waiting. They 
  are old, at least 400 years, and among them is an 
  ancient one, over 500 years of age, and now weak 
  and forgetful, and yet events that occurred about 
  500 years ago are not forgotten. 
  In those days, when the ancient one was merely a 
  child, he grew up in the royal halls of king Berelas, 
  and he still remembers that terrible night of fear and 
  flames, when knights evacuated children and their 
  caretakers and closed the gates behind them. 
  Something evil stirred inside the halls that night, and 
  from that day the underground palace was gone, and 
  
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  3 
  no one has ever heard from king Berelas and his 
  knights.  
  The events were of a great shame for the families of 
  those, who survived, but know something has 
  changed. The ancient one has felt it in his bones, the 
  gates to the lost palace has once again opened, and 
  fear and flame is back. It is a matter of great 
  importance and great honor to find the palace, 
  discover the fate of the king and his knights, and put 
  an end to the great evil. Only then can the family’s 
  honor be properly restored. It befalls the youngest 
  and most able family-member to do this – and that is 
  our dwarf character. 
  With this hook, the dwarf character is honor-bound 
  to restore the family’s honor by traveling to the 
  dungeon, discover its fate and stop the evil. The 
  dwarf community supplies the dwarf with 3 potions 
  of healing and a potion of growth as well as travel 
  directions. 
  • Alternatively, the character is sent to retrieve the 
  magical weapon Grimteinn said to be lost at king 
  Berelas’ court. 
   
  Sitting at an inn minding their own business: One 
  lazy afternoon, where the rain keeps people indoor, 
  in the quaint village of Colonia, everyone is bored, 
  and the merchant who keeps offering caravan guard 
  jobs to anyone visiting the tavern has fallen asleep at 
  his table. Then a stranger steps in. 
  The stranger staggers into the room. It is a dwarf 
  weak from illness and wounds, and as he collapses 
  on the floor he manages to tell, that he has been sent 
  to The Hill on the Burning Pillars to retrieve the 
  ancient gold treasure of King Berelas, but alas he 
  was attacked by a band of kobolds on his way, and 
  their poison arrows infected him. The hill is three 
  days journey from here by canoe travelling along the 
  river Vaadskyl. Then the dwarf faints, and if not 
  cured he will soon die – and even if his wounds are 
  cured, the infection wracks the dwarf for the next 
  four days, where he is unconscious and unable to 
  help the PCs. If they stay and wait for the dwarf to 
  get better, they will daily notice other groups of 
  adventures setting off, among these a band of 
  treasure hunters led by their rival Betandt. 
   
  Travelling through the wilderness: One late 
  afternoon the adventurers see a wonderful and 
  strange sight. In the distance towards the east they 
  see a hill standing on glowing pillars, and between 
  the pillars is an empty throne.  
  The sight is in the distance, and before they can get 
  close, the sight disappears, and the night is upon 
  them. If they travel a bit further in the dark, they 
  reach the banks of a river – traveling further in the 
  dark is dangerous; it is assumed that they set up 
  camp and cross the river the next day and shortly 
  after reach the hill and area #1 (for the glowing 
  pillars, see also area #1). 
   
  On behalf of the Commander: The adventurers 
  have been summoned to the office of the 
  Commander at The Lonely Fortress. In his hand is a 
  document summarizing the reports of several of his 
  scouts. 
  The commander explains, that he needs the services 
  of the adventurers. According to reports from his 
  scouts a strange fire has been seen several times in a 
  part of the forest rarely traversed. The scouts were 
  in the area tracking the movements of several bands 
  of humanoids. They were drawn to a hill near 
  evening, when sailing in their canoes along one the 
  local rivers diverging off from Vaadskyl river. The 
  hill was raised upon burning pillars – and the scouts 
  dared not approach further. Right now, the 
  commander can spare no troops to investigate the 
  burning hill, as a large-scale movement of kobolds is 
  happening near the fortress, and that needs to be 
  dealt with. 
  The hill must be investigated, and the adventurers 
  must determine if the place is a threat to the Empire, 
  and if so deal with it. For their effort, they will be 
  suitably rewarded, once they return. 
  The Lonely Fortress 
  The Lonely Fortress is the remnants of a glorified but failed 
  project that attempted to bring an unruly province under 
  control of the local lords. Now a small garrison maintains the 
  fortress 
  It is a five-day journey through a wilderness of rolling hills 
  and open forests with scarce game and few travelers to The 
  Lonely Fortress. The land just waits for farmers to arrive and 
  settle the land but for now it lies empty. 
  Around the walls of the fortress a small camp has arisen 
  catering to the needs of adventures seeking adventure 
  buying treasures from successful adventurers and selling 
  needed equipment and supplies at overprices. 
  The commander of the fortress is the retired general 
  Lucinius. As to why he has chosen a position at the fortress 
  far from local courts is a bit of a mystery, but he protects the 
  region exceedingly well given his meager resources often 
  using the daring and lust for fame among adventurers to limit 
  the incursions of bandits and evil monsters. 
  The camp outside the walls of the lonely fortress can function 
  as a base for adventurers seeking to explore the wilderness. 
  
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  Gathering Information 
  While at The Lonely Fortress or in the village of 
  Colonia, the adventurers may choose to spend some 
  time gathering rumors before leaving civilization 
  behind and entering the wilderness. 
  Gathering rumors: A successful charisma check DC  
  10 or the expenditure of 1d6 silver pieces will allow  
  the PCs to pick up a rumor. 
  • An old man at the tavern gulps down his wine, 
  looks carefully around and then says: “Do not trust 
  the imperial scouts. They dare not explore the 
  wilderness, and instead most of them stick to the 
  safe routes, while the remainder are drunk having 
  found courage in wine, when they travel into the 
  wilderness. From such journeys, they come back 
  with tall tales. 
  • An old hag down by the well warns travelers: That 
  area of the wilderness is dangerous, it is cursed, 
  and more than one group of travelers killed each 
  other, when seized by the curse’s madness. 
  • According to soldiers from the garrison, several 
  groups of scouts have been send out lately to 
  follow local movements among the humanoids. 
  They report, that they have found edgings and 
  markings on trees and rocks depicting a burning 
  dragon. 
  • At the local market place the merchants are 
  exchanging stories picked up from the local 
  caravans. They tell, that they have seen large 
  groups of kobolds on the march. Several of them 
  were seen wearing tribe-markers from several 
  different tribes. Something is making kobolds 
  march, something powerful enough to gather 
  warriors from many different tribes. These are 
  dark times. 
  • A blind man on the market place grabs an 
  adventurer and tells him or her, that it has been 
  seen, that ‘The Heart beats, the sleeper awakens, 
  and if they enter the deep, one of them will forever 
  lose his or her way. 
  • Heard at the smithy: It is no more than a few days 
  since a band of treasure hunters led by Betandt 
  passed through here. They said, they were 
  searching for an old dwarf-mine said to lie in this 
  region. At least Betandt and his people did not 
  start a fight this time. 
  If the adventurers have access to knowledgeable 
  sages, old dwarves or a well-equipped library, they 
  may attempt to gather further information. Each 
  piece of information often takes a day to gather, as 
  ancient chronicles must be studied, old witnesses 
  found and sages badgered. 
  • Most records are silent regarding the region. It has 
  been uninhabited wilderness for centuries leaving 
  no chronicles or annals. However, a 200 year old 
  chronicle quotes a passage from an older, now 
  lost, yearbook, that mentions, that ‘in this year 
  (approximately 500 years ago) the annual parade 
  from dwarf king Berelas did not arrive. Neither did 
  it next year, and for the next generation no one 
  heard from the king under the hill’. 
  • King Berelas was a dwarven king, who ruled about 
  500 years ago. Information is scarce, but he began 
  his reign for 513 years ago, but there are no 
  records of when his reign ended, nor as to who 
  succeeded him. His court was famous for its many 
  knights and fabulous gold treasures. 
  • Hills on burning pillars are believed by most to be 
  tall tales, but learned people know, that they are 
  either the home of dwarves or faeries. Hills on 
  Burning Pillars lead to realms deep underground, 
  rich on treasure, but also a place from which many 
  cannot return. 
  The Journey 
  From the village Colonia or from the Lonely Fortress 
  it is three days travel along Vaadskyl river at first 
  and then by large streams, where river boats rarely 
  go. Instead the adventurers must go by a smaller 
  sailboat or by canoes.  
  The journey is without any events – unless you want 
  to introduce an encounter or two with the forest’s 
  residents – until the third day, where they hear 
  strange drums and glaring horns somewhere in the 
  distance (it is the kobold army signaling its arrival, 
  but it will not arrive at the hill for several hours after 
  the adventurers arrive.  
  At noon, the adventurers arrive by canoe half a mile 
  from the dungeon to the west. From here they can 
  see the dark opening, that is area #1 in the dungeon. 
  Running the Dungeon 
  This dungeon contains relatively few treasures, as 
  the Dragon have consumed the treasures of the 
  dwarves. Instead treasures are mostly items brought 
  in by later arrivals from the outside. Furthermore, 
  Hinterlandet dungeons usually contains less 
  treasure than normal, as most XP comes from 
  exploration as mentioned earlier. If you play with 
  
