The Whispering Catacombs

The Whispering Catacombs

Beneath the crumbling ruins of the village of Eldergrove lies the Whispering Catacombs, where once-respected elders were laid to rest. However, dark forces have invaded this sacred ground. Beastmen, seeking to claim the catacombs as a stronghold, are unaware of the slumbering undead that roam the halls, and the vermin that have made their homes in the shadows.

Room 1: The Crumbling Entrance
The entrance is a large, cracked stone archway, choked with vines and fungi. An unearthly breeze whistles through, carrying whispers that echo eerily. Faded frescoes depicting pastoral scenes adorn the walls.

  • Monsters: 4d4 Kobold Scouts (Mv 20'/60', AC 2, HD 1/2, Atk 1 (by weapon 12+), Save F0, Morale -2)

Room 2: The Hall of Echoes
This long corridor is lined with alcoves holding the remnants of forgotten tombs. The whispers grow louder here, sounding like the voices of the long-dead. Phosphorescent fungi glow softly along the walls.

  • Trap: Whispering Curse: Any creature entering the hall must make a Saving Throw vs. Spells; failure results in confusion for 1d4 rounds.

Room 3: The Vermin's Den
Scattered debris and broken furniture are strewn across the floor, along with the remnants of past inhabitants. A nest of giant rats scurries around, their eyes glinting in the dark.

  • Monsters: 3d6 Giant Rats (Mv 40'/120', AC 2, HD 1/2, Atk 1 (bite 12+), Save F1, Morale 0)

Room 4: The Shrine of the Forgotten
A small room contains a broken altar, overgrown with moss and lichen. In the middle lies a cracked marble statue of an ancient elder, a relic of reverence long since abandoned.

  • Treasure: A dusty amulet of protection that grants +1 AC to the wearer

Room 5: The Shadowed Passage
This narrow passage is cloaked in darkness, with only the glint of eyes marking the presence of the beastmen. Shadowy shapes flicker past, hinting at lurking threats.

  • Monsters: 1d6 Gnolls (Mv 30'/90', AC 4, HD 2, Atk 1 (by weapon 9+), Save F2, Morale 0)

Room 6: The Crypt of Whispers
The walls of this crypt resonate with faint voices, warning intruders of their fate. The air grows cold, and wisps of shadow flit through the cracks in the stone.

  • Monsters: 1d8 Wights (Mv 40'/120', AC 4, HD 3**, Atk 1 (necrotizing touch r weapon 8+), Save F3, Morale +4)

Room 7: The Slumbering Vault
A large, domed chamber filled with rusted weapons and shattered armor. At the center, an ancient stone sarcophagus sits ominously, seemingly untouched by time.

  • Monsters: 2d4 Zombies (Mv 40'/120', AC 1, HD 2*, Atk 1 (bite or weapon 9+), Save F1, Morale N/A)

Room 8: The Altar of Betrayal
This blasphemous altar, stained with dark offerings, is surrounded by candles that flicker as if moved by a draft. The shadows seem to writhe and pulse with an unnatural energy.

  • Treasure: Potions of cure light injury (x2) and a scroll of Dominate Humanoid (Arcane 2, enc)

Room 9: The Gathering Chambers
Echoes of past ceremonies fill this room, adorned with tattered banners and relics. The atmosphere is heavy, and the air thick with the scent of decay.

  • Monsters: 1d6 Hobgoblins (Mv 30'/90', AC 3, HD 1+1, Atk 1 (by weapon 9+), Save F1, Morale 0)

Room 10: The Chamber of Fear
Breathing becomes laborious in this room, where the shadows deepen unnaturally. The whispers are now screams, urging adventurers to flee or fight their fears.

  • Traps: Paralyzing Fear: Any creature who spends more than one round in this chamber must pass a Saving Throw vs. Paralysis or be paralyzed for 1d6 rounds.

Room 11: The Tombwarden's Rest
A dreary hall where countless bones lie scattered about, the remnants of those who dared to conquer the catacombs. The spectral figure of a Tombwarden (Specter) hangs in the air, guarding his domain.

  • Monsters: 1 Specter (Mv 50'/150', AC 7, HD 6***, Atk 1 (enervating touch 5+), Save F6, Morale +3)

Room 12: The Hidden Cache
A secret compartment behind a false wall reveals a stash of forgotten treasures. Glimmers of gold and silver catch the eye, hinting at the wealth that lies within.

  • Treasure: 1d4x100 coins and a jeweled dagger (+1 to hit).

Room 13: The Final Chamber of Decay
This decaying chamber is filled with ancient traps and the remnants of those who could not escape. Scraps of treasure are littered about among the remnants of long-dead adventurers.

  • Monsters: 1d4Mummies (Mv 20'/60', AC 6, HD 5+1**, Atk 1 (slam 5+), Save F5, Morale +4)

Room 15: The Exit of Shadows
An ancient exit holds remnants of the past, a place where once brave souls entered, only to be lost in darkness. The door is adorned with runes that whisper of both warnings and promises.

  • Treasure: A dusty tome that reveals secrets of the catacombs and a gold ring of protection +2.

Conclusion

The Whispering Catacombs serve as a blend of danger and intrigue, where beastmen seek to claim the domain unaware of the lurking undead. The interactions among beastmen, vermin, and undead create opportunities for alliances, betrayals, and fierce confrontations. As adventurers navigate this dungeon, they must grapple with the weight of history and the dark forces that threaten to awaken. Utilize the intertwining mysteries and stakes to enrich your campaign and enhance player engagement!