Vaults

Below the dark, fiend-filled vaults… beyond the deeper vaults filled with horrors… there are ancient chambers known as the ‘Flesh Vaults’… it is from these prehistoric structures that the Reborn crawled, clawing their way from the ground like a twisted, metaphorical birth. Perhaps these ancient places could be accessed, but the guardians of the Deeper Vaults stand between those who would investigate and the mystery of the sinister laboratory.  

The Deeper Vaults: 

Whenever a party spends at least 4 hours exploring the Vaults they may make an Investigation check, DC 15, to discover a cleft in the stone leading to a deeper chamber.

Roll 1d6 from the Chamber table, 1d6 from the Deeper Vault Encounter table, and 1d6 from the Deeper Vault Treasure table. Running an encounter in the Deeper Vaults will guarantee up to 1 Bloodstone Idol per week for the player running the enemies, regardless of the level of the party. 

Chamber Table (1d6)

1: A massive stone chamber (100ft wide, 200ft long, 80ft high) During any combat in the chamber, roll 1d2 at the top of every round. On a 1 the floor of the chamber shakes violently, knocking prone any standing creature who fails a DC 11 Dexterity save
2: A narrow chamber (20ft wide, 100ft long, 20ft high). The walls of the chamber are covered in ancient reliefs depicting images of cultists making offerings to sinister figures. During any combat in the chamber, roll 1d4 at the top of every round. On a 1 the chamber is filled with a rush of hot, foul air, any creature who fails a DC 11 Constitution saving throw gains 1 level of Exhaustion 
3: A deep earthen chamber (80ft wide, 80ft long, 80ft high) It is filled with thick, fetid water that is over ankle deep, making the entire area difficult terrain. During any combat in the chamber any creature who moves more than 10ft must make a Dexterity save, DC 11 or fall prone in the water
4: An odd, tunnel-like chamber (30ft wide, 200ft long, 30ft high) The walls are strangely smooth, glassy black stone. The air is unnaturally cold. All magical sources of Cold damage do double damage. At the beginning of each creature’s turn they must make a Constitution save, DC 11 or take 1d6 Cold damage. All creatures gain Fire resistance while inside
5: An odd, tunnel-like chamber (30ft wide, 200ft long, 30ft high) The walls are strangely smooth, glassy black stone. The air is unnaturally hot. All magical sources of Fire damage do double damage. At the beginning of each creature’s turn they must make a Constitution save, DC 11 or take 1d6 Fire damage. All creatures gain Cold resistance while inside
6: An odd, tunnel-like chamber (30ft wide, 200ft long, 30ft high) The walls are strangely smooth, glassy black stone. The air crackles with energy. All magical sources of Lightning damage do double damage. At the beginning of each creature’s turn they must make a Constitution save, DC 11 or take 2d4 Lightning damage 
Deeper Vault Encounter Table (1d6)

1: 1d6 Salamanders with 2d4 Fire Snakes 
2: 1d2 Remorhazes
3: 1d2 Hydras 
4: 1d4+1 Lamia’s disguised as Human archaeologists 
5: 1d4 Invisible Stalkers 
6: 1d6 Helmed Horrors
Deeper Vault Treasure Table (1d6)

1: A huge pile of 1d100x100 loose Gold coins
2: 1d4 sturdy iron chests filled with 1d100x10 Gp each
3: 1d6 sturdy iron chests filled with 1d100x5 Gp worth of gemstones each
4: 1d10 strange golden idols worth 1000 Gp each (5lbs each)
5: 1d10 huge gemstones worth 1000 Gp each (1lb each)
6: 1d12 pieces of elaborate jewelry (Crowns, Scepters, etc) worth 1000 Gp each (1lb each) 
Diabolic Treasure Table, roll 1d10 for each Chest:

1: A small iron chest. (Open Lock, DC 12.)(Contains: 10d10 Gold coins)
2: A small copper chest. (Open Lock, DC 12.)(Contains: 1d10 Platinum coins.)
3: A small stone chest. (Open Lock, DC 12)(Contains: 10d10x10 Silver coins.)
4: A medium iron chest. (Open Lock, DC 15)(Contains: 10d10 Gp worth of Gems)
5: A medium copper chest. (Open Lock, DC 15)(Contains: 5d10x10 Gold coins)
6: A medium stone chest. (Open Lock, DC 15)(Contains: 10d10 Platinum coins)
7: A large iron chest. (Open Lock, DC 20)(Contains: 10d10x100 Electrum coins)
8: A large copper chest. (Open Lock, DC 20)(Contains: 10d10x10 GP worth of Gems)
9: A large stone chest. (Open Lock, DC 20)(Contains: 10d10x10 Gold Coins)
10: Empty
The Vaults Below Ritual Table, Religion or Arcana check, DC 15. Roll 1d6.

1: A groaning from the vaults below, attracting 1d2 Will-o-Wisps
2: A rattling noise, the scraping of iron, attracting 1d4 Skeletons 
3: A sorrowful moan, dragging steps, attracting 1d4 Zombies
4: 3d4 humanoid skulls surface from the wet dirt, wailing for a moment before falling silent 
5: The ceiling rains tiny spherical blobs of acid, Dexterity save DC 15 or take 3d4 acid damage 
6: The sound of stone grinding, a small chamber visible, containing 10d10x10 Gp worth of Gems 
The Vaults Below Encounter Table;

1: The silence is broken by the sound of the stones shifting, almost like breathing… it can’t be 
2: A humanoid skull you didn’t notice before opens its mouth as if to scream and then falls still
3: A very tiny black Blob drips from the ceiling. Touching it deals 1 point of acid damage
4: A whisper from the dark, distinct, from somewhere behind you… what did it say? You can’t remember
4: A whisper from the dark, distinct, from somewhere behind you… what did it say? You can’t remember
5: The scratching of bony fingers on the damp stone walls, 1d2 Ghouls digging tunnels in the darkness 
6: Fresh tunnels, discarded bones. Evidence of Ghoulish infestation, though no sign of the Ghouls themselves.(edited)
7: 1d4 Barbed Devils, dragging 1d2 Chests up from the somewhere deep below the surface (Roll from Treasure table for each Chest)
8: 1d2 Bone Devils, supervising 2d4 Lemures as they drag 1d2+1 Chests up from the depths of the subterranean vaults (Roll Treasure table for each Chest) 
The Vaults Investigation Table, Investigation check, DC 12. Roll 1d4

1: 1d4 fragments of humanoid bones
2: 1d4 ancient ceramic prayer beads
3: 1d4 gems worth 1d100 Gold each 
4: A cursed clay tablet that crumbles when touched (Wisdom save, DC 13 or take 2d6 psychic damage) 
The Vaults Excavation Table, History check, DC 12. Roll 1d8. Takes 1d4 hours of detail oriented work.

1: 3d4 ancient ceramic prayer beads (Worth 1 Gp each)
2: 1d2 ancient fiendish idols (Worth 10 Gp each)
3: 1d2 nearly intact humanoid skulls
4: 3d4 fragments of humanoid bones
5: 1d12 Gems worth 1d100 Gp each
6: A cursed clay tablet that crumbles when touched (Wisdom save, DC 13 or take 2d6 psychic damage)
7: A humanoid skull that bites once before going inert (Dexterity save, DC 15 of take 1d6 necrotic damage)
8: A strange glass ampule full of a vile, but very rare, liquid (Worth 30 Gp each)

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