Scale Shelf Vault
- Rooms
- 15
- Foes
- 14, CR 1/8 to 1/2
- Traps
- 4
- Treasure
- 65 gp
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
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
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
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
15Coin-Mosaic Vestibule
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.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- 1The old vault's little shrine figures all face the same direction, even when the walls do not.
- 2A kobold band has taken to trading stolen copper for food, but none will go near the lower halls.
- 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.
- 4One of the old merchant ledgers proves that a family fortune was never properly claimed.
Plot hooks
3Corridors
3Between 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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