
Vault Description

Vault Entrance
A spiraling stone stair drops from beneath the great museum statue into this fortified chamber. Cool and silent, it is carved straight from bedrock. Iron-bound cabinets and sturdy tables stand in orderly rows—everything arranged for inspection, record-keeping, and control of the deeper vault beyond.
This room functions as a secure checkpoint and temporary guard post during vault transfers. When idle, it is locked and usually empty.
A search uncovers a detailed ledger logging every item moved in or out—timestamps, descriptions, personnel, and authorizations. Each entry bears Copperlocks’ signature and that of a senior staff member, reflecting strict dwarven security protocols.
Vault Hallway
A narrow stone corridor links the vault entrance to the chamber beyond. Heavy steel portcullises stand at both ends, their bars thick and unyielding—designed to seal the passage at a moment’s notice.
Both portcullises remain closed by default and can be raised from levers in the Vault Entrance or Vault Room. Operating them creates a loud, grinding echo heard throughout the vault.
Trap – Razor Blade Mechanism:
A concealed groove runs the length of the floor, hiding a pressure-triggered defense.
Trigger: Stepping on the plate without proper bypass.
Effect: Both portcullises slam shut and lock. Razor blades erupt from the floor, spinning outward.
Save: DC 15 Dexterity save; 4d10 slashing damage (half on success).
Detect: DC 15 Wisdom (Perception) to spot the floor seam.
Disarm: DC 16 Dexterity (Thieves’ Tools) or Intelligence (Arcana).
This mechanism is designed to kill, not warn.
Well
At the base of the narrow stone shaft, clear water gathers in a still pool. Light filters down from above, refracting across the surface and casting soft, shifting patterns on the surrounding stone. Deep within the stronghold, it is an unexpected pocket of calm.
The vault shares a reinforced wall with this chamber, tempting thoughts of entry from below. The stone is masterfully set and heavily fortified.
24 hours of continuous labor (or powerful magic) to tunnel through.
Final breach: DC 20 Strength (with tools) or DC 20 Intelligence (Mason’s Tools) to properly break and brace the stone.
Noise will almost certainly draw attention before completion.
Possible—but desperate. The dwarves built this wall to endure.
Vault Room

The corridor opens into a circular stone vault, the air cool and unnervingly still. At the far wall stands a massive round door, banded in steel and mithral, its surface etched with intricate dwarven runes—the sealed heart of the company’s wealth.
Four bronze suits of dwarven armor stand along the perimeter, broad-shouldered and perfectly still, their hollow eyes catching the light.
A woven rug bearing the company crest lies at the chamber’s center. The stone floor is smooth, spotless, and meticulously kept—silent proof that this vault is neither forgotten nor unguarded.
Vault Door
A masterwork dwarven lock seals the door. Without inside knowledge, it is nearly impossible to breach.
DC 25 Dexterity (Thieves’ Tools) to pick.
Reduced to DC 15 if the party has acquired original vault blueprints or engineering notes.
Only Manistrad Copperlocks, Dworic Ironbelly, and Thorek Gemhand know the proper opening sequence.
Rumors speak of lost schematics from the Toran vaultwrights—coveted by factions like Gellan Primewater or the Sea Princes. With them, the door is difficult. Without them, it is desperation.
Animated Armor
The four bronze suits are Animated Armor constructs.
They do not attack dwarves.
The command word “Tatalot” causes them to stand down for 10 minutes.
Only Copperlocks, Dworic, and Thorek know the word.
Rug of Smothering
The central rug is a concealed Rug of Smothering.
Activates if stepped on without the command word or by a non-dwarf intruder.
Attacks silently, grappling and suffocating as a final safeguard.
Vault
The chamber opens into a treasury of stone and silence. Gold coins gleam in stacked rows, heavy chests sit sealed and orderly, and sacks of raw and cut gemstones catch the glow of enchanted lanterns. The air is cool, still, and heavy with quiet enchantment.
Along the walls, rune-etched slabs record founding oaths, lost bloodlines, and the company’s deepest delves. Relics from ancient halls rest in fitted alcoves, displayed not for vanity—but for reverence.
Everything is catalogued and meticulously arranged. This is not a hoard—it is a vault of heritage.
Treasure
Currency & Trade Goods:
Approx. 1,000 gp in mixed gold and gems
Dwarven-mined emeralds, fire opals, and garnets
Stamped trade bars bearing the crest of the Toran Guild (determine size, weight, and value)
Magic Items (DMG Compatible):
Belt of Dwarvenkind (Wondrous Item, Rare – DMG p.155)
A prized heirloom passed down by the original Toran foreman who first broke ground in Saltmarsh. Grants resilience, strength, and a deeper connection to dwarven heritage.
Stone of Good Luck (Luckstone) (Wondrous Item, Uncommon – DMG p.205)
Kept in a small obsidian case beside the ledgers—used by the company's first gem appraiser, said to never have misvalued a stone. Grants +1 to ability checks and saving throws.
