Sepulchers of Oath
▶ Run in Live DMFormoria: Adventure Anthology · p.60 · formoria · 3p
Open source p.60Hundreds of years ago 6 Knights,
Order of the Oathbound, defeated a
Orc sorcerer, Vhalzor the Tyrant,
who nearly conquered Formoria.
The knights forged a powerful
artifact to defeat him. But its power
was too great and when they
defeated him, his power was
consumed into it forever cursing
those who used it. So they broke it
into six sacred relics, each knight
took one piece to hide within their
grave so it would be lost forever.
The Six Oathbound Knights
1. Sir Caldran the Vigilant
Guardian of the Vigilant Flame
A -reless watchman who stood
guard for three days and nights
during the siege that nearly broke
the Order.
Shield Symbol: The Eternal Flame
2. Dame Althea the Unyielding
Guardian of the Silent Shield
A knight famed for welding a spear
and shield. Who held a mountain
pass alone while wounded, buying
-me for the Order to rally.
Shield Symbol: The Broken Shield
3. Sir Vael the Bound Blade
Guardian of the Sepulcher of the
Bound Blade
The greatest duelist of the Order
who defeated three champions of
the tyrant in single combat.
Shield Symbol : The Duelist's Sword
4. Brother Thalen the Faithful
Guardian of the Whispering Faith
A priest-knight whose prayers were
said to turn aside dark magic during
the final battle.
Shield Symbol: The Sacred Circle
5. Sir Garric the Iron Hunter
Guardian of the Sepulchre of the
Iron Hunt
A tracker who hunted the tyrant's
war beasts across the forests of
Formoria.
Sheild Symbol: The Wolf Chain
6. Lord Commander Aerith the
Oathkeeper
Guardian of the Final Sepulchre
Leader of the Order and the knight
who struck with his Great axe, the
final blow against the tyrant.
Sheild Symbol: The Crown of the
Last Oath
Adventure Text
ADVENTURE RULES
This adventure works best as a travel
discovery system.
When the party enters a new
region/area. Reveal each tomb in
order and no two tombs can be in
the same named area. All
Sepulchers are in darkness unless
otherwise noted.
SEPULCHRE DISCOVERY
Roll when the party enters a
new hex or region. A Roll of 1
indicated that a Tomb entrance is
discovered.
Clues appear first:
•
broken knight statue
•
ancient heraldry
•
cracked stone door
•
sword-shaped grave marker
The Artifact
When combined the relics become
the Crown of the Last Oath, a Silver
circlet etched with runes.
Benefit. once combined AC. In
addition, each power in the table
can be used once per day as an
action
Curse. Every use the circlet
whispers: "Defend the realm… or be
consumed."
If the wearer refuses to help
someone in danger, the crown
inflicts damage per hour until
they do.
The Crown of Last Oath
Power
Effect
Flame of Vigil
fire blast, in near area in front of
wearer.
Bulwark
Ignore damage from one attack
Duelist Strike
A successful Attack deals double
damage.
Sacred Healing
Heal hp
Hunter Sight
See invisible creatures for 5 rounds.
Oath Command
Cast Command (SD pg57)
order. Dawn → Morning → Noon →
Afternoon → Dusk → Night.
Failure triggers fire burst trap. Pass
opens the door.
Fire Trap. DEX save or take
damage.
ROOM 2 – TOMB.
“We stand watch when others
sleep.”
Sir Caldran's ashes swirl into a
spirit.
Flaming Spirit
A wavering, humanoid silhouette of
living fire
AC 14, HP 13, ATK 2 touch, Fire
and babble, MV near (fly), S , D
, C , I , W , Ch , AL C, LV
4
Greater Undead. Immune to morale
checks. Only damaged by silver or
magical sources.
Burning Form. Anyone hitting with
melee takes fire damage.
Babble. Creatures within near that
hear, CHA 12+ at start of their turn
or dazed and no action.
Treasure
Ember Sigil. Once per day weapon
deals + fire damage for 3 rounds.
No extracted maps for this adventure — the map is in the source book: Open source p.60
Rooms (6)
sep-1 Sepulcher of the Vigilant Flame p.60
(Sir Caldran the Vigilant)
ROOM 1 – HALL OF
BRAZIERS.
Six braziers line the room. Behind
each is a faded picture depicting Soft
pink sky, Golden sunlight, blinding
white light, Amber light, half light
and final stars
Inscription: "The watchfire must
never fade."
Puzzle: Braziers must be lit in sun
sep-2 Sepulcher of the Silent Shield · stone-oath-guardian p.60
(Dame Althea the Unyielding)
ROOM 1 – SPEAR HALL.
A long, narrow corridor. The floor
stones sit uneven.
Small holes can be seen in the walls
WIS DC 14 check to spot
Spear Trap. Pressure plate triggers
hidden spear launchers. DEX 12 save
or damage.
ROOM 2 – TOMB STATUE.
A solemn chamber dominated by a
towering stone knight, shield raised
in eternal vigil before a sealed tomb.
The inscription at its base speaks of
sacrifice and duty, and the air itself
seems to wait—judging the worth of
those who enter
Inscription. “We raise the shield
when others fall.”
Statue. Stone knight holding shield
is a Stone Oath Guardian.
If players swear an oath to protect
another: Statue kneels. Otherwise it
animates.
Stone Oath Guardian
An ordinary looking Statue,
animated by a vengeful spirit.
