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Get the Ancient Oath Out Before the Vault Breaks - AI-generated fantasy Encounter

Get the Ancient Oath Out Before the Vault Breaks

Retrieve · Moderate · 6 players, level 17

Get the Ancient Oath Out Before the Vault Breaks

The ancient oath contains the keeper's hidden clause.

Run the fight

Round
1
3–5 rounds
Creatures
5
Moderate

This round

The cabinets vent. Creatures within 20 feet make a Constitution save or take thunder damage and become deafened.


Win A character retrieves the oath and the party keeps it from the raiding force

Lose The oath is destroyed at the end of round 3


Party 6 players, level 17

System D&D 2024

Cheat sheet

Retrieve

Retrieve the ancient oath from the lectern before the end of round 3. A creature must use an action and succeed on a DC 20 Sleight of Hand check.

Win

A character retrieves the oath and the party keeps it from the raiding force.

Lose

The oath is destroyed at the end of round 3, or the party is forced to abandon the vault.

If it goes badly: The raiders withdraw with the oath if they can carry it; the Bell-Raiser covers their escape while the Quenchers flee if it falls.

Forces

  • 1 × Bell-RaiserAC 18 · HP 300 · CR 18
  • 3 × Hearth-Quenchers (Fire Elementals)AC 13 · HP 102 · CR 5
  • 1 × Vault SentinelAC 17 · HP 200 · CR 12

Rounds

  • 1+The cabinets vent. Creatures within 20 feet make a DC 20 Constitution save or take 6d6 thunder damage and become deafened.
  • 3The oath is in immediate danger from the surges and area damage; it is destroyed at the end of round 3 if not secured.

Read aloud

Say this

The vault door groans open, and three figures tear heat from the sealed cabinets as a vast drake glides through the steam. The Sentinel lurches across the floor, each glass foot striking a note that rattles the oath on its lectern.

Forces

3
  • Bell-Raiser

    Controller

    1 of them
    AC
    18
    HP each
    300
    CR
    18

    Thunderous Breath · Legendary Resistance · Legendary Actions

    Opens
    Sweep the entry floor with its thunderous attack, then ring again whenever it deals thunder damage.
    Targets
    The character approaching the lectern or silencing a cabinet.
    Flees
    Fights until destroyed or the raiders secure the oath.
  • Hearth-Quenchers (Fire Elementals)

    Skirmisher

    3 of them
    AC
    13
    HP each
    102
    CR
    5

    Fire Form · Illumination · Water Susceptibility

    Opens
    Rush to the cabinets and feed on their heat.
    Targets
    Characters operating on the cabinets or reaching for the oath.
    Flees
    Flee when the Bell-Raiser falls.
  • Vault Sentinel

    Bruiser

    1 of them
    AC
    17
    HP each
    200
    CR
    12

    Glass Fists · Steam Burst · Rhythmic Pulse

    Opens
    Block the route between the entry and the lectern, striking anyone who pushes past.
    Targets
    The closest character attempting to reach the lectern.
    Flees
    Does not flee; remains until destroyed or the vault is secured.

What happens

3–5 rounds
  1. 1+

    Initiative count 20, each round while any cabinet remains active.This round

    The cabinets vent. Creatures within 20 feet make a Constitution save or take thunder damage and become deafened.

  2. 3

    End of round 3.

    The oath is in immediate danger from the surges and area damage; it is destroyed at the end of round 3 if not secured.

The battlefield

Zones

  1. 1

    Oath Lectern25 ft

    The lectern holds the ancient oath. Retrieving it takes an action and a successful DC 20 Sleight of Hand check.

  2. 2

    Cabinet Row25 ft

    Sealed cabinets line the walls; their glass fronts tremble as pressure builds.

  3. 3

    Entry Floor25 ft

    The Vault Sentinel stands amid cracked mineral crust, blocking the direct route to the lectern.

What the party can use

Sealed cabinets vent at initiative count 20. Creatures within 20 feet make a DC 20 Constitution save or take 6d6 thunder damage and become deafened.
A creature can silence a cabinet by reducing it to 0 hit points or succeeding on a DC 20 Arcana or Smith's Tools check.

Scaling

XP budget33,800 of 70,200 XP
Weaker

Moderate

One fewer Hearth-Quenchers (Fire Elementals)

Remove one Hearth-Quencher; the oath survives until the end of round 4.
As written

Moderate

Stronger

High

One more Bell-Raiser

Add one Hearth-Quencher and have the first cabinet surge erupt at initiative count 20 in round 1.

Treasure

The ancient oath is the prize; it records the Concordat's hidden keeper clause.

Media

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