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  5 
  gold for XP, then text boxes have been added with 
  suggestions for extra treasures. 
   
  Time is an important factor in this dungeon, as some 
  factions arrive at random during the adventure, and 
  the arrival of one of them signals the end of the 
  adventure. Also, the influence of the Dragon may 
  take some time to properly enter the play. There are 
  thus two reasons for you to keep the adventurers for 
  a longer while in the caves, and the many elements 
  of dwarven culture left on the walls can be used to 
  make them spend more time – this is not something 
  you have to roleplay in detail, in other words just 
  describe for instance how they spend 5-10 minutes 
  studying the beautiful mosaics, and what they learn 
  from these studies. In two areas, the encounter with 
  dwarven art is considered the equivalent of a 
  treasure and it rewards the adventurers with XP. 
  You may want to extend this to the whole adventure 
  playing with Wonders as XP rewarding the 
  adventurers for learning more about their world. 
   
  The Dragon is present in the dungeon as a malign 
  influence, and even though the adventurers may 
  avoid its influence, you might want to depict it by 
  showing how it influences goblins, kobolds and 
  treasure hunters. 
  The Hill 
  The dungeon lies inside a hill, that once was part of a 
  kingdom of dwarves. The hill is overgrown with 
  trees and bushes, and until recently it was cut off 
  from the world around it, but now it is attraction 
  strange beasts and hungry undead. 
  Features 
  The dungeon is created by dwarves, and their 
  impressive skills can be seen everywhere. The walls 
  are finely carved with great precision and care. 
  However, many sections have collapsed, and are 
  now lost under tons of dirt and rock.  
  Some parts of the dungeons were mines, and they 
  too have deteriorated, many passages collapsing 
  leaving just a few areas open. 
  Light 
  With the exception of the entrances, there are no 
  light sources under the hill.  
  Entrances 
  Until recently the entrances were all sealed and 
  hidden away under dirt and plant growth. Now four 
  entrances are available, and any thorough search of 
  the hill will reveal them. 
  The adventure assumes, that the adventurers arrive 
  from the west seeing the entrance at area #1 first (it 
  is easily spotted). The other entrances are obscured 
  by plant growth, and no entrance can be spotted by 
  people standing at another entrance. No paths 
  connect the entrances directly. 
  Factions 
  Four groups and some monsters have found their 
  home in these caves, and they react differently to the 
  adventurers and each other. And then there is the 
  Dragon. 
  The Corpse Collectors 
  They are small, some inches lower than a halfling, 
  and they wear brown cloaks hiding their bodies. 
  Rarely people see more than their brown snouts and 
  whiskers, but the stench of rotting meat hanging 
  closely around them is missed by no one.  
  Nobody understands Corpse Collectors, who are 
  driven to seek out the unburied and secure them a 
  proper burial. They handle rotting corpses with no 
  fear, and since they often stink of the things they 
  handle, many predators choose to ignore them. 
   
  Recently the Corpse Collectors became aware of the 
  hill, and they have arrived to collect the bodies of the 
  fallen dwarves and carry them to an abandoned 
  mausoleum five days travel from here. Right now, 
  they are having troubles with carrion eaters. 
   
  The Corpse Collectors are enemies of ghouls and 
  other carrion eaters, living or unliving, though often 
  too cowardly and meek to fight them off, and they 
  often ask other stronger creatures to drive them off 
  with payment in the few treasures they manage to 
  collect and with promises of favors (that they rarely 
  follow up on). 
   
  What little the Corpse Collectors know: They do 
  not know how long, since the hall was abandoned, 
  but they suspect that it is longer than a dwarf’s 
  lifespan (450 years). They have been unable to 
  determine the cause of death, and though the 
  dwarves seem to have fallen in combat, there are no 
  signs of wounds or so. So far, they have found no 
  treasures in the hill, but they suspect, that whoever 
  felled the dwarves, took their treasures. 
  Where? The Corpse Collectors are in the western 
  section of the caves. 
  
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  6 
  The Treasure Hunters 
  Adventurers or bandits? Who is to say with these 
  opportunists, whose main purpose is to retrieve 
  treasures and sell them for as much gold as possible. 
  The treasure hunters consider themselves friendly 
  rivals of adventurers and other cave spelunkers. 
  They are here for the treasure, and cheating, lying 
  and a bit of stealing is an acceptable strategy, though 
  they are people of honor and do not go about 
  backstabbing and assaulting others. 
  The treasure hunters are led by Betandt (human 
  warrior), and consists of a motley crew of warriors 
  and thieves. Their preferred style is to sneak in, 
  retrieve items and sneak out again.  
  They can be convinced to join forces, if the treasure 
  is big enough, or the payment is good enough to 
  compensate for the danger – but they are not loyal, 
  and will slink away, when things heat up. 
   
  Where? The Treasure Hunters are in the central 
  section and eastern section of the cave. 
  The Kobolds of the Dragon 
  The kobolds are not here yet. They are on their way. 
  Led by a prophet of the Dragon, they know that the 
  Dragon is about to wake, and they are ready to serve. 
  These kobolds are warriors and hunters from many 
  different tribes, who have gathered to serve the 
  Dragon’s Prophet and the Dragon, and they are filled 
  with a religious fervor, making them a lot less 
  fearless than your regular kobold. 
   
  The Kobolds main goal is to retrieve The Dragon’s 
  Heart and bring back the reign of the Dragon. They 
  will arrive en masse and set up camp outside the 
  caves, while scouts are sent ahead to survey the 
  caves. Once the kobolds arrive, the PCs risk being 
  under siege and trapped in the caves. The kobolds 
  will march off, once they have the Dragon’s Heart. 
   
  Where? The kobolds appear as wandering 
  monsters, and they are afterwards settled outside 
  the caves. 
  Grinsjak the Bugbear and his goblin allies 
  The bugbear has stumbled over the caves and wants 
  to set up a lair here. Through fear and intimidation is 
  he served by a gang of goblins. The group’s main 
  purpose is to explore the caves and set up camp. 
   
  Where? Grinsjak and his goblins appear as 
  wandering monsters, and if a section is cleared by 
  the adventurers, then Grinsjak will attempt to set up 
  camp there. 
  The Dwarves 
  Dwarves build this place. Dwarves are everywhere, 
  and they are all dead. Their pallid corpses are 
  mummified, and life has been drained from their 
  bodies. The weapons and armor are brittle, and 
  many are dissolving into rust red dust. Something 
  drained the weapons and armor as well. Their armor 
  and weapons are worthless, and they carry nothing 
  of value, as that has been stolen meticulously – only 
  exception is a gold ring in area #10. 
   
