
1st Floor Descriptions

Vestibule
An open-air entryway that shelters visitors from Saltmarsh’s coastal rains while showcasing the angular grandeur of Dwarven stonework—arched columns, etched stone motifs, and iron-bound double doors leading into the foyer.
A Royal Guard from Keoland’s Saltmarsh garrison is posted here at all hours, clad in the kingdom’s colors. Their presence serves not only as protection but as a silent, unyielding reminder: this establishment operates under the Crown’s authority. Anyone approaching the manor—be they trader, guest, or agitator—does so under watchful eyes.
Foyer
A broad, orderly space where guests wait to be received, featuring alcoves for coats and travel gear.
Reception Office
Dwarven clerks greet visitors here, manage check-ins, and direct those with delays to the adjoining lounge.
Waiting Lounge
A cozy chamber offering drinks and fine tobacco, designed for guests awaiting clearance to enter the mansion.
Grand Hall
A breathtaking display of Dwarven mastery, with etched stone walls and floors that chronicle the mining companies’ legacy in vivid script and imagery. A towering statue of a proud Dwarf stands at its heart.
Ale Storage
Barrels from the famed Salty Dwarf Brewing Company line this storeroom, ensuring a steady supply of hearty ale to sustain Dwarven labor and leisure alike.
Ale Hall

The main dining hall for workers and guests alike, radiating a constant warmth that echoes the ever-burning forges of the Dwarven halls below. Long stone tables, thick wooden benches, and a hearth that never goes cold give the space a sense of deep-rooted comfort and communal strength.
By evening, the Ale Hall becomes the true heart of the compound—a lively, roaring space where the day’s work is spoken of openly, whether in triumph or frustration. The dwarves speak freely here, bound not just by craft but by a shared sense of purpose and kinship.
Hierarchy melts away with the first pour of ale—even Manistrad Copperlocks takes her place among the benches as one of the crew. From foreman to gemcutter to kitchen staff, all are equal over a hot meal and a strong drink. In this hall, the Dwarven Mining Company is not a business—it is a clan.
Kitchen
Here, staff prepare hearty stews in a massive cauldron set over roaring coals, feeding workers and guests with Dwarven care.
There is usually one dwarf on hand, during the day you will find Old Marda here.
Museum

This spacious hall showcases rare artifacts, tools, and heirlooms that mark key moments in the mining company’s legacy. Dominating the exhibit is a masterfully carved Dwarven statue—slightly smaller than the one in the Grand Hall, yet far more intricate, capturing every wrinkle, braid, and rune with reverent detail.
Torren “Ash-Eyes” Flintcloak oversees both the Museum and the Great Hall. He can usually be found here, quietly inspecting artifacts, muttering runic phrases, or evaluating the magical resonance of items on display. Though the museum is open to honored guests and trusted merchants, Torren’s presence serves both as a guardian and a gatekeeper—nothing magical or historically significant leaves these walls without his knowledge.
He has cataloged many of the relics and remains ever-watchful for anomalies—particularly anything that may relate to lost dwarven magic, forbidden runes, or signs of ancient corruption from beneath the mines.
Museum Puzzle (Anagram)
🔻Base of Statue – Dwarvish Inscription (visible):
ᚠᛟᚱᚷᛖ ᚦᛖᚾ ᛏᛟᛗᛒᛋ ᚹᚺᛖᚱᛖ ᛗᛖᚾ ᚱᛖᛋᛏ
“Forge then tombs where men rest.”
Characters who read Dwarvish can easily translate this.
A successful Intelligence (Investigation) DC 14 or Wisdom (Insight) DC 15 check suggests this phrase might be scrambled or encoded.
🔺Ceiling Riddle – Dwarvish Script encircling the room:
ᚠᚱᛟᛗ ᚠᛟᚱᚷᛖ ᛏᛟ ᚷᚱᚨᚢᛖ ᛟᚢᚱ ᛏᚨᛚᛖ ᛁᛋ ᛖᛏᚳᛖᛞ
ᚹᚺᛖᚾ ᛋᛏᛟᚾᛖ ᚠᛟᚱᚷᛖᛏᛋ ᛏᚺᛖ ᚹᚨᚢᛚᛏ ᛁᛋ ᚹᚱᛖᛏᚳᚺᛖᛞ
ᛒᚢᛏ ᛁᚠ ᚤᛟᚢ ᛋᛈᛖᚨᚳ ᚹᚺᚨᛏ ᛋᛏᛟᚾᛖ ᚱᛖᚳᚨᛚᛚᛋ
ᛏᚺᛖ ᛈᚨᛏᚺ ᚹᛁᛚᛚ ᛟᛈᛖᚾ ᚦᚱᚢᚷᚺ ᚨᚾᚳᛁᛖᚾᛏ ᚺᚨᛚᛚᛋ
“From forge to grave, our tale is etched.
When stone forgets, the vault is wretched.
But if you speak what stone recalls,
The path will open through ancient halls.”
This poetic riddle hints that the correct phrase must be remembered / deciphered.
Puzzle Solution
The visible inscription "forge then tombs where men rest" is an anagram of the true passphrase:
“Stone remembers what men forget.”
Characters must rearrange the words or deduce the original intent of the riddle to solve it.
Once someone speaks “Stone remembers what men forget” aloud in Dwarvish, the statue grinds aside, revealing a spiral staircase to the secret vault.
Optional Support Mechanics:
A DC 18 Intelligence (History) or Arcana check may recall that this was a saying attributed to an ancient Dwarven archivist.
Clues to the original phrase could be found in:
The Archivist Office: etched in tiny runes on a chisel handle or bookmarked in a ledger.
The Stone Archives: half-buried under an early record slab.
Saying the anagram phrase aloud (“Forge then tombs…”) does nothing—perhaps triggering a subtle vibration or deep click, misleading the party into thinking they’re close.
Gem Cutting Chamber

