Vault Antechamber
RoomDCC ATG · p.18
Open source p.18Area 2-4 – Vault Antechamber
The door into this area is locked. A character can open it with a DC 18 pick lock check. When the door has been bypassed, read or paraphrase the following:
The ceiling within this chamber is domed and enchanted with magic that casts a bright light within the vault chamber. Etched in precise script along both walls of the hall are numerous names organized and aligned within columns. Recessed into the northern and southern walls are two formidable iron vault doors, circular in form. Their polished metalwork is embossed with the symbol of three circles overlapping to form a set of lips at their intersection.
in it and those it summons from the hells where it was forged. This takes 10 minutes and requires a sufficient environment for setting the trap. When this function is employed, the PC in possession of the toolbox chooses one of the following options or roll a to see which trap is created:
1. Poisoned Dart Trap. This trap is placed and concealed within a flat surface such as a wall and activated by a trip wire. It fires a volley of three darts at targets within 60’ of the trigger, with a to hit and doing damage. Those hit must also make a DC 13 Fortitude save or take an additional damage from the poison.
2. Scorching Flame Trap. This trap is placed within a flat surface such as a wall and activated by a pressure plate. It releases a 30’ cone of fire. Those in the range of fire must succeed a DC 13 Reflex save or take fire damage, half damage on a save.
3. Net Snare Trap. This trap is concealed within a ceiling and activated by a pressure plate. It releases a net dropping upon anyone beneath it within a 15’ area. Characters in the area must succeed a DC 13 Reflex save or become ensnared. Characters stuck within the net cannot move and have a -1d penalty to attack rolls. (Attacks against ensnared victims gain a +1d bonus.) A character can cut their way out of the net with an appropriate weapon (AC 10, 5 hp) or with a DC 15 Strength check.
Traps created by the toolbox are detected with a DC 15 find trap check and disarmed with a DC 17 disable trap check. These traps are magical in nature and can be discovered with a successful casting of detect magic.
A lever on the eastern wall rests underneath a plaque that reads, “Treasure Vault Release.”
These iron vault doors lead to a repository of remains belonging to followers of Amun Tor. The names along the wall are a memorial to the dead who are interned within. Lyria enhanced the security of the vault knowing it would be too enticing for members of the Gravelight Sorority to bypass. The wall-mounted lever on the far wall not only opens the vault doors but also triggers the false floor and false ceiling to split into two, creating two funnels: one beneath the characters to drop them into a pit and one above that will bury them under the weight of thousands of coins hidden above the ceiling.
Detection: A DC 18 find trap check discovers the floor and ceiling are constructed of carefully concealed stonework designed to open.
Trigger: The trap activates when the lever is pulled.
Effect (Instantaneous): The false floor divides the room in half and drops into a funnel. Each PC standing on the false floor may attempt to leap to safety within the vault doors that open when the lever is pulled by succeeding a DC 16
Reflex save. Characters who fail the save fall into the funnel that culminates in a 40’ drop, causing damage. In addition to the falling damage, characters who fall into the funnel begin to be buried by a torrent of coins released from the ceiling.
PCs in the pit have one last opportunity to scramble out of the pit before becoming engulfed. Each PC in the pit must make a DC 16 Strength or Agility check (player’s choice) to extricate themselves from the ever-increasing pile of coins. Those who fail by 1 to 4 points are held fast by the coins up to their chests. They will need outside assistance (rope, 10’ pole, etc.) and the half-buried PC must make a DC 14 Strength check to be pulled free. Those who fail by 5 or more points are engulfed by coins, and the target must succeed in a DC 12 Stamina check each round. When the first check fails, the target begins suffocating and loses points of Stamina per round until they are freed. If the PC reaches 0 Stamina, they have died. The weight of the coins surrounding the entombed PC makes it impossible for them to move. Finding and rescuing an engulfed party member will be extremely difficult without inventive solutions and/or magical assistance, requiring a DC 20 Strength check to lift them free.
Deactivation: A thief may disassemble the lever’s housing; examine its gears, pulleys, and wire cables; and destroy its operation with a DC 15 disable trap check. Doing so will keep the catch-pins holding the corridor’s ceiling and floor in place but will also not release the trap’s gold.
Reset: This trap does not reset automatically. However, a contingent of workers can empty the pit of the trap’s gold, reload the funnel, and reset the pit trap.
Treasure: The coins contained within the ceiling are fake iron coins enchanted to look like gold.