Take the Oath Before the Vault Breaks
Take the Oath Before the Vault Breaks
Run the fight
This round
Each sealed cabinet vents. Creatures within 20 feet of a vent make a Constitution save, taking thunder damage and becoming deafened on a failure. A creature can silence a cabinet by reducing it to 0 hit points or succeeding on a Arcana or Smith’s Tools check.
Win The party retrieves the oath before the end of round 3 and survives or drives off the raiders
Lose The oath is destroyed by area damage or a pressure surge
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 adjacent to it must use an action and succeed on a DC 20 Sleight of Hand check.
Win
Lose
If it goes badly: A narrow service trench leads away from the entrance; creatures can flee through it, but the lectern cannot be recovered from there.
Forces
- 1 × Bell-RaiserAC 19 · HP 332 · CR 18
- 3 × Hearth-QuencherAC 17 · HP 230 · CR 12
- 1 × Vent-Glass ColossusAC 18 · HP 207 · CR 12
Rounds
- 1Each sealed cabinet vents.
- 3The oath’s edges char and the lectern cracks.
Read aloud
Say this
The vault doors grind apart, and a plume drake surges through the gap, its bronze-lit jaws turning the air hot and metallic. Three salamanders spill toward the sealed cabinets while a giant of black glass tears free from the wall. The oath waits on the lectern as pressure ticks through the brass seams.
Forces
3- 1 of them
Bell-Raiser
Bruiser
- AC
- 19
- HP each
- 332
- CR
- 18
Legendary Resistance (3/Day) · Phase-Shift Swimming
- Opens
- Glide through the vault entrance and use its strongest thunder attack against clustered intruders.
- Targets
- The creature concentrating on retrieving the oath, then anyone who silences a cabinet.
- Flees
- Fights until reduced to 0 hit points; it has no retreat plan.
- 3 of them
Hearth-Quencher
Skirmisher
- AC
- 17
- HP each
- 230
- CR
- 12
Heat Drain Aura · Cryo-Explosion
- Opens
- Rush to the nearest sealed cabinet and feed on its heat; attack anyone trying to silence it.
- Targets
- Creatures beside the cabinets, especially those using tools or magic to stop the vents.
- Flees
- All flee when the Bell-Raiser falls.
- 1 of them
Vent-Glass Colossus
Bruiser
- AC
- 18
- HP each
- 207
- CR
- 12
Pressure-Adapted · Refracting Facets · Shatter on Death
More tactics
Vault Sentinel (Vent-Glass Colossus)
- Opens
- Block the route to the lectern and strike the nearest creature threatening the oath.
- Targets
- The creature approaching the lectern.
- Flees
- Fights until destroyed; it is bound to defend the vault.
What happens
3–5 rounds- 1
Initiative count 20, starting in round 1.This round
Each sealed cabinet vents. Creatures within 20 feet of a vent make a Constitution save, taking thunder damage and becoming deafened on a failure. A creature can silence a cabinet by reducing it to 0 hit points or succeeding on a Arcana or Smith’s Tools check.
- 3
End of round 3, if the oath has not been retrieved.
The oath’s edges char and the lectern cracks. The oath is destroyed if it takes damage from an area effect or if a pressure surge hits the lectern.
The battlefield
Zones
- 1
Cabinet Row25 ft
Sealed cabinets line the walls, their brass seams ticking as pressure builds.
- 2
Oath Lectern25 ft
The ancient oath lies open on a stone lectern beneath a narrow shaft of blue light.
- 3
Vent Trench25 ft
A grated service trench runs behind the lectern, hot air trembling above its iron floor.
What the party can use
Scaling
High
One fewer Hearth-Quencher
The Vault Sentinel begins inert and activates only when a creature damages a cabinet or approaches the lectern.High
High
One more Bell-Raiser
Add one salamander, entering from the service trench at the start of round 2.Treasure
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