Portmaster's Vault

Beneath the docks, bribes and blades decide who owns the port.

8 roomsPort City with some infighting among groupsmedium

Beneath the port district lies a fortified customs vault that has become a secret war zone for rival dock factions. Smugglers, mercenaries, and hired toughs now prowl the same corridors, turning old counting rooms and seal vaults into ambush sites and makeshift prisons.

Salt air leaks through cracked stone, mixing with tar, fish rot, and stale lamp oil. Distant shouting echoes off the walls, along with the scrape of boots, the clatter of chains, and the low thrum of hidden waves below the dockside foundations. Torchlight is uneven and smoky, and the deeper chambers feel damp, cold, and charged with the threat of betrayal.

☠ Threat

The vault is being torn apart by a violent power struggle between two dock factions, while their hired enforcer captain uses the chaos to seize the old customs treasury and the blackmail ledgers locked below. If left unchecked, the fighting will spill into the harbor and give the captain control of the port's trade, bribes, and secrets.

History

This complex began as the old Portmaster's Customs Vault, built to store tariffs, ledgers, and contraband seized from smugglers. After the harbor expanded, the vault fell out of public use and became a covert meeting ground for competing dock gangs and private enforcers. Now each faction claims the place as hidden territory, and every corridor bears the scars of a small war fought in silence.

Encounter Table

CR
1CR
Roaming Dock Enforcersx1d4

Harbor bruisers searching for stragglers, loot, or someone to blame.

1/2CR
Smuggler Scoutsx1d3

Nervous smugglers with knives drawn and lanterns hooded low.

2CR
Harbor Houndsx1d2 plus 2 dogs

A trained mastiff pack led by a one-eyed handler, used to track blood and wet footprints.

3CR
Brine-Cursed Bonepickerx1

A grim corridor cleaner who drags bodies and evidence into the lower drains.

Rumours & Whispers

1

The customs vault has become a butcher's den where rival dock gangs settle scores after midnight.

2

Someone heard a floodgate opening below the harbor, though the tide had already gone out.

3

A captain in black rope tags is buying information from both sides and selling it back twice.

4

The old customs ledgers list every bribe paid in the port for the last ten years.

5

There is a hidden cache beneath the vault that only opens when the tide is low and the lamps are out.

Quest Hooks

1
The Missing Ledgersinvestigation

Quest giver: Harbormaster Elsin Vale

A harbormaster begs the party to recover the stolen customs ledgers before the dock war closes the port to honest trade.

300 gp and a letter of mark granting safe berth in the port

2
A Knife for the Other Sidefaction negotiation

Quest giver: Sable Ketta, fence and fixer

A rival gang boss offers payment if the party removes the captain and leaves the vault open for their people.

250 gp, faction favor, and access to contraband markets

3
Floodgate Liesmystery

Quest giver: Tomas Reed, customs clerk

A terrified clerk claims someone in the vault is using old flood gates to stage murders and fake smuggling losses.

200 gp and a cache of official seals

4
Taken Belowrescue

Quest giver: Mira Brine, fishmonger and widow

A missing dockworker was last seen being dragged beneath the customs house, and his family wants him found alive if possible.

150 gp, free meals at a dockside inn, and local gratitude

Corridor Notes

Between the entrance and the central guard rooms

Rust-stained chain hooks line the walls, some still swaying as if recently used to drag cargo or bodies.

Lower corridors near the treasure and boss rooms

Half-flooded runoff channels carry brackish water and discarded evidence from one faction's raids into another's territory.

Every junction and chokepoint

Painted tally marks and scratched gang symbols appear over older customs seals, showing how the port's factions have turned the dungeon into a covert battleground.

Near the boss approach corridor

A broken listening tube set into the stone carries whispers and footsteps from adjoining rooms if pressed to the ear.

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