Shattered Tomb of Acheron Zul

The Mausoleum

You can download the map without the number here.

Acheron Zul is long gone, but his horrible curse afflicted upon the nearby fief of Trinta. The adventurers must now enter his tomb to find his remains, but goblins have raided it first, finding things they weren’t expecting.

General Information

This is the tomb of a once powerful necromancer, called Acheron Zul, who died horribly during one of his rituals. Goblins raided this tomb to scavenge for magical artifacts but ended up waking up Acheron’s curse. Now the goblins and the undead roam the chambers, fighting each other.

The dungeon has 3 levels. The mausoleum (this floor), the burial chamber and the primordial cave.

This adventure is planed to be played in more than one session, with the adventurers going back and forth from the dungeon and to the nearby village, to rest and restock.

Hook

Things were already bad at the fief of Trinta, and then the bad omens started happening. Milk turned sour, water became red, tasting iron and chalk, chickens started to eat one another and old people would cough small insects. The lord took action only when his youngest son fell ill.

The lord’s soothsayer made it clear, Acheron Zul’s curse befell upon the village, and a ritual must be conducted to purge them from that blight. Somebody must venture his tomb, and if there is still a mummy of Acheron Zul, or anything left of him, it must be meticulously fetched and brought to her.

Possible ideas for starting out:

  • The adventurers came to Trinta trough a trade caravan they were hired to guard.
  • The adventurers are under the command of the Lord of Trinta. Going in the tomb might be the safer than confronting him.
  • The caravans leaving the village are all halted because of the curse, the horses hoofs are all infected. Solving this might be the only way out.
  • There is a 100 silver coins bounty on the remains of Acheron Zul

Rumors

Start by giving each adventurer knows a rumor. If an adventurer has 2 or more points in presence, they know 2 rumors. Do not repeat rumors between players, roll again on repeats. Ideally this should be passed as a note, so they can speculate between them.

2d6 Rumor
2 Villagers that were forced to pray for Acheron Zul dark gods would sneak to a secret room to perform a ritual to curse him.
3 Guhlat, a giant spider lives deep in the tomb, and ate the ones that were thrown in the sacrificial pit.
4 Acheron Zul wanted eternal life, some say he found it.
5 Acheron Zul library has powerful spells, but his will make the reader mad.
6 Part of the mausoleum is sinking and collapsing, swimming might be required.
7 The place is full of secret passages.
8 Arcane rituals took place there, involving demons and the undead.
9 The goblins don’t fear the undead so something else must have scarred them.
10 Long ago a noble paladin went to the dungeon to seal the undead there, but never returned.
11 The dungeon is flooded and the water is tainted with dangerous chemicals, that’s what caused the bad water in Trinta.
12 The soothsayer cannot be trusted, the mummy is actually a very powerful artifact.

Entrances

Adventurers may enter through the obvious tomb entrance, through the secret entrance or they can climb down through the pit. The only obvious entrance is the main one, the adventurers must figure out the other entrances based on the rumors.

There’s a passage that goes straight to the tomb, bypassing the mausoleum. Halfway through the pit there’s a hole, full os spiderweb, it leads straight to Guhlat’s lair.

Doom Tracker

Tick a checkbox every time the characters make excessive noise or waste too much time.

Wandering monsters

Use them when the adventurers wander too much, feel too safe or if things get a bit boring.

  • Wandering Goblins: They were ordered to roam the tomb looking for intruders. 3 goblin scrappers and 1 hobgoblin
  • Gremlin Crew: A group of gremlins is scouting the place, looking for tools and trinkets to build traps, 4 gremlins.
  • Guhlat hunting party: A group of 3 spiderlings is looking for food for their nest. They will avoid fighting if the adventurers give them some meat.

1 The Tomb Entrance

The entrance is overgrown with roots from the outside door covering every wall. A strong moldy smell permeate the place. The entrance is barricaded from the inside quite poorly, but there’s no way to enter without making a lot of noise.

When dismantling the barricades, a group of 2 goblin scrappers and 1 hobgoblin will come from the door, attacking the adventurers from the back.

2 Fountain Room

A murky fountain bubbling with a strange foam.

If the water is disturbed 3 giant frogs

3 Small Prayer Room

A row of benches, all broken. An amber statue of a saint, barely standing, covered in moss watches over the room. Banners with the symbol of Acheron Zul house decorate the walls.

There are 5 slumbering corpses praying, to the statue, with a low chant. They are distracted and will not attack if not bothered.

This is not an easy fight, the adventurers probably should avoid this one. It’s not impossible to win, just mostly a waste of resources, unless they really want that amber statue.

4 Machine Room

A partially flooded and sunk machine room.

An old pump is there, broken beyond repair.

Searching this room you may find a mechanic’s toolkit.

A pile of spikes and red plates with wholes are stacked on the corner. [This is a clue to a trap in the future.]

