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Crypt · Massive · Level 3 · Medium

Cripta della gilda dell'orologio ad acqua

A brass dial ticks beneath your boots, and every door bears a different water stain.
Rooms
27
Foes
24, CR 1/8 to 2
Traps
5
Treasure
277 gp
123456789101112131415161718192021222324252627Entrance
Select a room on the plan to open it.

The party is in

1. The Fourfold Vestibule


Seen


Something wanders by


At a glance

The threat

Odrik Kett, the last guildmaster, is bound to the water clock in room 22.

Wandering monsters (1d3)

  1. 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. 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. 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

27
1

The Fourfold Vestibule

2 foestreasuresecret

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.
Room secrets · GM only

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
Roll a rumor

  1. 1The old water clock beneath the hills has started ticking again, though the guild that built it vanished generations ago.
  2. 2A worker who entered the crypt came back swearing the water flowed uphill and then refused to speak of what he saw.
  3. 3The guildmaster's signet was buried with him, but it supposedly opens doors the guild never meant outsiders to find.
  4. 4Some of the dead in the crypt will answer questions if you bring them clean water.
  5. 5The town's wells are rising, and the flood marks on the old guild records match the stones in the crypt.

Plot hooks

3
InvestigationThe Backward HourA town's public water clock has begun running backward, and its keeper believes the source lies in this crypt. The party must find the repair ledger and stop the underground mechanism from flooding the town's cistern.From: Town clockkeeperReward: A common potion of healing each, plus 40 gp for the ledger
RetrievalA Name in the LedgerA family asks the party to recover the remains of an ancestor who served the guild. The burial records in rooms 8 and 15 can identify the correct tomb, but the lower passages are watched.From: A grieving local relativeReward: A silver family brooch worth 25 gp and a modest fee
ExplorationThe Rising MarkWater has appeared in the town's dry wells. The party is hired to locate the reservoir controls and turn off the leaking feed before the next surge.From: A village well-wardenReward: 50 gp and free lodging for a tenday

Corridors

3
  • Corridors 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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