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Printable DM sheet — Escape the Skeleton Crypt
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Escape the Skeleton Crypt — DM Sheet
The Old Crypt of Hollow Hill · Best for 2–5 heroes. The riddle in this one has one exact answer — see the DM notes for the worked solution.
Read this to your players to start
Exploring the old crypt beneath Hollow Hill, the heroes hear a heavy stone door grind shut behind them. Torches gutter on the walls, old bones stir in the dark, and the only way out is to solve the crypt’s ancient puzzle before the last torch burns down.
Scenes (all session lengths — scene’s tag shows the shortest length it appears in)
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Scene 1: The Door Seals Shut from Quick Quest on
A grinding rumble echoes behind you — the entrance has sealed itself with a heavy stone slab. Ahead, torchlight flickers over three carved runes set into the far wall: a Sun, a Star, and a Moon, each above its own stone lever.
The runes and levers are the whole puzzle — the heroes need to find and read an inscription somewhere in the crypt (see the Riddle Room beat) before they can safely pull them in order. Pulling levers in the wrong order before finding the inscription just clicks harmlessly (no penalty) — this keeps failure low-stakes for a young table.
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Scene 2: The Forking Chamber from Short Session on
The passage splits in two. Two Skeletons rattle upright from a stone alcove, old swords raised, blocking the left-hand path.
A straightforward fight or a Clever check (Difficulty Number 12) to slip past toward the right-hand path instead — both paths reconnect further in, so neither choice locks anyone out of content.
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Scene 3: The Riddle Room from One-Sitting Session on
Carved above a dusty archway is an inscription: "Pull first the one that brings the day. Pull last the one that rules the dark, quiet sky. Pull the middle one — the one with a thousand points of light — in between."
WORKED SOLUTION (verified, single unambiguous answer): Sun first ("brings the day"), Star second ("a thousand points of light," the middle lever), Moon last ("rules the dark, quiet sky"). Let the players puzzle it out themselves — read the inscription again if asked, don’t just hand over the answer.
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Scene 4: The Shifting Floor from Full Session on
A short stretch of floor ahead is tiled in an odd checkerboard pattern — and as the lead hero steps on it, a tile sinks with a click. The floor is rigged to shift.
A Clever check (Difficulty Number 13) picks a safe path across; failing just means a stumble and 1 Heart Point lost, never a real fall — keep this a tense-but-safe set piece, not a lethal trap.
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Scene 5: Bonus: The Old Caretaker from Epic Session on
A side alcove off the forking chamber holds a faint, glowing shape — the friendly spirit of the crypt’s long-dead caretaker, who just wants someone to hear how the crypt came to be.
Optional for groups with time: listening patiently (a Kind check is a nice-to-have, not required) earns a genuinely helpful hint about the rune order, or a small trinket, from the grateful spirit. This is a pure roleplay beat, not a fight.
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Scene 6: The Exit Door from Quick Quest on
At the crypt’s far end, the three runes and their levers wait beside a Skeleton Guardian standing rigid at the sealed exit door — the last torch is starting to gutter.
If the party knows the rune order (Sun, Star, Moon), pulling the levers correctly opens the door and the Skeleton Guardian simply stands aside, its ancient duty complete — no fight needed. If they don’t know it (skipped the Riddle Room at the Quick Quest tier), let them guess or fight the Guardian to force the door instead — both are valid resolutions.
Monster stat blocks
| Name | Heart Points | Guard | Attack | Special |
|---|---|---|---|---|
| Skeleton | 4 | 12 | Old Bone Sword +2 (1d6 Heart Points) | Clatters loudly when it moves — hard to sneak past once it’s awake. |
| Skeleton Guardian | 12 | 14 | Ancient Spear +3 (1d8 Heart Points) | Won’t leave its post at the exit door unless the three runes are pulled in the correct order. |
Rewards
- Freedom from the crypt (the whole point).
- An old signet ring found near the levers.
- A small pouch of ancient coins.
Tips for running this one
- Keep every hazard in this one low-stakes — a stumble, a scare, never a serious injury. It’s meant to feel like a fun escape room, not a dangerous dungeon.
- If a table gets stuck on the riddle, let a Clever check (Difficulty Number 12) reveal one word of the answer as a hint rather than stalling the session.
- At the Quick Quest tier (hook + climax only), just let the party find the correct rune order carved right next to the exit door instead — skip the separate Riddle Room.