DnD Story logo

The Mausoleum Below the Lanterns

The Barrow King’s WakeDungeon 1/10

Updated 10/25/2026, 3:01:54 PM

Edit Dungeon

Dungeon NPCs

Sister Elowen

Character NPCLevel 1

Human • Fighter

Role: gravekeeper and chapel warden trapped below the mausoleum

HP 10 • AC 14

A practical, lantern-bearer gravekeeper who knows the cellar routes and carries the stolen tomb-key’s history; she can guide the party, identify the seal, and urgently needs rescue.

Events

Event 1

Lantern Warning at the Chapel Door

Read Aloud

Sister Elowen bursts into the chapel with lantern soot on her hands and fear in her eyes. “The dead have broken through under the mausoleum cellar,” she says, pointing toward the floor hatch. “If you mean to save the village, go now.”

Details

Sister Elowen is a gravekeeper who has just escaped the lower levels to warn the party. She is fearful but practical, not deceptive. The scene begins with immediate mutual awareness at close range: she runs in openly and speaks at once. If the party presses for details, she can name the cellar route and say she was separated from the key. The only real decision is whether to leave immediately or gather information first. Her quote: “Follow the cellar stairs and don’t linger below.” No monster is present here; the scene is about accepting the warning and choosing speed or caution.

Event 2

Broken Stair and the Hidden Draft

Read Aloud

The mausoleum cellar is cool, damp, and half-buried in fallen stone. A broken stair drops into darkness, grave-soil leaks from a cracked wall, and old burial marks line the blocks like faint chalk scars.

Details

Nothing is hidden from the players except the best route through the ruin. The obvious features are the cave-in, the draft, and the carved burial marks. The party can clear rubble, trace the marks, or force the cracked wall. Any success should move them into the tunnel; failure should cost time or cause minor damage, but not stop progress. If they ask how the room changes, the answer is simple: the rubble shifts, the crack widens, or the marked stones point them onward. No monsters are present.

Event 3

Bones Around the Tomb-Key

Read Aloud

Three Skeletons stand among stacked bones in a low chamber, their empty sockets fixed on a stone plinth where a carved tomb-key rests. The room smells of dust and old earth, and every step echoes too loudly.

Details

Attached monsters (use these exact stat blocks): - Quantity: 3; Monster: Skeleton. Why here: They were raised to guard the stolen tomb-key that seals the deeper barrow door. Activity: They stand watch around the plinth and clatter toward anyone who approaches the key. Attitude: immediately hostile Encounter start: mutual awareness at close range Response trigger: If the party reaches for the tomb-key or enters the chamber openly, they attack; a strong distraction may pull them away from the plinth. Aftermath: Searching the chamber reveals the tomb-key, bone dust, and tracks leading to the seal-stone room. Room guidance: The Skeletons are here because they are bound to protect the stolen tomb-key, which seals the deeper barrow door. They are immediately hostile if the party reaches for the key or enters the chamber openly. Start at mutual awareness at close range: they turn toward the intruders as soon as the party arrives. They will attack if the party closes on the plinth, but may be distracted by a strong sacred display or lured away from the key. After the encounter, the party automatically finds the tomb-key on the plinth or among the bones, and a search reveals scuffed footprints leading onward. Quote for the chamber’s silent menace is unnecessary; the dead do not speak.

Event 4

The Seal-Stone Names

Read Aloud

A slab wall blocks the passage ahead, set with three empty name-slots and worn carvings around them. The stone is old enough that the letters are nearly lost, but the order still matters.

Details

This is a clear puzzle scene with no monsters. The obvious features are the three slots, the carved names, and the matching burial marks. Players can examine the wall, compare records, or test the order. If they ask how to proceed, tell them the chamber markings and village records both point to the same sequence. A wrong attempt should trigger a burst of grave-magic that chills the air and may stir a minor undead disturbance, but it must not halt progress. On success, the wall seals and the draft weakens; on failure, the stone shudders and the room grows colder.

Event 5

The Broken Barrow Seal

Read Aloud

At the lowest chamber, a cracked seal-ring surrounds a yawning breach, and a Zombie lurches up from the grave-soil to bar the way. Cold air pours in from below, carrying the stink of damp earth and old death.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Zombie. Why here: It is bound to the broken seal and rises to prevent the breach from being closed. Activity: It shambles around the cracked ring and lunges at anyone reaching for the tomb-key or seal. Attitude: immediately hostile Encounter start: mutual awareness at close range Response trigger: If the party moves to lock the gate or tries to pass it, the Zombie attacks; if badly wounded, it may stagger long enough for a lock attempt. Aftermath: Once it falls, the tomb-key can seal the gate and the chamber begins to collapse safely. Room guidance: The Zombie is here because it is bound to the broken barrow seal and rises to stop anyone from closing the breach. It begins immediately hostile and stands between the party and the locking mechanism. Start with mutual awareness at close range: as soon as the party enters, it rises into view and moves to block the seal-ring. It attacks if the party approaches the breach or the tomb-key, but could be delayed by a convincing distraction or a desperate attempt to lock the gate while someone else holds it off. After the encounter, the tomb-key is the obvious tool for sealing the breach, and searching the chamber reveals the last of the grave-soil trail and the now-stable stone edges. Quote for the creature is unnecessary; it only moans and presses forward.

DM Map Cards

No DM map cards yet.

Monster Cards

Skeleton

Skeleton

Medium Undead | Lawful Evil | L1

HP

13

AC

13

Speed

30 ft.

Init

+2

STR 10 | DEX 14 | CON 15 | INT 6 | WIS 8 | CHA 5

Actions

Shortsword: Hit +4 | 5 (1d6 + 2) piercing damage.

Shortbow: Hit +4 | 5 (1d6 + 2) piercing damage.

Magic

No spells

zombie

zombie

big undead | L1

HP

10

AC

12

Speed

30 ft

Init

+0

STR 10 | DEX 10 | CON 10 | INT 10 | WIS 10 | CHA 10

Actions

No actions

Magic

No spells

Magic Item Cards

Elixir of Swiftness

Item Handout

Elixir of Swiftness

wondrous | common | L1

Value: 75 GP

The Broken Barrow Seal

Description

A fizzy tonic that sharpens reaction speed.

Spells

No spells.

Ironbrand Longsword +1

Item Handout

Ironbrand Longsword +1

weapon | uncommon | L1

Value: 180 GP

+1 to hit and +1 damage when using this weapon.

The Broken Barrow Seal

Description

A reliable enchanted blade.

Spells

No spells.

Conclusion

The tomb-key turns in the seal with a heavy, final grind, and the broken barrow gate locks shut at last. The cold draft dies away, the grave-soil settles, and the lower chamber begins to cave in safely behind the party, leaving the dead sealed below and the village spared from the night’s worst danger. Back at the chapel and the Border Village, Sister Elowen can guide the party to a brief rest, a warm meal, and whatever tending the wounded need. If it fits the table’s tone, the villagers may also offer simple thanks, food, and a chance to trade or sell any recovered loot before the night ends. Congratulations, you are now Level 2! With the breach closed and the immediate threat ended, the moors fall quiet again for the first time in days. The village has a clear sense of relief, and the dungeon is complete.