Floodwake Crypt
- Rooms
- 7
- Foes
- 12, CR 1/2 to 5
- Traps
- 4
- Treasure
- 1,120 gp
At a glance
The threat
The cult remnants are trying to reopen a sealed sanctum that traps a brine-cursed priest and the thing it serves below the crypt floor.
Wandering monsters (1d4)
- 1
1d2× Drowned DeadCR 1
When: When the party makes loud noise or spends too long in one areaA waterlogged corpse in burial wrappings that drifts through hallways until it smells living breath. - 2
1d3× Cult Remnant ScavengerCR 1/2
When: When explorers leave unguarded loot or open side passagesA skittish cult survivor carrying stolen grave goods and a jagged knife, eager to flee or ambush the wounded. - 3
Brine ZombieCR 2
When: When the cult is alerted or a ward is disturbedA swollen corpse stitched with charm-tags and brine cords, released from deeper rooms to patrol the dig routes. - 4
1d4× Burial EelCR 1
When: When combat occurs in standing water or flooded corridorsA pale burial eel that slips through flooded cracks and bites anything thrashing in the water.
Rooms
7Breached Dig Entry
What they see
Read aloud
A breached passage opens from the guild's shored-up dig into a broad chamber of tilted sarcophagi and waist-high water. Fresh planks, chalk marks, and a lantern hook show recent work, but the far arch still drips with stagnant black water and the scrape marks of something that came in after the guild.
Features
- Guild survey chalk on the walls
- Rough timber braces
- Shallow standing water
- Broken sarcophagi lids
What the GM knows
Monsters
2× Cult Remnant ScavengersCR 1/2
Cloaked scavengers in salt-stained robes, half cultist and half tomb looter, who linger near the entrance to watch for easy prey.Tactics. They stay behind cover, hurling rocks and improvised darts before slipping back into side water channels if pressed.Treasure
Guild Dig Kit25 gp
A bundled set of working chisels, pitons, and a dry lantern oil flask left by the guild.Notes
This room should feel like the safe threshold that is not fully safe. Let the guild markings reassure the party, then undercut that comfort with signs something has already moved through the breach.
2 doors: S (normal), N (secret)
The place
What it is
The second level of the drowned crypt is part tomb, part ruinous dig site, where the guild carved safe paths through older burial halls and then abandoned the worst of the flooding to the dark.
Atmosphere
Cold brackish water laps at broken flagstones, and the air tastes of mud, rust, and old incense.
The threat
The cult remnants are trying to reopen a sealed sanctum that traps a brine-cursed priest and the thing it serves below the crypt floor.
History
This crypt was raised generations ago for a line of harbor saints and drowned nobles, then sealed with floodgates and warding hymns to contain a burial curse tied to the sea.
Rumors
1d4- 1The guild says the second level is mostly safe now, but workers keep hearing singing from the flooded rooms after midnight.
- 2A local dockhand swears the cult was looking for a door beneath the crypt, not treasure inside it.
- 3Someone found a dead rat wearing a tiny funerary wreath near the site, and no one admits putting it there.
- 4The water in the lower passages reportedly rises and falls with the tide, even though the crypt sits inland.
Plot hooks
4Corridors
4Between and
Timber braces from the recent excavation stand shoulder to shoulder with ancient stone arches, some carved with faded funerary knots.
Between and
Shallow channels of black water run along the corridor edges, forcing travelers onto narrow dry ledges slick with silt.
Between and
A broken sluice wheel and corroded copper piping protrude from the wall beside a sealed floodgate, still holding back water.
Near and room-7
Collapsed tomb slabs have been cut into rough crawl gaps that connect several deeper chambers, leaving claw marks and fresh pick scars.
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