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Vault of the Magi

Lv 6-9 ▶ Run in Live DM

Delve · p.171 · 3p

Open source p.171 ↗
Run 0/11 visited

Vault of the Magi

LEVEL 6–9 A vault protecting a dangerous artifact has been breached and now a horrible power grows within, causing magic to run amok. To stop this calamity, the heroes must delve into the vault and face the wards and guardians that protect the Crown of the Magi.

Vault of the Magi Click or scan the QR code to access cheat sheets, errata, and other helpful tools for running the dungeon.

DUNGEON OVERVIEW

Themes Wild Magic, Wizards Time 3–6 hours

Combat Dangers Puzzles Social

Background

The Vault Three centuries ago, a triumvirate of wizards, Ger’axx the Conjurer, Elzeban the Transmuter, and Ethilith the Enchanter, created the Crown of the Magi, an immensely powerful and unstable artifact. Realizing that the crown was too dangerous for any one mage to claim, the wizards vowed to only use it in unison and built the Vault of the Magi to protect it. To ensure that only they could use the crown, they each made a keystone and protected it with their own wards and guardians. To open the door into the inner vault, one must have all three keystones. After the wizards’ deaths, their apprentices continued tending to the vault’s upkeep until a century ago. Knowledge of the vault and how to bypass its defenses has since faded into legend.

Hooks

Chaos Controlled Barthol, head of the Mage’s Guild in the city of Zalenport, has received reports that spells are malfunctioning in an area centered on an ancient vault a few days’ travel from the city. He offers the party 100 gp to figure out what’s going on and put a stop to it.

The Adventurers Two weeks ago, a party of four adventurers, The Silver Hand, breached the vault searching for the fabled Crown of the Magi. Though it cost his companions dearly, the party’s leader, the warlock Kâl-Zith, reached the inner vault (area V10) and claimed the crown, donning it immediately.

The Monster Kâl-Zith was no match for the crown’s magic, however, and it transformed him into an Eldritch Horror. He remains here, sealed within the inner vault. Awakened, the crown emanates raw magic that warps spells in an ever-growing region around the vault. It is only a matter of time before the monster that was once Kâl-Zith shatters the vault’s magical defenses and unleashes itself upon the world.

Troubled sister Tegan Albrakken seeks her brother Perydot, who disappeared two weeks ago with his adventuring party, The Silver Hand. She can provide directions to the vault and offers 50 gp if the party can find out what happened – and another 50 gp if they bring him back alive.

The Vault

The vault is dug into the side of a tall cliff on a desolate steppe, or another area of the GM’s choice. General Features

The vault has these features unless otherwise noted. ► CEILINGS. 20 feet high. ► DANGER LEVEL. Unsafe. ► DOORS. Heavy stone, unlocked, impervious to damage. ► ILLUMINATION. Darkness, except for areas V2, V5, V7, V9, and V10. ► MAGIC GLYPHS. The vault is protected by glyphs that cast spells or create magic effects when triggered. A glyph’s magic is suppressed for 1 hour after it’s been triggered or Dispel Magic is cast on it. It can also be scratched out (DC 15 DEX or trigger the glyph).

► WALLS. Walls are impervious to damage and the Passwall spell. ► WILD MAGIC. Whenever a creature casts a spell within 5 miles of the vault, it must roll a on the table below. Effect 1 Roll spellcasting check as normal 2 Roll spellcasting check but automatically trigger mishap 3 Spellcasting check passes but take × spell tier damage 4 Spellcasting check is a critical success

Events

The characters may experience the following events in the vault. Event 1 A roar sounds from deep within the vault (area V10). 2 All spells and temporary magic effects end on party. 3 Raw magic surges through the area; each character, DC 15 DEX check or damage. 4 hostile Magic Mephits appear out of thin air.

s

V1 V3

T

s

T V2 V6

V8

V10 Eldritch Horror

V5 Spell Elementals

T T V4

V7 Glyphwarden Stoneborn Warrior

T

T

V9 Living Spellbook

Outside the Vault

A 20-foot-tall silvered door is set in the cliff’s dark stone. An obelisk engraved with arcane symbols stands a few paces from the door.

Door Ancient and ornate; swings open if a creature comes within close.

Obelisk 10 feet tall; engraved with three large, glowing symbols. It can be targeted by spells, even if the spell normally can’t target objects. If a Charm Person, Knock, or Light spell is cast on it, the obelisk glides back and reveals a staircase to a narrow tunnel below (to area V3). ► EXAMINE. A spellcaster may U know the symbols as “Charm,” “Open,” and “Illuminate.”

