False Reliquary Vault
RoomDCC ATG · p.13
Open source p.13Area 1-13 – False Reliquary Vault
Past the threshold, a ten-foot-wide bridge stretches across this vaulted chamber to a raised platform at the far end. Upon the platform sits a brass treasure chest, ornately decorated with intricate gold and silver designs embossed into its surface detailing roses shedding their petals. A mosaic on the wall behind the treasure chest features a feminine face with eyes and ears but conspicuously lacking a mouth. On either side of the walkway, the room drops off into a ten-foot pit
2A
teeming with countless writhing serpents nesting within. Set into the east and west walls across the chasm are six stone doors.
This chamber served as the vault for the Reliquary of Silent Sisters prior to Dara and Lyria’s initial acquisition. Lyria has become afflicted with the curse of the artifact; she has taken it down to Level 2 intent to unlock its secrets.
As the characters enter the room, a magic mouth appears on the mosaic speaking: “Sorry, the Reliquary is not here—its true location you shall never find. Farewell, Dara. Know that I gave you all my love and hate.” The platform the treasure chest rests on rises and reveals itself to be the head of a trap golem that prepares to attack.
Trap golem: Init ; Atk scythe arm melee () or poison dart missile fire (, plus poison [DC 10 Fortitude save or lose Stamina]) or activate trap (see below); Crit M/; AC 16; HD (hp 27); MV 30’; Act ; SP golem traits, infravision 60’, activate trap, conjure pit trap, rolling sphere; SV Fort , Ref , Will ; AL N.
Golem traits: The trap golem is immune to sleep, charm, and paralysis spells, as well as fear, petrification, and poison. The trap golem is healed by exposure to extreme cold; when any cold damage is inflicted, the trap golem is not damaged and is instead healed by the same amount. All spells cast against the trap golem are subject to a 50% chance of failure before saves are rolled.
Activate trap: Once per round, the trap golem can use one of its actions to activate a simple trap within 30’ of it.
Conjure pit trap (1/day): The trap golem conjures an extradimensional space in a flat 10’ square area that becomes a spiked pit trap. Characters within the space when it appears must immediately attempt to leap to safety by succeeding a DC 14 Reflex save. On a failure, the PC falls into the 10’-deep pit and takes damage from the spikes. The conjured trap remains for 1 hour. Climbing out of the pit is successful with a DC 10 Strength check or climb sheer surfaces.
Rolling sphere (1/day): The trap golem can spend both its action dice to manipulate its body to contort into a sphere of solid stone that moves up to 60’ in a straight line. Any character in its path when it does so must succeed a DC 14 Reflex save or take damage and be knocked prone. While it is a rolling sphere, it cannot make any other attacks or perform any other actions. It takes an entire round of effort to switch back to its normal form.
Illusory Floor: The pit of snakes is an illusion intended to keep delvers on the bridge or make them retreat to area 1-14, putting them at risk of tripping the crossbow trap if it is still active. Its illusory nature is discovered through direct interaction (such as stepping upon it) or with detect magic (result of 18 or better).
Swinging Scythes (Init ): There are three swinging scythes hidden in the walls that can be released by the trap golem using one of its action dice to trigger. Each scythe requires a separate action to trigger. Once triggered, a scythe is released and swings outward from a hanging chain across the room with a movement speed of 40’. The scythe trap makes an attack against any character in its path with to hit and dealing damage upon striking a target.
A character can leap onto a scythe and grab hold of its chain with a successful DC 13 Agility check. Doing so puts the PC in an advantageous position, granting them a +2d on attack rolls against the trap golem. Additionally, they receive a AC bonus against the trap golem’s attacks.
Trap Doors: Behind each of the six doors is a different statue that deploys a one-time simple trap when opened. Each door can be opened by the trap golem using one of its action dice to trigger. Each door requires a separate action to open. Each door and its effect are as follows:
Door Statue Effect
1 Soldier The statue throws a spear it is holding at a living target within 30’. The spear attack is missile fire ()
2 Wizard The statue’s finger dispenses an arc of lightning directly east in a 30’ line that is 5’ wide. Each character in the path must make a DC 13 Reflex save, taking damage on a failed save or half damage on a successful one.
3 Medusa The statue’s face animates along with the 13 serpents that make up its hair, all fixing their gaze upon a character in the room. It targets a victim with a magical effect as per turn to stone, result 16. The character must succeed a DC 16 Fortitude save or their body turns partially to stone. If the target fails, they suffer a penalty to all attack rolls, Reflex saving throws, and initiative, as well as all skill checks involving mobility. The effect lasts for 1 hour.
4 Dragon A spray of corrosive acid shoots out from the statue’s mouth in a 30’ line. Each character in the line of fire must make a DC 13 Reflex save or take damage. Additionally, the effectiveness of any armor worn is reduced by AC.
5 Yeti A frigid blast of cold air issues forth from the statue’s mouth, targeting a 10’ square centered on the bridge directly east of the door. Each character in that area must make a DC 12 Fortitude save, taking damage on a failed save or half damage on a successful one. The ground within this area will become covered in slippery ice that remains for rounds. A character that tries to move through the ice must succeed a DC 12 Reflex save or fall down and immediately end their movement.
6 Hell The statue’s mouth discharges three Hound blasts of flame at three different living targets within 30’. The flame blast attack is missile fire ()
Treasure: Within the chest is a single gold coin etched with a stylized “L” on one side of it and a “D” on the other. This coin was responsible for making decisions between Lyria and Dara whilst they were still comrades during their heists together. Accompanying the coin is a letter scrawled on paper intended for Dara. Provide the characters Player Handout 1.