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Infernal vault · Small · Level 20 · Medium

Vault 8-B

The black door ticks softly, and its red seal brightens beneath your hand.
Rooms
3
Foes
2
Traps
3
Treasure
3,150 gp
123Entrance
Select a room on the plan to open it.

The party is in

1. The Sealed Antechamber


Seen


Something wanders by


At a glance

The threat

A pit fiend known in the old records only as the Keeper is chained beneath the seal in .

Wandering monsters (1d3)

  1. 1

    Barbed DevilCR CR 10

    When: A loud impact against the reinforced door or a failed attempt to open it draws the devil from the deeper passage.A soot-coated devil with a long iron tail prowls the passages, pausing to listen at every door.
  2. 2

    1d3× Infernal ShadowsCR CR 8

    When: They emerge if the party speaks a character's true name within the vault.Three ash-gray shadows cling to the ceiling and whisper fragments of contracts they have overheard.
  3. 3

    Chain DevilCR CR 9

    When: It appears when the shrine guardian is attacked or the prayer is read incorrectly.A squat, bronze-skinned devil drags a chain behind it and attempts to herd trespassers toward the shrine.

Rooms

3
1

The Sealed Antechamber

1 traptreasuresecret

What they see

Read aloud

The entry chamber is a cramped stone antechamber, its floor marked by eight brass points that converge on the sealed eastern door. The door's black surface is warm and faintly vibrating, as though something on the other side is tapping out a slow rhythm.

Features

  • The magically reinforced door to bears a seamless red seal and has no visible handle.
  • A narrow viewing slit shows only darkness, even when lit from either side.
  • The brass floor points can be pressed inward, but one is stuck beneath a crust of glassy slag.

What the GM knows

Traps

Sealback VentDC 22 fire damage

If the door is struck repeatedly or tampered with carelessly, its seal flashes and vents a sheet of furnace-hot air into the chamber.Disarm. A character can disable the vent for one minute with a successful Arcana check, or suppress it by correctly aligning the brass floor points.

Treasure

Anchor KeyA useful key worth 50 gp to an antiquarian

A tarnished brass key is fixed behind one survey stud. It does not open the door, but it can be used to deactivate one ward anchor in .
Room secrets · GM only

Notes

The door can be opened by dispelling or overcoming its ward, or by aligning the eight brass points in the order hinted at by the survey studs. Forcing it causes a shockwave that alerts the shrine's guardian and deals fire damage to creatures adjacent to the door.

1 door: W (locked)

The place

What it is

Vault 8-B is a compact, octagonal infernal repository set behind a magically reinforced door off the main hall.

Atmosphere

The air tastes of hot iron and old pennies.

The threat

A pit fiend known in the old records only as the Keeper is chained beneath the seal in .

History

Surveyors of the old imperial mint marked this chamber Vault 8-B in their ledgers, though its builders were infernal masons bound to the work by contract.

Rumors

1d4
Roll a rumor

  1. 1The black door off the main hall has no hinges, but someone hears it ticking at night.
  2. 2A clerk once swore that the vault ledger lists debts owed by people who have been dead for centuries.
  3. 3The old prayer in the shrine can make a devil tell the truth, though it cannot make the answer kind.
  4. 4A surveyor's brass key was lost behind the door, and the ward has not been properly checked since.

Plot hooks

3
RetrievalThe Ledger of the DeadA magistrate's heir asks the party to retrieve a black ledger said to record debts owed by the dead. The ledger is in the inner chamber, where the Keeper can offer its own version of the family's history.From: A magistrate's heirReward: The family ledger and a substantial payment, with the possibility of a politically dangerous debt revealed.
ContainmentThe Door That TicksThe wards are beginning to fail, and the red glow has appeared beneath the main hall's stones. The party must reach the shrine and restore the binding before the Keeper can cross the threshold.From: A worried caretaker of the main hallReward: A cache of warding components and a favor from the hall's owners.
RescueA Name for a NameA voice from the vault promises the location of a missing expedition in exchange for one true name. The missing explorers may still be alive, but the bargain risks giving the Keeper a new hold on the world.From: A relative of a missing explorerReward: A recovered expedition, their maps, and a choice of recovered equipment.

Corridors

3
  • The narrow passage between and

    A line of brass studs marks the octagonal vault's original survey points. One stud is freshly polished, though no living keeper is known to serve here.

  • The passage between and

    The walls carry shallow grooves like tally marks, interrupted by scorched handprints that face toward the boss chamber.

  • At the east door of

    A thin red glow pulses beneath the floor joints whenever the magically reinforced door is touched.

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