Black Iron Crypt
- Rooms
- 14
- Foes
- 23, CR 1/4 to 4
- Traps
- 8
- Treasure
- 1,420 gp
At a glance
The threat
The tomb is ruled by an embalmed necromancer-lord who has slowly reasserted control over the burial wards, using the prison and shrine halls as a lattice of bindings.
Wandering monsters (1d4)
- 1
Restless GravehandCR 1/2
When: On loud noise or after a failed stealth attempt in the upper hallsA lone dead laborer with a cracked lantern and dirt-packed boots, wandering in search of unfinished work. - 2
Bone Beetle SwarmCR 1
When: When blood is spilled near old burial sites or open sarcophagiA coffin-shaped swarm of bone beetles that spills from wall cracks and under doors. - 3
Crypt StewardCR 2
When: When the party tamper with locks, shrines, or sealed vaultsA hooded corpse attendant carrying keys and a censers, often drawn toward locked doors. - 4
1d2× Mourning WightsCR 1
When: At low light or when the party pauses for restTwo pale dead children trailing a funeral ribbon, appearing only in the dim corridors between shrine rooms.
Rooms
14Sealed Threshold
What they see
Read aloud
A narrow entry hall with a cracked stone threshold and a dead brazier at its center. The air is still here, but old ward-sigils in the floor suggest the crypt was designed to warn off grave robbers before they ever reached the deeper halls.
Features
- Collapsed offering table
- Broken brazier
- Faded ward sigils
- Dust-choked entry arch
What the GM knows
Monsters
2× Skeleton LaborersCR 1/4
Restless burial attendants with rusted tools and hollow eyes.Tactics. They rush intruders at the threshold, trying to pin foes against the walls before retreating deeper if badly injured.Treasure
Chapel Incense Burner15 gp
A cracked incense burner stamped with the chapel seal, still worth money to collectors and priests.Notes
Use this room to set the tone and teach the party that the crypt is active. The south and east passages should feel safer than the north one, which can carry distant scraping from .
5 doors: S (normal), N (locked), E (locked), W (normal), E (normal)
The place
What it is
This old crypt is a half-collapsed burial complex buried beneath a ruined chapel and its surrounding dead.
Atmosphere
Cold air drifts through cracked stone and tastes faintly of mildew, grave dust, and old lamp oil.
The threat
The tomb is ruled by an embalmed necromancer-lord who has slowly reasserted control over the burial wards, using the prison and shrine halls as a lattice of bindings.
History
The crypt was raised by chapel wardens to house a sainted burial line after a plague year, but it was later expanded when a tomb-priest discovered a crown of binding hidden in the deepest vault.
Rumors
1d5- 1The dead in the old chapel sit up at midnight and point toward the hill, as if warning the living away.
- 2A black iron key was buried with the last sexton, and now someone says it has turned up inside a corpse's mouth.
- 3Travelers hear chanting under the earth on rain-heavy nights, and the sound stops whenever anyone approaches the ruins.
- 4The priest in town refuses to read funerals for anyone who has visited the hill, claiming the crypt marks souls for return.
- 5A band of thieves went into the crypt for silver and came out carrying a child-sized coffin they swear was empty.
Plot hooks
4Corridors
4Upper corridors near and
Faded funerary murals show a kneeling line of mourners, their faces chiseled away by age or deliberate defacement.
Mid-depth passageways between , , and
Shallow channels run along the floor to carry seepage toward the lower chambers, often slick with algae and black water.
Approaches to and
Broken sconces still hold wax from long-dead vigil candles, and the wax has been layered over by newer, tallow-smelling drippings.
Near and
Cold drafts whistle through mortar gaps around hidden doors, making secret passages easy to miss unless someone pauses to listen.
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