2 goblins are tinkering with the pump and will try to flee as soon as they see the adventurers.

5 Flooded Embalming Room

The room has a lower part, with some stairs, that part is submerged in water. The whole room is also and partially sunk on the ground, the roof is almost collapsing. The deepest part of the water is 1.5m deep, near the north door.

There’s a shelf full of coffins, stacked on the west side of the room.

The room was originally an embalming room, and has many chemical flasks floating on the water. After the first character crosses the water, some flasks may open, causing the water to become toxic, causing 1 intelligence wound per turn to anyone else that crosses.

6 Illustrated Vault

The whole room is flooded with water, around 20cm deep, except for the west side, which is almost 1m deep. This whole room is somewhat tilted and sunk on the ground.

The walls are filled with illustrations telling the story of Acheron Zul, his rise to power from his poor origins.

A 2 Giant Leeches are sucking a corpse on the east wall.

Upon further inspection:

If the players don’t pay too much attention to the door illustration you can mention a scraping noise coming from the south.

7 Sealed Sleeping Quarters

Upon entering a starved cadaver that was right behind the door jumps on whomever opened it. If the person didn’t open it carefully the ghoul immediately attacks, make the defense check with disadvantage.

The room is filthy, and has a horrible smell. There are 3 moldy beds in this room and 3 skeletons on the corner. There are 2 tables with drawing and sculpture tools. The door is covered in scratch marks from the inside.

If the adventurers let the door close they will be trapped in there too. The door is made of solid stone, so they will need some serious engineering to escape. If they are stuck but making a lot of noise, eventually the wandering goblins will open that door.

[These were the sleeping quarters for the artists that made the illustrations and statues in the tomb. They where trapped here after their work was done.]

8 Mosaic Corridor

A long twisting corridor, the walls are covered in vines, at some points you can barely see what’s behind. There’s a mosaic telling a story in the walls. Part of it is flooded (check the map) and the deepest part is almost 1m deep.

9 Secret Entrance

There’s a small mausoleum near the tomb entrance, in the middle of it there’s a stone coffin. There’s no corpse inside the coffing, though, removing the lid shows a set of stairs, down to the main tomb.

The corridor inside connects to the mosaic corridor trough an old iron grate (that can be broken).

There’s a dead goblin on the ground, and 2 reanimated husks feasting on the corpses.

10 Tomb of the Inner court

There are many rows of stone coffins, each with a statue lying down on it, representing the person buried there. Most of them are opened, though. Corpses are everywhere all of them hacked into pieces, blood splattered everywhere.

There’s a goblin camp there, they look injured and tired. They were not expecting the adventurers here, so they act surprised. 2 goblin scrappers, 1 bloodshot goblin and 1 hobgoblin. 2 of the scrappers are injured, one with 2 wounds, the other with 1 wound.

11 Chapel

If the adventurers fight in the inner court tomb the doors are barricaded. They can be broken down or the adventurers can find another way in.

The room is an underground chapel, there are probably hundreds of melted candles everywhere, and an altar to the east. The altar is partially elevated and a huge statue of is behind the altar. The statue is holding a red gem. There’s another s

A group of goblins is barricaded here. 2 boggarts and 2 goblin scrappers.

They really don’t want to fight and are terrified of whatever is down the tomb. If the adventurers tell them it’s safe, and their leaders (the goblins on room 10) are dead, they will gladly leave.

12 Stockroom

Piles of melted candle wax, brooms and cleaning supplies are in a corner. There’s a big table in the middle with a lot of rotten food piled up. A drawer is in surprisingly good condition in the south wall, full of scrolls and inks.

13 Burial Chamber Entrance

An ornate hall, in the middle of the room two hooded statues frame a stairway going down. The walls are adorned with wooden details. A small red rug is placed near the east wall.

2 reanimated husks are crawling here, one near the stairs and one near the barricade. From the dark bellow, comes a void demon.

There’s a stairway to the lower levels here, but it’s closed with an iron gate.

14 Acheron Zul Study Room

A very well kept room, dusty but otherwise intact. The floor has a red carpet, mostly intact. There’s a study desk full of books, notes and scrolls. All the walls are covered with dusty tomes with no titles, only numbers on the side, and strange scientific instruments.

15 Sacrifice Pit

A pit, with wooden spikes at the bottom, piles of skeletons and broken bones litter the place. Broken spikes and some animal carcasses.

16 Cult Room

A secret chapel with scratched drawings covering every inch of the stone wall. Some dark ritual took place here. There is a big circle of long dried blood.

The wall to the south is covered in what appears to be inscribed leather (it’s human), stretched, like in a tanner shop. Behind the leather is a tunnel passage.

The north wall is barricaded by a big bookshelf.

17 Makeshift Tunnel

A damp and dirty tunnel, smells of blood. There’s a Bloated Screamer on the way.