The Four-House Palace
- Rooms
- 23
- Foes
- 32, CR 3 to 13
- Traps
- 5
- Treasure
- 7,740 gp
At a glance
The threat
At the heart of the Undercroft, the Oath-Marshal, an ancient animated knight, interprets every breach of the founding pact as an act of conquest.
Wandering monsters (1d3)
- 1
2× Crest patrolCR 6
When: A loud fight, a broken ward, or carrying a noble-house seal openly in the main passages.A pair of animated palace armors patrols the corridors, their helmets turning in perfect unison. - 2
Brass trackerCR 7
When: The party rests in a corridor or leaves a trail of blood.A three-legged brass hound with a lantern for a head sniffs for warm blood and fresh footprints. - 3
Chainbound riderCR 8
When: A door to the Undercroft is opened, or the oath-engine in is damaged.An armored knight on a gliding stone plinth moves silently through the halls, dragging a chain behind it.
Rooms
23Crested Vestibule
What they see
Read aloud
A broad vestibule opens beneath a ceiling painted with four noble crests. Snowmelt runs down the inside of the outer doors, and the air beyond the north and south exits carries the faint clatter of armor.
Features
- Four worn house crests in the floor
- A cracked reception desk
- The western door is locked and bears no crest
What the GM knows
Monsters
2× House sentriesCR 5
Bronze-faced guardians in tarnished ceremonial armor, still marked with the colors of two rival houses.Tactics. One blocks the western locked door while the other tries to shove intruders toward the side exits.Treasure
Pact chain450 gp
A silver presentation chain engraved with the four-house pact, worth more intact to a collector.Notes
The ordinary doors lead to rooms 1, 3, 4, 7, and 10; the locked western door leads to . Noise here carries into the barracks.
5 doors: S (archway), W (secret), E (normal), N (normal), W (normal)
The place
What it is
This buried palace annex was built where four noble houses could meet in private, with its upper halls serving as barracks, archives, shrines, and holding cells.
Atmosphere
The palace air bites like winter even below ground.
The threat
At the heart of the Undercroft, the Oath-Marshal, an ancient animated knight, interprets every breach of the founding pact as an act of conquest.
History
Four Silvercrest houses raised this palace annex as a neutral place for negotiations and shared rites.
Rumors
1d4- 1The four houses built a palace beneath their palace, and none of them trusted the others to hold the only key.
- 2A knight still walks under the city, counting every crest it sees.
- 3The old prison holds a release order that can make the dead jailer stand aside.
- 4Blue fire burns in the shrine, but anyone who swears falsely near it loses their shadow for a day.
Plot hooks
3Corridors
4Main passage outside
Four faded house crests are set into floor tiles. The crest of a white tower has been deliberately scratched away.
Passage between rooms 8 and 14
A narrow gutter carries cold water toward the lower chambers; the water briefly flows uphill when the Undercroft wards stir.
Passage near
A suit of empty ceremonial armor stands at a junction. Its visor turns to follow anyone carrying a noble-house token.
Lower passage near rooms 12, 16, and 20
Frost forms a repeating pattern of four interlocked rings on the walls. One ring grows darker whenever a trap is triggered.
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