The Tunnels of Sal'Shirin
Deep beneath the dust-choked ruins of an ancient city, carved stone tunnels weave like the patterns of a spider's web. Once a thriving marketplace for rare spices and magical artifacts from distant lands, the tunnels of Sal'Shirin now lie silent and forsaken, echoing the stories of long-forgotten traders. However, the whispers of enchantments can still be heard in the air, along with the flickering shadows of those who were lost to avarice. Adventurers seeking fortune might venture here not only for riches but also for the relics of a bygone era, including the mythical Chalice of Endless Taste, said to grant the bearer culinary mastery beyond imagination.
Room Descriptions
1. Entrance Hall
The entrance to the tunnels greets you with a great stone archway engraved with intricate carvings depicting the life of merchants. The air is thick with the stone’s musty scent, while flickering torchlight throws dancing shadows across damp walls. A narrow path leads deeper into the darkness.
- Monsters/Traps: 2d4 Giant Rats scurry across the floor, scavenging for scraps.
- Treasures: A lost ledger detailing old trade routes lies tucked beneath a stone slab (worth 50 GP).
2. The Spice Chamber
This room is scented with decay yet tinged with lingering fragrances of exotic spices. Small pouches are strewn across the floor; some still radiate magical energy. A large, cracked barrel stands against the wall.
- Monsters/Traps: Stumbling upon a Luminous Beetle (1d8) drawn to the pouches, emitting a soft glow.
- Treasures: Pouches contain: Saffron (100 GP), Ginseng (50 GP), and a Potion of Healing.
3. The Merchant's Quarter
Rows of empty stalls line the walls, remnants of once-bustling shops. Enchanted mirrors hang askew, their glass warped and dully reflecting figures that aren’t there. Dust motes dance in the limited light filtering through holes in the stone ceiling.
- Monsters/Traps: A malicious Spriggan (2d4) disguises itself as a stallholder, awaiting adventurers.
- Treasures: Mirror of Delusions (once per day can cast Mirror Image).
4. The Hall of Faces
Paintings frame the walls, their subjects bearing exaggerated expressions of greed and pain. The charm becomes unsettling as eyes seem to follow your every move, whispering in forgotten languages.
- Monsters/Traps: A Ceiling Collapse Trap (DC 12 to avoid) when proximity is detected.
- Treasures: Scroll of Comprehend Languages hidden under the frame of one painting.
5. The Ritual Room
Ancient symbols are etched into the stone floor. In its center, a large circular basin stands, stained with shadows of rituals gone awry. A faint hum can be felt and the air pulses with energy.
- Monsters/Traps: Curse of the Ancients (Activation requires touching the basin; DC 15 save or -2 on rolls made in the dungeon).
- Treasures: The Chalice of Endless Taste (grants advantage on cooking or baking-related rolls).
6. The Whispering Altar
Moss-covered stone frames a crumbling altar where offerings were made. Surrounding this area are remnants of old candles, still flickering despite being long extinguished. A hushed voice echoes from nowhere, beckoning from beyond.
- Monsters/Traps: 1d4 Ghostly Shadows seek to drain the vitality of living beings.
- Treasures: Enchanted Candle (when lit, provides 1 hour of clear sight and dispels illusions).
7. The Forgotten Archive
Piles of scrolls and tomes lie haphazardly throughout this chamber, accumulating dust. The flicker of a solitary candle reveals fading ink and old leather binding. Knowledge waits, yet so does the potential for danger as the air feels charged.
- Monsters/Traps: Animated Books (1d6) swirl around, defending the knowledge contained herein.
- Treasures: A map leading to a hidden location in a neighboring kingdom.
8. The Lair of the Golem
Rubble stands in heaps, concealing the remains of a massive clay golem. Its eyes, now devoid of light, reflect a time when it guarded treasures against thieves.
- Monsters/Traps: Clay Golem (damaged, but still hostile to intruders).
- Treasures: Ring of Protection +1 glimmers among the debris.
9. The Echoing Cavern
The sound of dripping water forms a symphony within this cavern, where stalactites hang like teeth ready to feast. Explorers can’t help but feel the sense of being monitored.
- Monsters/Traps: A Dire Wolf prowls through the shadows, hungry and fierce.
- Treasures: An old rusted pouch with 30 GP and a Ruby worth 200 GP.
10. The Exit Path
This tunnel, lined with glowing fungi, feels almost welcoming after the darkness of the previous chambers. Warm colors illuminate the stone, leading towards the outside world.
- Monsters/Traps: As the exit is approached, Poisonous Gas Trap (DC 10 save, 1d4 poison damage).
- Treasures: At the exit, a treasure chest awaits with 100 GP and various mundane goods: coins, candles, and rations.
Conclusion
The Tunnels of Sal'Shirin offer a rich amalgamation of history, fantasy, and adventure, making them ideal for newly-formed parties of adventurers. To expand this dungeon for ongoing campaigns, consider introducing a faction of treasure hunters or rival adventurers seeking the Chalice. Introduce plot hooks from the artifacts discovered; for instance, the ledger found could lead to a larger plot involving a merchant’s guild, while the enchanted mirror could cause issues of identity among the party members.
By integrating these elements, the Tunnels of Sal'Shirin can become an unforgettable setting for players, ensuring that each foray into its depths reveals fresh challenges and exciting discoveries.