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Crypt · Large · Level 6 · Medium

Fourth District Crypt

Blue light crawls over the lintel, and a voice from the speaking tube asks whether you have an appointment.
Rooms
21
Foes
40, CR 1/4 to 8
Traps
21
Treasure
4,058 gp
123456789101112131415161718192021Entrance
Select a room on the plan to open it.

The party is in

1. Marsh-Stone Vestibule


Seen


Something wanders by


At a glance

The threat

The crypt's master, a deathless mortuary clerk, has spent decades binding the memories of the dead into a single obedient archive.

Wandering monsters (1d3)

  1. 1

    1d4× Chain-Bearer SkeletonCR 2

    When: Every 20 minutes, or after a loud alarm sounds in rooms 2, 6, or 19.A skeleton dragging a chain clatters along the walls, stopping to listen at each door.
  2. 2

    1 swarm× Shroud Moth SwarmCR 3

    When: When a party spends ten minutes searching a corridor or disturbs a stack of cloth.A swarm of pale moths made from scraps of burial shrouds pours through cracks and settles on warm skin.
  3. 3

    Headless WardenCR 4

    When: When the party leaves a door open behind them or triggers a major trap.A headless armored corpse patrols with a lantern that casts shadows in the wrong direction.

Rooms

21
1

Marsh-Stone Vestibule

2 foes1 traptreasuresecret

What they see

Read aloud

A squat stone vestibule opens beneath a carved lintel showing clerks carrying sealed coffins. A locked eastern door bears a tarnished district seal, while cold drafts sigh from the northern and western passages.

Features

  • Four doorways, including a locked eastern door with a rusted keyhole
  • A stone basin filled with rainwater and old coins

What the GM knows

Monsters

2× Crypt SkeletonCR 1/2

Dusty skeletons in municipal livery rise from behind the basin when anyone touches the coins.Tactics. They fight in pairs, blocking exits and using the basin as half cover.

Traps

Tally-Needle LintelDC 14 piercing

A pressure plate beneath the basin releases a fan of iron needles from the lintel.Disarm. Spot the plate with a Wisdom (Perception) check and jam the needle slots or wedge the plate.

Treasure

Basin Offerings18 gp

Six old silver coins and a copper seal-ring stamped with the district mark.
Room secrets · GM only

Notes

The eastern lock can be picked or forced; the key is in . Noise carries into rooms 2 and 3.

4 doors: E (locked), S (normal), N (normal), W (normal)

The place

What it is

The crypt descends through burial stores, guard chambers, shrines, and cramped reading rooms toward the sealed seat of its deathless master.

Atmosphere

Cold air carries the smell of wet limestone, extinguished candles, and old ink.

The threat

The crypt's master, a deathless mortuary clerk, has spent decades binding the memories of the dead into a single obedient archive.

History

The crypt was commissioned by the magistrates of the Fourth District to house civic officers and the condemned they executed.

Rumors

1d4
Roll a rumor

  1. 1The district crypt's old door still opens for anyone wearing a magistrate's seal.
  2. 2People hear a clerk asking for appointments through the storm drains, even though the crypt entrance has been bricked up for years.
  3. 3The dead in the lower halls are not buried with their own names; someone changed the records after the executions.
  4. 4A silvered nail from the old burial stores can keep a ghost from crossing a threshold.

Plot hooks

3
InvestigationNames on the LedgerA town council's burial register lists several living citizens as already interred here. The party must retrieve the original ledger before the next name is entered.From: A worried district registrarReward: A 500 gp civic bounty and a signed writ granting access to the old records
RecoveryThe Ring in the Marsh-StoneA family hires the party to recover a signet ring from a relative's grave. The ring is in the crypt, but its inscription proves the family line was founded by an executed prisoner.From: A discreet family solicitorReward: The ring, 300 gp, and a minor family heirloom
HorrorAppointment RequiredA pale voice has begun answering questions through an abandoned speaking tube in town. It knows the party's names and insists that an appointment has been made for them.From: A night watch sergeantReward: A potion of greater healing each and the watch's help in securing the entrance

Corridors

3
  • Between and

    A brass speaking tube runs along the wall, its mouthpiece shaped like a grinning skull. A faint voice occasionally asks visitors to state their business.

  • Lower corridors near rooms 15-20

    Shallow channels cut into the floor carry black water downhill. The water ripples when something moves in nearby rooms, even if the corridors look empty.

  • Main passage outside rooms 5-9

    A series of engraved tally marks records the number of bodies carried inward. Several fresh marks have been cut over older ones.

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