The Shimmering Catacombs of Naryath

The Shimmering Catacombs of Naryath

In an age long forgotten, an ancient civilization once flourished beside the shores of the Moonlit Lake, famed for exquisite craftsmanship and obsessive pursuit of the arcane. The Shimmering Catacombs of Naryath were built as tombs for the great artificers of this civilization. Each chamber was imbued with enchantments to guard powerful relics. Today, the catacombs draw adventurers seeking fortune and arcane knowledge, though peril awaits those unprepared.

Room 1: Entrance Hall of Echoes

A vast vaulted hall with distorted acoustics. Echoes of voices bounce in strange directions. Mosaics along the walls shimmer faintly.

  • Monsters: 2d4 Minor Shadows (Mv 30'/90', AC 2, HD 2, Atk 1 (enervating touch 9+), Save F1, Morale +2). These recently instantiated shadows are still gathering their strength in their new realm.

Room 2: Chamber of Luminous Reflections

A chamber lined with magical mirrors that show past visions. One mirror emits a radiant pulse.

  • Trap: Arcane Glyph near the central mirror. Save vs. Blast or suffer blindness for 1d4 turns.

Room 3: Golem Forge

This dust-choked workshop glows faintly from an ancient furnace. Cracked constructs and dormant tubes fill the space.

Treasure:

  • Enchanted Tools of the Magisterium: Endows user with Engineering 2 proficiency (value: 4,000gp)
  • Recipe: Unique War Golem (value: 2,500 gp; Judge to provide stats)

Room 4: Hall of the Harmonious Chimes

Crystal chimes line the corridor. When touched, they release a melody that entrances listeners.

Monsters: 1d6 Crystal Statues (Mv 30'/90', AC 5, HD 3*, Atk 2 (fists 8+), Save F3, Morale N/A)

Room 5: The Observatorium

A spherical chamber with a platform amid floating maps of celestial bodies. Ethereal comet-light fills the room.

Encounter: 1d4+1 Scholars led by a level 3 Mage, neutral alignment.
Reaction: Roll for reaction. They may trade information or request help deciphering texts.

Room 6: Shrine of Forgotten Thoughts

An incense-filled shrine guarded by mythic statues that whisper cryptic phrases.

Monsters: 2d4 Lizardmen (Mv 40'/120', AC 4, HD 2+1, Atk 1 (weapon 8+) or 3 (2 claws, bite 8+), Save F2, Morale +2) have also discovered the catacombs and are scouting them for use a outpost.

Treasure:

  • Various gems and jewelry left as offerings valued at 1,400gp
  • Scroll of Ancient Lore: 2 random arcane spells of levels 1-2 (value: 500gp)

Room 7: The Golden Labyrinth

A shifting maze of illusory golden walls and doors that vanish into traps.

Trap: Illusory doors conceal magical fire traps. Save vs. Blast or take 2d6 damage.

Room 8: Alchemist's Retreat

Bubbling vials and shattered jars litter this ruined laboratory. Strange vapors hang in the air.

Treasure:

  • Elixir of Focused Will: +2 bonus to spellcasting throws for 1 hour (value: 1,000gp)
  • Alchemical reagents worth 300gp

Room 9: The Battle of Echoing Silence

A grand arena buried beneath the tomb. The soundless air crackles with past conflict.

Monsters: 1d4 Death Chargers (Mv 50'/150', AC 4, HD 4*, Atk 3 (hooves, 1 weapon 7+), Save F2, Morale N/A) guard the tomb where their comrades lay buried.

Room 10: Crypt of Wailing Souls

A cold chamber of darkness where spirits linger in sorrow. A single ember glows in the center.

Monsters: 1d4 Wraiths (Mv 40'/120', AC 6, HD 4**, Atk 1 (enervating touch or weapon 7+), Save F4, Morale +4)

Treasure: 1,200gp in grave goods, +1 sword, cursed amulet (Save vs. Spells or become haunted each night)

Themes & Expansion Hooks

  • Hidden entrances deeper into the catacombs could contain golem production vaults.
  • Introduce factions: competing adventurers, cultists, or lingering ancient automatons.
  • Timeline shifts might reveal previously inaccessible wings or reawaken arcane guardians.
  • Link ancient technology to political or arcane developments in your wider campaign.