Lost Catacombs of Eldrath

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).
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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).