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Leilon: The Paladin of Tyr

A Ruins of Leilon Adventure

Introduction: This is the 9th follow-up adventure to the module Leilon: City of Adventure, which
provides an overview to the ruined town destroyed by the Spellplague over 100 years ago, as well as
the exploration of the city now that the effects of the Sundering have made the place habitable once
again. In this adventure the PCs learn of the location to where the key that may open the Temple of
Tyr can be found. The hero paladin died with the key and ended up dooming all that were locked in
the temple for what they thought was safety. In this first part, the PCs travel into the mines under
Mage Hill to locate the paladin and the key. Unfortunately, the paladin still wishes to hold onto the
key and the undead powers he now possesses may keep it that way.
This is an 8 page adventure with a mostly straightforward layout consisting of a few combat
encounters mixed with investigation and NPC interaction.

A 1-2 night adventure for 5th-7th level characters

by Keith Stonefield

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The Paladin of Tyr beyond that to the Underdark. He also knows that the
shallow areas hold many areas containing tombs and
other burial catacombs.
A few of the tunnels have been explored by other
adventuring groups to some extent. He knows that they
fought minor undead such as skeletons, zombies, and
ghouls. There are some minor fiends and typical
underground creatures such as ankhegs and giant
centipedes.
He can offer the PCs the use of a wagon to bring out
any additional goods they find. While he does not
remember the paladin, he also asks the PCs to bring his
remains to the Hold for proper burial since he was the
lord of the town. If the PCs ask for more reward, Durgin
will tell them that they will have first rights to the temple
once the key is found.

#1 Guard Room ___


Travel to the mine is simple. Passing the Mage Hill you
can have a wandering monster encounter with a group
of kuo-toa or gargoyles, or you can simply skip to the
entrance to the mines and the first encounter.
Background Read the following once the Pcs enter the mines and
Lord Pelindar Filmarya was a paladin of Tyr who ruled come to the first room. The entrance doors are unlocked
Leilon for a number of years before the Spellplague and have been stuck shut by a few poles angled against
destroyed everything. He was a noble and just lord who the doors at some point in the last few weeks.
cared about the town and its people. During the fall, he
mobilized the defense and single-handedly slew a demon The dark tunnel leads into the hill at a slight incline.
of no small stature to save a wagonload of children Old wagon tracks and scattered footprints lead in as well.
heading for the South Gate. He died while trying to None of these look more recent that a few weeks old.
enter the hill and kill the other demon Raxx who rules
there. The tunnel extends roughly 30ft before emerging into a
The congregation was gathered in the temple along large room maybe 40x40ft. The 10ft wide tunnel
with other refugees. They believed the paladin when he extends out the far side deeper into the mine and on the
told them that he would come back and that they would right is a set of carved doors with several family crests
be safe. They all died trying to escape after they food upon them.
ran out and nobody came.
This room looks like a guard room with a few old tables
Adventure Setup
and chairs piled in the corner and a few old ore carts
The PC’s are resting in Durgin’s Hold discussing plans scattered and broken near the far wall. In this room
for another foray into town when Durgin reveals that an there are several skeletal bones scattered about as well.
old diary was recently found by another adventuring
Sounds from near the broken carts and furniture reveal
group. It tells of the paladin and his adventuring group
defending the town in the last days. It goes on to tell several giant rats gnawing on the bones, but now turn
how the temple was sealed and the paladin went to their attention to you as they cautiously start to
confront the demon living under the hill. From the other approach.
clues in the book Durgin believes he knows that they
entered the mine near the North Gate. This encounter should be simple enough for the PCs.
If the PCs ask any other questions Durgin knows that The rats have recently come to this area and are nesting
the mine leads to a collection are under Mage Hill where away from the deeper tunnels.
several other mines split off leading deeper underground. The double doors with noble crests are locked and
It is rumored that some tunnels even lead to the characters can recognize that this is most likely a burial
mountains where the other mines are, and even deeper

