NAT-13. Level 2 - Suel Temple Crypts
Beneath the Pyremian arch and its leashed Shadows lies a Suel underhall ordered on Lendor’s six-count and governed by Wee Jas’s Ruby Law—an austere grid of rite-chambers, galleries, and multi-room ossuaries (half ritual spaces, half expansive crypt complex). The level is reached by the Wee Jas stairs or by tumbling through the Final Ember Pit—a 30-ft spiked drop that deposits intruders into the dark crypt trenches where patrols soon investigate.
DM Synopsis (one-page grip)
The second level is a funerary labyrinth where Suel law and craft still govern the dead. Its core grammar is simple and table-fast:
- Cadence > checks. Most doors/tricks answer a six-count and respectful conduct, not die rolls.
- Triad logic. Jascar (stone/guard) + Fortubo (craft/brace) act; Wee Jas (law/witness) confirms.
- Attention clock. Noise, rushing, or desecration raises patrol response from Ruby undead.
- Two networks. A measured crypt grid (north & west) interlocks with a “hot” under-ash cavern network (south & below) that links to the Flame Transept and back toward the Mortuary.
What the players learn by doing
Move with the measure, read the Suel triad cues, and you’re guided through a lawful necropolis; break cadence and the Ruby Mortarch’s servants reassign you to the work detail.
How to run the level (table ops)
- Respect = advantage. Quiet voices, six-count, Old Suloise greetings, washing hands at basins, lighting incense in order—these pacify guardians and unlock social routes.
- Fail-forward. Out-of-sync inputs lock for 1 minute or produce a light hazard (Stone Bite slit: DEX 13, 2d6 slashing) but seldom hard-block progress.
- Two ways around pressure.
- Crypt grid: safer if you keep rites; richer in lore/boons.
- Under-ash caverns: rougher, hotter, connects to L2-09 Flame Transept and back-doors.
Region index (Key Rooms, at-a-glance)
- L2-01. Great Crypt Hall of the Six — Entry puzzle of six rotatable statues judged by the Basin of Moments; opens the northern way when set in measure.
- L2-02. Ruby Jet Gallery (“Measure Sweep”) — Pin-jet floor; correct six-count cadence and weight resolve the gallery.
- L2-03. Mortuary of Ruby Law — First rites hall with Custodian and Ruby Ghouls; myrrh and proper names pacify seals.
- L2-05. Ossuary Stacks — Bone-racks on rails forming ambush lanes and reliquary drawers.
- L2-08. Beltar Pit — Malice-shaft draining into lower caverns; sealed maw hazards.
- L2-09. Flame Transept (Under-Ash Service) — Hot cavern network linking the lift well and back routes to Mortuary.
- L2-10. Antechapel of the Ruby Mortarch — Sigil door and oath-rails; hub toward Wing of Stone and temple proper.
- L2-11. Wing of Stone — “Maze of Ancestors” — Stone-logic trials of Jascar & Fortubo witnessed by Wee Jas; keep lawful cadence to pass.
- L2-15. Crossroads of Witness — Routing hub where measure precedes might.
- L2-16. Great Crypt Hall of the Six — Northern processional with the Gods’ Gate and altar boons (or curses).
- L2-17. Proving Run (“Roll of the Measure”) — Cadence corridor that drills six-beat pacing.
- L2-17a. Ruby Praxis Ring (“Spar Hall”) — Training circle keyed to six-count spar routines.
- L2-18. Great Funerary Temple of the Ruby Law — Principal sanctum and audit court of the crypts.
Hazards, blessings & hallow (quick rules)
- Stone Bite: hair-thin floor slit; if rushed/shouted/forced: DEX 13, 2d6 slashing, Attention +1.
- Incense Bells (Wee Jas): light in order; respectfully speak a short line on a six-count → suppresses corridor hazards for 10 minutes.
- Sanctified Blessings (from L2-16 altars): per-deity 1-hour boons (e.g., Jascar: resist shove/prone; Fortubo: advantage vs. stone traps; Wee Jas: +1 saves vs. necrotic/charm in funerary spaces).
Curses (only if opposed clergy pray here): mirrored 1-hour penalties (e.g., Raoan zealot suffers disadvantage on checks vs. Jasidan bells until bells are honored). Tune to taste.
Treasure & tools (seeding)
- Oath-nails, mason’s squares, ruby chalk, ledger tablets that cross-reference families (help in 11b/11d).
- Funerary myrrh (treat seals; suppress one zombie for 1 min).
- Tokens & relics: Stonebond token (11b/11c cache), Brace-Hammer, Stole of the Oathbearer, Square of True Line (11a).
- Lore value: family name-plates match bands in Knot of Names; return/replace to earn “forgiveness” on a puzzle once.
