Skip to content
CreatePricing
Cave · Massive · Deadly

The Saltcut Galleries

The first thing you notice is the warm breath rising through the cracks in the floor.
Rooms
40
Foes
78, CR 1 to 20
Traps
20
Treasure
60,298 gp
12345678910111213141516171819202122232425262728293031323334353637383940Entrance
Select a room on the plan to open it.

The party is in

1. Mouth of the Cut


Seen


Something wanders by


At a glance

The threat

Below the last trapped galleries, the elder monstrosity called the Deep Sleeper is bound into the fault itself.

Wandering monsters (1d4)

  1. 1

    Saltback bearCR 4

    When: Rations are opened or a loud fight lasts more than three rounds.A salt-crusted bear follows the scent of food and attacks anything blocking its path.
  2. 2

    1d4× Shale husksCR 5

    When: A loud metallic sound rings through the galleries.A cluster of mineral husks drags itself along the walls, scraping stone as it moves.
  3. 3

    1d3× Fault maulerCR 6

    When: The party runs, argues loudly, or crosses a resonant floor.A blind cave hunter tracks vibrations with hooked forelimbs.
  4. 4

    Glass-fang drakeCR 7

    When: A bright flame is carried through a passage with overhead fissures.A pallid drake with glassy eyes stalks torchbearers from the ceiling.

Rooms

40
1

Mouth of the Cut

2 foes1 traptreasuresecret

What they see

Read aloud

A broad cleft descends between two carved stone cheeks, their faces polished by generations of hands. Five exits open into the upper galleries, while a secret southern seam exhales warm, fetid air.

Features

  • Old iron lantern hooks
  • Five carved door lintels
  • A secret southern seam

What the GM knows

Monsters

2× Cleft lurkersCR 3

Pale cave scavengers with humanlike hands and milky eyes.Tactics. They hide above the entrance and drop onto isolated intruders, retreating through cracks when injured.

Traps

Welcome FallDC 15 bludgeoning

A loose ceiling shelf collapses when the central flagstone is stepped on.Disarm. Brace the shelf with timber or trigger it remotely.

Treasure

Foreman's tally25 gp

A stamped brass tally token recognized by the old guards as proof of work.
Room secrets · GM only

Notes

The western doors lead to rooms 1 and 4; the east to room 2. The locked north door opens with miners' tools or force. A faint rhythmic knock comes from below.

4 doors: W (normal), S (normal), N (locked), S (secret)

The place

What it is

The cave complex follows a natural fault enlarged into barracks, archive chambers, and a buried shrine.

Atmosphere

Cold mineral damp, sulfur, old lamp oil, and the copper smell of blood mingle beneath a constant drip.

The threat

Below the last trapped galleries, the elder monstrosity called the Deep Sleeper is bound into the fault itself.

History

The miners of the old salt-and-iron trade first widened these caves, then a secretive order took possession when they found an immense creature asleep in the fault.

Rumors

1d4
Roll a rumor

  1. 1A miner who returned from the cave insists the stone itself whispered his childhood nickname.
  2. 2The old galleries were built to keep something below, not to keep thieves out.
  3. 3Blue fungus grows only where the floor has recently moved.
  4. 4A legendary hammer lies beyond the room where the cave breathes like a sleeper.

Plot hooks

3
RescueThe Iron-Tasting WellA mining crew has vanished after breaking into a sealed spur, and the town's wells now taste of iron. Find the crew and learn whether they opened a route toward the lower galleries.From: A worried mine foreman named BorsReward: A share of the mine's recovered ore and a potion of superior healing
RetrievalThe Ledger BelowA scholar wants the old ward ledger from room 14, but the entries may reveal that her own family profited from the prison's upkeep.From: Archivist Ilona VargaReward: A rare spellbook and the scholar's support in town
InvestigationThe Stone's SongTremors have begun matching the rhythm of a miners' work song. Recover the shrine key and decide whether to renew or end the binding.From: A sleepless village bell-ringer named SefuReward: A legendary weapon from the sealed cache, if the party survives

Corridors

3
  • Between rooms 6 and 14

    A waist-high groove carries reddish water downhill; touching it leaves a faintly warm stain that glows near the sealed depths.

  • Between rooms 19 and 23

    Rusting iron rings line a narrow passage, each holding a length of snapped chain. Something heavy has dragged itself through recently.

  • Between rooms 21 and 27

    Pale cave fungus forms a trail toward room 27, but its caps release choking spores if crushed.

Media

0 images

No images yet.

Visual sheet

Turn The Saltcut Galleries into a sheet

A high-res, share-ready sheet you can post or print.