  Almost everywhere the adventurers go in corridors 
  and rooms there lies fallen dwarves. Their bodies 
  are slowly rotting away, and they are covered with 
  dust and cobwebs. Never before have your players 
  explored a dungeon with bodies strewn about, and it 
  is eerie to step over the bodies, walk between them, 
  and entering room after room with the dead 
  covering the floor. Keep reminding your players of 
  the dead dwarves, and use them to create a strange 
  atmosphere. 
  The Dragon 
  The Dragon is the main villain in this adventure, and 
  if released it can become the main villain of your 
  campaign. However, the Dragon was defeated long 
  ago, and only its heart survives (as a powerful 
  artifact) – and yet its presence suffuses the whole 
  dungeon and infects living creatures with desire for 
  power, greed and cruelty. 
   
  It is unlikely that the adventurers will be able to 
  destroy the heart, but the heart cannot reveal its 
  location (in area #18), and it is left to the players to 
  discover it and perhaps release it. If not, the caves 
  will most likely be home to creatures drawn here be 
  dreams of power, and driven mad by greed. 
  What is the Dragon? 
  In Hinterlandet it is a mythical being of great power created 
  by greed and the lust for power. Dragons are ancient dragon 
  mages transformed through centuries into great beasts, that 
  are almost indestructible and worshipped by kobolds and 
  certain cults. 
  In your campaign, you can consider it a dragon king, a dragon 
  god’s avatar or an ancient red dragon or some such creature 
  suitable as a long-term foe. 
   
   
  
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  7 
  Wandering monsters 
  Wandering monsters in this adventure works a bit differently than in others. Wandering monsters are here to 
  breathe life through their random appearance, but also to signal when certain parties arrive in the adventure and 
  start using the caves. The table also include the presence of the Dragon and how it influences people. 
  1d8 
  Who 
  What 
  1 
  Ghouls on the hunt. 
  1d4 ghouls are responding to noise and are on the prowl. 
  2 
  Swarm of bats. 
  A bat swarm rushes past the adventurers. For a moment, the area is filled with a chaotic mass of bats 
  flittering about. anyone caught in the swarm takes 1d4 damage, and must succeed a Saving Throw vs 
  Fear or flee in panic for 1d4 rounds. There are 30% chance that torches and lanterns are extinguished.  
  3 
  Grimsjak and his 
  goblins 
  Mark the map the first time this event occurs. This is the area, that Grimsjak tries to seize as the first 
  area of his new domain. The bugbear and his cohorts drive off or ally with other creatures in the area if 
  possible.  
  The first encounter is with Grimsjak and his entire entourage, as they arrive.   
  Later encounters will be groups of 3-5 goblins clearing the area, patrolling or trying to set up alarms.  
  There is 50% chance that the goblins have succumbed to the influence of the Dragon (choose one of 
  the effects – use it demonstrate the influence of the Dragon even if the PCs avoids the influence). 
  4-5 
  Kobold Spies (2-4 
  kobolds) 
  When the kobold spies are encountered, the kobold army led by the Prophet of the kobolds have 
  arrived. They have set up camp east of the hill in cover of the trees but not hidden. With their archers 
  and slingers they now control the eastern entrance, and as they get to know the area, they begin 
  spreading out to control the other entrances as well.  
  The kobolds are hostile as they believe everything they encounter is a threat to the retrieval of the 
  Dragon. However, most important for them is to gather information and make sure it reaches their 
  army.  
  From now on the distant sound of drums and bellows of great horns can be heard. This is the army 
  keeping their warriors vigilant. 
  6 
  The Dragons 
  Manifestation – Greed 
  The party can sense the rock under their feet tremble, as if something huge and heavy is moving in its 
  sleep. Suddenly a wave of emotions flows over them. Each must succeed a wisdom Saving Throw 
  against difficulty 10. If it fails, greed takes control, and the DM chooses one of the following effects: 
  • The greedy person assaults another being for two rounds with the intention of taking their items. 
  • The greedy person attempts to steal a treasure unseen from an ally. Roll in secret a dexterity or pick 
  pocket check; if it is successful, then an item has been stolen, but it will not be noticed, until it is 
  needed. If the check fails, the attempt is noticed. 
  • The greedy person jumps forth and declares a (seemingly) valuable for theirs, or they run off to 
  declare ownership of some valuable lying ahead. The effect lasts for two minutes. 
  7 
  The Dragons 
  Manifestation – Power 
  The party senses the mental shadow of the Dragon moving through the caves. It is huge shadow of 
  power and might, that deepens the shadows and cools the air. A desire for power comes over them. 
  Each must succeed a wisdom Saving Throw against difficulty 10.  
  If it fails the victim is seized by the desire to rule other creatures and for the next 1d4+2 rounds they 
  will issue orders, and if they are not obeyed, they will be filled with rage attacking the disobedient 
  person, until they obey the order. 
  If they are obeyed for the duration, their nails are permanently transformed into red dragon scales. 
  8 
  The Dragons 
  Manifestation – Fear 
  The party hears a distant beating of a heart. It comes from deep within and can be felt through the 
  rocks. The powerful beating comes from something gigantic and powerful. Suddenly a wave of fear 
  flows over the party. Each must succeed a wisdom Saving Throw against difficulty 10.  
  If the check fails, the victim flees in panic for 1d4 rounds towards the nearest exit. Once the panic 
  leaves them, as strand of their hair has turned white permanently. 
  
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  8 
  Western Section (#1-6) 
  This area of the hill is part of the ancient royal halls 
  of the dwarves. Everywhere lie fallen dwarven 
  knights. They fell next to each other in their struggle 
  with the Dragon. The area is now in possession of 
  the Corpse Collectors. 
  #1 The Hall (entrance) 
  Seen from outside during daylight 
  The side of the hill looks like a gaping maw, dark and empty, 
  and your thoughts are drawn to images of large scaly 
  monsters. 
  Inside the hall 
  The walls and the floor consists of large, precisely cut marble 
  tiles. In the center are two rows of pillars, that ends at what 
  seems to be a large grey throne. From the ceiling hangs wisps 
  of webs swaying quietly in an unseen breeze. A stench of 
  decay and death rises from the many corpses of the many 
  dwarven warriors, whose bodies covers large areas of the 
  floor. Dust and dirt covers them – it is a long time ago they 
  fell. 
  The hall is an architectonic masterwork created by 
  dwarves. It is, though, as one part of the hall is 
  missing leaving the rest open to rain and wind. 
  There are no signs of what removed the missing 
  part, nor how large it was. 
  For the corpses, see the section on the dwarves. 
   
  The Throne: Carved from grey stone the surfaces 
  are smooth and decorated with geometric carvings 
  by a skilled hand. Parts of the throne have been torn 
  away, parts that seems to have been metallic inlays 
  and gems (originally the throne had inlays in gold 
  and was decorated with valuable gems, but a mighty 
  force tore them away). 
  • On the back of the throne is a hidden 
  compartment containing a wax tablet. Written 
  with dwarven runes is the following text: “The 
  Heart in the Deep. It Beats. It has awoken. Alas, for 
  we are its guardians. It beats, it beats.” 
  Scene: The Hall Burns 
  When the evening sun reaches the right height, it 
  catches patterns and minerals in the pillars, and the 
  setting sun’s rays make it seem, as if the pillars are 
  living flame. The pillars store’s the light of the sun 
  for short while, so even after the sun passes the 
  horizon, the pillars maintains the light for a while. 
  • This is a wonder of the dwarves, and as a DM you 
  should try to sell the experience as best as 
  possible. Few mortals ever get to experience this 
  kind of artwork. Experiencing the wonder earns 
  the characters 200 XP each. 
  • The Corpse Collectors are aware of the 
  phenomenon, which they find beautiful and 
  inspiring – and they invite the adventurers to stay 
  and witness it.  
  Scene: The Corpse Collectors 
  While the adventurers are exploring the hall, they 
  suddenly hear noise from the passage to the north. 
  From the corridor (area #2) comes a group of 
  hooded small figures. They are struggling to drag the 
  corpses, and if not interrupted the strange 
  procession continues towards the east (to area #4). 
  #2 The Northern Wing 
  The floor is covered with the fallen dwarves each wearing 
  heavy armor. The skin is pallid and dry – and hidden under 
  layers of dust. Their armors are red with rust, and in some 
  places eaten completely through leaving not much but a 
  layer a of red dust. 
  Among the many corpses stands a small group of creatures. 
  They wear heavy brown cloaks, and though the hoods are 
  deep, you can still see their brown snouts. A sickening stench 
  challenges your nostrils. 
  A group of 7 Corpse Collectors are working here. 
  They are collecting the dwarf corpses, cleaning them 
  and moving them to area #4. 
   
