The Veiled Crypt of Terys' Remains
As the light of the waning moon bathes the land in eerie shadows, whispers carry through the night—a beckoning from the fabled Veiled Crypt. Rumored to be the burial place of Terys, a sorceress whose knowledge of forbidden arts drove her to madness, these catacombs entomb secrets and treasures long forgotten. Used by her followers to maintain their power, these catacombs now serve as a lair for all manner of detritus and relics from long ago. Adventurers, heed the call if you dare to uncover the mysteries of Terys’ legacy while facing the dangers that lurk within her domain.
Rooms
1. Entry Hall
Description: The entryway is marked by ancient pillars of dark stone, shrouded in a thick fog that seems to pulse with an unearthly chill. Eerie symbols line the walls, glowing faintly when approached.
Monsters/Traps: A lingering specter (AC 7, HD 6***, AT 1: enervating touch 5+, DMG 1d8 necrotic + enervation, Save F6)—the remnant of Terys' corrupted spirit—hovers, shivering the air ominously.
Treasures: A silvered dagger (1d4 damage) embedded in the ground, its hilt marked with Terys’ sigil.
Note: Terys' specter will warn the adventurers to travel no further but will not attack unless attacked. The monster is intended to provide a plot device, occasionally reappearing throughout the dungeon or even the entire course of the campaign. It is almost certainly far more powerful than is typical for this level dungeon and should not be used as a combat objective. Players sometimes can't help themselves, however, so educate them as you see fit!
2. Hall of Memories
Description: This hall displays eerie murals of Terys’ life, depicting her rise to power and subsequent downfall. The atmosphere crackles with tension, distorting visions flitter across the scenes.
Monsters/Traps: Ethereal mists (incorporeal, immune to mundane weapons, but will dissipate if targeted by any spell that doesn't specifically target living creatures; any living creature that comes in contact with the mist must save vs. spells or take 1d6 necrotic damage).
Treasures: An ancient tome containing one random 1st-level spell.
3. Room of the Lost
Description: Distorted perceptions cause sound and location to skew unreal as the room leads to mirrors that reflect false images. One mirror is shattered, sorry remnants scattered on the floor.
Monsters/Traps: 2 Mirror Guardians (constructs, AC 6, HD 4*, AT 1: polished blade 9+, DMG 1d6 slashing, Save F3, vulnerable to blunt weapons, suffer 1/2 damage vs. slash and pierce, immune to enchantment). These relics of Terys' madness attack anyone who tries to investigate further.
Treasures: A pouch filled with alchemical-grade silver valued at 50gp.
4. Chamber of Binding
Description: A room constructed with five walls and dominated by pentagrams etched deeply into the stone. Dark energy pulses through the air, almost tactile.
Monsters/Traps: A Herald of Chaos (a Cacodemon, rank and form at your discretion, with the Dreadful ability in addition to other abilities you see fit, that attempts to taint the adventurers’ hearts).
Treasures: A dark crystal, which allows for casting Illusory Figment; charges as rod (2d6 remaining).
5. Vault of Echoing Lamentations
Description: Echoes amplify distressing sounds from all directions, causing confusion among intruders. The stone walls are inscribed with the sorrows of those trapped in despair.
Monsters/Traps: Spectral husks of Terys’ followers wail in grief and loss when disturbed. Although not a physical danger to the adventurers, their wailing can attract other monsters. The sound-amplifying construction of the vault increases the likelihood of this.
Treasures: A collection of Exotic Spices valued at 40gp.
6. Chamber of Secrets
Description: This dimly lit room possesses deep alcoves filled with artifacts and scrolls covered in dust. Faded maps hint at ventures far beyond Terys’ reign.
Monsters/Traps: A Sentinel Animated Armor (construct, AC 6, HD 6*, AT 1: smash 9+, DMG 1d6, Save F3, immune to enchantment, cold, electrical, fire, necrotic, and poisonous damage), moves silently until it detects those not worthy of Terys.
Treasures: An amulet of perception (grants the wearer +4 on search and listen checks while in the dungeon).
7. Serpent's Den
Description: This room is littered with bones, tattered gear, and rusty weapons. A careful search of the room will reveal a small tunnel, but it's too small for humanoids to use.
Monsters/Traps: A Python (AC 3, HD 5*, 2 (bite, constrict 6+), DMG 1d4/2d8, Save F3) inhabits this room, using it as a hunting ground.
Treasures: A collection of weapons, armor, and gear that can be sold for salvage valued at 25gp.
8. Gurthant’s Grove
Description: An unnatural pool in the center, feeding twisted plant life that spurts erratically when disturbed. The water shimmers, revealing glimpses of strange events unrelated to physical reality.
Monsters/Traps: Two Violet Fungi (AC 3, HD 3+2**, AT 4: tentacles 7+, DMG 1d6 + poison, Save F2) lurk in the corners and attack players entering; vines throughout the room cause difficulty in moving can incur fatigue if players remain too long.
Treasures: A potion of healing, 2 doses of flawed fungi antidote (only treats poison on 6+).
9. Fungal Spores Chamber
Description: An extension of Gurthant's Grove (7), this dank chamber has apparently been used for the cultivation of fungi.
Monsters/Traps: Three Shrieking Fungi (AC2, HD3) lurk in the shadows of the chamber and will begin shrieking when the party enters.
Treasures: Large fungal caps (can be used in potions, worth 15 gold each).
10. Heart of the Catacombs
Description: The final chamber radiates with arcane energy. Its high domed ceiling, ornate columns, and dark expanse enshroud Terys’ sarcophagus, made from granite and adorned with soulstones reflecting a myriad of hues.
Monsters/Traps: If players harvest the soulstones from the sarcophagus (they appear as normal gems without Detect Magic), they risk attack from 4 Gargoyles perched at the top of the columns, protecting Terys' legacy.
Treasures: Inside the sarcophagus are a Scarab of Life, a Cloak of Protection +1, and a Staff +1/+2 vs. Plants. If the characters search successfully, they will reveal a hidden compartment in the sarcophagus that contains a Ring of Plant Control. This particular ring only functions in sunlight.
Conclusion
Adventurers will find treasure aplenty and face formidable foes simply inhabited by whispers of grief and torment. Enhance the experience by offering players the challenge of making decisions under strange influences to amp the tension. Don’t shy away from battle; instead, add layers of uncertainty with storytelling that seems to spring from the walls themselves! Immerse players in this world and indulge them in reaching the resolution to escape.