Evil lies trapped within the Crypta Hereticarum—the Vault of Heresies. The Clergy believes that true evil cannot be destroyed, and that killing an unholy disciple or destroying a cursed item will only free its malevolence to wreak havoc elsewhere in the world. For centuries, whenever the priests and godhands of the Clergy collected dangerous items, captured evil acolytes, or rescued afflicted innocents whose curses they could not break, they placed them in the vault, built beneath the desolate isle of Odiem, off the coast of the city Sid Minos.
After the Great Malice, the Clergy fell into disarray for years, and those responsible for maintaining the vault had more pressing issues. They sealed it, tried to erase knowledge of it, and used their divine power to compel all those who had drowned in the rocky seas nearby to rise up and slay any intruders.
Those reckless enough to still try to plunder its treasures will find themselves trapped in an infinite maze now controlled by villains and monsters, where the only hope of escape lies with the ancient prisoner at the vault's center.
In Crypta Hereticarum the PCs will:
The Roll20 version of Crypta Hereticarum includes the entire content of the 5e adventure, fully integrated into the platform. Included in the Roll20 version:
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