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DIT 2: "Into The Doomvault"

Discovery, Exploration

2021-11-12

You have breached the Doomvault! Now to find out its many secrets and find a way into the Phylactery Vault before all of Thay descends upon you.


Having dispatched the undead guarding the entry point Black Gate, Brehana uses her magic to make herself look like the Vampire Spawn that was leading them. As you all make your way down the stairs into the large, temple like chamber you see a Vampire overseeing a battle in the 15-foot-deep pit in the middle of the chamber. In the pit is a large demon being attacked by a group of prisoners, only one of which appears to have any fighting ability. On the ledge is a Vampire, overseeing the carnage.

 

Brehana attempts to bluff their way past the Vampire but unfortunately, he sees through the illusion and knows that Brhana is not is Spawn. Before he can fully react though, Pubert does what Pubert does best and attacks. Meanwhile, there is a strong urge to jump into the pit and fight the demon, but you all manage to withstand it and combine to finish off the Vampire before helping the prisoners defeat the Vrock.

 

Afterward, one of the prisoners, the one actually dressed in armor, identifies herself as Shalendra Floshin who Syranna said was one of two people who were trapped in the Doomvault. She thanks you for the assistance and offers to get the other prisoners to safety if you can provide her with a glyph key. As luck would have it, the Issem, the Vampire you just slew, has one attuned to the zone you are in. After sharing any attunements with your key and Issem’s you give on of them to Shalendra and she uses the Black Gate to teleport herself and the other survivors back to the Gatehouse.

 

Continuing to the northeast, you find a White Gate leading to the Temple of Chaos zone. Since your remaining glyph key is attuned to zone you are in, you are able to pass through the gate without issue, except for the small matter of Taru triggering a pit trap just before the gate and falling in. This leads to the use of more caution as you successfully spot another such trap on the other side of the gate.

 

Once through the gate you encounter a long chamber with three large circles on the floor embedded with runes. Malice is able to deduce that among the runes which are mostly gibberish is a glyph of warding. He also spots a metallic back embedded in the ceiling 20-feet above. Just in the nick of time he is able to scamper back out of the room before the magical lightening trap springs.

 

Timing the trap just right, Pubert and Brehana are able to check the large double door across the chamber and find it to be locked. In order to have adequate time for Brehana to pick the lock before the lightening goes off, Malice uses dispel magic to suspend the magical trap for a time (he guesses about an hour).

 

Once the lock is picked, and the doors open, you are met with sweet scent of incense and can feel the hot air as you enter an opulent chamber, the walls covered with silk tapestries in green and yellow, and the floors are spread with cushions. In the middle of the room is a strikingly beautiful woman who is guarded by four burly men.

 

Having taken the persona of the Vampire Span Eldrath, Brehana knows this woman is no woman at all but engages her in conversation anyway asking if she is alright. The woman, whose name is Pencheska, responds that all is well here. She also immediately takes notice of Pubert. Before Brehana can stop him, he’s been charmed by Pencheska and immediately runs to her side.

 

Pencheska runs her fingers over Pubert’s muscled chest and looks up at him with quite the flirtatious expression. No one hears her say anything but before you know it, he’s attacking one of Pehcheska’s guards, apparently at here behest.

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