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The Tomb of the Great (Self-Proclaimed) Wizard Garganthulon
by Reverend Dungeon MasterFor Levels 3-5
Introduction
You shouldn’t be here. Nobody should. The only reason anyone would willingly enter the tomb of Garganthulon the Omniscient (his words, not history’s) is either sheer stupidity or an unhealthy addiction to gold. Probably both.
Legend says Garganthulon was a wizard so powerful he could turn men to dust with a glance. Except, of course, when he died, it was due to an extremely mundane case of food poisoning. His dying words were supposedly: "I cast... I cast... ugh." His fanatically loyal followers, who clearly had never met another wizard, sealed his corpse inside a sprawling dungeon filled with "trials" to prove adventurers unworthy of looting his things.
But you? You’re here for the money, with your grubby, greedy paws.
THE DUNGEON
1. THE GRAND FOYER OF DISAPPOINTMENT
The first room is designed to be impressive. It isn’t. Instead of gleaming statues and arcane wonders, you’re met with a large, ugly portrait of Garganthulon sneering down at you. Beneath it, a plaque reads: "ONLY THE WORTHY MAY PROCEED." There's a big stone door ahead, no handle, no keyhole. Just a pedestal with a bowl on top. A faded inscription reads: "MAKE YOUR OFFERING."
Puzzle Solution:
Put a gold piece in the bowl? Wrong. The door stays shut, and a ghostly voice mocks you for being "predictable." Pour in water? The voice calls you "a peasant." Blood? Ding ding ding! The door rumbles open, because of course Garganthulon was the kind of wizard who demanded blood sacrifices at the front door.
XP Award: None. You don’t get XP for bleeding.
2. THE HALL OF OVERLY ENTHUSIASTIC GUARDS
You step forward and hear a chorus of shrill, excited voices yelling: "INTRUDERS! GET THEM!" A horde of small, green-skinned humanoids rushes forward, wielding an assortment of rusty blades and what appears to be an old broom.
2d6 Goblins (HD 1-1, AC 6, Att 1, Dmg 1d6, THAC0 19, MV 90’ (30’), ML 7)
They’re underpaid, underfed, and honestly, underwhelming. But they are eager, which is bad news for you.
Tactics:
- If you kill half of them, the rest suddenly remember an urgent appointment elsewhere.
- One of them believes there is such a thing as “crits”, so when he hits you he starts loudly bragging about it. You get a +2 To Hit and Damage.
Treasure:
Each goblin carries a handful of copper (worth nothing) and a "lucky trinket" (also worth nothing). However, in a locked chest at the back of the room is 400 gp and a silver dagger (30 gp).
XP Award: 430 XP (because treasure is all that matters to adventurers with grubby, greedy paws).
3. THE PIT OF MONOLOGUING STATUES
The next chamber is lined with life-sized statues of warriors and wizards, all frozen mid-expression like they were caught mid-conversation. Classic medusa trap, right? Nope. These are just animated statues that won’t stop talking.
As soon as you enter, one animates and declares in a booming voice: "BEHOLD, MORTALS! YOU HAVE ENTERED THE HALL OF THE WISE, WHERE ONLY THOSE OF GREAT INTELLECT MAY PASS!"
Then, the others start chiming in with contradictory nonsense. "Only the strong may pass!" "Only the greedy may pass!" "Only the hungry may pass!"
Puzzle Solution:
There is no solution. They argue forever. The only way forward is to interrupt them and yell louder than they do.
Once you scream "WE'RE LEAVING!" over their constant droning, a hidden panel slides open.
XP Award: None. No treasure, no XP. Yes. I’m that kind of DM.
4. THE WIZARD'S LEFTOVER PETS
This room smells bad. Like, "rotting meat left out during a heatwave" bad. A pile of gnawed bones sits in one corner, and standing in the middle of the room is a massive, drooling, two-headed dog that immediately notices you.
Deathfang, the Two-Headed Hound (HD 5, AC 5, Att 2, Dmg 1d8/1d8, THAC0 15, MV 120’ (40’), ML 9)
A once-majestic wizard’s pet, now a poorly maintained death machine with a mean streak.
Tactics:
- Bites the loudest party member first.Probably the guy barking orders.
- If reduced to 5 HP or fewer, starts whimpering and trying to roll over for belly rubs.
Treasure:
Shoved under a pile of dog bones is a jeweled collar (500 gp) and a spell scroll of Fireball.
XP Award: 1,500 XP (because the scroll counts as treasure. You’re welcome)
5. THE FINAL ROOM—GARGANTHULON’S BIG SURPRISE
You reach the last chamber. A grand sarcophagus sits in the center, clearly designed to make the wizard look important. Ancient runes along the walls flicker with magic, and as you step forward, a booming voice fills the air:
"SO, YOU THINK YOURSELF WORTHY OF MY TREASURES?"
With a crash, the sarcophagus lid slams open! From within, Garganthulon rises!
...Sort of.
Turns out, he's a Wight now. And judging by his tattered robes and glowing red eyes, he’s been very bored.
Garganthulon, Undead Has-Been (HD 4, AC 5, Att 1, Dmg 1d6 + Level Drain, THAC0 16, MV 90’ (30’), ML 11)
- Curses a lot.
- Forgets his own spells.
- Still thinks he’s a genius.
Tactics:
- Will monologue unless stopped.
- First attack is guaranteed to be ineffective because he’ll try to cast a nonexistent spell.
Treasure:
- 2,000 gp in assorted gems and gold.
A Wand of Magic Missiles (10 charges). His gaudy gold-plated staff (300 gp, mostly worthless). XP Award: 2,300 XP.
TOTAL LOOT & XP SUMMARY
Treasure Found
GP Value
XP Gained
Goblin chest
400 gp
400 XP
Silver dagger
30 gp
30 XP
Jeweled Collar
500 gp
500 XP
Spell Scroll
1,000 gp
1,000 XP
Garganthulon's hoard
2,300 gp
2,300 XP
TOTAL PARTY XP: 4,230 XP (split however you want, or just give it all to the guy who did the least work. Classic adventurer move).
CONCLUSION
Congrats, you looted the Tomb of Garganthulon and proved yourselves "worthy" in the eyes of absolutely nobody. The goblins hate you, the statues are still arguing, and somewhere, Garganthulon's ghost is grumbling about "kids these days." But hey, you’re richer, and isn’t that what really matters?
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