L2-01. Great Crypt Hall of the Six
(If you shine light into the bowl: the surface reflects the room in perfect clarity, but the six outer statues do not match their real positions—they appear turned to purposeful facings, as if the bowl “remembers” the correct arrangement.)
The center statue: Lendor, Keeper of the Measure
A tall, austere Suel patriarch stands robed in square-cut geometrics, hair bound with a narrow circlet; his right hand steadies an armillary-like cradle, his left supports a broad bronze-gold basin. Across the rim, tiny tick-marks in groups of six form a measuring scale. On the plinth is a Suel glyph for “MEASURE/COUNT.”
- Arcana/Religion DC 12: This is Lendor, the Suel Time-Father and law of sequence.
- Closer details (Investigation DC 12): The basin’s rim has six inlaid ruby pips spaced evenly; faint channels lead down the pedestal. The metal is warm to the touch, as if quietly humming with counted beats.
The bowl (“Basin of Moments”).
- Perfectly still; acts as a true mirror for the room—but will also show the intended final facings of the six statues when meaningfully engaged (see “Clues & Hints” and “Sealing the Decision”).

The six outer statues
(clockwise from the NE corner, label them A→F for notes)
A – Jascar , the Oath-Stone (NE)
Mountain-crowned helm, square jaw, hammer at rest; cloak cut like jagged ridgelines.
- Domain cues: hills, guardianship, oaths, edge-true craft.
- Correct facing: NE (toward the “high place”/rising angle of the room).
B – Pyremius , the Ember Knife (E/SE zone)
Lean and smiling, a dagger held over a cupped flame; filigree vents around the base carry soot stains.
- Domain cues: fire, poison, murder, heat-judgment.
- Correct facing: SE (“flame rises” toward the stair’s draft).
C – Beltar , the Pit-Maw (S)
Gaunt matron with a broken crown; fingers hooked like talons; the plinth is gnawed and pitted.
- Domain cues: malice, caves, pits, the under-dark.
- Correct facing: S (depths below).
D – Fortubo , the Anvil-Ward (SW)
Broad-shouldered smith with engraved mail; one hand on an anvil, the other steadying a mason’s square.
- Domain cues: stone, metal, dwarven craft, steadfastness.
- Correct facing: SW (toward the weight of the earth/stone-laden quarter).
E – Wee Jas , Ruby Law (W)
Severe priestess crowned with a ruby diadem; left hand holds a scroll of funerary writ, right palm outward in stay-the-hand benediction.
- Domain cues: magic, law, death, proper rites.
- Correct facing: W (toward the crypt-door she governs).
F – Lendor , the Measure (N)
A leaner, youthful aspect of Lendor bearing a measuring staff (yes—two faces of Time were honored here).
- Domain cues: sequence, order, the way forward.
- Correct facing: N (toward the sealed way/future path).
Design note: If you prefer six unique gods without a second Lendor, swap F for Norebo (luck/chance) facing N as “fortune favors the bold road,” or for Lydia (song/knowledge) facing N as “knowledge leads onward.” The mechanics below are unchanged—only the carving’s description and rune change.
Using the statues
- Rotate: STR (Athletics) DC 12 to turn a statue to the next detent; two successes to move 120°. Each detent clicks audibly.
- Lock: Once a statue matches its facing, a faint harmonic hum resonates from the base (Perception DC 10).
- Reset: The room will not judge a configuration until the decision is sealed at the bowl.
DM Notes — How players figure out the seal (no skill check required)
What the room itself tells them
- Six is everywhere. Six ruby pips on the bowl; six tick-mark groupings on the rim; faint detents every 60° on each statue base; every 6th floor tile is notched. If a player taps the bowl rim six times evenly, the surface gives a tiny concentric ripple after the 6th beat (never for 5 or 7).
- The statues hum when right. When a statue reaches its correct facing, the base gives a soft, sustained six-count hum (you can hum it at the table). If they rotate away, the tone dies.
Sealing the decision (the player moment)
When the party is satisfied with the positions, a creature places both hands on the bowl’s rim and speaks, in a steady six-count cadence, the old ward-line:
“Lendor’s Measure, Ruby’s Law; Jascar’s Stone, Pyremius’ Flame—Suloise pass.”
- Performance or Religion DC 13 (the cadence matters; knowing Old Suloise grants advantage, but translation alone is fine if the rhythm is right).
- On a success, the bowl reads the room and resolves the attempt.
Outcomes
- All six correct: The liquid glows ruby-gold, then drains in six neat sheets as the north wall slides away at six measured beats. The opening remains for 1 hour or until resealed from beyond.
- 1–2 wrong: The liquid browns and stills; a soft counter-chime sounds; all six statues re-randomize themselves with stuttering clicks. No damage.
- 3–4 wrong: As above plus a heat-and-cold pulse: each creature within 10 ft of the bowl makes DC 13 CON save or takes 3 (1d6) fire + 3 (1d6) necrotic, half on success.
- 5th wrong in a day (or blatant mockery of the rite): Almond-scented gas exhales from pin-nozzles in the floor (the “Measure gas”): DC 13 CON or Poisoned 1 minute. This mirrors upstairs engineering but keeps early attempts nonlethal.
Partial hint on failure: When the decision fails, the bowl briefly shows one mis-facing statue as a ghostly overlay pointing toward its proper direction.
Clues & hints
- Basin mirror: Shining light onto the bowl or lightly tapping the rim in a six-count causes the reflection to overlay faint Suel runes at the six spoke directions (players can read/translate with Arcana/History DC 12):
N (Measure), NE (Oath-Stone), SE (Flame), S (Pit), SW (Anvil), W (Ruby Law). - Floor geometry: Every sixth tile along each axis bears a tiny tick-mark (Investigation DC 12), aligning with the six facings.
- Library callback: Notes in the Ruby Stacks upstairs mention “Six Who Keep the Measure”—a direct pointer to the facings (if they searched there).
West door — “Ruby’s Law”
A ruby-skull relief crowns the lintel. The door opens only when someone at the bowl intones in a six-count whisper:
“Ruby’s Law is silence between beats.”
All creatures within 20 ft must remain motionless for six heartbeats (DM: 6 seconds). Any movement spoils the attempt. If successful, the door unseals for 1 minute and then locks again.
Occupants, sign & sound
- Only orc dead remain here. 5–8 corpses in various states of ruin from failed attempts at the statue rite:
- Poisoned: almond-scent trace; ruby crusting at lips/nose; greenish pallor. (Medicine DC 12 reveals inhaled toxin.)
- Burnt/withered: blistered hands and forearms; scorched hair; some flesh blackened and tight over bone. (Medicine DC 13 notes mixed fire + necrotic trauma consistent with a bowl-pulse.)
- Impact/fall signs: 1–2 bodies show crushed knees/shoulders from panicked slips on stone after a pulse.
- Positions tell a story: one corpse slumped at the bowl (hands locked on rim), another sprawled between mis-faced statues, a third collapsed near the west door with fingers outstretched as if “holding still.” (Investigation DC 12 connects these to sealing attempts.)
- Scattered gear: snapped javelins, a soot-smeared drumhead with scratch marks in six segments (a failed facing diagram), 1d4 crude fetishes. No intact rations or water.
Treasure & features
- Bowl offerings: If a ruby-tinted gem or holy water worth ≥ 25 gp is placed in the liquid during a successful seal, the bowl returns a whispered boon: advantage on one check to interact with Suel wards in the next hour.
- Plinth cache (Investigation DC 14): A sliding panel under Fortubo’s base holds a mason’s measuring square (counts as tools, mason’s kit), a small ruby chalk (10 uses; draws lines that last 24h), and a bronze key-rod that may interact with later doors.
Scaling & fail-forward
- Each wrong decision after the first adds one roaming danger check (draw them in slowly; keep this a puzzle scene first).
- If the party stalls, let the bowl’s overlay show two correct facings on the next try after 10 minutes of respectful experimentation or a meaningful offering.