AC 10, HP 20, ATK 2 bash (),
MV near, S , D , C , I , W ,
Ch , AL C, LV 4
Object. When standing still it has an
AC of 15.
Stone Body. Half damage from non-
magical weapons.
Treasure
Bulwark Crest. Once per day reduce
damage from an attack to 0.
Deadly Foe. Bravo critically hits on
19-20
Honor Bound. Only attacks its
chosen opponent unless attacked by
others.
ROOM 2 – TOMB
A solemn burial chamber centred on
a stone coffin, its lid etched with an
inscription.
Inscription. “We meet the blade
without fear.”
Coffin. Treasure lies atop coffin.
Treasure
Oathblade Shard. Once per day
reroll a missed attack.
- stone-oath-guardian
sep-3 Sepulcher of the Bound Blade · spectral-duellist p.60
(Sir Vael the Bound Blade)
ROOM 1 – DUEL HALL
A long, torchlit chamber lined with
rusted blades and dented shields
Three spectral duellist appear. They
demand a single duel. If more than
one fights them all attack.
Spectral Duellist
Arrogant, rapier-swishing knight,
ready to challenge everyone and
anyone.
AC 17 (chain), HP 23, ATK 3
longsword (), MV near, S ,
D , C , I , W , Ch , AL C,
LV 5
- spectral-duellist
sep-4 Sepulcher of the Whispering Faith · wailing-priest p.60
(Brother Thalen the Faithful)
ROOM 1 – CHAPEL
Dust-choked air hangs over rows of
kneeling stone statues, each bowed
in eternal prayer
Kneeling statues. If players kneel
one turn a secret door opens.
ROOM 2 - ALTAR ROOM
A cracked altar stands beneath a
faded inscription carved into the far
wall.
Inscription. “Faith is stronger than
darkness.”
Otherwise: Description? Otherwise
what?
Wailing Priest
Armored priest without eyes
AC 15 (chain), HP 21, ATK 2 dagger
(close/near) () or 1 spell ,
MV near, S , D , C , I , W
, Ch , AL C, LV 4
Deathtouch (WIS Spell) DC12.
damage to one creature within
close.
Animate Dead (WIS Spell) DC 14.
Create zombies or skeletons
from corpses within far, disintegrate
after 5 rounds.
Protection from Good (WIS Spell)
DC 11. Focus. Lawful beings have
DISADV on attacks and spellcasting
against priest.
Reliquary. Floating relic above altar.
Treasure
Sanctified Loop. Once per day heal
HP.
Inscription. “The hunt ends only
with justice.”
Undead Dire wolf
A massive wolf with spines of black
bone along its brow ridge and back.
AC 14, HP 26, ATK 2 bite (),
MV double near, S , D , C , I -
1, W , Ch , AL N, LV 6
Pack Hunter. Advantage if target
already wounded.
Greater Undead. Immune to morale
checks. Only damaged by silver or
magical sources.
Treasure
Hunter's Chain. Once per day gain
advantage tracking or detecting
creatures.
- wailing-priest
sep-5 Sepulcher of the Iron Hunt p.60
(Sir Garric the Iron Hunter)
ROOM 1 – HALL OF
TRACKS
The stone floor is etched with
countless animal prints—boar, bear,
and wolf—crisscrossing in a
confusing maze. The air is still, but
the walls bear deep gouges, as if
something once hunted even here.
Correct path = wolf tracks.
Wrong step triggers swinging blade.
DEX 15 save or damage.
ROOM 2 – TOMB
A cold, rectagluar chamber.
Scratched into the wall beside it is
an inscription in jagged lettering.
You hear a low, feral growl begin to
echo through the dark.
sep-6 Sepulcher of the Final Oath · oathbound-spirits,aerith-the-eternal p.60
(Lord Commander Aerith the
Oathkeeper)
Note: Only appears only after all 5
relics are found.
ROOM 1 – GHOST GATE
A cold, circular chamber of pale
stone. Three spectral knights stand
vigil before a faintly glowing sigil
etched into the floor. Their hollow
voices echo as one, demanding an
answer before any may pass.
Three ghost knights ask: "What is
the weight of an oath?"
Acceptable answers: Honor, Duty,
Loyalty, Sacrifice. Other Answers
result in Combat.
Oathbound Spirits (3)
Faint, armored figures drift silently
through the air
AC 13, HP 10, ATK 1 spectral blade
() + life drain, MV near (fly), S
, D , C , I , W , Ch , AL C,
LV 3
Life Drain. CON damage. Death
if reduced to 0 CON.
The Ghost Gate. On passing the test
a magical circle in the center of the
room activates, opening a portal.
ROOM 2 – THE ETERNAL
KNIGHT
A grand burial hall lit by an eerie
green glow, with a single armoured
figure standing motionless before a
towering sarcophagus. The
inscription behind him gleams
faintly, as if the oath it bears still
binds him to this place.
Inscription. “Our oath endures
beyond death.”
Aerith the Eternal
A helmed warrior with glowing
green eyes. Demands honorable
single combat.
AC 18 (plate mail + shield), HP 50,
ATK 2 great axe (),MV near,
S , D , C , I , W , Ch ,
AL N, LV 7
Ba/le Thirst. While in battle, regains
HP on its turn.
Knightly Challenge. Only one enemy
must attack him each round. If
others attack, Aerith gains on his
next attacks
Treasure
The sixth relic. A weathered iron
circlet
- oathbound-spirits
- aerith-the-eternal