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10

Vault of the Salt Wind

RoomLore & Navigation3 exits
Illustration: Room 10 — Vault of the Salt Wind

This is not a room anyone built. The walls go out and up past what your light can hold, the floor is dry rippled sand over rock, and the air moving through it is cold and moving fast.

It tastes of salt. Not the salt of old stone — the other one. Somewhere out past the north-west wall there is weather.

Under the crack where the wind comes in there is a low white drift, and when you get close enough it turns out to be birds. Hundreds of them. Gulls, small bones and hollow, layered like snowfall, going back years.

DM summary. The room where the party learns which way the sea is. No threat, no puzzle, one bearing — and the bearing is worth more than most of the loot in this deck.

Terrain & Features

Battle-map thumbnail: The Broken Galleries

Battle map: The Broken Galleries — pages 15 & 16, 110 × 75 ft

The full cave spread at 100 × 60 ft is the sea-cave. Treat the printed pit as the old collapse — its floor is the gull-bone drift — and wipe the bridge. Chalk the fissure high on the north-west wall and the salt line beneath it.

Traps / Puzzles / Checks

Nothing here is dangerous. Four things here are readable, and one of them changes how the party plays the rest of the session.

Element Value
The bearingStand under the crack; the draft is unambiguous. Survival DC 12, or free with navigator's tools, a lodestone, or any character who has been to sea. Fixes the direction of open water relative to this room
What the bearing buysOnce per session the party may declare they are heading seaward. On their next d100 room roll they roll twice and take either result. Then it is spent — a direction is not a map
The salt lineSurvival DC 14 or Nature DC 14: nine bands, and the bands are days. The water that made them comes and goes on a cycle, which means tide, which means the sea is at this level, not above it
SurfPerception DC 13 in total silence with everyone holding still: a six-count boom under the wind. Something big is breathing out there
The strakeInvestigation DC 12: oak, bronze-nailed, Knossian work, and the break is fresh — under a year. History DC 14 dates the nail pattern to the royal yards
The gull with the ringInvestigation DC 15 in the drift, or free if anyone spends ten minutes turning bones over: one leg bone carries a fisherman's bronze tally-ring, stamped with a boat's mark. Someone alive, recently, on the water, close enough that their bird got lost in here

Exits

AObviousThe landward mouth at the south end, wide enough for four abreast, where the maze's cut stone resumes. No check.
BConditionalThe crack itself, widened. Nine inches to a squeeze is Athletics DC 17 with a bar or a pry, or any spell that shapes stone with no check, and it is twenty minutes of work either way. It does not open on the sky — it opens on the seaward halls, wet rock and a gull ledge and more Labyrinth.Rider: you arrive soaked in spray, cold, and holding a Sign-tier clue for X16: you have stood in weather.
CHiddenA dry runnel under the bone drift, floored with the same rippled sand, running downhill. Investigation DC 13 — the draft goes into it, which is the giveaway.Rider: you come out somewhere lower, smelling strongly of dead seabird. For one room, scavengers and carrion things treat you as competition rather than food, and anything with a nose finds you first.
Loot

None, and it is worth saying why out loud. This is a hundred-foot room and there is nothing in it. The gulls took what was shiny and dropped it out at sea, and the sea took the rest.

The fisherman's tally-ring is worth two drachmae and it is worth a great deal more as an argument, so let a player keep it and do not make them roll for it.

Scaling — APL 6 / 12 / 15
APL Adjustment
6The crack is already a squeeze — no widening needed. All DCs −2, and the bearing is free to anyone who stands under the draft
9As written
12The draft is intermittent: it reverses every few minutes and half the readings are wrong. DCs +1, and the bearing requires two successful Survival checks taken ten minutes apart
15As APL 12, and the gull drift is not only gulls. Something has been coming in through the crack to eat, and its leavings are in the bone. DCs +3; if you want a threat here, a lone Storm-Crow watching from the fissure is enough, and it should not fight — it should leave, loudly, to tell something
DM Notes
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