Lost Catacombs of Eldrath
The Lost Catacombs of Eldrath lie beneath the ruins of the ancient city of Eldrath, a city once thriving with magic. The catacombs are rumored to hold treasures and lost knowledge, but they are also home to many dangers...
Room 1: The Entrance Hall
A grand room with crumbling stone columns and faded murals depicting scenes of ancient battles. The air is thick with dust.
- Monsters: 1d4 Giant Rats
- Treasure: 15 gp (hidden under debris).
Room 2: The Library of Shadows
Bookshelves line the walls, many of them in disarray. A few tomes contain ancient spells.
- Monsters: 1d2 Skeletons.
- Treasure: Spellbook (1 random spell).
Room 3: The Offering Chamber
A stone altar sits in the center, stained with old blood. Whispering echoes fill the air.
- Monsters: None (a cursed atmosphere).
- Treasure: 50 gp, cursed item (Reveal curse before use).
Room 4: The Guardian's Lair
Two stone golems guard this room, their eyes glowing faintly. They will only attack if approached aggressively.
- Monsters: 2 Stone Golems.
- Treasure: 100 gp and a gem worth 15 gp.
Room 5: The Lab of Lost Experiments
A disheveled room filled with alchemical tools. Vials rattle on a table.
- Monsters: 1d4 Morlocks.
- Treasure: A potion of healing.
Room 6: The Broken Bridge
A crumbling stone bridge leads over a dark pit. Shadows flicker below.
- Monsters: Falling debris (Dex save to avoid).
- Treasure: None.
Room 7: The Echoing Crypts
This room echoes eerily with every footstep. Old sarcophagi line the walls.
- Monsters: 1d3 Zombies.
- Treasure: 30 gp in a sarcophagus.
Room 8: The Chamber of Secrets
A series of hidden passages wind through this room. A faint light glimmers.
- Monsters: None (investigation reveals hidden treasures).
- Treasure: 3 potions of climbing.
Room 9: The Hall of Tests
This room is filled with old traps and magical tests left for adventurers.
- Monsters: Magical Test (Dex checks).
- Treasure: 20 gp if successful.
Room 10: The Crystal Cavern
Glowing crystals protrude from the walls, illuminating this vast chamber.
- Monsters: 1d10 Bats
- Treasure: A crystal worth 50 gp.
Room 11: The Dark Pool
A still pool of water reflects an eerie glow. Strange whispers can be heard.
- Monsters: None (pool may grant visions).
- Treasure: 25 gp at the bottom.
Room 12: The Altar of Sacrifice
Ritual markings cover this grim altar. The stench of decay lingers.
- Monsters: 1d3 Wraiths.
- Treasure: 80 gp and a cursed relic.
Room 13: The Golem Workshop
Parts of previously defeated golems are scattered everywhere.
- Monsters: None.
- Treasure: Golem parts (can be used for crafting).
Room 14: The Chamber of Reflection
Mirrors line the walls, reflecting every angle and obscuring the truth.
- Monsters: Illusions (Wis checks to see true layout).
- Treasure: None (but may reveal hidden secrets).
Room 15: The Treasure Vault
The final room is a vault holding relics of Eldrath’s glory.
- Monsters: Traps (perception to notice).
- Treasure: 200 gp, 2 magic items (random).