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tomb, or collection of tombs. A Dexterity check (Thieves The skeletons will push into the hall and mob the PCs
Tools DC17) is needed to unlock the doors. PCs can also unless they can force them into the room at the end of
force the doors open with a Strength check (Athletics the hall. The knight and bears start in the end room and
DC22). This also alerts the monsters to the presence of will come out on the round following the rest of the
the PCs. skeletons entering combat. The all fight until death.
Treasure: The rats have no treasure; it was cleaned out Treasure: The crypts contain limited treasure as most of
by the last group of adventurers. the families raided them in the initial days of the
Spellplague. The large crypt contains a sack of coins in
Rat, Giant (12) __ Small beast, UN the partially open tomb containing 100sp and 80gp.
Armor Class natural 12 There is also a silver necklace worth 100gp and a bear-
Hit Points (2d6) 7 styled mask made of silver worth 200gp.
Speed 30 ft.
STR DEX CON INT WIS CHA
Skeleton (16) _ ______Med undead, LE
7 15 11 2 10 4 Armor Class- scraps 13
(-2) (+2) (+0) (−4) (+0) (−3) Hit Points (2d8+4) 13
Speed 30 ft.
Senses DV 60 ft., Perception 0 STR DEX CON INT WIS CHA
Languages — 10 14 15 6 8 5
Challenge 1/8 (25 XP) (+0) (+2) (+2) (-2) (-1) (-3)
Abilities________ ____________________
Damage Vuln bludgeoning
Keen Smell. Adv. on Wisdom (Perception) checks that
Damage Immunities poison
rely on smell.
Condition Immunities exhaustion, poison
Pack Tactics. Adv. on an attack roll against a creature if Senses DV 60’. Perception -1
at least one of the rat’s allies is within 5 feet of the Languages understands- usually Common
creature and the ally isn’t incapacitated. Challenge 1/4 (50 XP)
Actions___________ __________________ Actions_______________________ ______
Bite: +4 to hit, (1d4+2) piercing damage. Short Sword: +4 to hit, (1d6+2).
Short Bow: +4 to hit, (1d6+2). 80’/320’
#2 The Family Crypts ___
The Family Crypts were one of several burial crypts Skeleton, Knight __ __Med undead, LE
from noble families whom once lived in town. They Armor Class- plate 18
were originally far older crypts from the dwarven time, Hit Points (10d8+30) 75
but re-used by the Leilon nobles. Each of these contains Speed 30 ft.
tombs for the most recently dead and niches in the walls STR DEX CON INT WIS CHA
for the bones once the family member has decayed. 18 14 15 6 10 5
Read the following once the PC’s enter the main hall (+4) (+2) (+2) (-2) (+0) (-3)
joining the three rooms. Have the skeletons attack
Damage Resistances non-magic weapons except
immediately if the PCs forced open the doors instead of
bludgeoning
using thieves’ tools.
Damage Vulnerability magic bludgeoning weapons
Damage Immunities poison
The double doors creak open revealing a 60ft hall with Condition Immunities exhaustion, poison
a single door on each side roughly halfway down and a Senses DV 60’. Perception +4
larger, fancier door at the far end. All of these lay Languages Common
partially open. As you enter the hall, you can see into Challenge 3 (900 XP)
the smaller rooms revealing crypts of some sort. You can Actions____________________ _________
Multiattack: Make two melee attacks.
see some stone tombs in the rooms along with niches
Longsword: +6 to hit, (1d8+4). (1d10+4)
carved into the walls with name markers hanging.

You begin to hear scraping sounds and can see skeletal


shapes moving in the side rooms. From the old room
you can see a skeleton knight of some sort begin to push
open the doors.

