ConquerorThe Lost Hall of Karak-Dun
Beneath the mountain, King Thargrim watches over gold and toiling dead dwarves

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Cursed Crown. Thargrim is immune to being frightened or charmed. As long as his crown is not removed or destroyed, he rises again 1d4 days after his death upon his throne.
Master Weaponsmith. Thargrim's Flaming Warhammer is imbued with eternal forge-fire and deals extra fire damage.
Bound People. Once per day, Thargrim can use an action to summon up to three skeletal dwarves (each with the statistics of an armed skeleton) to appear beside him.
Multiattack. Thargrim makes two attacks with his Flaming Warhammer.
Flaming Warhammer. Attack roll +7, reach 5 ft., one target. Hit: 2d10+4 bludgeoning damage plus 1d6 fire damage.
Kingly Command. One target within 30 ft. that can hear Thargrim must make a Wisdom saving throw (DC 14) or, on its next turn, must attack an ally with its closest attack.
Forgefire Burst (Recharge 5-6). Every creature within 15 ft. of Thargrim must make a Dexterity saving throw (DC 14); on a failure, 4d6 fire damage, or half as much on a success.
The Story
Centuries ago, Karak-Dun was a wonder: halls of gold, anvils that sang day and night, the finest smithcraft beneath the mountains. Then the city fell silent, from one day to the next, and no one who went there returned. You follow an old route-map and a rumor of immeasurable wealth through a collapsed gate down into the deep.
The curse struck the whole population at once, but did not fully kill them. The dwarves fell, and rose again, and went on working: hammering, delving, watching over their gold with empty eyes and rusted axes. The great forge still burns, but is no longer fed with coal, and in the deepest reach of the city the source of the curse sits waiting: King Thargrim the Cursed, a betrayed sovereign on a golden throne.
You creep through halls where the dead still walk their old rounds, decipher the rune inscriptions that tell what happened here, and search for the crown or relic that can break the curse, all while trying not to draw the attention of the eternally toiling dead, who see everything outside their city as intruders.
The turn: the curse came from within, King Thargrim in his despair forged a forbidden artifact that bound his people to the gold instead of saving them. In the throne room, by the light of the ghost-fires in the forge, you must quench the curse-forge and bring the dead king to rest, or become forever part of his silent work crew.
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The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
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