The Wrong Peace Crypt
- Rooms
- 10
- Foes
- 11, CR 1/8 to 1/2
- Traps
- 2
- Treasure
- 189 gp
At a glance
The threat
Oru Vey, the self-appointed keeper of the deepest tomb, is a restless skeleton bound to the impostor's coffin in .
Wandering monsters (1d3)
- 1
Lantern BearerCR 1/8
When: Roll every 20 minutes, or when the party makes loud noise in a corridor.A linen-wrapped skeleton carries a cracked lantern and follows the sound of footsteps without seeming to hurry. - 2
Bone ScuttleCR 1/4
When: Appears after a trap is sprung or a bell rings in .A loose bundle of finger bones and jaw fragments skitters along the floor, drawn to warm bodies. - 3
Veiled MournerCR 1/8
When: Appears if a burial object is taken without an offering or respectful word.A translucent mourner drifts between wall niches, leaving a brief trail of frost on the stone.
Rooms
10The Entry Bier
What they see
Read aloud
The broad entry chamber has a low ceiling and four exits, with the southern archway opening toward a deeper, darker passage. A cracked stone bier stands beneath a faded mural, and a cold draft stirs the dust whenever the lower doors move.
Features
- The mural depicts two funeral processions facing away from one another.
- A stone basin near the southern archway holds rainwater and a few tarnished copper coins.
What the GM knows
Monsters
Bier WatcherCR 1/8
A half-buried skeleton in a cracked guard's helm, animated by the chamber's lingering ward.Tactics. It rises when someone touches the bier and attacks the nearest intruder, fighting until reduced to 0 hit points.Treasure
Basin Offerings8 gp
A pouch beneath the basin contains mixed old coins, mostly copper.Notes
The skeleton is easily startled but not a serious threat alone. The north door leads to , the west door to , the east door to , and the southern archway to .
5 doors: E (normal), W (locked), S (normal), N (archway), E (locked)
The place
What it is
This compact burial complex was carved beneath a hill chapel, with a central entry leading to a shrine, records room, prison, and a web of older crypts.
Atmosphere
Cold damp air carries candle soot, old wax, and the mineral smell of buried stone.
The threat
Oru Vey, the self-appointed keeper of the deepest tomb, is a restless skeleton bound to the impostor's coffin in .
History
Local masons built the crypt for the Vey and Oru families, rivals who both claimed rights to the hill chapel.
Rumors
1d4- 1The hill chapel's old bells ring belowground whenever someone lies about the dead.
- 2A blue light has been seen moving from the chapel well toward the burial hill.
- 3The two founding families never reconciled, despite what the chapel records say.
- 4A grave robber went into the cells years ago and still asks passing visitors to let him out.
Plot hooks
3Corridors
3Passage between and
A line of shallow handprints in dust leads toward , but none return; the prints are decades old and too small for an adult.
Passage between and
A cracked stone gutter carries a thread of clear water toward the lower chambers. Tiny bone beads rattle in it when a door opens.
Passage between and
A faded mural shows mourners arguing over a coffin, their painted faces rubbed smooth. A narrow panel in the wall marks the secret door to .
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