Layout & starting state
- North: seamless basalt blockwall (the great hall lies beyond).
- West: sealed stone door to the undead crypt complex.
- East: the 30-ft stair up to Wee Jas’s level.
- Six rotatable statues on locking turntables (detents at six facings: N, NE, SE, S, SW, W).
They begin in random directions when the party first arrives. - Center statue (see below) with a bowl of still, enchanted liquid.
Puzzle goal (short)
Rotate each statue to its correct facing and then seal the decision at the bowl using the six-count rite. If correct, the north basalt wall retracts.
Correct facings (summary)
- N (forward): Lendor (F)
- NE (high place): Jascar (A)
- SE (rising heat): Pyremius (B)
- S (depths): Beltar (C)
- SW (stone’s weight): Fortubo (D)
- W (rites of the dead): Wee Jas (E)

Sealing the Basin (Outcomes)
All six correct — north wall opens
The bowl warms under your hands. Ruby light kindles along six pips, then the liquid drops in six neat sheets—one, two, three, four, five, six—leaving the basin dry. Stone grinds. The basalt wall to the north slides back on six measured beats, revealing the hall beyond.
1–2 wrong — gentle reset (no damage)
The surface browns and stills. A soft counter-chime answers your words. Around the room, the six statues shudder and re-turn themselves, clacking into fresh, mismatched facings as if the crypt politely asks you to try again.
3–4 wrong — bowl pulse (fire + necrotic)
The liquid darkens to iron. Heat and cold roll out together—an ember breath with a tomb’s chill. Fingers sting; teeth ache. A harsh counter-chime snaps through the hall as the statues jerk into new, random facings.
5th wrong today or mocking the rite — Measure gas
The bowl answers with a brittle hiss. Almond scent rises from tiny floor vents; a pale vapor snakes across your boots and curls up your legs. The statues twist themselves again with little clicks as the room judges your failure.
Partial hint after a failure — ghost overlay
For a heartbeat, the bowl’s mirror shows one statue as a pale, ghostly double—turned to a different facing—before the image fades and the surface goes still.

New Library Item
(Level 1, Room 16: Ruby Stacks)
Canticles of the Ruby Measure
(Suel priest’s manual)
- Format: Narrow folio bound in cracked crimson leather with a bronze clasp. Pages are vellum, rubricated margins, and geometric drop caps.
- Language: Old Suloise throughout; many gloss notes in Common by a Suel acolyte scribe (awkward but readable).
- Condition/Value: Fair; worth 50–100 gp to a temple or collector.
- Contents (what players can learn just by reading):
- The “watch-prayer” in liturgical verse—the exact line appears once as the refrain of a teaching hymn (see excerpt below).
- Cadence coaching: “Hold the measure in six beats, let the law rest between breaths.”
- Icon keys: mini-illuminations pairing Lendor with instruments of measure (rings/ticks), Wee Jas with ruby and funerary writ, Jascar with an anvil and oath tablet, Pyremius with a dagger over a flame.
- Processional order: “Measure goes before Law; Stone follows; Flame judges last.” (Maps to the phrase order.)
- Margin mnemonic (in Common): “Say the line when the six are set.”
Handout-ready excerpt (players can find/translate)
Count the measure, keep the law,
Stone our oath, and flame our awe;
On six sure beats, our feet shall pass:
Lendor’s Measure, Ruby’s Law; Jascar’s Stone, Pyremius’ Flame—Suloise pass.

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