  Meeting the Corpse Collectors: They can offer 
  access to area #6, as they know where the key is 
  (behind the loose rock at area #3), but they dare not 
  go themselves. The Corpse Collectors own a small 
  sack with 122 tarnished silver pieces and Bag with 
  Powder of Silent Invisibility. 
  The Carvings: The walls are covered in intricate 
  carvings whirling in and out of each other in abstract 
  patterns. Bards, dwarves and artists can recognize 
  the patterns as complex music notations. The 
  carvings exudes an aura of magic. 
  If the notations – a classic piece of dwarven opera is 
  sung – then the magic of the carvings will reveal a 
  treasure hidden inside the pattern, but this requires 
  the players to sing a piece of dwarven opera. 
  
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  9 
  Singing and Roleplaying 
  Yes, have the players sing. This is not something to solve with 
  a skill check or by declaring ‘my character sings’. It may be 
  intimidating for people unaccustomed to sing to do so, and 
  the fun is to hear the group sing, not to expose people. So 
  here is how to do it. 
  Pick a simple melody with a simple text, one like 
  ‘trololololololo’, and have the players start with humming the 
  text, and then shift to murmuring the words, and from there 
  have them increase the sound and ask them to overdo it 
  using their best booming voices – for such is the song of the 
  dwarves. You may want to accompany the players’ singing 
  with a description of how the carvings begin to glow with a 
  clearer and clearer silver light. 
  The Hidden Treasure: Once the song is sung, a part 
  of the patterns begins to glow with a silver light, and 
  the light forms the figure of an axe. The pattern 
  manifests then as an axe, that can be grabbed – it is 
  the magical axe Grimteinn. 
  #3 The Southern Wing 
  The corridor leads to a long hall, yet little is left as large 
  sections have collapsed. The air is heavy with dust. Covered 
  with cobwebs lies fallen dwarven warriors from end to the 
  other covering the whole floor. One after the other armed 
  with spears and axes and dressed in heavy armors that rust is 
  eating away. The mummified corpses must have lain here for 
  centuries. 
  Along the wall runs twos band with runes carved into the 
  wall, one at the top of the wall, and one near the floor.  
  The passage to the east is blocked by a solid iron gate. 
  More than 30 warriors lie next to each other here. 
  Hiding among the corpses is 1 Bone Gnawer, a 
  skinny and cowardly creature thin enough to pass 
  the gate without opening it. 
   
  Moving silently through the area requires a 
  collective Stealth/Dexterity check (have the player 
  with the poorest chances roll for the whole group – 
  If successful, no one makes a noise, if it fails one or 
  more accidentally touches a skeleton leaving armor 
  and metal rattling. 
  The Gate: Heavy iron bars untouched by time and 
  rust are set into the ceiling and the floor. Lifting the 
  gate requires a difficult strength check or a 
  combined might of 30 strength points. Hidden on the 
  east side of the bars is a small latch, that covers a 
  handle. If the handle is pulled, the bars will begin to 
  lower into the floor, but the mechanism is corroded 
  and half way down the bars stop. 
  The Loose rock: Behind a loose rock the corpse 
  collectors have hidden a pouch with a KEY to area #5 
  and a Scroll with Charm Person and Light. 
  Gold to XP: The pouch also contains a foul-smelling necklace 
  of gold with six heart onyx pieces (worth 200gp). 
  The carvings: Written with dwarven runes they are 
  long lists of master smiths and guild masters. 
  Anyone with knowledge of dwarven history will 
  recognize some of the later names from king lists 
  and chronicles of dwarf history – the younger names 
  are at least 500 years old. 
  #4 The Eastern Wing 
  The walls are covered in diamond shaped black and white 
  tiles, though a thick layer of dust leaves them almost grey to 
  look at. One by one lies the dried husks of dwarven warriors 
  in rows on the floor, many without weapons and armor, and 
  many covered with white cloth. 
  Moving among the fallen dwarven knights are 2 
  Corpse Collectors organizing the corpses and 
  collecting pieces of armor and weapons. 
   
  The two corpse collectors are nervous, as they have 
  discovered the Rune Staff of the Dwarves, which 
  have surprised them, as they have found no other 
  treasures. They have not shared their find with their 
  fellows, and though feeling guilty they are planning 
  to keep the treasure for themselves.  
  #5 The Collapsed Hall 
  A sickening stench hangs in the air like a faint mist. All around 
  lies piles of rusty armor and weapons, red and dusty from the 
  passage of time. Between the piles are spread out small bed 
  rests made from rags and dirty straw.  
  Along the east, south and west the walls are cut from mighty 
  stones, and they are decorated with two bands of runes. The 
  northern part of the hall is gone, replaced with dirt and 
  debris from the collapsed ceiling. 
  The piles contain worthless armors and weapons 
  gathered by the Corpse Collectors.  
  The Corpse Collectors have their camp here, and 
  spread out along the walls are small beds of dirty 
  straw and rags. At regular intervals are metal 
  canisters with burning incense. The camp contains 
  
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  bundles of incense and packages of simple food 
  stuffs wrapped in dirty bundles (14 rations). 
  The inscriptions: The dwarven runes are lists of 
  kings and queens of the dwarves. Scholars can 
  recognize some of the names. The last rulers were 
  about 500 years ago. 
  The Stone Door: Build by dwarves the stone door is 
  heavy, solid and equipped with a complex lock. The 
  door is almost impossible to force open (extreme 
  difficult Strength check) and the lock is difficult to 
  pick. The key can be found in two places – behind a 
  loose rock in area #3 hidden there by the Corpse 
  Collectors, and the other lies forgotten in area #15. 
  #6 The Stone Garden 
  Note: The door is locked – see area #5. 
  The stone swings open without a sound revealing a strange 
  room. For a moment, it feels as if you have stepped into a 
  natural grotto, almost a primordial cave, as most the room is 
  filled long slender dripstone columns in bright red, yellow, 
  green and blue patterns reaching from the ceiling to the 
  floor. They catch the light from your torches and reflect as if 
  sending rainbow colored rays back and forth between them 
  illuminating the whole room. For a while, you lose all sense of 
  time, as you are caught up in the sight. Then the continuous 
  sound of dripping water brings you back – it is the only 
  sound. 
  Around the room you also notice carvings in the walls, that 
  seem to be reliefs of mountains.  
  Reliefs: The walls are covered with reliefs of 
  mountains carved into the stone walls. The 
  mountains are not local mountains, but any dwarf 
  can recognize these as the legendary Ginnum 
  Mountains, where the first underground kingdoms 
  of the dwarves originated.  
  The art of the Dwarves: This room is an artificially 
  created drip cave – known as a stone garden among 
  dwarves – where the dwarves lead water across 
  certain minerals and then down through numerous 
  small openings in the ceiling slowly creating thin 
  columns of dripstone. The minerals are chosen to 
  give columns specific colors enabling the dwarves to 
  create specific colorations and visual impressions. 
  Stone gardens takes centuries to grow. 
  Now, this stone garden is ‘blooming’ with 
  multicolored thin columns reaching from the ceiling 
  to the floor. Slightly moist they catch and reflect light 
  in many colors creating auras of rainbows swirling 
  among the stones. It is almost hypnotic to stare at, 
  and most viewers easily lose 5+1d10 minutes before 
  gathering their wits. 
  Try to describe this as a great piece of art created by 
  dwarves. It is a part of their hidden or rather private 
  culture, that few outsiders ever get to see. 
  Experiencing this grants the characters 100 XP. 
   
