The Vault Beneath the Vault
The Vault Beneath the Vault
Read aloud
The Vault of the First Ember is still failing beneath the Obsidian Spire, and the path down waits beyond a threshold that may already have been breached. Mors Imperiis has remained cold through years of danger, but the first touch of the Vault's deeper air makes it stir. Whatever the lattice was built to contain, the party must reach it before the Renewal's last chance closes.
Run the session
Cheat sheet
Objectives
- 1Enter the Vault and survive its Upper Depths.
- 2Reach the lower Vault through the Middle Depths.
- 3Discover evidence of the Ember's lost keeper.Optional
- 4Learn what Mors Imperiis means and stand ready to face the Unbound Ember.
The clock
The Vault's failing lattice and the approaching Renewal impose the campaign's existing urgency. Use the sourcebook's printed hazards, faction stakes, and consequences to represent that pressure; this overlay adds no replacement clock.
Scenes
- 0:00A Warmth Beneath the Stone
- 1:00What the Vault Protects
- 1:45The Guardians and the Keeper
- 3:45The Newest Warning
- 5:00The Name in the Forge
Cast
- Maelin Orrally and scholar
- Kaelenally and witness
- The Forgotten Regentwildcard and distant judge
- Ilse Thornwickoptional ally and scholar
The hook
Set the scene
The descent begins beneath the Obsidian Spire, where the air carries the mineral tang of old stone and a dry, bitter trace of ash. The Vault's entrance is as described in Aethelgard Sourcebook, Chapter 8. If the Siege was lost, the Sealed Threshold has already been breached; let the party choose whether to enter through the Guardian Barracks or the Ember-Wrought Archive. As the first character crosses into the Vault, the bearer of Mors Imperiis feels a faint warmth through the medallion, then watches it fade as the group moves deeper.
How Maelin Orr asks
A Sovereign Council archivist briefs the party at the Vault's entrance, emphasizing that the existing room records and expedition intelligence are the authority for the dungeon itself.
The party is asked to continue through the Upper and Middle Depths, document any new inscriptions, and report what Mors Imperiis reveals. Kaelen may join if established events place him with the expedition.
Rumours
Scenes
about 6 hours0:00
60 min
explorationThe table is here
1. A Warmth Beneath the Stone
Upper Depths, Room 1 or an alternate published entry point from Aethelgard Sourcebook, Chapter 8.
Use the sourcebook's Room 1 and the chosen entry route as written. If Act III's Siege was lost, Room 1 is already breached and the party may begin at the Guardian Barracks or the Ember-Wrought Archive. Establish the Vault's sensory atmosphere through the printed room details, then let the medallion's first faint warmth register without explanation.
The Breached or Sealed ThresholdNextAs the party leaves the entrance behind, the warmth fades, and the Vault's corridors draw them toward the Ember-Wrought Archive.
1:00
45 min
exploration
2. What the Vault Protects
Upper Depths, Room 3, the Ember-Wrought Archive.
Run Room 3 exactly as published. The sourcebook's check reveals that the Vault was built to protect something else from what's inside. Add the response of Mors Imperiis: for the first time in three books, the medallion becomes genuinely warm. This is a clue that whatever waits below is not simply hostile.
NextThe party carries the Archive's unanswered implication onward, following the published route toward the deeper rooms.
1:45
120 min
combat
3. The Guardians and the Keeper
Middle Depths, Rooms 6–8, including the published Ossuary if the party chooses to visit it.
Run Rooms 4–7 and any optional content the party visits exactly as published. Room 6, the Corroding Guardian's Hall, is a combat-bearing room and needs no adjustment for this overlay. At Room 8, if visited, a Religion check identifies one set of remains as distinctly more recent than the rest, perhaps only a few centuries old. The keeper seems to have died of age with no successor, not in a struggle against the Ember.
NextWith the published rooms behind them, the party continues toward the lower inscriptions, carrying either the Ossuary clue or the silence where it might have been.
3:45
75 min
exploration
4. The Newest Warning
Middle Depths, Rooms 9–10, then Room 11, the Warning Antechamber.
