Dungeon of the Whispering Shadows

Dungeon of the Whispering Shadows

The Dungeon of the Whispering Shadows is filled with peril and wonder, offering daring adventurers the chance to unearth great treasures hidden within its depths.

Room 1: Entrance Chamber

A 30' x 30' room with shattered statues lining the walls. Debris covers the floor.

  • Encounter: 1d4 Giant Rats scavenging.
  • Treasure: None.

Room 2: Hall of Echoes

A long corridor where whispers seem to come from the shadows.

  • Trap: Triggered when players enter, it releases a loud echo that attracts wandering monsters.

Room 3: The Guardian's Tomb

A sarcophagus sits in the center of this ancient chamber.

  • Encounter: 1 Skeleton guarding the sarcophagus.
  • Treasure: Inside the sarcophagus is a Potion of Healing.

Room 4: The Altar Room

A dusty altar with dark stains marks this ominous room.

  • Trap: If examined, a magical glyph triggers a curse (saving throw or -2 on next attack roll).

Room 5: Cavern of Whispers

A cavern with water dripping from stalactites creates an eerie ambiance.

  • Encounter: 1d6 Giant Centipedes.
  • Treasure: 10 GP in loose coins scattered around.

Room 6: Abandoned Armory

Rusty weapons hang on the walls of this empty chamber.

  • Empty Room: Examination reveals nothing useful.

Room 7: The Hall of Shadows

Statues in this room move when players are not looking, adding to the sense of dread.

  • Trap: A statue (Animated Armor) attacks if players fail a perception check.

Room 8: The Golem's Fate

A room with a destroyed stone golem lies in disarray.

  • Encounter: Ghost of the Golem tries to frighten or warn the players.
  • Treasure: Golem's Eye (worth 25 GP).

Room 9: Resting Place

A small alcove with a pile of old blankets offers a place of respite.

  • Empty Room: Players can rest here (short rest heals 1d4 HP).

Room 10: Dark Library

Filled with undead knowledge, old tomes line the shelves.

  • Encounter: 1d2 Zombies.
  • Treasure: Tome of Lore (+1 to knowledge-related checks).

Room 11: Fungus Grove

A vibrant patch of luminescent mushrooms illuminates this chamber.

  • Trap: Spores released make players suffer mild hallucinations (disadvantage on perception checks).

Room 12: Chamber of Secrets

A door requires a password to enter, whispering cryptic phrases to intruders.

  • Unique Feature: Inside lies the forgotten secret of the tomb—hints at future dungeons or quests.

Room 13: Chasm of Doubt

A wide pit with rotting ropes dangling above presents a challenge.

  • Encounter: 1d3/2d4 Kobolds hiding in the shadows, ready to ambush.

Room 14: The Ritual Room

A blood-stained floor still smells of incense from dark rituals past.

  • Encounter: 2d4 Cultists performing a dark ritual.
  • Treasure: Ritual Dagger (an arcane focus worth 50 GP).

Room 15: Escape Route

A winding staircase leads to the surface, filled with the echoes of the undead below.

  • Exit: As players ascend, they hear the echo of undead behind them, creating a sense of urgency.