  Note – the columns have grown to fill the whole 
  room, and it is impossible to walk around without 
  destroying several of the fragile columns. Especially 
  if one wants to reach the opposite wall. 
  Southern Section (#7-12) 
  The halls in this area were all once great works of 
  art, but now they are hardly intact, and much lies in 
  the ruin. Here too lies dead warriors everywhere, 
  and the Corpse Collectors have not begun their work 
  here yet. 
  #7 The Larder 
  When approaching the room:  
  As you move down the corridor you hear the sounds of flesh 
  being torn loose of bones, and bones being cracked (for their 
  marrow). Somebody is eating. 
  At arrival:  
  Everywhere the floor is covered with cadavers, most are torn 
  to pieces with broken bones and pieces of mummified flesh 
  littering the floor. Here and there lies scattered parts of rusty 
  armor and weapons, and amidst all this, crouches five grey 
  figures wearing ragged clothes and having large sores, that 
  do not bleed, around a corpse. They are tearing into the 
  cadaver, pulling flesh and bone loose.  
  The sounds originate from a pack of 5 ghouls 
  eagerly consuming the corpses. They sit in the 
  distant corner and are not paying attention – 
  sneaking past them is done with advantage on the 
  die roll. The ghouls are not overtly hostile, as there 
  are plenty of corpses to sate their hunger, and they 
  are willing to let timid creatures leave unharmed. 
  The inscription: Someone has scratched dwarven 
  runes on one of the walls reading “It has awoken. It is 
  now our task to put it to rest, so that the world by 
  sleep safely”. 
   
   
  
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  #8 The Niche 
  Corpses of fallen dwarven knights has been stacked 
  in the niche on purpose. Behind them hides 1 ghoul 
  ready to surprise its living prey. The ghoul will push 
  the corpses towards the adventurers and for a 
  moment create an impression of the corpses coming 
  to live, hoping its victims will waste their initial 
  attacks on the corpses, while it jumps forth and 
  attacks. 
  Gold to XP: The ghoul carries a silver wristband decorated 
  pink quarts and patterns depicting roses (worth 50gp). 
  #9 The Half Hall 
  As you step into the hall, you sense, that you have stepped 
  into something that once was a huge hall, but now is merely 
  the collapsed remains. Huge finely cut stone blocks have 
  come tumbling down, and in several places, you can see bits 
  and pieces of mosaics and wall paintings on the stones. Only 
  the wall to north is smooth and untouched by the 
  destruction. Everywhere lies the corpses of dwarven 
  warriors, but they seem to have been moved about recently. 
  Their armors are torn apart, the flesh torn off their bones, 
  and many bones lies broken and cracked. 
  The area is empty, but there tracks in the dust 
  revealing other creatures moving through the area, 
  including two treasure hunters. 
   
  The treasure hunters: In the adjacent corridors or 
  perhaps in the hall, when the adventurers arrive, are 
  the two treasure hunters Gerrick and Gradiga. They 
  are part of Betandt’s party (see area #12). Both have 
  fallen under the influence of the Dragon and are 
  smitten with greed. They are moving stealthily about 
  trying to avoid the monsters in the hall and 
  searching for treasures, they won’t share with their 
  allies – they keep wondering why they cannot find 
  anything. They will consider the party to be friendly 
  rivals.  
  #10 The Collapsed Chamber 
  The passage leads to chamber or perhaps a hall, it is difficult 
  to say, as the southern end has collapsed. The walls are 
  decorated with dusty paintings. Here too lies fallen dwarves, 
  but these mummified corpses are not warriors. They are 
  dressed in moldy remains of expensive robes with fading 
  colors all hidden away under a grey layer of dust. They do not 
  seem to have fallen in combat, rather it is as if their lives 
  were snuffed out, and they simply fell to the ground. 
  The dwarves in here were not warriors or knights, 
  but master artisans, who fell as the last, while they 
  were sealing the hill and trapping the Dragon. 
   
  The wall paintings have faded, but they reference 
  dwarven myths and legends – famous recurring 
  characters can be recognized such as Raun 
  Sortsmed, who invented the anvil, and Tyveri 
  Grovguld, who fooled the gods twice – as well as 
  famous scenes from various myths, especially the 
  scene, where Konge organizes dwarf society into the 
  different clans. Any bard, dwarf or learned character 
  can recognize this. 
  Etched into the wall are dwarven runes: “The heart 
  in the deep beats, and we can no longer contain The 
  Great Greed. Our knights have sworn to give their 
  lives, so that we may trap it in our realm and seal the 
  place from within. We give our lives to trap it. If you 
  are reading these words, then the world is no longer 
  safe, as our realm can no longer contain it.” 
  The Northern corridor: Large stones have fallen, 
  but any closer look will reveal, that there is an open 
  space opposite the stones. With strength checks and 
  30-90 minutes of work, a passage can be created. 
   
  The last dwarven treasure: One of the dwarves 
  clenches his hand tightly, and it hides a gold ring 
  (carries the inscription in dwarf runes: “Baligor 
  made this” and decorated with tiny depictions of 
  hammers; worth 75gp – or twice to a dwarf). Once 
  the gold ring is revealed (and perhaps picked up) the 
  following event occurs, unless the Dragon has 
  already been released (see area #18): 
  Suddenly a powerful gust of wind rushes through 
  the corridors with great speed. Its sudden and fast 
  approach can be felt by the adventurers – ask the 
  players, what they will do – and what they do with 
  the ring. Do they keep it, store it, throw it away? Give 
  them merely a moment to decide, then a fiery red 
  shadow comes thundering. 
  
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  It is as if a huge beast comes thundering towards you. But 
  there is nothing to see. At least not at first, but then 
  something becomes visible. An invisible force surrounded by 
  fiery sparks, whose shape revealed by the sparks seems to be 
  a huge scaly body with enormous jaws and gigantic claws. 
  Reflected on the wall you see the invisible force’s shadow, 
  and it takes the form of a dragon. The force flows past you in 
  an instant, flinging and pushing you about. Your mouths fill 
  with the taste of blood and gold – and then it is gone leaving 
  you in the darkness and the silence. 
  As the rush of heat and dragon spirit rushes past the 
  adventurers, light sources are extinguished, and the 
  ring is taken by the Dragon dissolved by intense 
  dragon heat: 
  • If thrown away, there is merely a hot spot cooling 
  fast, where the ring was. 
  • If stored, then the container is damaged from the 
  great heat (a pocket has a hole burned in it etc.). 
  • If held, then the intense heat burns the carrier for 
  1d6 damage and leaves a ring-shaped burn mark 
  (and until treated by magic or 3 days has passed, 
  the burn mark hurts, when using the hand – 
  activities using the hand are with disadvantage). 
  #11 Southeastern Hall 
  The hallway leads you to a large dark hall. Dust hangs in the 
  air, and carries a musty stench of rot. Everywhere you see 
  fallen warriors in rust red armors, their skin is pale and 
  mummified, and bony hands grasps weapons slowly turning 
  to rust and dust. 
  The walls in the hall reflect your light from thousands of 
  glazed tiles, that are part of huge mosaics depicting 
  mountains and other landscapes. 
  The mosaics reveal motives from the ancient dwarf 
  kingdom Ginnum. Dwarves recognize the motives 
  from tales told, when they were children, about a 
  wondrous kingdom, where dwarves lived in 
  harmony and yet had all kinds of exciting 
  adventures. 
  • As the characters study the mosaics roll for 
  wandering monsters. 
  Is it a map?  
  If you have a hidden valley adventure, you want to play, 
  these mosaics can be used as a map pointing the adventurers 
  to the lost valley of the kingdom of Ginnum. 
  #12 Mosaic Room 
  The walls are covered with thousands of colored glazed tiles 
  forming a gigantic mosaic depicting dark forests with 
  shadowy mountains in the horizon and with armies of 
  dwarves marching towards a burning hill. However, your 
  attention is quickly diverted towards a group of humans ….  
  In here is the Betandt and his Treasure Hunters 
  and beautiful mosaics. 
   