The Silver Hand A band of four adventurers who breached the vault two weeks ago. Yultan the Smiling (human bard). Slain by the traps in area V1. Perydot (elf warrior). Petrified by the golem in area V7. Has become a Stoneborn Warrior. Yenarra (halfling thief). Was slain by Kâl-Zith in area V9. Kâl-Zith (human warlock). Was transformed into an Eldritch Horror in area V10.

No extracted maps for this adventure — the map is in the source book: Open source p.171 ↗

Rooms (11)

V1 Antechamber p.175 ↗

The east wall of this room is decorated with colorful murals depicting a half-orc in a flowing robe, a bearded human, and a beautiful elf in a fancy gown. A rotting corpse lies next to a door across the room.

Corpse Elderly man in fancy dress (Yultan). ► EXAMINE. Corpse is 2 weeks U old; bloodshot eyes and self- inflicted scratches on the throat. ► TREASURE. Scroll of Charm U Person, Scroll of Knock, silver hand amulet (20 gp).

Door Unlocked but if touched, magic glyphs trigger (see Murals).

Murals The three magi: Ger’axx (half-orc), Elzeban (human), and Ethilith (elf). ► EXAMINE. Symbols on the U wizards’ foreheads are glyphs (see General Features, pg. 172) that trigger if door is touched (effects last 1 minute):

• Glyph 1 fills the room with Poison Gas (Tier 2). Glyph 2 transforms the floor into

• a Quicksand Pit (Tier 2). Glyph 3 casts Hold Monster (DC 15

• STR) on all creatures in the room.

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V2 Petitioner’s Hall p.176 ↗

Stone pillars support the 30-foot- high ceiling of this spacious hall. Intricate, glowing patterns fill the walls. Several doors lead from the chamber; the most prominent is a large glowing door at the far end.

The patterns on the walls hide a passage to area V3. The glowing door to area V10 can only be opened with the three keystones found in areas V5, V7, and V9.

Walls Mystical patterns light the room. ► EXAMINE. The patterns U coalesce around a small, glowing square on the northwest wall. Touching the square causes a door-sized section of the wall to fade away for 1 minute, revealing a secret passage (to area V3).

Glowing Door Indestructible and magically sealed. It has three 1-inch indents: a semi-circular shape, a circular shape, and a prism shame. If the three keystones (found in areas V5, V7, and V9) are placed in the indents that fit their shape, the door vanishes for 1 hour, allowing free passage to area V10, and the keystones magically teleport back.

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V3 Storage Room p.176 ↗

This small room holds shelves and racks with flasks, scrolls, and moldy clothing and food.

Secret entrances out of this area open with a push.

Shelves ► TREASURE. Potion of Gaseous U Form, Scroll of Misty Step, various junk and moldy food.

Racks ► TREASURE. Dellingr’s Spirit U Bowl in a moldy robe’s pocket.

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V4 Conjurer’s Passage p.177 ↗

Two large glyphs adorn this corridor’s floor, 20 feet apart, with alcoves cut beside each.

Moving past a glyph triggers a harmful effect; glyphs can be triggered safely with conjured creatures or bypassed with teleportation.

Glyphs Magical (see General Features, pg. 172). Each glyph triggers if a creature moves into its area: Glyph 1 conjures tentacles that

• fill the hallway for 1 minute, all creatures DC 15 DEX each round or damage and immobilized (DC 15 STR on turn to escape).

• Glyph 2 conjures an ice storm that fills the hallway for 1 minute, half speed, damage/round.

Glyph (Tentacles)

T

Alcoves A palm-sized glyph is on the U back wall of each alcove; it matches the glyph on the floor before the alcove. Touching the wall glyph deactivates the matching floor glyph for 1 hour.

Spell Elementals

V5

T V4

Glyph (ICE STORM)

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V5 Conjurer’s Vault p.178 ↗

Desks, shelves, and cages of all sizes fill the room. One cage holds a tiny devil with bat wings. Green flames dance in a central brazier. Large, iridescent masses of roiling energy with vaguely humanoid shapes hover near the brazier.

The roiling masses of energy are magic-hungry spell elementals. The keystone (see area V2) is in the central brazier.

Spell elemental 2 Spell Elementals; attacks on sight. If the party brings a conjured creature or a magic item within close, the elementals move to devour it and are distracted for 1 minute or until attacked. ► COMBAT. The elementals attack until distracted or slain.

Cages Range in size from 1-by foot to 5-by-foot. Open easily from the outside. Automatically teleports back to room if taken. Cages keep conjured creatures on this plane and protect them from outside forces (including the spell elementals, which can’t devour the cages).

