The Quarry Cells
- Rooms
- 39
- Foes
- 24, CR 1/8 to 1/2
- Traps
- 8
- Treasure
- 284 gp
At a glance
The threat
A bound guardian called the Gate-keeper stirs in the deepest vault whenever the portal is touched.
Wandering monsters (1d3)
- 1
1d3× Giant RatsCR 1/8
When: The party opens a food container or makes prolonged noise in the stores.A pair of lean rats with pale eyes, drawn by food smells and movement. - 2
Chain DeadCR 1/8
When: A cell door is forced or a chain is struck in the prison hall.A restless skeleton in rusted shackles, dragging a length of chain. - 3
Quarry WolfCR 1/4
When: The party rests in an unbarred common room or leaves blood on the floor.A cave wolf with dust-matted fur, wary of bright light and fire.
Rooms
39Quarry Threshold
What they see
Read aloud
A square entry chamber where quarry dust gives way to old masonry. A stone bier stands opposite the route onward; the southern door is locked, while a nearly invisible northern seam conceals a second way through.
Features
- Quarry tool marks on the outer wall
- Empty stone sarcophagus
- Locked southern door
What the GM knows
Treasure
Warden's Wicks5 sp
A small tin of preserved lamp wicks remains sealed beneath the bier.Notes
The secret door opens with a press on the carved chisel. The sarcophagus is empty and bears drag marks toward the wall shared with room 32.
5 doors: N (normal), S (secret), E (normal), W (normal), S (locked)
The place
What it is
The ruins are a buried holding complex built around a long cell hall, sealed stores, and a portal watched by six statues.
Atmosphere
Cold limestone sweats in the deeper halls.
The threat
A bound guardian called the Gate-keeper stirs in the deepest vault whenever the portal is touched.
History
The complex was built by the wardens of a border fortress after they cleared a limestone quarry and found a natural chamber below it.
Rumors
1d4- 1A quarry worker swears he heard six chains drag across stone, though the entrance had been sealed for years.
- 2The old prison holds a bronze bell that can quiet the dead, but it rings only for the guilty.
- 3Blue light under the quarry means the buried door is opening again, according to a frightened shepherd.
- 4A warden's ledger names a route through the stores that avoids the long cell hall.
Plot hooks
3Corridors
4Between rooms 2 and 5
A line of rusted iron rings runs waist-high along the prison approach, each scraped by chains.
Passages near rooms 27 and 38
A hairline blue glow leaks from cracks in the stone and brightens when the portal chamber is disturbed.
Between rooms 1 and 32
Collapsed shelving narrows the passage; small bones and spilled grain mark a rat route.
Passage between rooms 21 and 35
Six shallow niches contain headless stone figures, their faces all turned toward the same hidden junction.
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