A maze of underground crypts lit by cold, crystal light.

The Crystal Crypts is an ~8-room dungeon map that spans 32×22 squares in all. Inside rest stone caskets bathed in sickly blue crystal-light. With so much magic circulating here, you would be surprised NOT to encounter traps and other defenses…

This dungeon comes with a series of map overlays that you can use to flood it room-by-room! The keen-eyed viewer may have also spotted a series of levers dotted about – we welcome you to tie these into your genius traps and puzzles, otherwise Vladir offers the following guide:


(This provides an overview of switch, flood, and door functions. It does not include full encounter contents, such as what’s in the caskets.)
Entrances. The dungeon is intended to be entered from Room 9 (R9) or Room 10 (R10). The peripheral egresses of the northern room 8 (R8) and southern room 4 (R4) are also options and need planning on locked doors; the idea is to engage with the western side of the map first. Lock all doors except D1 (R9); D2, D3 (R1); D8, D9 (R10), D14 (R6), and optionally, D10 (at map center).
Room 1. The players should be able to make their way to Room 1 (R1) regardless of entrance, as R1 is the simplest way to begin the switches. In R1, the west door (D3) should be unlocked or otherwise accessible. This has the first switch, S1, which, when activated, unlocks R1’s northern door (D4) to Room 2 (R2). There lies the second switch, S2.
If using the flooded variant, S1 can cause the flooding in R2 to lower—revealing the four caskets and granting access to S2. Here, it may be beneficial to keep D4 unlocked at start so the players can actually see the changing water levels! To keep S1 necessary, you can make it not just lower the flooding of R2, but also unlock S2 itself for movement/operation.
Room 2. S2 unlocks D5, the southern door of R1. This leads to Room 3 (R3) where the third switch, S3, is now accessible. It can be activated for its main purpose: Unlock R3’s eastern door, D7. Additionally, D6 (leading north to R9) could also be unlocked or otherwise opened. (Alternatively, S3 doesn’t have to lower the flooding of R3 whatsoever, opting for it to only unlock doors as though we’re using the non-flooded version.) Note that one could use D6 as a cheeky red herring door, making it always locked and/or always covered by flooding.
Room 4-5. Continuing east in R3, allow players to Solve Your Bridge Puzzle to access D7. Continue through R4 to the eastern door, D16 (which may or may not be locked at this point), to access Room 5 (R5). R5 has a walkway like R3, thus the fourth and final switch (S4) can be reached easily. S4 can undo the flooding here, and is intended to unlock R5’s northern door, D15. Most importantly: S4 unlocks the doors to Room 7 (R7), which are D12 and D13; it can also lower the flooding in R7.
Rooms 6-7. Players can now make their way north through Room 6 (R6), where they can perhaps explore the meaning of its western door (D14) and why it exists—and finally, through the northern door (D13), accessing Room 7. (For a longer dramatic entrance, keep D13 locked so D12 is the main entry; see “Other Considerations” below). The large R7 contains The Big Coffin. Perhaps this is where your lich or mummy lord is sleeping. Or, was, sleeping.
Other Considerations. Many doors in this map have lights that imply they are gates through which light is passing. You may have creative players with the ability to get through these gates without interacting with the switches, which can make a different or unique game experience. However, if creatively passable gates aren’t desired in your game, the lights can be described as glowing patterns on solid stone doorways. You may also be able to get away with “An invisible force prevents you from entering” if you’d like players to see through the gates only, for dramatic effect (such as entering R8 and seeing The Big Coffin through D12, or entering R6 and seeing it through D13). Also, you can make party rogues feel useful by being able to unlock a few doors on their own—depending on where the party enters, good options for lockpicking may include D1, D8, D9, D10, D11, and D14.

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- Desert. Puzzle-sealed tombs hidden beneath the sand
- Jungle. The warm light of sunstones encourage rich plant life
- Volcano. Oppressive heat warns of swift, deadly flooding…


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- Concept and color by Vladir Winters
- Line art and watercolor by Ross McConnell
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