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krymec_s_vault [2026/03/25 10:22] – created - external edit 127.0.0.1krymec_s_vault [2026/09/10 12:04] (current) dungeonmaster
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 =====Krymec's Vault===== =====Krymec's Vault=====
  
-**Krymec's Vault** is a class dungeon crawl in the extended [[Goldvale]] area. To enter one must find a map to its location hidden in the [[Dense Forest]] and have a special key. [[Player Characters|The Party]] acquired these things during a bar brawl at [[The Card House]] as loot and took off to enter the Vault. No one knows who Krymec is/was, but the Vault is certainly a draw for adventurers.+**Krymec's Vault** is a classic dungeon crawl in the extended [[Goldvale]] area. To enter one must find a map to its location hidden in the [[Dense Forest]] and have a special key(([[Urist]] was last in possession of a key. More than one key likely exists in the greater campaign setting.)). [[Player Characters|The Party]] acquired these things during a bar brawl at [[The Card House]] as loot and took off to enter the Vault. No one knows who Krymec is/was, but the Vault is certainly a draw for adventurers.
  
 ====Levels==== ====Levels====
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     - Whomever opens the door is compelled to enter the room and will be magically shoved in if they stall.     - Whomever opens the door is compelled to enter the room and will be magically shoved in if they stall.
     - Doors do not allow for reentry until whatever is behind the door is defeated.((Undiscovered during the first game session here with player characters.)) This prevents monsters from coming back and gives an added edge of danger.     - Doors do not allow for reentry until whatever is behind the door is defeated.((Undiscovered during the first game session here with player characters.)) This prevents monsters from coming back and gives an added edge of danger.
 +    - As a **quirk**, if the monster or whatever it is on the other side finds the magical door while it is left open from Krymec's Vault, they may in fact use it to enter the vault.
   - The doors are actual portals to other locations where the monsters/encounters are. So even though the vault is underground, the player characters find themselves in any habitat that the actual thing they're dealing with is at, giving this vast diversity. The key to this is role playing the habitat they end up in, taking this dungeon crawl to diverse conditions that really write themselves into the game.   - The doors are actual portals to other locations where the monsters/encounters are. So even though the vault is underground, the player characters find themselves in any habitat that the actual thing they're dealing with is at, giving this vast diversity. The key to this is role playing the habitat they end up in, taking this dungeon crawl to diverse conditions that really write themselves into the game.
     - While elsewhere via the spell that runs all of this there is a property of the spell that tries to keep them in the immediate area. Trying to leave the area while there can result in the spell collapsing and stranding player characters.((Which is exactly what happened at a game session.))     - While elsewhere via the spell that runs all of this there is a property of the spell that tries to keep them in the immediate area. Trying to leave the area while there can result in the spell collapsing and stranding player characters.((Which is exactly what happened at a game session.))
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 ====Level 1==== ====Level 1====
  
-When The Party entered Krymec's Vault they found a Level 1 which was tailored after monsters with a CR4 rating from the Monster Manual. They went through a door marked "Flameskull" and found themselves in a tower with open windows. Here they acquired treasure in the form of the [[Fire Opal Staff]]. Then faced with a choice of doors marked "Bone Naga", "Banshee", "Unmarked", & "Wereboar" they made the choice for "Wereboar". This door transported them to a farm area's mud pit where a wereboar was hanging out, on another continent. From there they left the area, breaking the spell, leaving Level 1 and Krymec's Vault behind.+When The Party entered Krymec's Vault they found a Level 1 which was tailored after monsters with a CR4 rating from the Monster Manual. They went through a door marked "Flameskull" and found themselves in a tower with open windows. Here they acquired treasure in the form of the [[Fire Opal Staff]]. Then faced with a choice of doors marked "Bone Naga", "Banshee", "Unmarked", & "Wereboar" they made the choice for "Wereboar". This door transported them to a farm area's mud pit where a [[Natalie|wereboar]] was hanging out, on another continent(the [[Havenspass]] region). From there they left the area, breaking the spell, leaving Level 1 and Krymec's Vault behind.((We very much so should have read these notes when The Party briefly returned to the vault later on.)) 
 + 
 +====Level 2==== 
 + 
 +When The Party returned the Krymec's Vault (after having been transported to [[Havenspass]] because of the vault and then making their way back to [[Goldvale]] by alternative means) there were issues. These issues were because they had left the vault unlocked with the key they used to open it, still sitting in the lock, front entry open for anyone. Some unknown person(s) entered, got at least down to Level 2, which had 3 doors. One door led to a "Gothic Village" and was wide open. This is where vampire came from, escaping from there into the Goldvale area. Another door was open to what seemed like a "tropical island swamp", was likewise wide open, and this is where the [[Lundersnooch]] came from. They closed these doors, then exited the vault and locked it.((No notes on things written on the doors were given, we sort of forgot all that. We'll do better roleplaying this next time, maybe.)) 
  
  
  
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