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The Time-Locked Vault

The Time-Locked Vault

The Time-Locked Vault

Overview

Constructed by the ancient Argentari Empire before their fall, this high-security vault was designed to protect their most dangerous artifacts. To prevent intrusion, the vault is disconnected from the standard flow of time. Inside, time skips, loops, and reverses wildly. Players will encounter echoes of their past actions, fight enemies that haven't been born yet, and must solve puzzles using cause-and-effect across different temporal phases.

Environmental Hazards & Gimmicks

  • The Chrono-Tides: At the start of initiative count 20 every 2 rounds, the DM rolls a d4 to determine the flow of time in the room:
    1. Normal: Time flows normally.
    2. Hasted: All creatures gain +10 movement speed and an extra bonus action.
    3. Slowed: All creatures have half movement speed and cannot take reactions.
    4. Reversed: The last action taken by the player at the bottom of the initiative order is undone (damage is healed, spells return to slots, positions reset).
  • Temporal Echoes: When a player uses an Action Surge, Action, or high-level spell, they leave a faint blue "Echo" in that square. If an enemy steps into that square, they take 1d6 force damage from the temporal static.
  • Aging/De-aging: Certain traps don't deal damage but instead age or de-age a character by 1d10 years. This has no mechanical effect unless they are aged past their natural lifespan (resulting in exhaustion) or de-aged into a child (reducing Strength).

Key Locations/Rooms

1. The Stuttering Foyer

  • Description: The entrance hall. A grand statue of an Argentari king stands in the center. The room visually "glitches," flickering between pristine condition and decayed ruin every few seconds.
  • Sensory: The sound of a ticking clock that speeds up and slows down randomly.
  • Mechanic: To cross the room, players must move only when the room is in its "ruined" state. Moving during the "pristine" state triggers the ancient defense wards, firing a barrage of Magic Missiles at the offender. Players must hold their actions to move on the correct visual cue.

2. The Loop Corridor

  • Description: A straight, 100-foot long hallway.
  • Mechanic/Trap: The hallway is a spatial-temporal loop. Walking to the end simply brings the player back to the beginning.
  • Solution: To break the loop, the party must walk backward through the hallway, or cast a spell that manipulates time (like Slow or Haste) on the archway at the end to force it into sync with reality.

3. The Paradox Chamber

  • Description: A large square room. The party enters and immediately sees themselves on the other side of the room, fighting a group of Clockwork Golems.
  • Mechanic: The party is seeing their future selves. They cannot interact with the fight yet. Suddenly, the future-party vanishes, and the doors lock.
  • Encounter: The Golems spawn, and the party must now fight the battle they just witnessed. If a player intentionally does something drastically different than what they saw their future self do (e.g., their future self cast Fireball, but they decide to use a sword), they suffer 2d6 psychic damage from Paradox Strain.

4. The Chamber of Accelerated Decay

  • Description: A room filled with iron portcullises and wooden bridges.
  • Mechanic: Time moves incredibly fast here. If a player drops a torch, it burns to ash before it hits the ground.
  • Trap: The iron rusts and the wood rots within minutes. The players have exactly 3 rounds to cross the bridges and lift the gates before the entire structure crumbles into dust, dropping them into a pit of temporal spikes (dealing 4d10 piercing damage and aging them 10 years).

5. The Epoch Core (Boss Encounter)

  • Description: The heart of the vault. A massive, rotating astrolabe made of gold and platinum dominates the room. The artifact the players seek is suspended in the center of the rings.
  • The Boss: The Time-Warden (Use an Androsphinx stat block, re-flavored as a celestial clockwork construct, replacing roars with temporal spells).
  • Boss Mechanics:
    • Rewind: Once per combat, when the Warden drops below 50% HP, it uses a legendary action to cast a localized Time Stop, resetting its HP to full and moving back to its starting position. The players keep their current HP and spell slot usage.
    • Chronal Displacement: The Warden can banish a player to a pocket dimension of frozen time for 1 round. (Charisma save DC 15). The player disappears and reappears in the same spot next round, having missed their turn.
    • Lair Action (The Astrolabe): The rings of the astrolabe shift. The room is divided into four quadrants. Two quadrants become "Slowed" (half speed), two become "Hasted" (double speed).
  • Loot: The Hourglass of the Ancient Kings (Allows the user to cast Time Stop once. After use, the hourglass shatters into mundane sand).