Harbor Undervault
- Rooms
- 9
- Foes
- 19, CR 1/2 to 4
- Traps
- 8
- Treasure
- 2,190 gp
At a glance
The threat
The dock factions are tearing each other apart over contraband routes, but their violence has awakened a bound tide-wight sealed in the oldest vault.
Wandering monsters (1d4)
- 1
1d2× Smuggler ScoutCR 1
When: When the party makes loud noise or opens a sealed door.Fast-moving thieves carrying lanterns, rope, and stolen keys. - 2
2d6× Sewer RatsCR 1/2
When: When blood is spilled near standing water.Bloated vermin that feed on offal and corpse scraps in the drains. - 3
1d4× Dock Enforcer PatrolCR 2
When: When the party lingers in a corridor for more than a few minutes.Armed faction toughs searching for rivals and stolen cargo. - 4
1d2× Drowned DeadCR 3
When: When the corpse-lamp in is disturbed or broken.One or two drowned dead dragged up by the tide magic below.
Rooms
9Broken Customs Hall
What they see
Read aloud
A broken customs gate opens into a torchlit receiving hall where the smell of tar and seawater is strongest. Fresh boot prints, smashed crates, and hurried graffiti show the factions are still using the place as a front line.
Features
- Collapsed customs desk
- Smashed cargo crates
- Faction graffiti on the walls
- Iron grate leading deeper
What the GM knows
Monsters
2× Dock ThugsCR 1/2
Angry dock thieves acting as lookout and muscle for the local smugglers.Tactics. They fight from cover, try to shove enemies into the water channel, and flee if bloodied.Treasure
Customs Seal Ring25 gp
A cracked seal ring used by customs clerks to mark confiscated goods.Contraband Coin Pouch40 gp
A pouch with mixed faction coins and dock IOUs.Notes
Use this room to establish the rivalry and let the party hear fighting deeper inside. A distant clang from or should suggest the dungeon is occupied.
4 doors: S (secret), W (normal), E (normal), N (normal)
The place
What it is
Beneath the port lies a half-flooded warren once used to tax contraband and hide seized cargo.
Atmosphere
Salt air mixes with lamp oil, mildew, and old blood.
The threat
The dock factions are tearing each other apart over contraband routes, but their violence has awakened a bound tide-wight sealed in the oldest vault.
History
A century ago, the harbor council built these chambers as a customs vault, quarantine block, and emergency flood refuge.
Rumors
1d5- 1The underdocks are cursed because the port council paid for a shrine to be buried instead of blessed.
- 2Two rival crews have been killing each other over the same ledger, but neither seems to know who hired them.
- 3At low tide, you can hear chanting under the customs hall, like the dead are calling ships home.
- 4A black lamp was found in the water last month, and anyone who touched it started drowning in their sleep.
- 5The best smugglers in the city avoid the undervault because something down there remembers every oath ever broken.
Plot hooks
4Corridors
4Between and
Rust-stained chain hooks hang from the ceiling, many still swaying as if someone just passed.
Between and
Shallow seawater sheets across the floor in low spots, reflecting lantern light in broken stripes.
Between and
Scratched gang marks and shipping tally signs are layered over each other on the walls, showing years of competing claims.
Between and room-9
A narrow drainage trench runs beside the corridor, carrying brackish water and the occasional pale fish bone.
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