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L2-11. Wing of Stone — Maze of Ancestors

The corridor lowers and tightens into stone and silence. Thick pillars break the sightline into measured bays; sarcophagus lids rest on low skids like waiting sledges. Every few strides, a bronze oath-stud gleams in the floor, and in the wall reliefs, beasts—boar, eagle, serpent, bear—coil and watch with Suel geometry. Somewhere, quietly, stone ticks.

What this region is

The western crypt wing dedicated to Jascar (and the Suel craft-tradition under Fortubo): block-vaults, pillar grids, and load-bearing corridors where stone logic (pressure, leverage, alignment) rules. The Mortarch uses this wing as his mustering ground—quiet Ruby ghouls patrol; old Suel dead are being “reassigned” into service.

Entry/Hub: From L2-04 Processional — The Sixfold Way (west door).
Loops: Short service bends tie back toward L2-08 Beltar Pit and (via tight runs) but the public flow is a maze of corridors feeding six ante-chambers: L2-11a…f.


Tone & palette

  • Nordic/Suel hybrid: heavy ashlar, long sightlines framed by squat pillars, mural panels showing oath scenes and beast-totems recast in Suel geometry.
  • Light: dim, bluish reflections off pale stone; ruby vigils at nodes.
  • Sound: distant stone ticks, measured drips, the hush of linen over sarcophagi.
  • Scent: cold dust, resin, and the faint iron of old tools.

Region role (how to run it fast)

  • Exploration maze with low-ceiling lanes (5–8 ft), offset junctions, and short crypt rooms.
  • No single “boss”: this is a staging ground with rotating patrols and small set-pieces (the six ante-chambers).
  • Stone logic > speech: unlike Wee Jas halls, puzzles key off weight, rhythm of steps, and alignment. Keeping the six-count pace still helps.

Regional features (common everywhere here)

  • Sliding sarcophagi (stone-sleds): 400–600 lb lids on oiled skids; two creatures moving on a six-count can shift one 5 ft/round; off-beat draws a squeal (attention +1 tick).
  • Oath-studs: floor-pins stamped with Jascar’s knot; pressed in six-sequence they lock a block (good for cutting off undead).
  • Load whispers: tiny chalk arrows left by the Mortarch; they mark sound-carrying lanes and shortcuts for patrols.
  • Totem murals: boar, eagle, serpent, bear—Skyrim-like reliefs—but rendered as Suel line-work. Pressing the matching floor tile while your ally presses the opposed (e.g., eagle vs. serpent) opens a niche or shifts a wall one square.

Standard alcove module
  • Interior cavity: 8 ft long × 4 ft high × 5 ft deep.
  • Stacking: banks of 2-high in main corridors; 3-high in tight side halls/ante-chambers.
  • Spacing: 1 ft stone uprights between niches; 2 ft plinth at the base.
  • Access: carved hand/foot holds and occasional bronze rung rails for upper tiers.
  • Finish: bronze name-plate at the sill; small ruby wax dot at the brow of the shroud (Mortarch inventory).

Six-count geometry: arrange alcoves in sets of six per wall bay when you can (3×2 or 3×2×2 across corners). A tiny oath-stud at one end can “lock” a simple stone shutter (fits our regional logic).

How this changes rooms & corridors
  • Perimeter first. Most walls in L2-11 corridors and 11a–f carry alcove banks; freestanding sarcophagi remain as stone-sleds for processional work and puzzles.
  • Tactical use.
  • A creature pressed into an empty lower alcove gains three-quarters cover while prone; half cover if crouched.
  • Clambering to a second/third tier is Athletics DC 10 (advantage with rung rail). Falling from a third tier = 1d6 bludgeoning.
  • Searching. One minute per niche to check; the name-plate ledger in each bay lets lore-minded PCs find specific family lines without rolling.
  • Noise & sleepers. Along any 30-ft stretch of occupied alcoves, loud metal-on-stone or forcing lids: roll 1d6; on a 1, 1d2 Ruby Zombies or 1 Ruby Ghoul “wake” from that bank (once per stretch—mark it spent).
  • Locks & shutters. Some alcoves have a light stone shutter slab that can be latched by pressing a nearby oath-stud in a six-sequence. Forcing a latched shutter triggers a Stone Bite slit in that lane.
Suel Crypts Swarm of Rats by 3orcs

