This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.
“Strength does not lie in the edge of the you wield, but in the purpose that guides it. Stand true, and let your heart be your stalwart shield.”
Elandar
Nestled beneath the dense roots of the ancient Ironbark Forest north of Glenfield, these catacombs are a sacred burial ground dedicated to the great elven warriors of Leaf Valley’s past, from a time when the territory was known by a different name. Generations of elven heroes rest in these hallowed halls. The catacombs are supported by immense roots of the great Ironbark tree, whose magical properties prevent decay and ward against dark magic.
Whispered among the elves is the tale of the Armor of Elandar, a legendary set of fire-resistant elven plates said to be hidden deep within the catacombs. Forged in the flames of the first war against the devils, the armor is imbued with the essence of Ironbark and enchanted to protect its wearer from even the fiercest of flames. The few people who know of this fabled relic, believe it to be the key to confronting the dragon ravaging the valley.
Adventure Hook
- Delvers. Many historians and treasure-seekers have explored the catacombs long before the ruby dragon’s arrival. But all come back empty-handed, leading to rumors that the catacombs are well-protected and that only one deemed worthy by the elvish spirits may claim the Armor of Elandar. The heroes come to test their luck, get their hands on the armor, or find other treasures.
Level 3 Dungeon
- Danger. Unsafe. Check for a Random Event every 20 minutes and after loud noises (3-in-6 chance).
- Elvish Magic. Feeling the looming threat of the draconic monster, the elvish guardians have returned from the dead to protect what’s theirs. Additionally, they have advantage against turn undead or radiant effects.
DC 12 Perception to avoid an ambush). | |
2 | The ironbark roots above begin to twist, threatening to crush anyone caught beneath them (DC 12 Dexterity). Whoever lacks the quick reflexes to get away takes 1d8 damage, and becomes entangled and restrained. It takes 10 minutes to be set free. |
3 | An ironbark root oozes a white, glimmering sap. Drinking from it restores 1d6 HP. Drinking more than once has no effect. |
4 | The characters disturb a swarm of spiders. The insects are aggressive but flee if they are reduced to half their Hit Points. |
5 | The spirit of the elven hero Elandar manifests. He comes from a time when elves and dragonkin ruled these lands. If there are no elves among the heroes, Elandar suggests they leave. For only elven blood shall be worthy enough of his legendary armor. |
6 | The heroes were followed. Two thugs, one guard, and two commoners wish to join their party and share the treasure. |
The Dragonkin
Deep within the forest, remnants of the ancient dragonkin still linger, twisted versions of their once-noble ancestors. Eons ago, these beings, known as the Vyr’shaal, were the proud builders of the catacombs, crafting the halls to honor the elven warriors who stood alongside them. Today, the few surviving Vyr’shaal are barely recognizable—warped by the centuries and driven mad by the loss of their civilization. They skulk through the forest, living in primitive tribes, their minds clouded by a primal fury. Fiercely territorial and distrustful of all outsiders, the once-great architects have become little more than savage guardians of their forgotten legacy, attacking anyone who dare trespass upon their ancestral grounds.
1. Road
The trail traverses the forest and leads here. The heroes must navigate the dense woods for a few hours to find the catacombs (DC 15 Survival). On a failure, they stumble upon a brown bear and its two cubs. Mama bear does not take the sight of strangers lightly and attacks.
2. Bark Entrance
A crude entrance is carved on a thick root. Beyond the threshold, the descending steps are an ominous invitation to the unknown. Three dragonkin (berserker with scaled skin) attack the characters before they enter.
3. Dark Tunnels
The heroes descend more than 50 feet into the dark underground tunnels. Before they can determine if the bones in the tunnel belong to people or monsters, three skeletons rise and charge against the intruders. Elvish magic is responsible for the creation of these improvised guardians. Three more skeletons coalesce and block the characters’ way before they reach area 9 (see map).
These tunnels connect to several parts of the dungeon. The heroes can visit all areas walking these tunnels without necessarily following the numerical order (see map).
4. The Ancient Core
This circular cavern features four towering statues of elven sentinels that surround a magic circle in the center, their expressions stern and vigilant, each effigy extending their empty palms before them.
Wisps of ethereal light drift upward from the circle, illuminating the statues and casting long shadows across the stone floor as if the sentinels themselves are watching. The arcane runes of the circle reveal this is a means to travel here via teleportation. Alas, the circle’s magic is obstructed; large, greenish roots grow on its runes.