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Skeleton, Bear (2)_ __Med undead, LE oversee loads crossing the bridge and provide an angle
to shoot at people on the bridge if there was an attack.
Armor Class- natural 12
It has not been discovered since the fall of the town and
Hit Points (6d8+12) 45
contains the skeletal remains of a town miner wearing a
Speed 30 ft.
guard’s outfit. He carries broken and rotted adventuring
STR DEX CON INT WIS CHA
gear as well as a journal directing to a rich vein of copper
16 11 15 6 8 5
deeper in the mines. DMs can detail this for a future
(+3) (+0) (+2) (-2) (-1) (-3)
adventure.
Damage Vulnerability bludgeoning Treasure: The cubes have collected inside them 25gp,
Damage Immunities poison 40sp, and 2 gems each worth 50gp. The skeleton in the
Condition Immunities exhaustion, poison secret door also carries 12gp and 25sp as well as a silver
Senses DV 60’. Perception +2 dining set worth 10gp.
Languages nil
Challenge 1 (200 XP)
Actions____________________ _________ Ooze, Gelatinous Cube (2) Lg. ooze, Un
Multiattack: Make two melee attacks. Armor Class- natural 6
Claw: +6 to hit, (1d8+3) Hit Points (6d10+40) 84
Speed 15 ft.
#3 The Working Room ___ STR DEX CON INT WIS CHA
14 3 20 1 6 1
The main hall from the initial room leads to a side hall
(+2) (-4) (+5) (−5) (-2) (−5)
that contains a few rooms once used by resting guards
and miners on break. They contain old tools and Condition Immunities blinded, charmed, deafened,
destroyed furniture. exhaustion, frightened, prone
Read the following once the PC’s enter the 5ft hall. Senses BS 60’, (blind beyond), Perception -2
Languages nil
The small hall leads in 30 or so feet and contains a Challenge 2 (450 XP)
door on each side and one at the end of the hall. The Abilities______ _____________________
end door is closed, but the two partway in the hall are Ooze Cube. The cube takes up its entire space. Other
creatures can enter the space, but a creature that does
cracked open. Peeking in the first one on the right you
so is subjected to the cube's Engulf and has disadvantage
see part of a large room containing a few old bunks and a
on the saving throw. Creatures inside the cube can be
ragged cloak hanging on one. The one on the left looks seen but have total cover. A creature within 5 feet of the
smaller and you can see a few tools and an ore cart cube can take an action to pull a creature or object out
nested in the corner. The closed one at the end of the of the cube. Doing so requires a successful DC 12
hall has a faint, glowing light coming out of the crack at Strength check, and the creature making the attempt
the bottom. takes 10 (3d6) acid damage. The cube can hold only one
Large creature or up to four Medium or smaller
creatures inside it at a time.
The light comes from a torch that has continual light
cast upon it, but its light is fading and all limits are half Transparent: Even when the cube is in plain sight, it
that of a normal torch. The gelatinous cubes tend to takes a successful DC 15 Wisdom (Perception) check to
spot a cube that has neither moved nor attacked. A
wait in these rooms for rats or wandering kuo-toa to
creature that tries to enter the cube's space while
wander in before eating them. PCs can make a Wisdom
check (Perception DC16) to notice that the floor in these unaware of the cube is surprised by the cube.
rooms appear like they have been swept clean of dust Actions_______ _____________________
and there are no tracks in the area. The PCs should not Pseudopod: +4 to hit, (2d6+2), plus (1d6) acid.
have enough time to investigate further before the cubes Reactions______ ______________________
attack. They coordinate only as much to try and flank Pseudopod: Melee Weapon Attack: +4 to hit, reach 5 ft.,
around the party to block the hall behind them. Place one creature. Hit: 10 (3d6) acid damage.
them in the rooms with the light and the bunk room to Engulf: The cube moves up to its speed. While doing so,
allow them to use the passage that joins the two rooms. it can enter Large or smaller creatures' spaces.
The secret door can be found with an Intelligence Whenever the cube enters a creature's space, the
check (Investigation DC17). It leads to the ledge creature must make a DC 12 Dexterity saving throw. On a
overlooking the cavern and was used by the miners to successful save, the creature can choose to be pushed 5

