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Crypt · Medium · Medium

Oras Vault

A blue flame gutters over the open stair, and somewhere beneath it a bell gives one slow, hollow toll.
Rooms
13
Foes
18, CR 1/8 to 3
Traps
4
Treasure
576 gp
12345678910111213Entrance
Select a room on the plan to open it.

The party is in

1. Hill Stair


Seen


Something wanders by


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. 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. 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. 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

13
1

Hill Stair

2 foestreasuresecret

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.
Room secrets · GM only

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
Roll a rumor

  1. 1The dead beneath the hill are not restless until someone rings a bell that no one can find.
  2. 2A family in town pays well for bronze nameplates taken from the old crypt, but refuses to explain why.
  3. 3A gravedigger claims one of the empty cells still holds a prisoner who has been dead for centuries.
  4. 4Blue lights have been seen moving between the hill's grave markers on nights when the ground is wet.

Plot hooks

3
InvestigationThe Empty GravesA local gravedigger reports that fresh graves are being emptied and asks the party to find where the dead are taken. Tracks lead to the hill entrance, and the first missing corpse is identifiable in .From: Tazir, a terse gravedigger with a chipped iron spadeReward: 35 gp, a silvered shovel, and the grateful town's promise of safe lodging
RecoveryThe Ring in the PawnshopA family heirloom, a signet ring, has appeared in a fence's shop after being stolen from . The family wants it recovered quietly before anyone learns their ancestors were jailers.From: Geth Korr, a cautious family solicitorReward: A 100 gp payment and access to the family's old records
ContainmentNames for the DeadThe blue corpse-lights have begun appearing on the road after sunset. A shrine keeper believes the binding has failed and asks the party to recover the missing bronze nameplates from the crypt.From: Sethis, a soft-spoken shrine keeperReward: A potion of healing for each character and a 50 gp donation

Corridors

4
  • Between 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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