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Vault of the Once Great Thief

Lv 1-3 ▶ Run in Live DM

Shots in the Dark #1 · p.27-30 · 3p

Open source p.27 ↗
Run 0/19 visited· 1 fight left

Vault of the Once Great Thief
A level 1-3 adventure by StorytellerSteamer
CYLINDER (C)
A central shaft with concave side walls. Built to rotate if all four tumblers are in the correct position
(2, 3, 2, 4) and the lever in C5 is pulled, allowing entrance into the vault.
TUMBLERS (T)
Move when levers are pulled corresponding degrees. Move that tumbler so its corresponding number is centered on the cylinder.
Each has concave cuts in the walls allowing the section to rotate.

No extracted maps for this adventure — the map is in the source book: Open source p.27 ↗

Rooms (19)

C 1 Kobold Guard p.27 ↗

C 1. KOBOLD GUARD

Single kobold (SD 228), sun-blind.
• Secret door from Tumblers.

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C 2 Crude Barricades p.27 ↗

C 2. CRUDE BARRICADES

Alarm rally point for kobolds.

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C 3 Grisly Kitchen · Kobold Chief p.27 ↗

C 3. GRISLY KITCHEN

2 kobolds (SD 228) pickling meats.
C 4A: CHIEF’S QUARTERS
Kobold chief is present unless already encountered.
KOBOLD CHIEF
A commanding little bugger with a nasty knife.
AC 15 (Leather, Shield), HP 13, ATK 1
Delver Gutter (), MV near, S
, D, C , I , Ch , AL C, LV 2
Dodge. 1/day, an attack that would hit misses instead.
Delver Gutter. Dagger , vs
Delvers. Delver bonus already cal- culated into stat block.
RANDOM ENCOUNTERS

Details
1
wandering kobolds (SD 228)
2
Tumbler 2 unopened: Hunting party kobolds plus chief if alive
Tumbler 2 opened: zombie kobolds. (SD 265, but 1 HP)
3
Sorcerer alive: Sorcerer plus 2 kobold attendants (SD 228)
Sorcerer dead: Shadow (SD 250), kobold shaped, 13hp
4
Tumbler 1 and 4 slide back to position 1
5
A foul wind blows. DC 12 Dex or fires blow out
6
The spirit of the Once Great Thief steals coins from the pockets of each PC and adds it to the Vault
Risky. Check for encounters every 2 crawling rounds.
C 4B: KOBOLD TREASURY
Piles of junk.
• Greatsword, gem in hilt (100 gp)
Unlocking the Vault
To enter the vault, turn the tumblers to the correct positions:
• T 14 (tumbler 1) -> 2
• T 22 (tumbler 2) -> 3
• T 34 (tumbler 3) -> 2
• T 43 (tumbler 4) -> 4
Then pull the lever in C5

Foes tap HP · attacks roll
  • Kobold Chief

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C 5 Gory Temple p.27 ↗

C 5. GORY TEMPLE

3:6 chance kobold sorcerer and 2 kobold attendants present (SD
228). Otherwise, they’re in T44.
• Lever on Wall. If Tumblers are in positions 2,3,2,4 and lever is pulled, the cylinder rotates along its longest axis. Floors become ceilings. Torches may go out.
• Upside-Down Archway. On ceiling. Before rotation, up against a wall. After rotation, it leads to the Vault
TUMBLERS (T)
Four sections of dungeon that independently slide into five positions when a lever in them is pulled the corresponding degree.
Move that tumbler so its corresponding number is centered on the cylinder. Each has a section with concave cuts in the walls that correspond to the walls of the cylinder, allowing the section to rotate.

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T 11 Tumbler 1 Hallway p.27 ↗

T 11. TUMBLER 1 HALLWAY

Part of keyhole shaped hallway!

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T 12 Armory p.27 ↗

T 12. ARMORY

Extra spears and armor, worthless.
T 13A: BARRACKS
kobolds (SD 228) in alcove nests if the alarm is not raised.
T 13B: HALLWAY TO SHAFT
Leads to tumbler shaft. Marked with painted skulls as warning.
• May open to hallway if tumbler 1 moved.

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T 14 Tumbler 1 Lever p.27 ↗

T 14. TUMBLER 1 LEVER

Lever, 5 settings! And junk storage.
• Correct answer: 2

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T 21 Tumbler 2 Hallway p.27 ↗

T 21. TUMBLER 2 HALLWAY

Part of keyhole shaped hallway!

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T 22 Tumbler 2 Lever p.27 ↗

T 22. TUMBLER 2 LEVER

Lever, 5 settings!
• Correct answer: 3

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T 23 Zombies p.27 ↗

T 23. ZOMBIES

4 zombies (SD 265). Rest in alcoves.
• Attack T13 if way is opened.

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T 31 Tumbler 3 Hallway p.27 ↗

T 31. TUMBLER 3 HALLWAY

Part of keyhole shaped hallway!

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T 32 Green Slime p.27 ↗

T 32. GREEN SLIME

Blocked off until rotation. Flows out to cover the floor of C4a once freed.
Green Slime
Generally immobile. Turns organic matter into Green Slime. damage/ round if on skin. On a 4, a limb is turned to Green Slime. Can be burned away or cut off.

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T 33 Rotted Passage p.27 ↗

T 33. ROTTED PASSAGE

Once rotated, opens channel for green slime.

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T 34 Tumbler 3 Lever p.27 ↗

T 34. TUMBLER 3 LEVER

Lever, 5 settings!
• Correct answer: 2

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T 35 Trapped Hallway p.27 ↗

T 35. TRAPPED HALLWAY

Arrow trap!
• Sign. Wall dotted with 1’ holes.
• Trigger. 3 pressure plates spread across hallway (each triggers trap only once).
• Target. Everyone in hallway.
• Effect. DC 15 DEX save or damage.

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T 41 Tumbler 4 Hallway p.27 ↗

T 41. TUMBLER 4 HALLWAY

Part of keyhole shaped hallway!

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T 42 For The Betrayed p.27 ↗

T 42. FOR THE BETRAYED

A small chest sits on a pedestal.
• Inside is a Ring of Fireballs (SD
312) with inscription “Look after yourself, for no one else will.”

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T 44 Sorcerer Lab p.27 ↗

T 44. SORCERER LAB

3:6 chance Sorcerer and 2 kobold attendants present (SD 228).
Otherwise, they’re in C5.
VAULT
To enter: accessible through C5 after the cylinder is rotated.
Contains Wand of Unlife (SD 319), Mithral Chainmail, sapphire (280 gp), 3 emeralds (120 gp each), loose coins (230 gp, 325, sp, 624 cp).

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T43 Tumbler 4 Lever p.27 ↗

T43. TUMBLER 4 LEVER

Lever, 5 settings!
• Correct answer: 4
• Sorcerer’s Storage. Contains:
▶ 3 potions of healing (SD 310)
▶ Spell scrolls of Scorpion Sting and Spider Swarm (SD 228)
• After rotation, connects to T 42.

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