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feet back or to the side of the cube. A creature that #5 The Paladin’s Demise ___
chooses not to be pushed suffers the consequences of a
failed saving throw. On a failed save, the cube enters the Lord Pelindar met his final demise in this crypt. His
creature's space, and the creature takes 10 (3d6) acid assault into the mines ended up killing all his followers
damage and is engulfed. The engulfed creature can't except his mage, and he was forced to fall back to this
breathe, is restrained, and takes 21 (6d6) acid damage at room to rest but was followed by several demons. Both
the start of each of the cube's turns. When the cube rose as skeletons infused with power, but twisted due to
moves, the engulfed creature moves with it. An engulfed the effects of the Spellplague.
creature can try to escape by taking an action to make a Read the following once the PC’s enter the outer room.
DC 12 Strength check. On a success, the creature escapes
and enters a space of its choice within 5 feet of the cube. The double doors lead to a small room maybe 20x20ft.
The far side of the room is dominated by a decorative set
#4 The Collapsed Bridge ___ of metal doors inlaid with silver. There are two large
The main tunnel leads to the collapsed stone bridge. statues also in the room. The one on the left wall looks
There is a lot of rubble and debris partially blocking the to be a human noble and contains a seating area at the
main tunnel leading to the bridge. PCs can climb through base of the statue. The statue on the right appears to
the rubble, but it is meant to temporarily stop the
have been dragged several feet to block the doors and
players from entering before they finish exploring the
keep them shut. This statue appears to be a human
rest of these rooms. The stone bridge spans a 40ft gap
to another tunnel that leads to other regions under the female with long hair and the stub of a broken scepter in
hill. The floor of the cavern is over 100ft down. The one of her hands. On the floor in the middle of the room
floor was once jagged and rough, but now some of the is a marking made from charcoal showing what appears
areas are passable from miners carving a path through to be the symbol for the god Tyr.
the jungle of stalagmites.
It is possible for PCs to travel down to the bottom or The last group that started to explore the mines came
across to the far ledge but those areas are not part of in here and encountered the paladin and his minions.
this module and DMs can populate them as you see fit. They withdrew, blocked the door, and labeled the floor
Read the following once the PC’s come out to the edge. for future exploration. The PCs can tell by looking at the
drawing or the marks on the floor where the statue was
The tunnel opens to a large cavern where your light dragged that the markings are only a few weeks old and
not a hundred years ago from the time of the
cannot see the top or the bottom. In front of you is a
Spellplague. The doors are not locked, but only blocked
destroyed stone bridge that extends 20ft into the cavern. by the statue which requires a Strength check (Athletics
You can partially see the far end of the bridge in front of DC20) to open. Moving the statue will alert the
another tunnel, but over a 40ft span away. A chain once monsters in the next room.
hung across the entrance to the bridge, but looks like it Read the following once the PC’s enter the crypt room.
broke at some point and now hangs loosely from each
end. The doors pull open to reveal a 40x40ft room that has a
large set of stairs on the far end that lead to a recesses
If the PCs spend too much time looking around this area at the top. Flanking the stairs is another pair of
area, especially with light sources, you can have a large statues that look like soldiers holding shields. On
wandering monster encounter. You can use kuo-toa, both sides of the walkway leading to the stairs are
stirges, or even some minor demons. The key would be
several sarcophagi in which a few have their lids turned
to make the far side not appealing to the players since it
is not part of the dungeon. You want to keep the PCs on open. At the top of the stairs lies another sarcophagus
this side for now and not encourage wandering unless with the lid smashed upon the floor.
you have time to prepare for it.
Standing at the top of the stairs is a skeletal warrior
Treasure: An Intelligence check (Investigation DC18)
reveals a hidden box buried along the ledge to the right with the symbol of Tyr carved into the breastplate armor
of the bridge among the rubble. It contains 20gp, 30sp, he wears. Several more skeletons rise from around the
and a potion of Greater Healing. room and begin to draw weapons.

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The ceiling is this room is 20ft tall allowing the statues Skeleton, Blazing Mage __Med undead, LE
freedom to move about and allow PCs the ability to fly or
Armor Class- natural 13
move around them. The statues will begin moving on
Hit Points (10d8+10) 55
the round after the PCs enter the room. The statues are
Speed 30 ft.
to destroy living creatures not part of the noble family
STR DEX CON INT WIS CHA
and fight until destroyed.
10 14 12 12 10 5
Treasure: The paladin carries a collection of 10 (+0) (+2) (+1) (+1) (+0) (-3)
diamonds each worth 100gp and a medium worth magic
item. Damage Resistances non-magic wpns except
bludgeoning
Skeleton, Paladin __ _Med undead, LE Damage Immunities poison
Armor Class- plate 18 Condition Immunities exhaustion, poison
Hit Points (12d10+30) 115 Senses DV 60’. Perception +3
Speed 30 ft. Languages understands- usually Common
STR DEX CON INT WIS CHA Challenge 4 (1,100 XP)
18 12 15 8 10 5 Abilities_______ _____________________
(+4) (+1) (+2) (-1) (+0) (-3) Illumination: Gives off bright light in 10ft radius and dim
light out to 30ft.
Saves Wisdom +4 Charisma +1 Fire Aura: Creatures within 5ft take (1d6) fire damage at
Damage Resistances non-magic weapons except the start of their turn or when entering the range.
bludgeoning Death Throws: When a blazing skeleton dies it explodes
Damage Immunities poison in a 15ft blast dealing (3d6) fire damage. Creatures can
Condition Immunities exhaustion, poison make a Dexterity save (DC13) for half damage.
Senses DV 60’. Perception +5 Actions_________________ __________
Languages Common Fireball: 1/rest, (8d6+10) fire, 100ft, Dex save for half.
Challenge 5 (1,000 XP) Fire Ray: +7 to hit, (3d6+3) fire, 60ft range
Abilities_______ _____________________ Iron Staff: +7 to hit, (1d6), plus (2d6) fire.
Improved Combat The paladin gains +1 to attack.
Actions____________________ _________
Multiattack: Make two melee attacks.
Construct, Guardian Statue Lg construct, UN

