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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.

Maps

  • Suel_Temple_Ruins-2nd-level-4-Light-180px
Entrances to Level 2 (Lower Crypts)
  1. Room 6Wee Jas stairs (primary descent).
  2. Main corridor east dead‑end pit30‑ft spiked drop (hazard).
  3. Area 7 “murder‑hall” pit — engineered drop.
  4. Room 14 cart passageegress 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).

Founding Date
10 cy
Type
Crypt
Owning Organization
Characters in Location
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.


Articles under NAT-13. Level 2 - Suel Temple Crypts

L2-01. Great Crypt Hall of the Six
Building / Landmark | Nov 3, 2025
L2-02. Ruby Jet Gallery - Measure Sweep
Building / Landmark | Oct 21, 2025
L2-03. Mortuary of Ruby Law - First Ceremonial Hall
Building / Landmark | Nov 3, 2025

Preparation chamber for washing, naming, and binding before interment

L2-04. Processional Corridor — The Sixfold Way
Building / Landmark | Oct 22, 2025

Ceremonial corridor processional that carried mourners from the Mortuary into the crypt wings.

L2-05. Ossuary Stacks - The Bone-Chain
Building / Landmark | Nov 13, 2025

A compact-shelving ossuary where remains are sorted before placement in family wings.

L2-08. Beltar Pit — The Sealed Maw
Building / Landmark | Oct 25, 2025

Priests of Wee Jas sealed this Beltar-tainted shaft long ago. It is a sacrificial maw aligned to pits and malice; the Mortarch is prying it open to feed the crypt army.

L2-09. Flame Transept — Under-Ash Service
Building / Landmark | Nov 3, 2025

Ancient Pyremian service cavern run that once moved draft and ash beneath the temple

L2-10. Antechapel of the Ruby Mortarch
Building / Landmark | Oct 23, 2025
L2-11. Wing of Stone — Maze of Ancestors
Building / Landmark | Nov 3, 2025

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 rules.

L2-14. Court of Witness - Ruby Audit Office
Building / Landmark | Nov 2, 2025

Suel Temple Crypt Witness Desk

L2-15. Crossroads of Witness — Measure Before Might
Building / Landmark | Nov 13, 2025

Write your aloud here A short basalt hall opens into a four-way crossroads

L2-16. Great Crypt Hall of the Six
Building / Landmark | Oct 23, 2025

A grand processional honoring Suel rites—quiet, impressive, invites prayer and rewards reverence.

L2-16a. Ruby Processional Anteroom
Building / Landmark | Oct 31, 2025
L2-16b. Mirror Anteroom — Measure & Passage
Building / Landmark | Nov 1, 2025

processional prep cell

L2-17. Proving Run — Roll of the Measure
Building / Landmark | Nov 3, 2025

A long, straight trial corridor with three pairs of horizontal rolling spike cylinders

L2-17a. Ruby Praxis Ring — Spar Hall
Building / Landmark | Nov 3, 2025

Suel training hall for funerary guards and acolytes—sparring, spell forms, formation drills.

L2-18. Great Funerary Temple of the Ruby Law
Building / Landmark | Nov 2, 2025

The Great Suel Crypt Temple used by Valdris Jasildane

L2-19. Remand Well of Beltar - Trap Gaol
Building / Landmark | Nov 7, 2025
L2-20. The Under-Store Collapse
Building / Landmark | Nov 8, 2025

Natural cavern + collapsed Suel store

L2-21. Stink-Lizard Wyes
Building / Landmark | Nov 8, 2025

Natural junction

L2-22. Drip-Pool Grot
Building / Landmark | Nov 8, 2025
L2-23. Laogzed’s Crawl
Building / Landmark | Nov 8, 2025

Natural tunnel, raider camps, Underdark approach

L2-24. Humming River Bend
Building / Landmark | Nov 12, 2025

Natural junction with underground stream

L2-25. Ringwall Grot
Building / Landmark | Nov 12, 2025

Natural cul-de-sac cavern (monster den)

L2-26. Humming Ley-Node Vault - Isle of the Obelisk
Building / Landmark | Nov 11, 2025

Cavern with monolith of iron-basalt threaded with ruby inclusions, set atop a sealed plinth.

L2-27. Feywater Egress — The Verdant Spill
Building / Landmark | Nov 11, 2025

Natural river exit, surface breakthrough, and fey watering-hole

L2-28. Shrine of Beltar — Maw of the Deep Mistress
Building / Landmark | Nov 12, 2025

Ruined Suel shrine of Beltar

Valdris Jasildane
Character | Oct 25, 2025


Cover image: Suel Temple Skull Banner by 3orcs

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