  The mosaics: They tell a story. The mosaics cover 
  the walls all around, and consists of small glazed 
  tiles. In the background of the huge mosaic is 
  mountains covered with forests, In the foreground 
  come two armies of dwarves marching towards a 
  central point being a tall hill, from which burns a 
  dark and evil flame. Amid the flame is a black 
  silhouette of a fearsome beast with a scaly body and 
  large wings. A huge maw with sharp teeth portrays a 
  wicked smile, and there is a vicious glimmer in the 
  eyes. 
  • Seeing the eyes fills the viewer with a deep and 
  instinctive dread, and it feels as if a deep, rumbling 
  roar echoes through the halls. A cold shiver runs 
  down the spine. 
   
   
  
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  Eastern Section (#13-17) 
  The caves in this section are all part of an ancient 
  mining complex, where the hard-working dwarves 
  found gold and jewels. Since then dust has settled 
  everywhere, and the timber keeping the passages 
  intact has rotted away leaving just the few corridors 
  and rooms stable enough to survive without any 
  support. The rest has collapsed. Here too lies the 
  corpses of dwarven warriors, but fewer and farther 
  between them. 
  #13 Lair of The Crying Ogre 
  A vague stench of sweat and rot reaches your nostrils, as you 
  reach an unusual room. Half the place has walls neatly carved 
  with great precision, while the other half have roughly hewn 
  and uneven cave walls. There are several exits, but the 
  southern seems to have collapsed. A few fallen dwarven 
  warriors lies dusty and rust-covered on the ground. 
  Your attention is turned towards the huge figure wearing 
  dirty rags sitting on the floor. Even though it is sitting down, 
  its face is still level with yours. Its bloodshot eyes and yellow 
  sallow skin tells you, it is an ogre. It seems lost in thought for 
  a moment, then you catch the reflection of a tear in its eye. 
  The area was once the entrance to the mines, and 
  most of the room has collapsed into huge piles of 
  rock and dirt. In this grotto is the ogre Rrefsni 
  crouching in the corner. 
  The ogre Rrefsni: Along with four siblings Rrefsni 
  entered the caves from the east and entered the 
  large cave (area #17), and here they met the basilisk. 
  After a brief struggle Rrefsni’s siblings were 
  petrified, and Rrefsni fled the scene. Now crying and 
  cursing under its breath, the ogre desires revenge, 
  and angrily asks people to leave it alone. If offered 
  the opportunity to avenge its siblings, Rrefsni will 
  gladly join the adventurers, while they are exploring 
  the caves. Rrefsni will keep asking ‘when are we 
  going there?’. 
  Gold to XP: Rrefsni carries two lumps of gold (300gp), that he 
  will pay for assistance. 
  The southern corridor: Large stones have fallen, 
  but any closer look will reveal, that there is an open 
  space opposite the stones. With strength checks and 
  30-90 minutes of work, a passage can be created. 
   
   
  #14 Mine and Corpse Consumer 
  The uneven mine corridor leads to a cave. Here too lies the 
  corpses of dwarven warriors, their armor rusting away, and 
  their moldy bodies torn to pieces and partially consumed. In 
  the midst of all this stands a statue on a small dais of a dwarf. 
  This area is what is left of the mines. Most has 
  collapsed as the timber rotted away, but this section 
  is stable. Now a thick layer of dust covers most of the 
  section. 
  The statue: The dwarf carries a lantern in one hand 
  and a cup in the other, and wears the traditional 
  clothing of a miner. Clerics, miners and dwarves 
  easily recognize the statue as Draiborigal. the 
  Guardian of Miners. If a gift of wine is into the mouth 
  or into the cup of the statue, anyone performing 
  mining work or digging is blessed, and they perform 
  25% faster. 
  The Monster: The partially devoured corpses are 
  the victims of 1 Corpse Consumer, that enters the 
  room from a corridor shortly after the adventurers 
  entered. It is hungry, and the dwarf corpses does not 
  satisfy it.  
  Among its victims is the corpse of Taberluns, one of 
  Betandt’s Treasure Hunters, who under the Dragon’s 
  influence wandered off looking for treasures. On the 
  corpse of Taberluns can be found a leather amor, 
  hand axe, dagger, broken lantern and a backpack 
  containing a bottle of wine, a flask of oil and a 
  tinderbox. In the pouch are 15gp, hidden under his 
  armor is a jade amulet shaped as boar with eyes of 
  amber (60gp), and in a hidden compartment in the 
  backpack is a pale green crystal statuette of a 
  faceless dancing goddess (150gp), which is easily 
  noticed by anyone lifting the pack. 
  Gold to XP: Taberluns har hidden in his boot a sharp silver 
  knife with a handle with inlaid garnet (200gp).  
  #15 The Western Grotto 
  The passage leads to a small grotto, whose walls seems to 
  have formed from the ceiling collapsing burying parts of the 
  room under stone blocks and dirt. Yet one section of the 
  original walls seems to remain in the western end of the 
  room. 
  The area is empty, except for the KEY to room #6, 
  which lies forgotten in one corner of the room.  
  For an explanation of the western wall see area #18. 
  
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  #16 North Cave 
  Two broad passages merges into a cave. Its walls carry the 
  marks of pickaxes chasing gold and gems. Loose rocks and 
  fallen dwarf warriors fills the floor – you notice perhaps six 
  rotten corpses in armors turning to rust. The ceiling is 
  covered with stalactites, and the shadows between them 
  seems alive. 
  The corridor is an ancient mine. A few dwarf knight 
  corpses are here as well. The ceiling is about 15 feet 
  above the floor, and it is covered in stalactites. 
  Among them hides a large swarm of bats. If 
  disturbed, the whole flock becomes agitated and 
  flitters around the party – anyone caught in the 
  swarm takes 1d4 damage, and must succeed a 
  Saving Throw vs Fear or flee in panic for 1d4 rounds. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  #17 The Hollow 
  The corridor opens into a large cave. Its ceiling disappears in 
  the darkness above you, and its distant walls are almost out 
  of reach of your light sources, but they reflect small glimmers 
  back at you. You notice several exits but except the northern 
  exit, they are all several feet above the floor. In one area, you 
  notice four large figures, each at least 10 feet tall and 
  swinging a huge club. They are perfectly created statues of 
  ogres, and they are crafted with such detail, that you have a 
  feeling, that they may spring to live at any moment. 
  The cave is a part of the dwarf mines, and small 
  flecks of crystals can be seen all around, though none 
  of a size worth anything. The passage from the north 
  slopes down into this cave. In the north-western 
  corner near the ledge hides 1 basilisk. 
   
  Statues: On the floor are four stone statues of ogres 
  in dramatic poses as if they are attacking an invisible 
  foe. Of the ogres only one survived the basilisk (see 
  area #13).  
  The ledges: Each of the ledges are 10ft tall with 
  many handholds, but with sharp ridges. If a climbing 
  check fails by 1-4, the climber fails to reach the top, 
  if it fails by 5 or more the climber falls and suffer 1d6 
  damage. If a natural 1 is rolled, the climber is cut by 
  the sharp ridge for 1d8 damage and/or climbing 
  gear is damaged. The ledges are perfect areas to 
  avoid the basilisk and stay safe. 
  Treasure: lying unseen behind a statue is a large 
  sack containing five rations, 319 bend and tarnished 
  silver pieces (the ogres liked to bend the coins as a 
  test of strength), 2 Potions of Healing, 1 Potion of 
  Levitation and one gold ring (depicts small waves 
  and a clumsy figure that may be a ship or an island; 
  human craft; worth 75gp – but only half to a dwarf, 
  who grumbles about the poor craftmanship). 
  Gold to XP: The sack also contains 100pp and a glass box 
  containing a rose made from silk, gold thread and rare woods 
  (100gp). 
   
