Personaly i dont think that Crypt (or any other place as the matter of fact) needs any narative reason go there ...
Not everything in the world exist for our party, some things just "are there" ...
Then its up to you if you feel like there could be some valuable or not, or if that is motivation enough to explore it, or not.

I like it this way, the world feels more believable, than in games where in front of (or in nearby town) every ruin/crypt/dungeon/cave/town stands some quest giver that begs us to go do something there. :-/
The game totaly lack of (side) quests or story elements that gives us goal to explore most of the map.
Is this even fair to say, since you have that situation conditioned by ignoring one companion, and one vendor? O_o
I mean ...
The game totaly have quest and story elements that sends you this way, you just avoided them ... somehow.
That dont seems to me like lack of narative, but like consequences of your choice ... and personaly i like consequences, they make replay more different. :-/