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Dustfall Sepulcher

The silence of the dead is a heavy shroud.

5 roomscryptmedium

A cramped, sand-choked tomb carved into a limestone cliffside. Dust-laden air muffles every footstep, and the smell of ancient preservation herbs lingers in the dark.

The air is freezing and tastes of dry bone. Lighting is non-existent except for thin shafts of moonlight from cracks in the ceiling, and a low, rhythmic scratching sound echoes through the stone walls.

☠ Threat

A restless spirit named Silas Dustfall seeks to reclaim his stolen family crest and views all living intruders as common thieves. His presence causes the dead to rise and the very walls of the crypt to weep a dark, oily residue that slickens the floors.

History

Built three centuries ago to house the nobility of a fallen merchant house, the Dustfall Sepulcher was intended as a place of eternal rest. However, a local graverobber's mistake woke an ancestral spirit, turning the tomb into a site of necrotic corruption. Now, the dead no longer sleep, and the shifting sands above have sealed the main exit, leaving only a side fissure for entry.

Encounter Table

CR
1/4CR
Skeletonx1d2

Ancestral guards drawn to the warmth of the living.

1/4CR
Swarm of Batsx1

Dozens of bats that roost in the ceiling cracks.

Rumours & Whispers

1

The Dustfall family was cursed after they refused to pay a traveling sorcerer.

2

A secret vault in the sepulcher contains a ring that can charm the tongue of any merchant.

3

Late at night, blue lights can be seen flickering through the cliffside fissures.

Quest Hooks

1
The Merchant's DebtRetrieval

Quest giver: Elias Thorne

A local trader claims the Dustfall family owed his grandfather a debt and wants the ledger as proof.

100 gp and a potion of healing

2
Exorcism of the CliffsideCombat

Quest giver: Father Gable

The local priest is worried about the rising undead presence and tasks the party with putting Silas to rest.

A silvered dagger for each party member

Corridor Notes

Between room 0 and room 1

The smell of sulfur and wet dog lingers in this bend of the hall.

Near the entrance to room 2

Footprints in the dust lead toward the library but seem to disappear halfway.

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