Mortarch’s motives & table play
- Wants: lawful quiet across the wing; Pyremian stain excised; Beltar breach sealed; crypt economy restored (zombies haul, ghouls tend, custodians judge).
- Talk first: if PCs keep rites, he offers measured passage or tasks (reseat a brace; return a ledger).
- Bite later: fire on the dead, smashed alcoves, or Pyremius rites = High Contempt; Ruby undead gain advantage to resist Turn for 1 hour and Valdris escalates (edict → stillness → drain).
Hooks & outcomes
- Clean reconsecration: PCs cooperate with Valdris, reseal the Beltar breach, and return heir-tablets → gain safe passage and boons that matter in the main temple to the north.
- Measured theft: PCs take a relic but keep the six → the wing turns wary, not hostile; patrols shadow but don’t strike.
- Open defiance: PCs burn orc corpses, smash alcoves, or invoke Pyremius → the Mortarch wages a cold, grinding war through the maze (you have clocks and patrols to support it).
Pacing advice (for you)
Open with a gentle win (Mortuary rite or Knot of Names) so players internalize cadence > checks. Then offer one tense choice (11c cross vs. under-ash) before you reveal a boss-moment (11a wraith, or the Antechapel). Keep noise meaningful, but never make a single misstep a dead end—this level rewards slow, lawful curiosity and answers measured bravery.
Entrances to Level 2 (Lower Crypts)
- Room 6 — Wee Jas stairs (primary descent).
- Main corridor east dead‑end pit — 30‑ft spiked drop (hazard).
- Area 7 “murder‑hall” pit — engineered drop.
- Room 14 cart passage — egress only (from L1 to outside; not a descent into L2).
Who’s in charge down here
- The Ruby Mortarch (Valdris Jasildane, LN) — magistrate-wraith with memory intact; wants the crypts reconsecrated and the complex restored under Wee Jas. Parleys first with the lawful; binds & drains the profane.
- Ruby Custodians (wights) — floor wardens; enforce quiet; escalate measured force.
- Ruby Ghouls (attendants) — fast movers; shove/split parties into hazards; perform body prep.
- Ruby Zombies (bearers) — slow labor; hold lanes, drag sleds.
Clock (global): Each loud squeal, forced door, shouted count, or desecration is +1 Attention.
- 2+: a Ghoul + 2 Zombies drift in 1d4 rounds.
- 3+: add a Ruby Custodian; Mortarch becomes aware and may intervene at a distance (edict, seal, silence).
- L2-01. Great Crypt Hall of the Six
- L2-02. Ruby Jet Gallery - Measure Sweep
- L2-03. Mortuary of Ruby Law - First Ceremonial Hall
- L2-04. Processional Corridor — The Sixfold Way
- L2-05. Ossuary Stacks - The Bone-Chain
- L2-08. Beltar Pit — The Sealed Maw
- L2-09. Flame Transept — Under-Ash Service
- L2-10. Antechapel of the Ruby Mortarch
- L2-11. Wing of Stone — Maze of Ancestors
- L2-14. Court of Witness - Ruby Audit Office
- L2-15. Crossroads of Witness — Measure Before Might
- L2-16. Great Crypt Hall of the Six
- L2-16a. Ruby Processional Anteroom
- L2-16b. Mirror Anteroom — Measure & Passage
- L2-17. Proving Run — Roll of the Measure
- L2-17a. Ruby Praxis Ring — Spar Hall
- L2-18. Great Funerary Temple of the Ruby Law
- L2-19. Remand Well of Beltar - Trap Gaol
- L2-20. The Under-Store Collapse
- L2-21. Stink-Lizard Wyes
- L2-22. Drip-Pool Grot
- L2-23. Laogzed’s Crawl
- L2-24. Humming River Bend
- L2-25. Ringwall Grot
- L2-26. Humming Ley-Node Vault - Isle of the Obelisk
- L2-27. Feywater Egress — The Verdant Spill
- L2-28. Shrine of Beltar — Maw of the Deep Mistress
Random encounters (roll 1/30 min while moving)
1 Ruby Ghoul + 2 Ruby Zombies on body-sled duty (ignore respectful PCs).
2 Ruby Custodian pacing; will parley if rites are observed.
3 Swarm of Rats from a wall drain; after, a derro chalk arrow points toward 11e.
4 Darkmantle cluster above a Keystone Flex; drops when loud.
5 Derro prowlers (2–3) scavenging name-plates; smoke mote & flee.
6 Ember-skins (2 ash mephits reskinned) drifting up from L2-09; taunt & harry.
7 Giant rats (2d4); bolt past—lead to a cache or hazard.
8 Cave fisher filament strung across a collapsed bank (Perception DC 13 to spot).
On a second 8 in the same stretch, add +1 Attention as stone squeals carry.

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