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
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