   
  
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  Central Section (#18) 
   
  #18 The Final Chamber 
  This room has no entrance, and never had any. The 
  dwarves chose this area to hide the Dragon’s Heart 
  and the build the walls around it – thus there are no 
  traces of blocked doors or entrances, as there never 
  was any. 
  It is up to the players to figure out, that there is a 
  hidden room and tear down a wall to access it. 
  Working on the wall for 20-30 minutes will create a 
  small opening allowing the party to peek into the 
  room and help a halfling to enter. Further work will 
  allow others to enter as well. 
  The air is dusty and a strange stench permeates the room. It 
  is almost empty. From the center of the room flows a golden 
  light. Here stands a simple pedestal, and on top of it is a 
  golden … thing. It is about 2 feet in diameter, unshapely, and 
  seems to be made of or plated with gold. It radiates a golden 
  light, and as you look at it, you sense a powerful force 
  awaken and perceive you. In the distance, you hear a heart 
  beating. Then you realize that you are staring at a huge 
  golden heart. 
  The room is almost empty. Hidden on the walls are 
  magical dwarven runes designed to trap the heart. In 
  the center is a simple pedestal carved from stone 
  and with no decorations. On top of it rests The 
  Dragon’s Heart. 
   
  The Dragon was defeated in ancient time but not 
  killed. It was too powerful for that, so instead its 
  heart was cut out and trapped in this chamber, 
  where it has resided for more than millennia. The 
  dwarves dedicated their lives to guard the heart. 
   
  The adventurers have very few options. Unless they 
  own a Dragon Slayer weapon or powerful 
  destructive spells (level 7 and upwards), they are 
  unable to destroy the artifact. Instead they will have 
  to hide it or bring it along exposing themselves to 
  the influence of the Dragon. 
   
  The Dragon knows the kobolds are on their way, as 
  it has called them. However, the Dragon prefers to 
  stay with the adventurers, preferably an arcane 
  spellcaster, as it wants to be near power rather than 
  being worshipped by kobolds. It will lure, ask or 
  threaten the adventurers to take it along – and it will 
  tempt magic-users to enter a pact with it. If a 
  character enters a pact, give the player the 
  description of The Dragon’s Heart. 
  Design Notes 
  Some parties find the room, others do not. 
  The players finding the room always end up picking up the 
  Dragon’ Heart and tries to run with it, and they often 
  succeed, but just as often a player chooses to enter the pact, 
  and often ends up as a herald of the Dragon marching off 
  with the kobolds to become a villain, while the rest of the 
  party is given a chance to escape. 
  Now what? 
  You can continue the exploits of the adventurers in 
  the adventure The Flooded Temple found at 
  DrivethruRPG as they race the Cult of the Dragon to 
  an ancient artifact, that may be used against The 
  Dragon. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         Tomb of the Dragon’s Heart 16 
  New Monsters and NPCs 
  Rrefsni – The Ogre 
  Rrefsni is the youngest of his siblings, and even 
  though he is huge compared to humans, he is small 
  by ogre standards. Of his siblings he is the last, as the 
  rest have been petrified, and for this he carries a 
  grudge against basilisks and other creatures turning 
  people to stone. 
   
  AC 5; HD 4+1; HP 17; THAC0 16; Attack Club; Dmg 
  1d10; Save F4; ML 9 (7 when facing the basilisk) 
  The Corpse Collectors 
  These strange creatures are smaller than halflings 
  and hide their bodies under heavy and dirty robes 
  with deep hoods. Sometimes their brown snout and 
  whiskers can be seen, at other times their large 
  brown eyes reflect light. 
  Though friendly, talkative and cowardly few can 
  stand them due to the intense stench surrounding 
  them from the rotting remnants and juices from 
  corpses, they work with. 
  No one knows from where they come, or why they 
  do, what they do – travelling around the wilderness 
  searching for corpses in need of a burial, and then 
  they bury them as fitting as possible. Anyone buried 
  by a corpse collector does not return as restless 
  undead.  
   
  AC 8; HD 1-1; HP 4; THAC0 20; Attack Weapon; 1d4; 
  Save Cl 1; ML 6 
  Resist necromancy: Corpse Collectors saves as Cl9 
  against any necrotic or necromantic attack. 
  Carcass stench: An intense stench of rotting flesh 
  emanates from the corpse collectors making eyes 
  water and people sick. Anyone within 10ft must 
  succeed a saving throw vs poison or be sick for 10 
  minutes with a -4 penalty to physical activities. The 
  corpse collectors are unaware of their own stinking 
  clothes and bodies. 
  Talkaktive: Corpse Collectors are chatty creatures, 
  and any attempt to talk with them gain a +2 reaction 
  bonus. 
  Cowards: Corpse Collectors gain +4 AC bonus, when 
  fleeing from combat. 
   
   
   
  Treasure Hunters 
  Mercenaries and opportunists seeking fortune in 
  ancient graves and forgotten ruins. Their preferred 
  style is entering and exiting dungeons unseen. 
   
  AC 7; HD 1; HP 5; THAC0 19; Attack Weapon; 1d6; 
  Save F1; ML 8 
  Betandt – Leader of the Treasure 
  Hunters 
  Betandt is a former officer in the Imperial Armies, 
  but the rewards were nothing compared to, what he 
  could steal from battlefields and battlegrounds, and 
  he has turned this into a career gathering like-
  minded people around him. Pragmatism and 
  cheating are his operating keywords.  
   
  AC 5; HD 4; HP 21; THAC0 16; Attack Weapon; 
  1d8+1; Save F4; ML 9 
  Bone Gnawer 
  These cowardly beings are often mistaken for ghouls 
  or for undead creatures, but they are alive. Bone 
  Gnawers are skinny creatures with pale skin filled 
  with sores. Their teeth and nails are filed sharp and 
  used for consuming the flesh of the dead. The 
  glimmer in their eyes reveal, that they are still alive. 
  Bone Gnawers are former humans, who are slowly 
  being transformed from living to dead through their 
  consumption of dead creatures and rotting corpses. 
   
  AC 6; HD 3; HP 14; THACO 17; Attack bite, 2 claws; 
  Dmg 3d4/d6/d6 
  Bone Gnawer infection: If bitten the target must 
  succeed a saving throw vs poison or become 
  infected. The infected begins to lose their appetite, 
  their skin becomes pale, and their find sunlight 
  painful. Each day the victim lose 2 points of 
  Charisma, and if it reaches 0, they are transformed 
  into a bone gnawer. As long as they are infected, the 
  charisma damage cannot be healed. A cure disease 
  spell grants the victim a new saving throw against 
  poison. Once cured, the victim’s charisma heals 2 
  points a day. 
  Terrifying Gaze: Any living creature looking into 
  the eyes of a bone gnawer must perform a saving 
  throw against fear as they instinctively recognize the 
  fate of the creature and that they too may suffer this 
  fate. If the saving throw fails, they must flee in fear 
  for 1d4+2 rounds. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         Tomb of the Dragon’s Heart 17 
  Ghoul 
  AC 7; HD 2; HP 9; THAC0 18; Attack 2 claws, 1 bite; 
  1d3/1d3/1d4 + paralysis; Save F2; ML 9 
  Paralysis: Target must succeed a saving throw vs 
  Paralysis or be paralyzed for 2d4 turns. Elves and 
  huge creatures are immune. Cure Wounds spells 
  cures the paralysis. 
  Undead: Ghouls are undead creatures and can be 
  turned. 
  Basilisk 
  AC 4; HD 6+1; HP 28; THAC0 14; Attack Bite; Dmg 
  1d10; Save F6; ML 9 
  Gaze: The gaze can petrify living creatures. Anyone 
  whose gaze meets the basilisk must save vs 
  petrification or be turned to stone. The gaze can be 
  avoided by averting once eyes or using a mirror – 
  attacks suffer a -4 penalty, when doing this. The 
  basilisk can be turned to stone by its own gaze 
  (when using a mirror against it, there is 30% chance, 
  that it must do a saving throw). 
  The Kobold Prophet: Speaker for the 
  Dragon 
  The prophet receives visions from The Dragon and 
  has felt its call. With stories promising power and 
  grandeur in the service of the Dragon the prophet 
  has gathered a small army of kobolds from many 
  different tribes. 
  The prophet has abandoned its name, and mainly 
  calls itself for Speaker for the Dragon.  
   
