As you like, embellish descriptions by mentioning carvings. Dread: A nameless fear hangs over the tomb, and its shadows reach in unnatural ways. It has a minor connection to the Shadowfell Arcana DC Heat: Many of the rooms in this place are either hot, or show signs of otherwise pervading heat. Geothermal energy from the lake of fire under Sham powers some of the tomb's functions, making what should be a cool underground area much warmer Dungeoneering DC Iron Doors: Rusty iron doors placed throughout the tomb are unlocked unless otherwise noted.
Kruthik Tunnels: Except where they widen as shown on the map, the hive tunnels throughout the tomb are narrow. A Medium creature must squeeze, and a Small creature must move through them at half speed. Kruthiks ignore these restrictions. Magic Lights: White motes of magic light illuminate some of the tomb's rooms and passages. These lights are remnants of more elaborate magical effects that enchanted the tomb ages ago.
They are not corporeal and cannot be attacked or otherwise affected. Stairs: Stairs in the passages are difficult terrain. Here, the hunt for kruthiks becomes a broader mystery and a quest for wealth. A clue found in encounter 1 could help, but greed or haste might make the danger greater and safer passage impossible. The secret passage south ends in an obscured pressure plate Perception DC 8 to find , but only if a search is conducted in the vicinity and two iron doors.
See encounter 6, below. Even so, from the entry steps to the floor and ceiling, almost every part of the room offers clues about the danger. It sheds its awful flesh into a grate in the floor, which leads to another grinding stone ball. Alongside his loyal followers , he guards the treasures of this inner tomb still, despite the passage of millennia.
When they disturb this place, the characters' respect or lack thereof for hobgoblin traditions might determine their fate. If the PCs come from or leave through the northern passage, and they search the area to the northern side of the iron doors, a DC 8 Perception check spots a pressure plate. If these conditions are met, triggering the plate seals the passage from the area of encounter 2.
A character who succeeds on a DC 8 Thievery check and spends 5 minutes working can modify the plate so that it won't activate. Dead End: If the devil servant statue is sealed, the PCs can find a hidden lever in the wall of the northern passage with a DC 10 Perception check. Otherwise, the party must backtrack through the tomb and the Dragon's Maw.
Quest XP: XP minor quest if, by the end of their encounter with Ashurta, the PCs learn of the existence of the Ashen Crown even if they missed the writing on the iron barrier in the tomb entry. The kruthiks are alerted as soon as the PCs approach within the range of the creatures' tremorsense or bring a light into view.
seekers of the ashen crown
They hide instead of attacking, all but the hatchlings climbing onto the overhead beams. As the PCs approach the area, read: The ti8ht tunnel opens up into a lar8er hollow. Stran8e, wetkin8 material coats a small part of the wall ahead. That wall is made of cracked stone. Nature DC 8: The wet material is kruthik mucus. Nature DC This material occurs in lar8ef quantities the closer one is to a kruthik e88 chamber. Perception DC 8: You hear a soft chitterin8 and hissin8.
No doubt, kruthiks lair ahead. Perception DC A character spots a few of the kruthiks and can warn the party. PCs who fail this check and receive no warning are surprised. If all the PCs fail , the kruthiks attack with surprise. During or after the combat, the PCs can destroy the eggs. By doing so, the characters end any chance of this hive's continuing to be a threat and succeed on the minor quest to eliminate the kruthiks.
Success reveals that about one in five kruthik newborns is a potential flyer. U the PCs take samples to the Educational Experience contact or spend a few days examining the eggs, this finding is confirmed. The flying capability isn't fully realized until the creature is an adult. They receive their pay. Molric then tells them to get lost, and to take Olaakki with them. Olaakki is more gracious, assuring the PCs that they're welcome in his temple any time.
The PCs have some investigating to do, and are entitled to an interlude to engage in training and personal goals. He rambles about incoherent Dhakaani legends while subtly hinting with body language that the PCs should avoid the topic of relics and treasure in front of the dwarf.
For instance, he might cock his head and glance at Molric with a subtle negative headshake. Allow a DC 8 InSight check to provide this information if the players don't take the hint. Persistent PCs earn the greedy Molric's interest, which you are left to roleplay.
Seekers of the Ashen Crown, softback adventure for D&D 4th edition
Once away from Molric, Olaakki reveals that the Ashen Crown is a Dhakaani artifact from before the goblin empire's fall. It is said that the Crown could be split into sections, each part a magiC item. It's possible that the blade the PCs recovered is part of the Ashen Crown. Olaakki and his flock have worked with her before, exchanging finds in the Depths for money and aid. Olaakki characterizes her as honest and knowledgeable. On that note, Olaakki asks ifAshura's tomb is safe enough now that he can send some of his followers there to take samples from the place and map the tomb for Nephret.
He complies with the PCs' wishes on the matter. The PCs also have the mystery of the obviously recent and ill-fated Kech Volaar expedition to the tomb to act upon. Olaakki knows of the Wordbearers in general see Wordbearer Lore, on the next page , but he doesn't know about explorers from this clan rooting around in Sharn's Depths.
Uthe PCs are reluctant to undertake this task and ask Olaakki to do this legwork, the priest agrees after some urging. A DC 8 Diplomacy check and 10 gp should do the trick. U o ::l In the intervening time, they've clashed with other goblins bearing different markings in the lower city. They've also started looking into the looting of a tomb in the Depths.
All were lost when the empire fell. Among other powers, the Crown could influence death itself. Karruuk's circlet, a headband made of gold and mithral a lightweight, silvery metal , serves as the base. Ashurta's blade is a frontal ornament. Lurtaan's cord, a braided mithral chain, wraps around the circlet. They made it from four elven magic items, calling it the Crown of Remembrance, or Liryana'tani in Elven. After the goblins captured the Crown, they added a fifth sectionAshurta's blade.