Hazards & tricks

(region, not per-room)

  • Stone Bite (pressure slit): Certain grout lines hide thin, rising blades at shin height. Trigger: running or shouting in a marked lane. DEX 13 or 2d6 slashing and speed –10 ft for 1 minute; six-count hush suppresses.
  • Keystone Flex: Passage roofs in dotted spans sigh when overloaded. If three Medium creatures bunch under a marked arch, DC 13 STR or fall prone as grit hails down (no damage, loud).
  • Counter-mass doors: Some doors open only if an opposite stone-sled is slid onto its oath-stud—players can learn to “pay the weight.”

Suel Crypts Ruby Work Party by 3orcs

Foes & patrol logic

Ruby Ghouls (attendants), Zombies (bone-bearers), and the occasional Ruby Custodian.

  • Quiet clock: Every loud squeal or stone bite is +1 Attention. On 3+, add a Custodian & 2 ghouls sweep in 1d4 rounds.
  • Patrol behavior: ghouls shove and separate—they love driving PCs into Stone Bite lanes or under Keystone Flex spans.
  • Sanctuary behavior: if rites are observed (players move in cadence, use oaths, don’t desecrate), patrols watch and pass.

Rewards & resources

  • Oath-nails (6): bronze spikes that hold a slid lid in place; break on a nat 1 when stressed.
  • Ruby chalk (common mason’s square (gives advantage to align oath-stud presses).
  • Stonebond tokens: small knotwork discs; a wearer gains advantage vs. forced movement in this region.
  • Family tablets: name-plates link to treasure leads (you can tie them to your campaign lines).

Hooks for the six ante-chambers
  • L2-11a “Oath of the First Stones” — family oath lock; sliding sarcophagi puzzle teaches counter-mass.
  • L2-11b “Knot of Names” — totem wall pairs; opens a reliquary niche with Stonebond token.
  • L2-11c “Pillar Truss” — collapse-management mini-challenge; brace three posts on a six-count to cross.
  • L2-11d “The Quiet Draft” — faint wind puzzle; align vents to hush Stone Bite in a nearby lane.
  • L2-11e “Conscription Bench” — Mortarch work-altar; rescueable tagged remains; proof of his musters.
  • L2-11f “Ancestor Watch” — a lawful spirit that parley-tests respect; free aid if rites are kept (or it summons a Custodian).

Ledger (excerpted registry)

Family (Suel line)Given name & epithetRole/markBorn (CY)Died (CY)Interred (crypt)
JasildaneValdris Jasildane “Ruby Mortarch”Arch-Verger of the Ruby Law262350†L2-Temple Sanctum (sealed)
JasildaneMereth Jasildane “The Witness”Ledger-priest of Wee Jas288344L2-11b Reliquary Row
JasildaneThessa JasildaneFunerary cantor300356L2-16 side niche
KendoranOdrik Kendoran “Square-Master”Fortubo mason-judge1886L2-11a Prime Vault
KendoranHalvia KendoranPlans-scribe, stone ledgers42103L2-11e Conscription Bench (recovered)
KendoranBrost KendoranVault steward71141L2-11c Truss Way
VhalasSered Vhalas “Sun-Brace”Jascar oath-warden968L2-11a Prime Vault
VhalasIlyr VhalasProcessional marshal38101L2-11f Family Cell
VhalasDorn Vhalas “Edge-True”Smith-deacon59128L2-09 side ossuary
TelmarRhelan Telmar “Six-Count”Lendor catechist2592L2-16 Hall niche
TelmarYsme TelmarCandle-rite keeper61130L2-11d Quiet Draft ring
TelmarKaed TelmarWitness clerk86147L2-18 Court of Witness wall
DraestOthyr Draest “Red Seal”Ledger & stamp-warden1480L2-11b Reliquary Row
DraestPelyn DraestAnteroom attendant52118L2-16a Anteroom
DraestViyra DraestIncense steward79152L2-11f Family Cell
Zar-QuellenMael Zar-QuellenFunerary jurist-464L2-11a Prime Vault
Zar-QuellenTyros Zar-QuellenCrypt ombuds3197L2-11e Bench shelf
Zar-QuellenLeth Zar-QuellenArchive porter60122L2-11c Truss Way
AnharSyth Anhar “The Calm Palm”Wee Jas conciliator1282L2-10 Antechapel wall
AnharCoris AnharBell-warden48110L2-16b Mirror Anteroom
RelvorJask RelvorProcessional crier571L2-15 Crossroads pier
RelvorSenya RelvorWax-tablet keeper44112L2-18 Court shelves
BelthaneOris BelthaneGate verger (Gods’ Door)2088L2-Temple Approach
BelthaneHyra BelthaneChime steward58124L2-15 cross-lintel niche
MarnalEdris MarnalBone-wash steward2796L2-03 Mortuary wall
MarnalPhael MarnalOssuary tally65133L2-05 Ossuary Stacks
KelvarnTolan Kelvarn “Measure’s Edge”Roller test proctor46119L2-17 Proving Run shrine
SorethVale SorethLift well foreman70138L2-09a Lift gallery
AelisarBrynne AelisarReliquary registrar92160L2-11d-V Vault wall