- Circle. Removing the roots allows for the last creature who used the circle to come here to finally arrive. A gibbering mouther appears. It was once an elf, but the hapless being got caught between worlds for centuries; the eyes and mouths aberration is all that remains. After the battle, a spellcaster notices the magic circle is a one-way device into the dungeon. It cannot be used to leave.
5. The Fonts
This small, secluded chamber is serene, its air cool and still. Two stone stoups, carved with intricate elven patterns, stand opposite each other, filled with crystalline water that glows softly in the dim light.
- Healing Waters. The water is imbued with powerful healing properties. Creatures that drink from it regain 2d6 Hit Points. Drinking more than once has no effect.
6. The Chamber of Trust
A single brazier illuminates five sarcophagi in this small chamber. The central sarcophagus belongs to Elandar’s most trusted confidant, Raowen. He was an advisor, associate, and friend to the well-respected elf champion.
If the heroes open the sarcophagi to look for treasure, one shadow and four zombies emerge, angered by their utter disrespect. After combat, the following is found:
- Treasure. A green crystal statuette of a dragon god (50 gp), a set of polished bone dice (25 gp), a leather bandoleer with 10 blue bottles (3 gp each), a mace inlaid with gold holy symbols (50 gp), and a bag with 84 gp.
7. Catacomb of the Red Cloaks
Serathil rests in the sarcophagus. A trusted lieutenant and shield-bearer for Elandar. Eleven red urns hold the ashes of Serathil’s loyal red cloaks, bound by an oath to protect Elandar’s legacy even in death. A faint aura of honor and sacrifice lingers in the stale air.
- Treasure. The collection of polished amber urns is worth 450 gp, and Serathil’s sarcophagus has a +1 longsword. But if the heroes attempt to grab any of these, their defilement summons the ire of one wraith. Serathil’s spirit shall chase the intruders until slain.
8. The Chamber of Loyalty
This resting place belongs to the dwarf Ulf Stonehand and his two cousins. They were some of Elandar’s best friends. The dwarves left their home to join Elandar and help the elves achieve their goals. Their forge mastery and skills were paramount during their reign and that earned them a place of honor in these catacombs.
- Treasure. These sarcophagi can be pillaged without any consequences. The elvish wards were never intended to guard this treasure: a dwarvish pipe (25 gp), an ironwood lute (75 gp), a suit of blackened-steel plate mail (130 gp), and some horseshoes of speed.
9. Grim Tunnel
The heroes approach Elandar’s sarcophagi. The heroes find more skeletons blocking their way (see area 3).
10. Elandar’s Resting Place
A solemn chamber bathed in the warm glow of two enchanted braziers. At the far end, Elandar’s ornate sarcophagus lies as the centerpiece, intricately carved with scenes of his heroic deeds. Five grand sarcophagi line the walls, each containing one of his most trusted captains. The stone benches face toward Elandar, inviting visitors to honor the legacy of the elven leader who once safeguarded the vale.
Dragonkin warriors rest in the five sarcophagi that accompany Elandar in the afterlife. The ever-loyal warriors shall protect their former leader again if it comes to it.
The heroes may speak with Elandar’s spirit if they did not defile the guarded catacombs. Furthermore, if an elf is with the party, they might be worthy of Elandar’s armor. Otherwise, the heroes must fight for it (see below).
- Friends. The heroes left areas 6, 7, and 8 intact. They did not disturb the dead and behaved respectfully. Elandar welcomes them to his catacombs and praises their group’s respectful attitude. He cannot help them defend the valley in his current state, but he gladly gives them a cloak of elvenkind and a pair of boots of elvenkind. And if an elf is present, they get the Armor of Elandar (a beautiful +2 mithral plate mail with immunity to fire).
- Enemies. The heroes robbed the catacombs and disrespected the dead. Or perhaps they want to take Elandar’s armor by force. Elandar (wight), his guard of five dragonkin (zombies), and two shadows (see area 11) attack the intruders. If the heroes manage to win this fight, they can leave with all the treasure and weapons.
11. The Twins
Two brothers who pledge their lives Elandar. They were granted a place of honor because they died stopping an assassination attempt on Elandar. Their souls come back to this world to aid Elandar if they must (see above).