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Treasure Vault · Medium · Level 1 · Medium

Scale Shelf Vault

A brass coin in the entry mosaic shines brighter than the dust around it.
Rooms
15
Foes
14, CR 1/8 to 1/2
Traps
4
Treasure
65 gp
123456789101112131415Entrance
Select a room on the plan to open it.

The party is in

1. Coin-Mosaic Vestibule


Seen


Something wanders by


At a glance

The threat

A young cave drake, drawn by the scent of old coin, has made the deepest chamber its nest.

Wandering monsters (1d3)

  1. 1

    Kobold RunnerCR 1/8

    When: A loud noise in rooms 0 through 7 or a delay of an hour in the upper halls brings it nearby to investigate or fetch help.A kobold runner with a sling and a chipped bronze knife, carrying scraps of food between hideouts.
  2. 2

    1d2× Giant RatCR 1/8

    When: The party disturbs food scraps, bones, or a nest in the shrine passages.A hungry giant rat with patchy fur and bright, wary eyes.
  3. 3

    Vault ScavengerCR 1/8

    When: The party makes prolonged noise near rooms 2, 9, or 10; it watches from a doorway and flees if challenged.A nervous bandit scavenger with a wrapped lantern and a short blade.

Rooms

15
1

Coin-Mosaic Vestibule

2 foestreasuresecret

What they see

Read aloud

A square vestibule has a cracked mosaic of a coiled lizard surrounding a brass coin. Three locked doors face the side passages, while the northern doorway stands open; grit and small clawprints gather beneath it.

Features

  • Mosaic floor with a coin-shaped brass inset
  • Three iron-bound locked doors; each lock can be picked with thieves' tools

What the GM knows

Monsters

2× Kobold LookoutCR 1/8

Lean kobold lookouts in patched leather, startled but eager to defend their claim.Tactics. One throws a stone and retreats toward room 1; the other uses the doorway for cover and calls for help.

Treasure

Scattered coppers6 cp

A few copper pieces wedged in the mosaic's grout.
Room secrets · GM only

Notes

The locked doors lead to rooms 1, 2, and 3. The open north door leads to room 4. Loud fighting may alert room 1.

3 doors: E (locked), S (normal), N (normal)

The place

What it is

The vault is a compact maze of counting halls, devotional alcoves, and sealed chambers cut into a low shelf of stone.

Atmosphere

Cold air carries the smell of dust, lamp oil, and old coins.

The threat

A young cave drake, drawn by the scent of old coin, has made the deepest chamber its nest.

History

The vault was built by the merchants of a distant, dry upland homeland to keep their coin and trade records safe through a long border war.

Rumors

1d4
Roll a rumor

  1. 1The old vault's little shrine figures all face the same direction, even when the walls do not.
  2. 2A kobold band has taken to trading stolen copper for food, but none will go near the lower halls.
  3. 3A cave drake is said to sleep on a bed of gold, though the last person who claimed to see it ran away empty-handed.
  4. 4One of the old merchant ledgers proves that a family fortune was never properly claimed.

Plot hooks

3
InvestigationThe Missing DepositA shopkeeper's recovered ledger points to the vault, but its final pages describe a deposit that was never entered into the town's accounts.From: A worried local shopkeeperReward: A modest purse and the right to keep one recovered ledger item
NegotiationA Bargain in the HallA kobold scout has been caught stealing food and claims its clan will starve unless the party helps drive the cave drake away.From: A frightened kobold captiveReward: A safe route through the vault and a share of the kobolds' recovered trinkets
RetrievalThe Honest WeightA patron wants the old weight-stone from room 8 returned intact, believing it can prove a disputed inheritance.From: A local factorReward: Payment for the stone and a small bonus for keeping the shrines undamaged

Corridors

3
  • Between rooms 1 and 5

    A brass floor strip is stamped with a tiny running lizard. Fresh scratches lead toward the deeper rooms.

  • Between rooms 2 and 10

    A narrow viewing slit looks into a sealed counting passage. A kobold eye occasionally glints behind it.

  • Between rooms 7, 12, and 14

    Dust lies thick except for a trail of small bootprints moving between the old traps and the boss chamber.

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