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Vault of Atria

Centuries ago, there was a great dragonborn known as Atria who dominated the Desert of Power in the East of the Scorchlands. One day however, a trading caravan entered the village that Atria defended and found that nothing remained besides statues. The village, named after Atria, has been assumed to have been petrified by a gorgon but the truth has never been revealed. It is rumored that somewhere in a village lies Atria's Horde but those who venture into the village have never found it.

Plot points/Scenes

If the party interacts with Gaia, a Sun Soul monk who resides in the desert of power, she will inform them of the legend of Atria's Vault. She will tell them that the vault holds a Seeker's Compass as well as some other magical objects. She will say that the Seeker's Compass will have the capabilities of finding any one object or person.   When entering the village the party will find that what remains of the villagers after a century, are statues made of ash and dust. If a player interacts with the statues they will crumble immediately and the dust will quickly vanish. With a DC 15 Investigation or Survival check, the party can tell that these statues are as brittle as they are due to being exposed to the sunlight for centuries. With a DC 12 Arcana check, the party can sense that these statues are different from a traditional victim of petrification, and that their souls seem to be missing from the statues.   The party can search the nearby houses but will not find the access to the vault. With a DC 20 Perception or DC 15 Investigation check the party can notice that through the manholes they can hear water flowing. While searching the village, they will find a magically preserved estate that once belonged to Atria and outside will be a hedge maze that at the center has a hatch with runes scratched into them saying "bones of the earth, brother of the dirt." If the party says the word stone, rock, etc. then the hatch will open allowing the party into the vault.   Inside the first room, the party will see six statues of men in armor with a pile of rumble and a seventh statue that is decapitated. The statues cannot fight the individuals until after they are no longer being watched. The statues that are able to move will take the chance to snuff out any light so that all six of them can attack the next rounds. If the party does not kill these statues they will try to attack later on in the dungeon.   Room 1 XP - 800 XP Each   If the party goes into the chappel they will find a small altar to Tomot that if the players pray at can grant them inspiration if they are a paladin, cleric, or acolyte. With a DC 10 Perception check, the party will see that in the center of the statue is a hole which is lined with spikes. They will also see that inscribed on the altar is "reach in and have faith". If a player reaches into the stomach of Tomot, they must make a DC 14 Wisdom Saving Throw or become frightened due to the potential danger. The eyes will glow on the statue and if the player is frightened they take 1d6 damage from the spikes mutilating the hand and the eyes glow red. Regardless of if the player is frightened or not they will notice that the wall to the right of them has opened revealing an access port to the sewers. With a DC 13 Perception check, the party will find both the Seeker's Compass as well as The Dragon's Scale (shield) at the bottom of the river.   Finding the Compass - 100 XP Each   If the party ventures down into the dungeon (south on the map), then they will find either the true vault or the banquet room. In the small vault, the party will need to make a DC 15 Perception Saving throw to notice where the hidden pressure plates are leading up to the vault. Tripping two of the pressure plates results in a large steel ball holding magma in it to be flung at the party. Setting off the trap will give the party only two turns to grab whatever they can and run before the room fills with the magma and the treasure is destroyed. Being hit by the ball itself does 3d8 bludgeoning damage to the player and if the player touches the magma it does 1d10 fire damage. Inside the vault is 7 art pieces (25 gp each), spell scroll of Mend the Dying, Potion of Climbing, 2 Potions of Healing, 2,000 cp, 1,200 sp, and 70 gp. There also seems to be a vial of dust labeled "Bone of Ogre".   In the main room the party will see remains of what was once likely a great hall, with the ruins of a piano and other instrumental equipment as well as a small stage on the central southern wall of the room. Standing on the stage is a petrified Atria, holding his blade and dawning armor as though he were prepared to fight. Alongside him, any statues that were not yet killed will begin to enter the room. If all of the other statues were destroyed, three more may enter the room.   Fighting Atria - 630 XP Each
Completion Date
3:9:784
Parent Plot
Related Session Reports

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