The Desecrated Vault

(CR 1/2)
In the aftermath of the raid, Father Zantus doesn’t
immediately notice the desecration of Ezakien Tobyn’s
vault, but soon after (perhaps even that evening), he realizes
that the stone door to the previous priest’s burial vault
hangs ajar. Fearing the worst, Zantus quickly seeks out
Sheriff Hemlock, who in turn contacts the PCs and asks
them to accompany him to the Sandpoint Boneyard. Balor Hemlock doesn’t expect much—in a worst-case scenario,
maybe a goblin got trapped in the vault—but he wants the
PCs along so he can appraise them. During the walk up
to the Boneyard, Hemlock thanks the PCs again for their
aid during the goblin assault, and asks many additional
questions. He wants to find out more about the PCs—like,
what their plans for the future are. Having an allied group
of adventurers is a significant resource, and Hemlock
hopes to foster such an alliance with the PCs.
Hemlock asks Zantus to wait in the Cathedral once
they reach the Boneyard, but asks the PCs to aid him in
investigating the scene. The vault in question is a 20-foot square stone structure that stands near the wall. Used to
house the remains of previous caretakers, priests, and
acolytes who served at the Cathedral, the stone door does
indeed hang ajar. The ground around the place is churned
up as well—a DC 13 Perception check is enough to reveal
many of the footprints are goblin prints, but some of
them appear to have been left by a larger humanoid. A
DC 13 Survival check is enough to confirm that about six
goblins and one Medium humanoid climbed the wall,
then approached and entered the vault.
CREATURES: It’s an easy enough task to open the vault
door, but Tsuto’s left a frightening surprise behind to
further the campaign of terror against Sandpoint. After
he stole Tobyn’s bones, he used a robe of bones to place two
human skeletons in the vault as he left. The skeletons
have remained within ever since—they immediately
lurch out to attack anyone who opens the vault door, and
fight until they are destroyed.

HUMAN SKELETONS (2) 135 each XP 1/3 CR 4 each HP

NE Medium undead
Init 6; Senses darkvision 60 f.; Perception +0
DEfEnSE
AC 16, touch 12, flat-footed 14 (
2 armor, 2 Dex, +2 natural)
hp 4 (1d8)
fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
OffEnSE
Speed 30 f.
Melee broken scimitar +0 (1d6), claw –3 (1d4
1) or
2 claws 2 (1d42)
STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
feats Improved InitiativeB
gear broken chain shirt, broken scimitar
ECOLOGY
Environment any
Organization any
Treasure none
Skeletons are the animated bones of the dead, brought
to unlife through foul magic. While most skeletons are
mindless automatons, they still possess an evil cunning
imparted to them by their animating force—a cunning
that allows them to wield weapons and wear armor.

DEVELOPMENT: A search of the vault’s interior turns up
two things of interest. First, the discarded robe of bones
lies in a corner (no patches remain on the now only
faintly magical robe). Second, and more disturbing, is
the fact that the sarcophagus that contained Ezakien’s
body has been opened and his remains stolen. Sheriff
Hemlock has little insight into why the bones have been
taken, but if the PCs don’t come to the conclusion, he’ll
muse that, perhaps, the goblin raid was a distraction
so that this unknown thief could steal the remains of
the town’s previous priest. The sheriff recommends
that the PCs keep this information to themselves, in
any event—the townsfolk have had enough distress this
week, after all!

The Desecrated Vault

Pathfinder Vault vonpriest vonpriest