Shelves ► TREASURE. A pouch of U diamond dust (25 gp) and a gilded skull (50 gp) among useless knickknacks.

Devil Devil, Imp (Dra’zek) in small cage. ► DIPLOMACY. If the Spell Elementals are destroyed or distracted, Dra’zek pleads for the characters to open its cage: “free poor Dra’zek, and I shall serve you until I am recalled to the Nine Hells!” (The imp will only remain for 1 hour after leaving the cage). Dra’zek knows the names of the three magi and can also share the following:

• “Dra’zek was summoned by half-orc Ger’axx centuries ago. Forgotten, Dra’zek was!”

• “A mage, a warrior, and a sneak were here not long ago. Used a potion to distract the elementals”.

• “The adventurers took something from the brazier.”

Brazier The magical flames are harmless. ► TREASURE. Semi-circular U Conjurer’s Keystone (fits door in area V2) at the brazier’s bottom.

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V6 Transmuter’s Passage p.179 ↗

A large glyph is painted on the wall halfway down this corridor. The doors at either end sit almost a foot off the floor.

If a creature moves past the glyph, it triggers harmful spells, locks the doors, and brings the ceiling down to crush the party. Spells like Fly, Gaseous Form, and Polymorph may help the party get through unscathed.

Doors Hang 10 inches off the floor; a small creature can crawl under. They close and lock (DC 18 DEX to unlock) if the glyph is triggered (see Glyph).

Crushing Ceiling

T V6

Glyph

Glyph Magical (see General Features, pg. 172); reaches from the floor and up to a height of 8 feet (2 feet below the ceiling). Triggers when a creature moves past (a creature climbing or flying along the ceiling can pass without triggering it), causing the following effects:

• Creatures in the hallway, DC 15 CON or half speed for 1 minute.

• Floor becomes slippery for 1 minute (1/round, DC 15 DEX or fall and can’t move this turn).

• Crushing Ceiling (Tier 2) begins to descend. Descends to a height of 0 feet before ascending again.

V7

Glyphwarden

Stoneborn Warrior

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V7 Transmuter’s Vault p.180 ↗

Shelves and pedestals holding various objects line the walls. A statue of an elf warrior stands by a central stone table, above which hovers a small, round stone. A six-legged construct covered in glyphs is poised before the table.

The statue is Perydot, who’s been transformed into a stoneborn.

Construct Glyphwarden; attacks on sight but ignores anyone affected by a spell as long as they aren’t hostile. ► COMBAT. The glyphwarden can’t leave. Perydot speaks as combat breaks out (see Statue).

Pedestals ► TREASURE. Each of the five pedestals holds an object:

• Gold apple (25 gp).

• Silver bar. Can be ground to U dust and mixed with water to create a Potion of Flying. Metal rod. Becomes malleable

• U for 1 minute if water is poured on it and can be shaped into a small tool or weapon.

• Bottle of ink. Anything written U with the ink is only visible in the light it was written in, such as darkness, torchlight, sunlight, moonlight, and so on. Empty vial (Potion of Invisibility).

•

Shelves ► TREASURE. Bar of gold (25 U gp) and a Potion of Polymorph among worthless junk and notes signed “Elzeban.”

Statue Perydot Albrakken was petrified by the glyphwarden and transformed into a Stoneborn Warrior by the vault’s unstable magic. He can’t escape because the glyphwarden attacks whenever he ends his Stone Form. ► DIPLOMACY. If combat breaks out, Perydot leaves his Stone Form and helps the party. After the fight, he can tell them about the Crown of the Magi, The Silver Hand, and what happened to him and Yultan (see The Silver Hand, pg. 174). Perydot wants to accompany the party and find Kâl-Zith to punish the greedy warlock for leading him to the vault and abandoning him when he became petrified.

Stone Round stone, magically levitates 15 feet above the table. It can be shot down with a ranged attack (AC 18). ► TREASURE. Transmuter’s Keystone (fits door in area V2).

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V8 Enchanter’s Passage p.181 ↗

Two doors stand side-by-side in this corridor, each carved with a simple script.

Doors Magical; Dispel Magic suppresses their magic for 1 hour. Open freely. The text on the north door reads:

“Here enters the unseen and unseeing.”

