This body of the sacred boar was the Wolf Lord’s most coveted trophy. It was cursed by Lutheria and is now a

  • Dread Boar (appendix B). If anyone enters the chamber, the dread boar will come alive after 1 minute and rip itself down from the ceiling. It fights to the death.

K8: The Wolf Den#

A thick layer of filth covers the floor, and the stench of refuse fills the air. Patches of grass and mud have been matted into beds by some sort of beast. Enormous piles of half-gnawed bones are scattered throughout the room, picked clean of flesh.

This chamber is the den of Karpathos’s dread wolves, but they are not currently here.

Grasping Skeletons. The scattered bones are actually hundreds of Skeletons that have been packed into the floor. These are ancient victims of the vampires. As the party moves across the room, the skeletons grasp at the party’s ankles with their bony hands. Each hero must make a successful DC 18 Dexterity saving throw or be restrained by a skeleton. Once a skeleton has restrained a hero, it tries to drag the hero down into the bone pit. This takes 2 rounds, and it can be prevented by destroying the skeleton. If the skeleton succeeds, then the hero must hold their breath or they begin to suffocate beneath the bones.

K9: Sepulcher of Karpathos#

Two enormous wolves dominate this sepulcher, and their deathly stench is palpable. A huge pillar stands in the center of the chamber, inlaid with red stone and green alabaster. An opening in the pillar has been bricked over. Near the pillar lies an adamantine hammer with a wolf’s head design.

The two Dread Wolves (appendix B) are large enough to fill most of the room. They won’t attack unless someone attacks them first, but they snarl at trespassers.

Awakening the Wolf. Lord Karpathos (NE Vampire) is sealed up in the central pillar. One hit from the Adamantine Hammer will break the sealed door and dissipate the magic that has kept the Wolf King imprisoned for two centuries. The sarcophagus is his resting place, and he will return here in mist form when reduced to 0 Hit Points.

Inside the pillar, there is an open sarcophagus with a kingly figure resting inside. The ancient vampire lord opens his eyes and gazes at you with cold intensity. In his right hand, he carries an ancient staff with two wings and two twisting dragons.

Karpathos wields the Caduceus (appendix C). He can use a Bonus action to touch another undead creature and cause it to regain 100 Hit Points. This includes undead that have been reduced to 0 Hit Points. He will use it to return his dread wolves to life if they have been destroyed.

Family Reunion. If Karpathos is losing the battle, he will try to find Queen Nemosyne. He uses Misty Escape to flee to the Sepulcher of Nemosyne (area K14), slipping through any sealed doors along the way. Once he finds his queen, he will free her and then all of the vampire spawn in the Chamber of Children (area K12). The entire family of vampires then seeks out the party and attempts to ambush them.

K10: Queen’s Antechamber#

This circular room has two stone doors, neither of which bear any markings. The chamber is scattered with rubble and many corroded bronze trinkets.

The corroded trinkets in this room were ancient offerings buried with the original occupants of the tomb, before the vampires were locked away here. One of the items scattered in the rubble is an Eversmoking Bottle.

Passageways. This chamber has two passageways that lead elsewhere in the tomb. One leads back to the Main Karpathos the Wolf Lord Antechamber (area K4) while the other leads deeper, to the King’s Antechamber (area K5). Both are 200 ft. in length.

K11: The Beautiful Singers#

This room is filled with twelve golden statues, almost blindingly bright compared to the rubble and stone around them. Forged from layered plates of metal, each statue is made in the image of a different woman. They strike elegant poses, as if dancing or strumming instruments. The room smells strongly of oil.

The golden statues are all Keledone (appendix B). When any living creature enters the chamber, four keledone activate. Wings will unfurl from their backs and they will use their Song of Pain against the intruders. The remaining keledone will not activate unless attacked. Once all of the active keledone are destroyed, intruders have an hour before the remaining keledone will become active and hunt down any living creatures that remain in the tombs. The keledone ignore undead entirely.

K12: Chamber of Children#

Nearly two dozen child-sized sarcophagi line this room. The center of the room is dominated by a painted pillar, but its murals have long since faded. You can hear the faint sounds of pitiful crying and sniffling coming from within the pillar.

Imprisoned within the pillar are Queen Nemosyne’s many young children, nephews, and nieces. They are all

  • Vampire Spawn. There are twenty of them. All of them look like children from the age of six to ten. If they are released, they will pour out and attack trespassers without mercy. Five of them emerge each round. Shadows on the Walls. There are twenty child-sized

shadows that animate along the walls of this tomb. These shadows are incorporeal, but they begin following the party throughout the tomb.

K13: Guardian Chamber#

Four stone sarcophagi are set in the center of this room, and four warriors in heavy bronze breastplates lie atop them, garbed in faded crimson cloaks. Each warrior is weighed down by a heavy millstone.

The four bodies held down by heavy millstones are Vampire Spawn. They were the personal guards of the queen. The vampire spawn are unable to move and are considered paralyzed. Removing a millstone requires a successful DC 15 Strength (Athletics) check.

Shadows on the Walls. There are four humanoid shadows that animate along the walls of this tomb. These shadows are incorporeal, but they begin following the party throughout the tomb.

K14: Sepulcher of Nemosyne#

An ornately carved sarcophagus rests on a dais in the center of this room, and light filters down onto it from above. A pale, motionless figures rests inside it. She is dressed in a fine but faded crimson dress, embroidered with intricate golden designs. She would seem asleep if not for the enormous millstone on her chest. The room smells of dust and the putrid odor of rot.

Queen Nemosyne is a Vampire. While the millstone sits on her chest, she is unable to move and is considered paralyzed. Removing the millstone requires a successful DC 15 Strength (Athletics) check. The sarcophagus is her resting place, and she will return here in mist form when reduced to 0 Hit Points.

Family Reunion. When Queen Nemosyne is released, she immediately moves to the Chamber of Children (area K12) and breaks open the pillar to release the vampire spawn. The twenty children will then join her as she tries to hunt down and kill the intruders.

The Queen’s Cape. Queen Nemosyne wears a Cape of the Mountebank, which allows her to cast Dimension Door once per day. She may use this to reach K12 as soon as the millstone is removed from her chest.

Full-page art, p.263
Full-page art — p.263