The Lost Hall of Karak-Dun Conqueror
HomeLibrary › The Lost Hall of Karak-Dun

The Lost Hall of Karak-Dun

Beneath the mountain, King Thargrim watches over gold and toiling dead dwarves

King Thargrim the Cursed
The Adversary
King Thargrim the Cursed
dwarven skeleton-king · CR 8

A dead king on a golden throne who bound his entire people to the forge and will never let them go.

Show stat block
King Thargrim the Cursed
Medium dwarf skeleton king (undead), lawful evil
Armor Class 18 (golden plate)
Hit Points 127 (15d8 + 60)
Speed 25 ft.
STR18+4
DEX10+0
CON18+4
INT12+1
WIS14+2
CHA16+3
Saving Throws Con +7, Wisdom +5, Charisma +6
Skills Intimidation +6, Smith's Tools +4
Resistances & immunities necrotic; bludgeoning, slashing, and piercing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 12
Challenge 8
Traits

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.

Actions

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.

5e-compatible stat block · this monster also appears in the adventure PDF

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.

Ambience playlist

Hit play and just stay on this page.

Frequently asked questions

What language is this adventure in?

This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.

Which edition is it for?

The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.

What do I get after buying?

An instant-download PDF with the complete adventure, a cinematic map, NPCs, encounters, printable loot cards and a DM guide.

How long does it take to play?

A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.

What if I'm not happy?

Didn't the adventure play the way you hoped? Email us within 7 days at hallo@dmshots.com and you get your money back, no hassle.

Related adventures

The Manor of Lord AldemarThe Manor of Lord AldemarThe Carnival of Ringmaster GrymmThe Carnival of Ringmaster GrymmThe Dragon Graveyard of AshvaleThe Dragon Graveyard of AshvaleThe Plague Doctor of GrauwmereThe Plague Doctor of Grauwmere
This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.