The Pilgrim Crypts
- Rooms
- 7
- Foes
- 14, CR 1/4 to 4
- Traps
- 6
- Treasure
- 695 gp
At a glance
The threat
A necromantic cult called the Pale Choir has occupied the outer tombs and is feeding the floor's death-energy into a sealed ritual chamber deeper in the necropolis.
Wandering monsters (1d4)
- 1
1d2× Shambling MournersCR 1/2
When: After loud combat, loud spells, or any open flame carried through a corridorA single corpse in funeral wrappings, drawn by candlelight and motion. - 2
1d2× Pale Choir PatrolCR 1
When: When the party lingers in a room for too long or forces a door openA pair of pale cult sentries carrying hooked blades and incense braziers. - 3
Ossuary HoundCR 2
When: Near the secret crawlspace or after disturbing a sealed sarcophagusA malformed skeleton assembled from multiple burial remains and bound with black thread. - 4
1 swarm× Funerary MothsCR 1/4
When: When hidden passages are searched or treasure is openedA drifting cloud of grave moths that extinguish candles and reveal fresh blood scent.
Rooms
7Ashen Threshold
What they see
Read aloud
A pillared entry hall opens under a cracked funerary dome, its floor scattered with ash, old petals, and recent boot prints. Fresh candles burn beside ancient bone niches, and a painted warning has been half-scrubbed off the wall, as if someone expected visitors but feared what followed them.
Features
- Cracked dome with falling dust
- Ancestor niches lined with candles
- Half-erased cult warning sigil
- Straight corridor visible deeper inside
What the GM knows
Monsters
2× Crypt ServitorsCR 1/4
Embalmed corpses animated by scraps of burial magic, wearing torn wrappings and iron toe-tags.Tactics. They shamble forward to block the main corridor while one tries to grapple and hold intruders in the candlelight.Traps
Ash Breath WardDC 13 necrotic
Stepping across the ash-strewn center disturbs a weak ward that exhales corpse-cold vapor.Disarm. Scrape away the chalk line and burn the candle cluster in a controlled flame.Treasure
Ward-Token25 gp
A silver-plated burial coin engraved with a warden's oath, useful as a holy focus or sale item.Notes
This is the obvious entrance and should teach that the dungeon narrows toward the center. Let the players see the deeper halls from here through broken arches or a grate.
2 doors: N (locked), S (locked)
The place
What it is
This outer funerary level is still structurally sound, but every chamber feels violated and watched.
Atmosphere
Cold incense hangs in the air and never quite clears, even in open chambers.
The threat
A necromantic cult called the Pale Choir has occupied the outer tombs and is feeding the floor's death-energy into a sealed ritual chamber deeper in the necropolis.
History
The necropolis was first built as a civic barrow for oathbound wardens, priest-librarians, and soldiers who swore to guard the city after death.
Rumors
1d5- 1The old tombs have started burning candles by themselves every night.
- 2People say the dead are being carried into the necropolis, but no one sees them carried back out.
- 3A masked priest in black ash bought every funeral charm in town, then vanished.
- 4There is a hidden passage in the crypts that lets cultists move beneath the city walls.
- 5A warden's ghost was heard begging someone to seal the lower chamber before the singing began.
Plot hooks
3Corridors
4Between the entrance hall and the central crypts
Narrow hallways slope inward with waist-high ancestor niches on both sides, many stuffed with fresh candles burned down over ancient bones.
The junction leading toward the deeper level
Chalk summoning circles and hurried ward-scratches overlap old funerary prayers, suggesting the cult mapped its rites on top of burial law.
The long corridor past the guard rooms
Broken funerary masks are nailed to the walls as crude markers, some facing outward like warnings and others inward like guides.
Near the side passage to the secret door
A hidden crawlspace behind a collapsed offering shelf is lined with dust and drag marks, just wide enough for a determined intruder or a fleeing cultist.
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