Get the Ancient Oath Out Before the Vault Breaks
Get the Ancient Oath Out Before the Vault Breaks
Run the fight
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 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
Lose
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- 1 of them
Bell-Raiser
Controller
- 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.
- 3 of them
Hearth-Quenchers (Fire Elementals)
Skirmisher
- 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.
- 1 of them
Vault Sentinel
Bruiser
- 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+
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.
- 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
Oath Lectern25 ft
The lectern holds the ancient oath. Retrieving it takes an action and a successful DC 20 Sleight of Hand check.
- 2
Cabinet Row25 ft
Sealed cabinets line the walls; their glass fronts tremble as pressure builds.
- 3
Entry Floor25 ft
The Vault Sentinel stands amid cracked mineral crust, blocking the direct route to the lectern.
What the party can use
Scaling
Moderate
One fewer Hearth-Quenchers (Fire Elementals)
Remove one Hearth-Quencher; the oath survives until the end of round 4.Moderate
High
One more Bell-Raiser
Add one Hearth-Quencher and have the first cabinet surge erupt at initiative count 20 in round 1.Treasure
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