The Vault of Thramor
In the shadowy underbelly of an ancient city long lost to the sands of time lies the Vault of Thramor. Once a sacred shrine to Thramor, a minor deity of Secrets, the vault was built to contain forbidden knowledge and arcane artifacts. As centuries passed and civilizations fell, whispers of unearthly voices and hidden treasures lured the curious and the greedy alike. This dungeon delve invites adventurers to uncover the relics of a bygone era, filled with riddles, strange guardians, and the echoes of those who sought to possess the god's power. Will you dare to explore the depths and confront the secrets that lie within?
Room 1: Entrance Hall of the Suppressed
Faded murals depict eclipses and veiled deities. Light seeps through ceiling cracks, casting eerie halos on a sealed vault door.
Monsters: Giant Luminous Beetles (1d8, MM p. 61)
Vermin, HD 1, attracted to movement and light, harmless individually but may overwhelm in numbers.
Treasure: A dusty tome of astrological lore (worth 150gp), grants +2 to relevant Knowledge (astronomy) throws.
Room 2: Chamber of Reflections
Obsidian mirrors distort all who gaze into them. Whispers beckon listeners closer. One mirror ripples faintly.
Monsters: Spriggans (2d4, MM p. 134)
Fae tricksters sealed magically, spring from mirror traps as a gang. Use surprise rules on ACKS II p. 282.
Trap Effect (Mirror): Trapped mirror (1-in-3) causes Fear (save vs. Spells or flee for 1 turn).
Treasure: One enchanted mirror allows GM's choice: glimpse future (gain +1 to next Proficiency throw) or haunting fear (lose initiative next combat).
Room 3: The Scriptorium of Lost Lore
Scrolls crumble to touch. A floating glyph pulses above a desk.
Monster: Ink Wraith (Enchanted Creature, HD 4, immune to non-magical weapons, drains INT 1/round). Based on Wraith (MM p. 343) but themed to attack intellect and lore instead of life force.
Trap: Glyph explodes for 2d6 arcane damage if read without Magical Engineering check.
Treasure: One scroll contains a unique spell (GM-designed).
Suggestion: "Seal of Thramor" — once/day, silence one creature for 1 turn.
Room 4: Pillared Sanctum
Shadows dance independently of light sources. Pillars etched in lost language.
Monsters: Wraiths (2, MM p. 343)
Undead, HD 5, incorporeal. Surprise on 1–4 due to darkness.
Treasure: Hidden alcove: 100gp + “Essence of Night”
(Potion, grants +2 to Skulking and Pass Without Trace throws for 1 hour)
Room 5: The Discordant Choir
Haunting echoes resonate from hanging stone instruments.
Monster: Banshee (1, MM p. 175 – use Haunt as a model)
Undead, HD 6, moans force Morale save or stunned 1d4 rounds.
Treasure: Whispering Harp: Magic item, grants +2 to Diplomacy and Magical Music throws. Must be tuned during short rest.
Room 6: Hall of Seals
Stone seals hum faintly with magic.
Trap: Glyph Trap (trap level 3): Trigger: Touching or disturbing a seal
Effect: 3d6 bludgeoning damage, save vs. Spells for half
Treasure: Shard of Silence: Useable once/day for 1 turn, suppresses all sound in 10’ radius (prevents spellcasting with verbal components).
Room 7: The Chamber of Guardians
Statues clutching varied weapons stand on arcane-marked tiles.
Monsters: Animated Stone Statues (2, MM p. 301)
Constructs, HD 5, AC 3, attack when symbols are crossed.
Treasure: Ring of Protection +1 hidden in a hollow dais.
Room 8: Vault of Treasures
Ancient mechanical vault door opens to reveal treasure—almost too inviting.
Monster: Gold Golem (custom construct, HD 6, immune to metal weapons, breathes molten gold spray 1/day)
Based on Golem, Bronze (MM p. 162) with treasure mimicry.
Treasure: Scroll of Wishes: Misleading title; roll 1d6:
1–3: Cursed illusion
4–5: Minor beneficial effect (GM’s choice)
6: One true wish (player chooses; Judge interprets literally)
500gp
Room 9: The Gateway of Shadows
A pulsing portal framed in runes of void. Whispers grow louder near it.
Monster: Chaos Hulk (1, MM p. 87)
Monstrosity, HD 7, seeks to drag victims into the portal. Portal is one-way unless controlled.
Treasure: A sage's journal (worth 300gp) detailing the portal’s manipulation with magical rites.
Room 10: The Final Chamber
Thramor’s visage sits idle, spectral, testing the party with divine riddles.
Challenge: Non-combat: Judge poses 3 riddles or moral quandaries.
Treasure (Success): Knowledge of the Ancients: Each PC gains 1 free Knowledge proficiency.
Conclusion
Game Masters can expand or adapt the Vault of Thramor by weaving in plot threads from existing campaigns, connecting secret societies to its hidden treasures. The temple can serve as a focal point for an ancient conflict or a catalyst for unlocking further dungeons in the vicinity. Alternatively, the Vault can herald a larger crisis as a malevolent force seeks to seize its secrets. Each visit can reveal new aspects, ensuring that the Vault evolves alongside the players' journey.