Oras Vault
- Rooms
- 13
- Foes
- 18, CR 1/8 to 3
- Traps
- 4
- Treasure
- 576 gp
At a glance
The threat
The central danger is the deathless courtier sealed in , a wight whose name was cut from every record.
Wandering monsters (1d3)
- 1
2× Name-Taking SkeletonsCR 1/4
When: They appear every 20 minutes of exploration, or when the party speaks loudly near a burial niche.A pair of skeletal attendants carry a cracked lantern and whisper burial names to one another. - 2
Chain GhoulCR 1/2
When: It is drawn to the smell of blood or the sound of the prison bell.A ghoul with a broken ceremonial chain drags itself through the dust, sniffing for warm blood. - 3
Shroud StalkerCR 1/4
When: It emerges from a side passage after the party spends a short rest or leaves a corpse unattended.A crawling corpse wrapped in damp shroud cloth follows the party by tracing their footprints.
Rooms
13Hill Stair
What they see
Read aloud
A sunken stone stair descends beneath a hillock crowned with leaning grave markers. The heavy entrance door stands ajar, and three narrow passages lead toward the storage hall, the old gathering room, and the trapped passage.
Features
- Three weathered grave markers bear the same erased family crest.
- A cracked lantern bracket holds a cold blue flame that brightens when undead approach.
What the GM knows
Monsters
2× Crypt SkeletonsCR 1/4
Two skeleton sentries wear scraps of burial cloth and carry corroded shortbows.Tactics. They fire from behind the markers, then retreat into the nearest passage to draw intruders deeper.Treasure
Burial Coin5 gp
A silver funerary coin wedged beneath a marker, still bright beneath the dirt.Notes
The east and south exits open normally. The third passage is also unobstructed, despite its mismatched direction in old maps. Characters examining the threshold can find fresh muddy prints leading inward.
4 doors: E (normal), W (archway), S (normal), N (normal)
The place
What it is
The crypt descends beneath a low hill, its upper chambers built for the dead and its lower halls altered into a prison for something that would not stay buried.
Atmosphere
Cold air carries the smell of wet limestone, old wax, and sealed earth.
The threat
The central danger is the deathless courtier sealed in , a wight whose name was cut from every record.
History
The crypt was first cut into the hill by masons from the dry inland province of Oras, who named it after a burial vault in their homeland despite the wet, cold stone.
Rumors
1d4- 1The dead beneath the hill are not restless until someone rings a bell that no one can find.
- 2A family in town pays well for bronze nameplates taken from the old crypt, but refuses to explain why.
- 3A gravedigger claims one of the empty cells still holds a prisoner who has been dead for centuries.
- 4Blue lights have been seen moving between the hill's grave markers on nights when the ground is wet.
Plot hooks
3Corridors
4Between and
A line of shallow boot prints appears in the dust, then turns sharply into a wall. The prints belong to a skeleton that patrols the crypt unseen until disturbed.
Passage outside
Bronze nameplates have been pried from the walls, leaving pale rectangles and fresh scratches. A successful Intelligence (Investigation) check reveals that every missing plate belonged to a family interred near the lower shrine.
North passage from
Thin blue light leaks beneath the secret door to , pulsing whenever the bell in the boss chamber moves. The air here is noticeably colder than elsewhere.
Passage between and
A cracked drainage groove carries black water toward the entrance, though no water source is visible. Touching it leaves a faintly luminous stain that lasts an hour.
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