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L2-11d-V. Relic Vault — “Ruby Witness Room”

The vault is square and still—black ashlar banded in bronze, its air dry as parchment. Stone shelves and low pedestals line the walls; three lidded stone chests sit to either side of the room. Small ruby chips pinprick the mortar seams, winking on a measured six. A waist-high stand holds wax tablets and a red-flecked stamp. Beyond, a narrow corridor runs east into shadow.

What this room is

A lawful reliquary. Clergy logged, witnessed, and reclaimed tools of office, funerary implements, and votive art here. Everything assumes the Suel six-count and Wee Jas as witness: speak, stamp, then take.

The Ruby Witness protocol (how to take a relic legally)

  1. Announce in a steady six-count any respectful funerary line (Common or Old Suloise).
  2. Stamp the wax tablet with the ruby seal (press on the sixth beat).
  3. Turn the item’s pedestal six-stud ring one click per count; press the ruby pip on six; then lift the relic.
    Success: A soft chime; ruby seam-lights cool; no further effect.

Fail-forward (any step skipped or off-count): The pad buzzes and a translucent ruby hand (force, no damage) attempts to grapple the taking creature (+5 to hit; escape DC 13 at end of turn). On a second offense in the same visit, the door locks and the ceiling rubies emit a low note (Attention +1) until the item is returned and the proper steps are completed.


Traps & defenses (fair, readable)

  • Witnessless Theft: If an item leaves its pad without a prior stamp and six-count, each creature in the room must succeed on a DC 12 Wis save or suffer disadvantage on ability checks for 1 minute (the oppressive sensation of being judged).
  • Chest Jolt: Forcing a chest without the ring-and-pip cadence deals 4 (1d8) lightning to the opener (from a ruby discharge) and locks the lid for 1 minute.
  • Panic Seal (only if the party keeps trying to brute-force): On a third offense total, a distant bell sounds (Attention +1) and a Ruby Custodian begins moving from the Wing of Stone (arrives in 1d4+1 rounds).

Relics (curated; choose 3–6, or roll d8)

  1. Pectoral of the Ruby Skull-Star (art 150 gp; while worn in funerary sites, advantage vs. charm/necrotic saving throws).
  2. True-Square of Kendor (uncommon tool; advantage 1/day on stone/ mechanism checks; 1/long rest trace a six-count to sleep a Stone Bite seam for 1 minute).
  3. Seal Ring of the Judge (uncommon; as an action, six-count mini-sanctuary vs. undead for 1 minute; DC 12 ends if you attack/cast).
  4. Lendor’s Count-Rod (common wondrous; 6 charges/day; bonus action grant +1 to an ally’s next ability/tool check within 30 ft).
  5. Jascar Sun-Disc (art 100 gp; uncommon if activated: 1/long rest +2 AC vs. one attack as a reaction).
  6. Fortubo’s Brace-Nails (6) (consumables; wedge a trap/door, granting advantage on the next disable/force check).
  7. Ruby Ledger-Bones (set of 6) (consumables; break one to “recount”: nearby Ruby ghouls/zombies lose their action this round).
  8. Ampoule of Funerary Myrrh (2) (smear on a weapon; for 1 minute it deals +1 radiant to undead and counts as holy water for interactions).

DM tip: Place an extra Stonebond Token (from 11b) tucked beneath one shelf for parties who explored deeply.


Secrets

  • Scribed panel (east wall, low): A sliding ledger slab (Perception DC 13 to notice scuff) hides a palm-map of the Wing of Stone vents with a charcoal note: “Errant draft east.” Grants advantage once on a Quiet Draft/vent puzzle.
  • Witness cache (under the stand): Ruby chalk (2 uses) and a Wee Jas ribbon-seal; shows a narrow curl-script: “Measure remembers.” Presenting this to a Ruby Custodian gives advantage on one parley check here.

Boxed outcomes

  • Proper witness & removal: One… two… three… four… five… six—the seal takes your stamp; ruby points fade, and the relic lifts as lightly as a breath.
  • Witnessless grab (first offense): The pad hums disapprovingly; cool ruby light slicks your fingers as unseen fingers close around your wrist.
  • Brute-forcing a chest: A red spark snaps from the hinges; the lid locks with a juddering clack as the room’s lights burn a shade brighter.

Relic Vault — “Ruby Witness Room” by 3orcs

At-a-glance (DM quick)
  • Where: Beyond the short secret passage behind the horned effigy in L2-11d; the south wall here is that blue-black steel door you revealed there.
  • Size/shape: 20′ × 20′ square; a 5-ft-wide corridor continues east out of sight (to be keyed later).
  • Role: Secure storage for temple-age Suel relics (c. 10 CY), protected by Wee Jas’s Ruby Witness protocol—lawful removal only on a six-count with a ledger stamp.
  • Tone: Dry, orderly, faint ruby glow; library-quiet with a museum’s tension.
Layout & features
  • Ruby Witness Stand (center-south, near door):
    Wax tablets (blank), a bronze seal-heater cup, a Wee Jas stamp (ruby chip), and a narrow ink brush. Thin Old Suloise on the stand reads: “Measure holds; witness in ruby.”
  • Perimeter shelves (all walls): Stone rungs with pedestal pads (some empty; some occupied). Each pad has a tiny six-stud ring (turnable by hand) and a ruby pip.
  • Three stone chests (west, north-west, east): Each with a two-step latch: rotate a hidden six-stud ring clockwise while a second person keeps a soft six-count; on six, depress the ruby pip to pop the lid (player-skill; no roll if they follow the cadence).
  • Ceiling & floor: Vaulted ceiling with six-petal coffers; floor in six-tile grids.
  • East exit: A 5-ft corridor of dressed stone continues east (cooler air; faint ink-and-myrrh smell).
Exits
  • South: back to the effigy passage (L2-11d).
  • East: unkeyed corridor out of the vault (cooler, quieter). Save it for your next room article (archive, audit office, or a second, deeper vault).

Type
Room, Security, Vault
Owning Organization
DM notes (run fast)
  • Keep it player-led: no checks if they describe the cadence/stamp; only call for saves when they fight the system.
  • Use the Custodian arrival only if the party repeatedly ignores the protocol.
  • The vault is where you reward curiosity—include 1–2 minor magic tools plus flavorful art to anchor the 10 CY provenance.
  • Flag the east corridor as a lead; it gives you runway for an Archivum or Auditor’s Alcove next.



Cover image: Suel Temple Skull Banner by 3orcs

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