If a creature that isn’t blinded (such as by Blind/Deafen) or invisible (such as by Invisibility) walks through, a Baleful Symbol (Tier 2) forms in the doorway, affecting each creature within near that can see it. It remains until the door is closed again. The text on the south door reads:

“Here enters the unheard and unhearing”

If a creature that isn’t deafened (such as by Blind/Deafen or Silence) or moving silently (DC 15 DEX) walks through, a Dark Dirge (Tier 2) plays, affecting each creature within near that can hear it. It plays until the door is closed again.

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V9 Enchanter’s Vault p.181 ↗

Paintings of a beautiful elven woman fill the walls of this room. A charred corpse lies next to a fountain. A hovering tome emits a terrified shriek as it notices you.

Tome The tome is a Living Spellbook; it is frightened and attacks on sight. ► COMBAT. The tome can be calmed for 1 hour with Dispel Magic or Charm Person (treat book as humanoid) or DC 18 CHA. ► DIPLOMACY. If calmed, the spellbook apologizes. It knows:

• Its mistress, Ethilith, ordered it to stand guard and cast a fear spell on it to make it vigilant.

• A human mage and a halfling came not long ago. The mage cast a Fireball that killed the halfling and distracted the book while he took the keystone. It can’t leave the room, and

• knows nothing of the vault. It gives them the keystone freely.

Corpse ► TREASURE. Bandoleer of U Preparation, pouch with 25 gp.

Fountain ► TREASURE. Diamond-shaped U Enchanter’s Keystone (fits door in area V2) at fountain’s bottom.

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V10 Inner Vault p.182 ↗

When all three keystones are inserted into the door in area V2, it disappears:

The door fades away to reveal a large chamber with a 30-foot- high ceiling held by pillars, two of which lay smashed on the ground. Three glowing statues fill the back half of the room with light. A monster slinks out of the shadows, its lower body a mass of writhing, spiked tentacles. Its upper body is vaguely humanoid and its face is twisted in a cruel grin underneath a dark crown of jagged metal.

The door reappears after 1 hour, sealing the chamber. Kâl-Zith has been sealed here since he was transformed by the crown.

Monster Eldritch Horror (Kâl-Zith, transformed by the crown). Its only desire is to escape the vault to spread chaos. Blubbers madly, shifting between manic laughing and pained shrieks. ► COMBAT. The horror wants freedom most of all. If it drops below 15 HP, it tries to flee. Its transformation ends if the crown is taken off its head (DC 18 DEX); a character who touches the crown may be transformed themselves (see Developments).

Statues From left to right: Ger’axx (half- orc), Elzeban (human), and Ethilith (elf). Each statue has a plaque with its name and the words “Greet me, friend, and receive my blessing!” Speaking a statue’s name while within close grants a blessing for 1 minute: Ger’axx. 1/round, the creature

• can teleport to near.

• Elzeban. bonus to AC.

• Ethilith. ADV on checks using INT, WIS, and CHA. Speaking all three names within 1 minute causes the door to V2 to vanish for 1 hour.

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Conclusion Vault of the Magi: Conclusion p.183 ↗

Developments

Eldritch Transformation If Kâl-Zith drops to 0 HP or the crown is taken from him, his transformation ends, along with the unstable magical effects in the region. Kâl-Zith is greatly ravaged by the ordeal and his magic has been stolen from him; he is a Peasant and, if dropped to 0 HP, is dying. If saved, the warlock explains how the crown transformed him into an eldritch horror when he touched it. If Perydot is with the party, his thirst for vengeance is sated by the sight of the pitiful warlock and he offers to escort Kâl-Zith safely to the nearest town or settlement.

Crown of the Magi A character who grabs the Crown of the Magi must pass a DC 18 CHA check or be transformed into a hostile Eldritch Horror until the transformation ends. If the party takes the crown with them, the head of the Mage’s Guild, Barthol (see Chaos Controlled, pg. 171) may offer to remove the crown’s curse and transform it into a less powerful, but still useful, Diadem of the Magi. Barthol requires no pay for this service; unmaking the unstable crown is payment in itself.

Difficulty

The vault is suitable for level 6 adventurers (Total Party Level 23–26). You can adjust its difficulty to higher level parties by making the following cumulative changes.

Level 7 (TPL 27–30)

• 3 Spell Elementals in V5

• 2 Living Spellbooks in V9

• Eldritch Horror has 1 Boss Action

Level 8 (TPL 31–34) Traps & hazards are Tier 3

•

• 2 Glyphwardens in area V7

• Eldritch Horror has 3 Boss Actions

Level 9 (TPL 35–38)

• Glyph check DCs are 18

• Eldritch Horror has 63 HP and can use Consume Spell or Fracture Soul in addition to Tentacles or Eldritch Blast

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