Run the remaining Middle Depths through Room 10 as published, including their optional content, faction stakes, and hazards. At Room 11, the Warning Antechamber, the sourcebook identifies a carving only about a century old. If the party examines it and succeeds on a Investigation check, they notice the wording differs from the older warnings: earlier carvings urge visitors to turn back because the place is dangerous, while the newest says it is lonely, and that is worse.
NextThe warning follows the party toward the Lattice Forge, where the medallion's long-obscured marks are waiting to settle.
5:00
60 min
exploration
5. The Name in the Forge
Lower approach, Room 12, the Lattice Forge, followed by the threshold of Room 13.
At Room 12, run the Lattice Forge as published, then apply the overlay. Mors Imperiis goes warm, then still, and the remaining glyphs resolve into one legible phrase. Read aloud: "Mors Imperiis. The death of empires, or, translated with slightly more care than the obvious reading offers, what empires leave behind when they end." A Intelligence (Arcana, Religion, or History) check, or a scholar's help, identifies the script as older than the Sundering and distantly related to fragments found in the Archive; do not confirm Nyxareth. If Kaelen is present and the party has pieced together enough of Appendix A's truth, let them tell him plainly that his hesitation cost no one anything because sacrifice was never the true answer. Then the Forgotten Regent's voice returns: "Mors Imperiis. I remember when it was whole. Twenty years, and you have found its name before you have found what to do with it. I am watching what you do next."
NextThe voice fades as the party moves toward the Unbound Ember's Sanctum, carrying the resolved inscription and the weight of a choice not yet made.
Behind it
What people believe
The failing Vault beneath the Obsidian Spire must be traversed before the Renewal concludes.
The expedition will pass through its Upper and Middle Depths, where the published rooms, hazards, encounters, and faction stakes remain in force. Along the way, Mors Imperiis reacts to evidence in the Vault, and its inscription may at last reveal a meaning that has eluded its bearers.
Background
Beneath the Obsidian Spire, the Vault of the First Ember preserves a failing binding lattice and the thing it contains.
This expedition follows the Vault's published Upper and Middle Depths, adding new evidence about Mors Imperiis and the being below without replacing the dungeon's rooms, hazards, faction stakes, or encounters. The party can reach the threshold of the Unbound Ember's Sanctum with a name, a translation, and reason to question whether the presence below is simply an enemy.
The stakes
The Vault's binding lattice is failing beneath the Obsidian Spire as the Dawn Compact Renewal approaches.
The expedition must reach the Sanctum prepared to choose, but this act stops before the choice itself. Its discoveries can change whether the party sees the Unbound Ember as a threat to defeat or a being whose isolation is part of the crisis.
Encounters
3The Breached or Sealed Threshold
Combat or exploration, according to the selected published room.
The Sealed Threshold or an alternate published Upper Depths entry room, with its exact terrain and features from Chapter 8.
Foes
Use the foes listed in Aethelgard Sourcebook, Chapter 8, for Room 1 or the chosen entry room.
ComplicationRun the room's published hazards and encounter details exactly as written. The encounter serves as the first test of whether the party can enter the Vault without sacrificing the investigation's pace.
ScalingUse the sourcebook's intended level range and its printed scaling. If Act III's Siege was lost, Room 1 is already breached; skip to the Guardian Barracks or Ember-Wrought Archive, using the sourcebook text for the chosen entry point.
Corroding Guardian's Hall
Combat
The Corroding Guardian's Hall, using the dimensions, hazards, and terrain in Aethelgard Sourcebook, Chapter 8.
Foes
Corroding Guardian, as presented in the sourcebook's Room 6.
ComplicationKeep the published room's encounter and any active hazards intact. The party must contend with the threat while deciding whether to protect companions, resources, or an opportunity to examine the Vault.
ScalingRun Room 6 exactly as published for the intended level range. Do not add creatures or alter its encounter budget for this overlay.
The Ossuary of the First Wardens
Exploration, with combat only if the published room calls for it.
