Cripta della gilda dell'orologio ad acqua
- Rooms
- 27
- Foes
- 24, CR 1/8 to 2
- Traps
- 5
- Treasure
- 277 gp
At a glance
The threat
Odrik Kett, the last guildmaster, is bound to the water clock in room 22.
Wandering monsters (1d3)
- 1
Waterlogged watchmanCR 1/4
When: A loud fight or a ringing alarm bell draws it from the nearest corridor after rounds.A soaked skeleton in a guild tabard drags a maintenance hook along the floor. - 2
Ledger handCR 1/4
When: Characters spend more than 10 minutes searching shelves or records.A crawling claw skitters through the channels, clutching a scrap of ledger paper. - 3
Sluice acolyteCR 1/2
When: The party turns a valve incorrectly or drains a channel without warning.A drowned acolyte glides silently through the damp passages, trailing a stream of cold water.
Rooms
27The Fourfold Vestibule
What they see
Read aloud
Four heavy doors open from a square vestibule. A waist-high brass dial sits in the center, and water trickles from its rim though the floor is otherwise dry.
Features
- Brass floor dial with four directional marks
- A faded guild oath carved over the northern door
What the GM knows
Monsters
2× SkeletonCR 1/8
The guild's old watchmen, now brittle skeletons in water-stained tabards.Tactics. They block the northern and eastern doors, focusing attacks on anyone handling the dial.Treasure
Guild entry tokens8 cp
Loose among the dial's fittings, mixed with old coppers.Notes
The doors lead toward the guard post, common hall, second watch post, and a side hall. The dial points toward room 22 for a moment whenever the clock pulse sounds.
4 doors: S (locked), N (normal), E (archway), W (normal)
The place
What it is
This sprawling burial complex was built around a water clock whose pipes still measure time beneath the earth.
Atmosphere
Cold mineral water ticks through hidden pipes.
The threat
Odrik Kett, the last guildmaster, is bound to the water clock in room 22.
History
The water clock guild built this crypt to bury its members beside the great measuring engine they maintained for the nearby town.
Rumors
1d5- 1The old water clock beneath the hills has started ticking again, though the guild that built it vanished generations ago.
- 2A worker who entered the crypt came back swearing the water flowed uphill and then refused to speak of what he saw.
- 3The guildmaster's signet was buried with him, but it supposedly opens doors the guild never meant outsiders to find.
- 4Some of the dead in the crypt will answer questions if you bring them clean water.
- 5The town's wells are rising, and the flood marks on the old guild records match the stones in the crypt.
Plot hooks
3Corridors
3Corridors between rooms 6, 7, and 8
A narrow brass channel carries water at ankle height; its flow reverses every few minutes with a hollow click.
Corridors near rooms 15 and 16
Small clock faces are set into the walls. Most have stopped, but one hand advances whenever a creature lies nearby.
Passage between rooms 12 and 21
A fallen maintenance ladder lies across a shallow drain, its rungs slick with green scale.
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