The Obsidian Catacombs
A mysterious labyrinth carved deep within the mountains, rumored to be the final resting place of a powerful sorcerer. The air within is thick with dark magic, and danger lurks around every corner.
Room 1: Entry Hall
The stone walls are etched with ancient runes glowing faintly. The air is damp, and the floor is scattered with debris.
- Monsters: None.
- Treasure: A rusted iron key hidden under a loose stone.
Room 2: Hall of Statues
Rows of stone statues line the walls, each depicting a warrior poised for battle. Some appear eerily lifelike.
- Monsters: 2 animated statues .
- Treasure: A pouch containing 25 gp, hidden in the base of one statue.
Room 3: The Scribe's Library
Bookshelves line the walls, their contents decayed and illegible. A large, ornate desk stands in the center of the room.
- Monsters: 1 shadow .
- Treasure: A scroll of "Shield" concealed in a hidden compartment in the desk.
Room 4: Cavern of Echoes
A natural cavern with stalactites and stalagmites. The sound of dripping water echoes loudly.
- Monsters: 3 giant bats.
- Treasure: None.
Room 5: Guardian's Antechamber
A stone pedestal stands at the center, upon which rests a small, glowing orb. The room hums faintly with energy.
- Monsters: 1 gelatinous cube.
- Treasure: The glowing orb, which is a magic item that provides light and +1 to saving throws against spells.
Room 6: The Crossroads
This chamber features four doorways, each leading to a different direction. A faded map is painted on the wall.
- Monsters: None.
- Treasure: The map hints at a secret passage in Room 10.
Room 7: The Crypt
Sarcophagi line the walls, their lids cracked open. A faint smell of decay lingers.
- Monsters: 4 skeletons.
- Treasure: A silver necklace worth 50 gp.
Room 8: The Altar Room
A black stone altar dominates this room, its surface carved with unholy symbols. A faint chanting can be heard, though no source is visible.
- Monsters: 2 acolytes.
- Treasure: A potion of healing and 10 gp each on the cultists.
Room 9: The Well of Souls
A deep well sits at the center of the room, glowing with a pale blue light. Whispers seem to emanate from within.
- Monsters: None, but touching the well causes 1d6 psychic damage unless a save vs. spells is made.
- Treasure: None.
Room 10: The Hidden Treasury
A small chamber hidden behind a secret door. The room is filled with chests and shelves of coins and gems.
- Monsters: 1 mimic.
- Treasure: 200 gp, 3 gems worth 50 gp each, and a +1 shield.
Room 11: The Obsidian Gate
A massive black gate stands here, inscribed with glowing runes. The air crackles with arcane energy.
- Monsters: None, but passing through the gate without the glowing orb from Room 5 deals 2d6 damage.
- Treasure: None.
Room 12: The Sorcerer's Tomb
A grand chamber with a stone sarcophagus at its center. The walls are adorned with murals depicting scenes of conquest and dark rituals.
- Monsters: 1 wight.
- Treasure: A +1 longsword and a spellbook containing "Magic Missile" and "Sleep."
Room 13: The Relic Vault
Dusty shelves line the walls, filled with strange artifacts. A pedestal at the center holds a glowing amulet.
- Monsters: 2 giant spiders.
- Treasure: The amulet of protection (+1 AC).
Room 14: The Throne Room
A grand hall with a broken obsidian throne at its end. The air is thick with the weight of ages.
- Monsters: 3 shadows.
- Treasure: A chest containing 150 gp and a wand of fireball (3 charges).
Room 15: The Final Chamber
This room is bare except for an inscription on the wall that reads, "The price of greed is eternal despair."
- Monsters: None.
- Treasure: None, but the inscription hints at further secrets within the dungeon.
Concluding Notes
The Obsidian Catacombs are filled with opportunities for discovery and danger. Judges may enhance the experience by adding unique environmental effects, such as flickering lights or eerie sounds. The dungeon is designed to challenge players with a mix of combat, exploration, and problem-solving, ensuring a memorable adventure.