A focused workshop where skilled Dwarven artisans cut and shape raw gems with expert precision, transforming rough stone into works of brilliance worthy of trade, display, or enchantment.
Thorek Gemhand, the reclusive Master Gem Cutter, is typically found here during daylight hours. He may be hunched over a precision cut, training a single apprentice, or meticulously inspecting and inventorying the latest gem hauls from the mine. He speaks little unless addressed directly and does not tolerate distraction in his chamber.
Shipping Office
The logistical heart of the headquarters, where clerks manage all paperwork and schedules for incoming and outgoing shipments of ore and gems—coordinated precisely with the nearby harbor and regional mines.
This room functions as the logistical hub for the Dwarven Mining Company’s trade operations. It tracks who is receiving a shipment, when it was sent, and how it’s being transported—detailing merchant names, shipping routes, captains, and dates.
However, it does not contain information about what is being shipped.
The exact contents—how much gold, silver, or refined ore—are stored separately in Copperlocks’ private office on the second floor for added security. Those who work in the shipping office handle the coordination and movement of goods, but remain unaware of the shipment’s true value.
Note:
This room still holds highly valuable information for spies and saboteurs—but it's only part of the picture. Without access to the private ledgers above, the data remains incomplete, yet dangerous in the right (or wrong) hands.
Agents of Gellan Primewater may seek to forge manifests or subtly reroute shipments for profit or leverage.
The Scarlet Brotherhood might use the logs to analyze trade patterns, trace economic influence, or intercept key deliveries.
The Sea Princes could view this as a strategic target to disrupt trade routes and weaken Loyalist control in the region.
Access is limited to trusted staff only. All entries are sealed with dwarven wax sigils and audited daily. Still, no lock lasts forever, and in the world of trade and power, even partial information can tip the scales.
Storage Room
Shelves and crates line this utilitarian chamber, stocked with tools, spare parts, and essential supplies for daily operations.
Caretaker’s Quarters
A modest but comfortable living space for the staff who maintain the grounds and prepare meals, offering them rest and respite from their daily labors.
In the evening and quite time, you would find Old Marda here.
Stone Archives
In keeping with their belief that stone endures beyond time, the Dwarves have carved their chronicles into towering slabs etched with meticulous runes. Suspended from ceiling chains and guided by floor grooves, these monoliths glide with surprising ease—allowing records to be browsed, arranged, or locked away with Dwarven efficiency.
A young apprentice under Barun Deepdelve is usually stationed here, slowly etching new findings and oral accounts into stone. Most of the tablets are not day-to-day records, but tales of myth, fragments of ancient history, and recurring symbols gathered from the surrounding region. Barun believes these patterns point to something long-buried—and deadly—deep beneath the mine. Few take him seriously, but the records here whisper of things better left undisturbed.
Archivist Office
The private workspace of the head archivist, where history is etched into stone with practiced precision before being added to the towering slabs in the archives.
Barun Deepdelve, the company's eccentric but devoted archivist, can usually be found here—chipping away at records or poring over old myths that most others dismiss. He rarely leaves the vaults, except to retrieve another slab or share one of his unsettling theories about what lies beneath the mine.