Longsword: +9 to hit, (1d8+4) (1d10+4) 2-handed Armor Class- natural 18


Hit Points (6d10+18) 55
Divine Smite (Rec ): Add (1d8) necrotic damage to
Speed 30 ft.
each attack.
STR DEX CON INT WIS CHA
18 10 16 3 13 1
Skeleton (12) _ ______Med undead, LE (+4) (+0) (+3) (-4) (+1) (-5)
Armor Class- scraps 13
Hit Points (2d8+4) 13 Damage Immunities poison, psychic
Speed 30 ft. Condition Immunities charmed, exhaustion, frightened,
STR DEX CON INT WIS CHA paralyzed, petrified, poisoned
10 14 15 6 8 5 Senses DV 120ft, perception +0
(+0) (+2) (+2) (-2) (-1) (-3) Languages understands creator’s language
Challenge 2 (450 XP)
Damage Vuln bludgeoning Abilities__________________ _ _________
Damage Immunities poison Antimagic Susceptibility. Incapacitated while in the area
Condition Immunities exhaustion, poison of an antimagic field. If targeted by dispel magic, it must
Senses DV 60’. Perception -1 succeed on a Con ST vs. caster DC or fall unconscious for
Languages understands- usually Common 1 minute.
Challenge 1/4 (50 XP) Actions__________________ _ __________
Actions_______________________ ______ Multiattack: Make 2 slam attacks
Short Sword: +4 to hit, (1d6+2). Slam: +6 to hit, (1d8+4)
Short Bow: +4 to hit, (1d6+2). 80’/320’ Electric Shock (1/long rest): Targets one or more
creatures in a 20ft cone. Each must make a Dexterity
save (DC13). On a failed save, target takes (5d6) electric
damage, or half on a successful save. Characters that
failed the saving throw are also slowed for 1 minute (SE).

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Playtest Notes:
What’s Next? ___
Once the PCs have the key, they can open the main I found the player excited to be able to finally get into the
Temple of Tyr since they tried once on their way to another
doors to the Temple of Tyr. This will most likely be the
location. I even had another party trying to force their way in
next adventure they plan. If the PCs use spells such as
once when the PCs were returning from another adventure.
speak with dead they can learn the general layout of the They kept asking me what was in there and I never gotten
temple and location of the secret door behind the around to writing the adventure.
basement statue in the room with the elevator and The entrance was easy and the giant rats were wiped out in
stairs, depending on DM judgement and if you allow the one round mostly by an area spell from the cleric of light. The
spell to work in this case. You may not want to give first crypt with the skeletal bears was a tougher fight and they
away the knowledge of the secret armory, but you can liked the tie-in with the bear motif. The PCs had a harder time
hint at a secret room containing temple treasures. with skeleton coming from all three directions and the party
caught in the middle trying to push forward to the main room.
PCs can also quest further into the mines. DMs will
need to further develop the regions underground. Some The oozes were easy and they found the secret door and liked
the journal telling about a copper ore vein. I think they will sell
suggestions to include are: kou-toa, demons, undead,
it to a NPC willing to work and not be an adventurer. The PCs
and even gargoyles to a lesser extent. The deeper the could see the ruined bridge from the secret room and thought
PCs travel the more the threat of kuo-toa and demons to try and get over to it. From the hallway they shot an arrow
presents itself. Eventually you can have a final with light cast on it. They planned to crawl over the rubble and
encounter with Raxx, the demon lord who dwells. investigate after they went down the last hall.
They ran into a tough fight in the room with the paladin. I
Awarding Experience Points ___ had level 4 constructs at first and a few more powerful powers
on the paladin. I ended up softening the encounter on the fly
DMs should award experience based on each and modified the encounter before publishing.
encounter and monsters that were overcome. A story
Overall the players had fun and liked the varied monsters and
award of 1000xp should be given for finding the key and
challenges. They are eager to get to the temple.
overcoming the skeletal paladin.

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The Paladin of Tyr

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