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The Gravity Tombs of Karak-Vann

The Gravity Tombs of Karak-Vann

The Gravity Tombs of Karak-Vann (Level 8)

Overview

Deep within the ancient dwarven ruins of Dal Dur lies the mausoleum of Karak-Vann, an eccentric architect who mastered gravitational magic. He designed his tomb to deter grave robbers by completely unmooring it from the laws of physics. The dungeon is a complex, three-dimensional puzzle box where the floor can suddenly become the ceiling. Corridors twist in impossible angles, and heavy sarcophagi float mid-air.

Environmental Hazards & Gimmicks

  • The Tuning Forks: Scattered throughout the dungeon are massive, rune-carved iron tuning forks. Striking a fork with a weapon or spell causes it to hum with a specific resonance. This hum shifts the direction of gravity in that specific room (e.g., pulling toward the North wall, pulling toward the ceiling).
  • Floating Debris: Broken pillars, loose gold coins, and heavy statues float freely in zero-gravity transition zones. Moving through these areas requires Athletics checks to push off objects. Failing means drifting helplessly until grabbing onto something.
  • Falling Up: If a player shifts gravity while standing on what becomes the "ceiling," they will fall across the room. Falling damage applies normally based on the height of the room.

Key Locations/Rooms

1. The Disoriented Foyer

  • Description: A grand entrance hall. The door the players walked through is on the wall. They are currently standing on the "wall," looking "down" a long hallway that is actually the floor.
  • Sensory: The air is stale and smells of crushed stone. Dust motes hang perfectly still in the air.
  • Mechanic: To progress, the party must reach a doorway located 40 feet "above" them. A blue tuning fork rests on a pedestal nearby. Striking it shifts gravity 90 degrees, turning the current wall into the floor, allowing them to walk normally to the door.

2. The Hall of Floating Sarcophagi

  • Description: A massive, cylindrical chamber. Dozens of heavy stone sarcophagi orbit a central, glowing crystal pillar in zero gravity.
  • Mechanic: The party must navigate across the room by jumping between the moving sarcophagi.
  • Encounter: The motion disturbs the dead. 4 Mummies burst from the floating coffins. The combat takes place in zero-G. Melee attacks have disadvantage unless the attacker is anchored. Projectiles push the shooter backward 5 feet upon firing due to recoil.

3. The Crushing Corridors

  • Description: A long, narrow hallway. The floor and ceiling are lined with razor-sharp iron spikes.
  • Sensory: The metallic scent of old blood.
  • Mechanic/Trap: Every 2 rounds, a localized gravitational pulse violently reverses the gravity in the hallway. Anyone not anchored to the walls will fall into the spikes on the ceiling (taking 3d10 piercing damage), and then fall back onto the spikes on the floor two rounds later. Players must use pitons, ropes, or magical climbing to traverse the hall safely.

4. The Architect's Study

  • Description: A room perfectly preserved, but completely upside down. A massive desk, bookshelves, and chairs are bolted to the ceiling.
  • Mechanic: The party enters on the flat, featureless floor. To read the blueprints on the desk, they must find the hidden tuning fork to invert the room's gravity.
  • Trap: The tuning fork is trapped. Striking it casts Reverse Gravity, but also shatters the magical bolts holding the heavy furniture. The desk and bookshelves crash down toward the new "floor," forcing DC 15 Dexterity saves to avoid being crushed for 4d8 bludgeoning damage.

5. The Vault of Karak-Vann (Boss Encounter)

  • Description: A spherical chamber 100 feet in diameter. In the exact center floats the master sarcophagus of Karak-Vann, surrounded by four massive tuning forks (Red, Blue, Green, Yellow), one on each "wall" of the sphere.
  • The Boss: The Tomb Guardian (Use a Stone Golem stat block, modified with a fly speed in zero-G).
  • Boss Mechanics:
    • The Master Forks: The Golem uses its legendary actions to strike the colored tuning forks.
      • Red: Gravity pulls toward the Red wall.
      • Blue: Gravity pulls toward the Blue wall.
      • Green: Zero gravity. Everyone begins drifting.
      • Yellow: Hyper-gravity. Movement speed is halved, and creatures take 1d6 bludgeoning damage at the start of their turns from the pressure.
    • Debris Field: In Zero-G (Green), the Golem can hurl massive floating boulders at the party with devastating accuracy.
    • Tactics: The players must use the gravity shifts to their advantage, anticipating the falls, or use ranged attacks to strike the forks themselves to counter the Golem's control of the environment.
  • Loot: Inside the sarcophagus is the Maul of the Core (A +1 Warhammer. On a critical hit, the target is subjected to a localized hyper-gravity field, knocking them prone and reducing their speed to 0 until the end of their next turn).