The Ossuary of the First Wardens, with its published remains, terrain, and hazards.
Foes
Use any foes specified in the published Room 8 encounter; do not add foes for this overlay.
ComplicationThe Ossuary is optional. If visited, use its published contents and faction stakes. The overlay adds a clue only if the party succeeds on the listed Religion check.
ScalingUse the sourcebook's exact encounter and scaling. The additional clue requires a DC 18 Religion check and does not change the encounter.
Cast
4Maelin Orr
Questgiverally and scholar
WantsA Sovereign Council archivist accompanies the expedition to interpret the Vault's inscriptions and preserve a reliable account of what the party discovers.
“The archive was designed to guard something from what lies deeper. That is not the same as saying what lies deeper is our enemy.”
Kaelen
ally and witness
WantsKaelen wants to face the Vault and understand what Varkas began. He has carried guilt for twenty years over failing to complete the work, and needs the party to tell him plainly if their discoveries show that his hesitation cost no one their life.
“I thought my hesitation had left the work unfinished. If the sacrifice was never the answer, then perhaps I have been carrying the wrong part of that day.”
The Forgotten Regent
wildcard and distant judge
WantsThe Forgotten Regent watches the party's approach to the Vault's deepest chamber. It wants them to understand that their decision at the Ember's Sanctum will be judged, but does not yet disclose its terms.
“Mors Imperiis. I remember when it was whole. You have found its name before you have found what to do with it.”
Ilse Thornwick
optional ally and scholar
WantsIf present, Ilse Thornwick can help interpret the unfamiliar inscription and compare it to fragments found earlier. She seeks understanding, not a premature conclusion about the Ember's nature.
“A mark made by someone who turned back can still tell us what they understood.”
How it ends
Rewards
Items
No additional item is awarded. Mors Imperiis remains the party's existing artifact; its inscription becomes legible in Room 12.
On a win
The party reaches the threshold of Room 13 after clearing or navigating the Upper and Middle Depths.
Mors Imperiis's remaining glyphs resolve in the Lattice Forge, and the Forgotten Regent's voice returns, closer and more articulate than before. The party earns the level 19 milestone once the Middle Depths are cleared and the inscription has fully resolved. End this act as they cross toward the Unbound Ember's Sanctum, with the final choice reserved for Act V.
What it leaves open
If it fails
- The party cannot safely advance through a published room's threat or hazard.
- The party can withdraw, regroup, and resume from a sourcebook room of the GM's choice, but the Vault's current faction stakes and hazards continue to develop as written.
- The party fails the DC 18 Religion check in the Ossuary or the DC 20 check to identify the inscription's language.
- The party may reach the Lattice Forge without understanding the inscription's age or its relation to the fragments in the Archive. They still receive the inscription's resolved wording and the Forgotten Regent's message.
- The party misses or bypasses one or more optional overlay discoveries.
- The party reaches Room 13 without every clue. The Sanctum and the decisions there remain available for Act V; the missing evidence makes the choice less informed, not impossible.
Complications (d6)
- 1The Vault's published hazard activates while the party is divided between two rooms. Apply the sourcebook's exact hazard and consequences; meanwhile, the party must decide whether to regroup or let one team continue.
- 2A faction stake described in the sourcebook becomes immediate: an ally or claim the party hoped to protect is endangered by the current room's conditions. Use that room's printed stakes rather than inventing a replacement.
- 3A collapse or obstruction described in the relevant published room blocks the most direct route onward. The party can spend time clearing it, find a route offered by the room, or accept the cost of leaving something behind.
- 4At the Archive, the bearer of Mors Imperiis feels warmth through the medallion, but nearby Vault mechanisms also stir. The party must decide whether to investigate the reaction or move on while the passage remains clear.
- 5A companion's attention is drawn to the more recent remains in the Ossuary. If the party rushes onward, they risk missing the evidence that the Ember was tended within the last few centuries.
- 6The inscription resolves in the Lattice Forge just as a published room hazard, if one is active, demands attention. The party must divide focus between responding to that hazard and listening to the voice that returns.
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