Page 179 - Tales from the Yawning Portal
P. 179
other small coffer
• Seven pieces of jewelry (worth 500 gp each) in an-
gp gems in a small coffer
Eleven 100 gp gems, four 500 gp gems, and two 1,000
and a successful DC 15 Dexterity check to open)
1,000 pp in a locked iron box (requiring thieves' tools
8,000 gp in loose coins inside a large chest
items, including:
Treasure. The room holds a number of valuable
successful one.
damage on a failed save, or half as much damage on a
15 Constitution saving throw, taking 22 (4d10) poison
poisoned, so someone injured by them must make a DC
piercing damage from the spikes. The spikes are also
creature that falls in takes falling damage plus 11 (2d10)
or else the shim fails if someone treads on the pit. A
succeed on a DC 15 Strength check to place the shim,
with a piton or similar shim. A character doing so must
ful DC 10 Strength check. The lid can be wedged shut
who prods a pit lid forces the pit open with a success-
discern the edge of the trapdoor. In addition, someone
succeeds on a DC 15 Wisdom (Perception) check can
once someone has fallen through it. A character who
pit, 30 feet deep, with a trapdoor cover that snaps shut
Beyond the secret door to this room waits a hidden
33. CHIEF'S SECRET TREASURE ROOM
release the manticores in area 30.
thick portcullises that can block off entry to area 29 or
Two levers are set in the west wall. These control the
hill giant has never noticed.)
smaller spy-holes at about 5 feet off the ground that the
so he can look out upon areas 1 or 29. (There are also
This hideaway is equipped with spy-holes for the chief
32. SECRET ROOM
three hundred twenty-five in all, worth 1 gp each.
Master's Guide). Inside the chest are loose gems,
(see "Sample Poisons" in chapter 8 of the Dungeon
piercing damage and delivers a dose of drow poison
5 of the Dungeon Master's Guide). The needle deals 1
with a poison needle (see "Sample Traps" in chapter
The seventh chest is iocked, and the iock is trapped
250 gp each.
The sixth chest holds eleven ivory tusks worth
The fifth chest is empty.
worth 400 cp each.
Inside the fourth chest are twenty-seven copper ingots
and an unlabeled potion (actually a potion of poison).
The third chest holds loose coins (a total of 2,400 ep)
chest holds bags of coins (totaling 9,100 sp).
along with a successful DC 20 Dexterity check. The
anism. Thieves' tools can be used to disable the trap,
terations to the hinges that are part of the trap mech-
20 Wisdom (Perception) check, a character spots al-
(3d6) slashing damage on a hit. With a successful DC
trap that targets the opener (+7 to hit), dealing 10
Opening the second chest triggers a scything blade
total of 13,000 cp).
The fi rst chest holds bags of coins (amounting to a
empty boxes. The chests have the following contents:
Treasure. The room contains seven chests and some