A character who achieves this level of success knows all of the Crown's powers. Whether the PCs investigate the Crown or not, they can do little to contain news about their discovery. Over several days, word gets out to people who might care, including Demise and the King's Citadel. The Kech Volaar seekers eventually discover the looted tomb and, through Olaakki, learn who did the looting. Their investigation into the situation causes a buzz the PCs might have wanted to avoid. This event facilitates further developments in the adventure.
Seekers of the Ashen Crown by Wizards of the Coast
Ashurta wielded a blade, Karruuk a headband, and Lurtaan a mithral chain , and the others possessed potent magic gems. Further information on these commanders has been lost to time. They have gone to great lengths to preserve the lore ofthe Dhakaani Empire. They never came back. The PCs learn the professor is on a sabbatical, but she lives in an academic community, called Shava House, on campus.
Use the illustration "Professor Gydd Nephret" see page 27 when describing her. She tends to use big words and to ramble on about topics in which she is interested. When the PCs first meet her, though, Gydd is a little nervous-adventurers are imposing folk. Rather than invito ing the characters into Shave House, she meets with them in a nearby outdoor plaza. In a public place, she reasons, the characxters are less likely to make a scene by trying to force her to cooperate. She needs to know what the characters already know, and she needs to see Ashurta's blade.
She gently suggests that she keep the item during her research. Whatever arrangement the PCs come to with Gydd , she sets a meeting for two days later at Shave House to discuss her findings. She hears of their find and wants to learn more. By a courier or through one ofOlaakki's followers , she sends a message to the PCs. She wants a '" L. She agrees to share what she learns from research, leading to another meeting. The message, whatever its form, has all official markings and is entirely legitimate. The air is thick with academic discussion of ancient lands and relics, especially Xen'drik and its mysteries.
Word spreads quickly about anything of note that occurs in the complex. DalaArand, one of the complex's residents, is an agent of the Emerald Claw.
Posing as a friendly, young scholar, Dala uses Shava House to keep on top of subjects ofinterest to her masters. Two other dark doors flank a small room divided from the main chamber by a low desk. Arrow slits pierce the polished stone walls-three on each side of the inner doors. Behind the desk is a youna male anome with cropped blond hair and a pointed beard. He wears a sharp dark uniform and cloak with a silver Brelish seal as a brooch. He smiles. How may r help you? They are to present themselves the next afternoon The gnome is Corporal Bronal Tuck.
He checks a book to confirm the PCs' appointment, then asks to see their identification papers. He touches a glOWing orb and waits a moment. Speaking into the orb, he states that an expected party awaits Captain Kalaes in the lobby. A short time later, Kalaes arrives. Use the illustration "Captain Kalaes" see page 27 to help describe him. He wears a coat of leather incorporated into a uniform like the anome's, if sliahtly fancier. A facial scar speaks of experience in battle.
Riaid posture suaaests a military backaround. Follow me. Near its end, he opens a door and aestures for you to enter. The room houses a sinale lona table with about a dozen chairs.
It's possible that the PCs never interact with Gydd. That's fine. Instead, Demise contacts them in the guise of Dannae see page 12 just after the Citadel employs them. She quickly determines that the PCs are formidable, so she tries to purchase Ashurta's blade. If the PCs somehow avoid encounter 9 see Adventure Book Two, page 18 , they might still be 2nd level by the time they set out for Six Kings. In that case, Gydd could invite them to visit out of the blue.
If they follow up, that leads to encounter 9. You can also have Demise's undead attack elsewhere. Alternatively, the PCs can have a run-in with Bladebearer goblins who also know of Ashurta's blade the additional encounters on page 5 are also an option. They stand in front of the Bladebearer, who demands Ashurta's blade, and any other information the characters have, on pain of death.
Kalaes walks to the head of the table and beains. You're in no trouble. You're here for two reasons. The first is because you ventured into the Depths and recovered a aoblin artifact. The fact that you're sittina in front of me means you're capable.
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Breland needs your skills, helpina us with a task related to the item you've found. That's the second reason you're here. Some sample pieces of question-and-answer follow; one way or another, the PCs should get all of this information. What's the task? In the Seawall Mountains to the east of that land, Dhakaani aoblins plot their return to power.
Amona these factions is the Kech Volaar clan, the Wordbearers. These 80blins are more moderate than most, interested in acquirin8 the ri8ht to rule by assemblin8 80blin artifacts andbuildin8 stable alliances. Althou8h they cherish the return of a 80blin empire, they lack the sava8ery common amon8 their barbaric kin. They realize, as you mi8ht, that it is part of a mi8hty 80blin artifact. They seek to reassemble this artifact as yet another symbol of their ri8ht to rule Dar8uun as the true heirs of Dhaka an.
To this end, we want you to help the Kech Volaar acquire the other pieces of this Ashen Crown. Vintage Concert T-Shirts. Cat Shirt. Hells Angels Support. Vintage Iron Maiden Shirt. Vintage Metallica Shirt. Indian Motorcycle Shirt. Pink Floyd Shirt. Vintage Stussy. Concert T Shirts. Jeep Shirt. Police Shirt. Vintage T Shirt Lot. Custom T Shirts. Jimi Hendrix Shirt. Wholesale T Shirts. Darkthrone Shirt. Judas Priest Shirt. Queen Band Shirt. Wu Tang Shirt. David Bowie Shirt. Jurassic Park Shirt. Rage Against The Machine Shirt.
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