† Valdris’s “death” marks his embalming/entombment date; he now endures as the Ruby Mortarch.


DM use
  • Treat these as name-plates on sarcophagi, wall-slabs, or bone-racks.
  • Sprinkle job marks (square, anvil, skull-star, six-bars) beside names to hint which god/rite a niche belongs to.
  • When players search, let a name confirm location: e.g., finding Odrik Kendoran in L2-11a telegraphs the Fortubo/Jascar flavor.
  • Feel free to roll d6 per family to add extra cousins; keep ages 50–95 for humans of the era.

Navigation snapshot

From the L2-04 west door a 10-ft corridor T-splits into the Maze of Ancestors:

  • North runL2-11a, 11b (upper family lines) → returns via a bend to the mid-spine.
  • Mid-spine (pillar hall) → L2-11c and L2-11d, with a service notch south to the Beltar Pit side run (one-way grate unless unbarred).
  • South run (lower family lines) → L2-11e and L2-11f → cramped service dogleg that can bypass back to the hub if you keep a six-count whisper.
  • Discrete pry-slots in the floor mark sliding lids/blocks that can change lanes (players can re-route the maze).

Travel pace: procession (stealthy) 60–90 seconds per segment; rushing invites stone hazards.

At-a-Glance (DM sidebar)

Mood: weight, geometry, “stone thinks in lines.”
Core verbs: slide, brace, align, count six.
What players can learn fast: press oath-studs in order to lock lanes; two on a lid move it quietly; totem pairs toggle short walls.
What goes wrong: run/shout → Stone Bite; bunch → Keystone Flex; wrench lids off-beat → squeal (clock +1).
Opposition: Ruby ghouls split the party; zombies pin in tight lanes; a Custodian arrives if noise stacks.
Why here matters: it’s the Mortarch’s army pantry—evidence of conscription, routes deeper north, and practical tools the party can use.

L2-11 Random Encounters (1d12)

When to roll: every 10 minutes of exploration or whenever the party adds +1 Attention tick (squeal, Stone Bite, door-bash). (Any result with undead near alcove banks: +1 sleepers animate from those specific niches.)

