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The Vault of Eternity (5e)
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The Vault of Eternity (5e)


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The Vault of Eternity is a classic dungeon crawl with a twist for a party of mid-to-high level adventurers (roughly 9th-10th). While the dungeon is set in the Underdark of the Forgotten Realms, it is designed to be easily added without any major adjustments to any campaign that features dwarves. For example, this could easily be an ancient and forgotten mountain stronghold rather than an Underdark complex.

In ages past, an evil of untold power was forged—by dwarves. To avoid eternal damnation by Moradin, they managed to lock it away in the darkness. Unfortunately, demon lords have been attracted to its dark power. Now, adventurers are drawn into a rescue mission with dire consequences. Will the adventurers save their friends, defeat the demons, and discover the truth about the Vault of Eternity?

In this adventure module, you'll find:

  • 18 pages of professionally formatted, illustrated, color content (including a handout and map)
  • Several sessions of gameplay with a minimal amount of preparation (between 6 and 14 hours of gameplay depending on group speed and how much of the complex the players want to explore)
  • Read-aloud text that can be used, adapted, or ignored for each and every encounter area--more than forty in all
  • Information about the Vault's important NPCs and three flavorful twists on conventional monsters that don't require any work to implement
  • Unique, named, storied, and balanced magic items that your players will be enjoying and talking about for a long time to come
  • Multiple formats for the adventure module itself (gorgeous full-color, hyperlinked PDF and printer-friendly text-only version)
  • GM, printable, VTT, and player versions of the Vault's encounter areas

UPDATE: 2018-04-12, v. 1.02c

  • Clarified number of creatures in rooms 16 and 36. (Thanks again, Ryan Z!)

UPDATE: 2018-04-10, v. 1.02b

  • Clarified number of creatures in room 7. (Thanks, Ryan Z!)

UPDATE: 2017-09-06, v. 1.02a

  • Added "The_Vault_of_Eternity_VTT" map file which contains a more aesthetically pleasing version of the Vault map with doors and cave-ins marked. This map is designed particularly for use with Virtual TableTops.

UPDATE: 2017-07-11, v. 1.02

  • Added a hyperlinked table of contents
  • Updated pagination
  • Fixed the "full preview not working" issue
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Discussions (3)
Customer avatar
Zinfandel D March 09, 2019 2:11 am UTC
Ran this module as a one-on-one play-by-post with a friend (so I modified many of the monster stats) and was very impressed by the level of detail included and the rich lore underpinning the game. Such an imaginative world--and you'll definitely get 10-15 hours of play out of it! The suggested narration for DM use is also incredibly well written. Thanks!
Customer avatar
Thomas D March 09, 2019 4:51 am UTC
Zinfandel, I'm so pleased you enjoyed it! Thank you for the glowing feedback. It's very much appreciated.
Customer avatar
Michael B January 17, 2019 4:30 am UTC
In room 42 what would your suggestion be for seeing if they succeed in destroying the hammer and anvil. It just states if they falter Kirn can recall the hammer. Also, do you have any recommendations as far asr Kirn if he does go the attacking route, like use a revenant or ?
Customer avatar
Thomas D January 17, 2019 12:01 pm UTC
The idea is that Kirn has done all the "hard work" ahead of time as far as crafting the anvil capable of destroying the hammer--all that he lacks is the will-power to follow-through and actually hit the hammer on the anvil. Any character (assuming they're strong enough to heft the hammer) is capable of "doing the deed" if they have the conviction to do so. Kirn chooses the PC with the most "strength of will" (which he perceives as CHA). The only way the PC can "falter," really, is to decide to take the hammer but *not* hit the anvil with it. (I.e. if they were trying to trick Kirn or leave with the hammer.) In these cases, Kirn can recall it since he's still attuned/connected to it.

If Kirn ends up fighting the party, he should fight as if he's an invincible and sluggish juggernaut; he knows that as long as he holds the hammer he can't really be defeated. As such, he'll just keep swinging at whatever member of the party dares to be in melee range...See more
Customer avatar
Ryan Z April 10, 2018 5:41 pm UTC
For anyone that's run this module before, how many cultists or cult fanatics are in room 7? The room description is fairly ambiguous.
Customer avatar
Thomas D April 10, 2018 7:43 pm UTC

My apologies for the ambiguity! The intention was for there to be *four* cultists stationed in room 7 (along with the single vampire spawn). I'm sorry I missed that in the current edition. I will update it right away :)
Customer avatar
Thomas D April 10, 2018 8:07 pm UTC
Sorry, I should be clearer still! Four "cult fanatics," (as it says in the room description) not just regular "cultists."
Customer avatar
Ryan Z April 11, 2018 1:40 pm UTC
Thanks for the quick update! I'm looking forward to running this over the weekend.
Customer avatar
Thomas D April 11, 2018 8:46 pm UTC
Awesome! I'd love to know how it goes. Feel free to drop another comment if you run into any other issues while prepping/running! Have fun :)
Customer avatar
Ryan Z April 12, 2018 12:56 pm UTC
Hey could you tell me how many revenants are in room 16? Also, in room 36, you may want to specify the number of clay golems in the description. It says there's two in the flavour text, but I think it would be helpful to have it in both places.
Customer avatar
Thomas D April 12, 2018 11:31 pm UTC
Ryan, now you're making me feel sloppy that I didn't see these issues earlier! There are two revenants in room 16. You're correct about room 36, and I'll put a clarification in that room's description as well. Thanks again for the feedback!
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File Last Updated:
April 12, 2018
This title was added to our catalog on July 10, 2017.