Kelador Vaults
The Kelador Vaults are a secure location that people from the local area use to store important items.
It consists of many levels, dug long ago by dwarves, deep into the bedrock below the city of Kelador. The deeper the level, and the more the owner pays, the more secure the Vault.
Security at the Vaults
The Kelador Vault is a network of underground tunnels many stories deep. It is filled with hidden traps, the location of which, and how to avoid them, is known only to those who work there (dwarves). The protections are mostly Arcane, and vary. The security of the Vault increases as you go to lower levels.
To venture beyond the Foyer, a person (or party) must possess a key to a Strongroom in the Vault. This is paired with a staff key. The keyholder is compared with a list and description of acceptable users. Both keys are required to enter a Strongroom. If not, a loud alarm spell is triggered.
Visitors then pass through a 10-foot long anti-magic arch to reach the lift. On entering, any magic in effect is prevented from working – on exiting it reactivates as before, to prevent any important arcane items from being damaged.
To reach the various levels of the Vault, there is a mechanical lift powered by a Stone Golem. This goes down the hundreds of floors to the required level. To enter and operate the lift, the user must use a password, known only to the lift operator. This is whispered to the Golem by the lift operator. The lift operator will only operate the lift for members of staff or those vouched for by known members of staff.
Following a recent break-in, an additional level of security has been added/ To exit the lift at the desired level, another password is required or an alarm spell is triggered and the lift is locked and brought to the surface.
The corridors between vaults are patrolled by various arcane guards. What they are vary by level. Strongrooms are numbered, but their location is not numeric. Owners of Strongrooms are given maps to theirs and are expected to lead the staff, while the staff disengage various traps and ward off guards. To enter the Strongroom, the two keys should be inserted and turned simultaneously.
Members of the Staff are not allowed to enter the Strongroom, or know what is inside. A Strongroom owner may place any protections, physical or magical, that they wish within their Strongroom (though Staff refuse to feed any monsters!).
To leave, the Staff member either waits outside or is re-summoned by ringing a bell-pull in the Strongroom. The route is then retraced to the lift, the lift operator is summoned by another bell system and people exit the way they came (through anti-magic arch), retaining their key.
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