  1. Stone Thinks
    Subtle environmental event. A Keystone Flex sighs; dust sprinkles down. Anyone bunched under a dotted span makes STR 13 or falls prone (loud). Find a loose oath-stud (can lock 1 lid for free once).
  2. Giant Rats (2d6)
    Gnawing at bone-bundles; surprised if the party keeps cadence. On a squeal/noise, they swarm and then flee toward L2-11e collapsed edge.
  3. Swarm of Rats
    Boils out of a wall drain. If driven off, leaves a derro chalk arrow pointing toward 11e.
  4. Darkmantles (1d4)
    Drop from a low arch (love Keystone Flex spans). On miss, they flap toward 11e. If the party keeps torches low and cadence steady, they detach and drift away.
  5. Gray Ooze (1)
    Seeping from a cracked grout line; trails from 11e. Dissolves dropped tools. Clue: pebbled “wet-stone” sheen around the crack.
  6. Carrion Crawler (1)
    Scavenging under a slid lid. Prefers paralyzed targets; retreats to service notch near Beltar Pit if bloodied.
  7. Derro Tomb-Raiders (3) + Giant Rats (1d3)
    Pale, muttering thieves picking name-plates. They avoid Ruby patrols; parley possible for info (advantage if you show a family tablet). On a fight, they smoke-bomb (disadv. to Perception for 1 round) and fall back through 11e.
  8. Grick (1)
    Silent ambusher near pry-slots. Hates loud metal on stone; lures prey toward Stone Bite lanes.
  9. Ruby Ghoul Patrol (2)
    Lanterns hooded; they watch and pass if rites kept. If not, they shove toward a Stone Bite slit or under a Keystone Flex. (near alcove banks: +1 sleepers animate from those specific niches.)
  10. Ruby Work Party
    2 Zombies
    hauling a sled; 1 Ruby Ghoul overseeing. They attempt to pin a PC with a sliding lid (5 ft, DC 12 DEX or Restrained under 400 lb lid). If the party honors oaths, they angle past.
  11. Ruby Custodian Inspector (1) + Ghoul (1)
    Arrives to question decorum. If shown proper oaths (six-press on a stud, soft count), the Custodian marks a safe lane (advantage vs. Stone Bite for 10 minutes). If mocked, he calls for a Stone Bite discharge in the nearest lane (immediate hazard).
  12. Muster in Motion
    A column: 3 Zombies and 2 Ghouls escorting a sled north. If Attention ≥ 3, add Ruby Custodian. They do not wish to fight—delay and divide tactics only. If defeated, you find a muster tablet (clue to where bodies are going next).

Ruby Zombie

Medium undead, LECR 1/4 (50 XP) • PB +2

AC 8 (wrappings)
HP 22 (3d8+9) • Speed 20 ft.
STR 13 (+1) DEX 6 (−2) CON 16 (+3) INT 3 (−4) WIS 6 (−2) CHA 5 (−3)
Saves Wis +0
Damage Immunities poison • Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Suel/Common it knew in life but can’t speak

Traits
  • Undead Fortitude. If damage reduces the zombie to 0 HP, it makes a CON save (DC 5 + damage) unless the damage is radiant or from a critical hit. On a success, it drops to 1 HP instead.
  • Ruby Law-Bound. While within 30 ft. of a Ruby Custodian/Ghoul or in a consecrated Ruby hall (Wee Jas areas on this level), the zombie has advantage on saves vs. Turn Undead and will ignore creatures correctly performing a six-count rite unless commanded or attacked.
  • Ruby Seal (suppression). A wax ruby dot marks its brow. A creature adjacent to the zombie can use an action to smear funerary myrrh or holy water across the seal; for 1 minute the zombie has disadvantage on attack rolls, loses Undead Fortitude, and loses Ruby Law-Bound. (DM: in L2-03/L2-05, treating seals on bundles prevents animation for this scene.)
Actions
  • Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning.
    Grave Drag. If the target is Medium or smaller, the zombie can grapple it (escape DC 11) instead of dealing damage. While grappling, the zombie’s speed is 10 ft, and it instinctively drags toward a stone lid/alcove.
Behavior notes (drop-in)
  • Work detail: If not commanded into combat, Ruby Zombies keep hauling sleds or holding lanes; they only engage if attacked, Turned, or ordered by a ghoul/custodian.
  • Noise hook: The squeal of a forced stone lid or a Stone Bite discharge usually draws 1d2 Ruby Zombies from the nearest work bay.


Articles under L2-11. Wing of Stone — Maze of Ancestors



Cover image: Suel Temple Skull Banner by 3orcs

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