  AC 7; HD 2; HP 9; THAC0 18; Attack Weapon; Dmg 
  1d6; Save Cl 2; ML 10 
  Inspire: The prophet can inspire and instill kobolds 
  with fervor for the Dragon. This raises their morale 
  to 10 and grants them +1 attack and damage. 
  Kobolds 
  AC 7; HD ½; HP 2; THAC0 20; Attack Weapon-1; 
  Dmg 1d4; Save LV 0; ML 6 (serving the Dragon 10) 
  Grimsjak – The Bugbear 
  AC 5; HD 3+1; HP 16; THAC0 17; Attack Weapon; 
  Dmg 1d8+1; Save F3; ML 9 
  Goblins 
  AC 6; HD 1d6; HP 4; THAC0 20; Attack Weapon; Dmg 
  1d6; Save LV 0; ML 7 
  Corpse Consumer 
  A ten feet long, multi-legged insectile creature with a 
  mouth full of tentacles or feelers of two foot in 
  length. 
   
  AC 7; HD 3+1; THAC0 17; HP 15; Attack 8 tentacles; 
  Dmg 0 + paralysis; Save F3; ML 8 
  Paralysis: Any successful attack forces it victim to 
  save vs paralysis or be paralyzed for 2d4 turns. Any 
  cure spell can remove the paralysis 
  Climb: The Corpse Consumers many legs and clawed 
  feet allows it to crawl on walls as an insect, and it 
  often drags its victims off to a hiding spot under the 
  ceiling to consume them.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         Tomb of the Dragon’s Heart 18 
  New Magical Items 
  Rune Staff of the Dwarves 
  The rune staff is about 16 inches long, 2 in diameter 
  and made from silver. The sides are decorated with 
  powerful and enchanted dwarven runes, that hurts 
  the eyes of anyone trying to read them. 
   
  The Staff possess the following powers: 
  Fall of the Dragon: Once pr. day the staff can 
  enchant an enemy of dragons and grant them a +2 
  attack and damage bonus, that lasts for 1 hour. 
   
  Ward against Dragon Magic: When holding the 
  staff, it grants the holder a +4 bonus to saving 
  throws against Dragon Breath and dragon 
  spellcasting. A cold silver fire blazes in the runes, 
  when it protects the holder. 
   
  Key to Dwarven Secrets: The owner has +2 bonus 
  to checks regarding dwarven history, myth and 
  legend, and can decipher non-magical dwarven 
  runes. The staff glows with a warm golden light, 
  when used in this manner. 
   
  Legacy of the Dwarves: Anyone brought up in a 
  dwarven community has heard myths and tales of 
  the staff, and they recognize it, when they see it. 
  Dwarves consider the staff the property of dwarves, 
  and they often show hostility towards any non-
  dwarfs using the staff. 
  Powder of Silent Invisibility 
  This fine, glittering white powder usually comes in a 
  cloth bag containing 1d3 potions. When thrown in 
  the air it turns all creatures in 10ft diameter circle 
  invisible for as long, as they are silent, or until they 
  attack. Once turned invisible the creatures do not 
  need to stay together to remain invisible. 
  Any creature who speaks, immediately become 
  visible, and this applies to the players too! Any 
  player who does not merely neutrally describe their 
  character’s actions will see their character turn 
  visible again (in some instances you might even 
  want to have the players write down their actions, as 
  they may difficulty coordinating their actions, when 
  unable to speak). 
   
   
   
   
  Grimteinn 
  Grimteinn is a dwarven made enchanted 
  warhammer. It is a large and heavy weapon 
  designed to crush foes and topple giants – and yet it 
  does not feel that heavy when grasped. It is gleams 
  of silver, and it is decorated with intricate patterns 
  hiding small images of dwarf gods.  
   
  Magic Hater: Grimteinn hates black magic, and it 
  grants its owner +2 attack, +2 armor class and +2 to 
  saving throws against hostile magic-users. 
   
  Ogre Biter: Grimteinn hates ogres, and deals +4 
  damage against ogres, and any critical hit (natural 
  roll of 20) deals +10 damage instead and force the 
  ogre to do a saving throw against death or be slain. 
   
  Dwarf Craft: Grimteinn was made by dwarves for 
  dwarves, and in the hands of a dwarf, Grimteinn has 
  +2 attack bonus.  
  Dwarves can immediately recognize Grimtein as a 
  legendary dwarven weapon, when they see it, and 
  any non-dwarf carrying the weapon is questioned 
  regarding their right to carry Grimteinn. 
   
  Grave Guardian: If Grimteinn follows its owner into 
  the grave, Grimteinn will defend its owner grave by 
  summoning a specter, if the grave is disturbed. 
   
  Grimteinn’s Urge: Grimteinn demands respect and 
  to be honored. If the owner mistreats Grimteinn, 
  speaks poorly of it, or does not openly display the 
  weapon, when in a public space, then Grimteinn 
  withholds its powers. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         Tomb of the Dragon’s Heart 19 
  The Dragon’s Heart 
  The Dragon’s Heart was cut from its still smoldering 
  body more than 1000 years before. The huge heart is 
  about 2 feet in diameter, and it is shaped like a gold-
  plated overgrown human heart. The presence of a 
  powerful and invisible force can be felt, when near 
  the heart. 
   
  The heart grants the following powers to anyone 
  entering a pact with it (referenced below as the 
  owner). Only one being at a time can be in a pact 
  with the heart. 
   
  Strengthens Dragon-magic: Any dragon or fire-
  based spell is cast, as if the caster is 3 levels higher. 
   
  Will of the Dragon: The Dragon does not tolerate 
  anyone else influencing the will of its owner, who 
  therefore is granted advantage (or a +4 bonus) to 
  saving throws, that charms, frightens, suggests, 
  dominates, hypnotizes or likewise influences his or 
  her free will. 
   
  The Dragon Heart’s Beat: If the owner is brought to 
  0 (or -10 or negative CON or whatever variant you 
  play with) HP, then the heart begins to beat on 
  behalf of the owner keeping him or her alive. On the 
  following round life force flows into the owner, who 
  is immediately restored to 10 HP (if this more, than 
  the character has, the extra HPs are temporary HPs). 
  This effect can be used once pr. day. 
   
  Foes of the Dragon – Dwarf Hater: The Dragon 
  hates dwarves, and its hatred poisons dwarves. Any 
  dwarf in the vicinity of the heart must daily succeed 
  a Saving Throw against Poison. If the saving throw 
  fails, then the dwarf suffers 2d8 poison damage. 
   
  Once pr. day the owner can focus the hatred of the 
  Dragon’s Heart as a spell and force a dwarf within 
  30ft to make Saving Throw against Poison-2 or 
  suffer 2d8 poison damage. 
   
  Will of the Dragon: The Dragon’s Heart has a 
  strange effect on magic items influencing people. If 
  any are carried by the owner, the Dragon’s Heart can 
  utilize these to its own benefit, and resisting these is 
  more difficult – the owner must succeed saving 
  throws with disadvantage (or a -4 penalty). 
   
  The Dragon’s Heart’s Urge: The Dragon’s Heart has 
  its own will. It wants its owner to rule, and every 
  time the owner is contradicted or given an order by 
  a friend or ally, the owner must succeed a Saving 
  Throw against Death. If it fails, the owner must 
  immediately refuse, gainsay or lash out. 
   
  With time, the Dragon will regrow its body around 
  its heart. The process will be sped up by placing the 
  heart on a pile of treasure. 
  
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - Tomb of the Dragon's Heart.pdf