|# of Zones||1|
|Respawn Time||Never (storage is safe)|
|Draugr, Frostbite Spider|
|Console Location Code(s)|
|South-southeast of Valtheim Towers|
|# of Silver||1|
Hillgrund's Tomb is a small Nordic barrow where the Hillgrund family dead are interred.
 Related Quests
- Ancestral Worship: Help Golldir save his aunt and stop a necromancer from defiling his ancestral barrow.
- Dungeon Delving: Do a favor by retrieving an item from a cave. (radiant)
- Salty Sea-Dogs: Find some void salts for an inexperienced sea captain. (radiant)
- An adept-locked chest can be found 370 feet south of the entrance to the tomb, along with a leveled bow and a copy of the Illusion skill book The Black Arts On Trial.
- Version 1.2.6 of the Unofficial Skyrim Patch modifies this location to be part of Eastmarch hold, instead of the Pale.
The path up to the barrow is at the west end of a bridge over a large tributary of the White River, near its confluence with the Darkwater River. The tomb is located in The Pale, at a point where the hold splits Eastmarch and Whiterun Hold. Walking up the steps of the path, you'll pass under numerous stone arches before arriving at the tomb entrance, where Golldir fights an internal battle between fear and family honor. A level-dependent locked chest can be found behind the tomb's entrance, up against the cliff that overlooks the barrow.
 Zone 1: Hillgrund's Tomb
Hillgrund's Tomb is fairly straightforward, but there are some side rooms and things that can be missed. A light source is preferable for navigating the fairly dark area, unless of course you are a Khajiit. As you descend the stairs, countless urns and bodies are ripe for the picking. If Golldir is with you, he may object to you looting his family's tomb, but ultimately won't argue much since you're helping him. Draugr attack frequently in small numbers and mixed variety. The first room you will encounter has a trapped door that will need to be disarmed. A second door as you descend is on the right and contains a lot of alcohol, but also triggers another wave of undead. A locked chest is at the bottom of the steps.
Entering the main room, Golldir's aunt Agna can be found lying dead on the ground. An amulet of Zenithar can be found on her body. The door to the room with Vals Veran is locked, necessitating a detour through the abandoned section of the tomb. Golldir describes those buried there as disgraced ancestors, and the number of draugr increases significantly. The first room in this section contains a large number of lesser draugr, and a chest at the dead end to the right. Be wary of pressure plate traps while proceeding toward a large grated room filled with webs. A frostbite spider will ambush you upon entering. Be sure to pick up the random, enchanted mace hidden behind webbing in this room. Proceeding past the spider room, you'll encounter a puzzle room and another large wave of draugr. After dispatching them, look for the plaque with a bear on it. The chain attached to it will reveal the room's exit. The next room contains another tougher draugr and a locked door with a chest behind it. It's also the last room before the showdown with Vals Veran.
After entering the large tiered room, Vals Veran will appear as you approach the top tier. He's initially conversant, but interacting with him is impossible. Attacking will cause him to teleport away, unless you can kill him with one hit. Meanwhile, three or four waves of leveled draugr awaken from their coffins and attack. After clearing the first waves of draugr, a leveled draugr boss will awaken at the top of the stairs. Once it is killed, Veran will stop teleporting and can be fought directly (if he's not dead already). Veran's body contains a key to the crypt, and Golldir will give you a chest key if he has survived.
The door at the top leads to a small room with a chest along one wall and a desk along the other. The chest contains augmented loot, while the table contains a diamond, a small amount of gold, and a couple of other gemstones. This room exits back to the room with Agna.
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