Page 196 - Tales from the Yawning Portal
P. 196
stone in causes the portal to pivot. reveal Chest 3 is unlocked and trapped. If its lid is lifted
10 feet wide and 10 feet high. before the trap is disabled, acid sprays out from small
holes in the sides, splattering anyone within 10 feet of
8. HYDRA CAVE
the chest. Those in the affected area must make a DC 15
A hydra lurks in either the north or the • a Dexterity saving throw, taking 7 (3d4) acid damage on a
this area if it hears any creature coming up e "' ep- failed save, or half as much damage on a successful one.
toward its lair. The creature is very viciou_. a~ t e ·ng
With a successful DC 20 Wisdom (Perception) check,
beats it and torments it for fun, and it hopes to take re-
a character discovers that the hinges are connected
venge on virtually any other living thing.
to a valve, disguised as a decoration, that pressurizes
the acid in the chest walls. The trap can be disabled by ·
9. KING SNURRE's TREASURE CAYE
someone who uses thieves' tools and succeeds on a DC
The chamber to the west of the hydra"s lair i filled with
20 Dexterity check.
stuff, much of which is valueless or nearly o-a pile
To determine the contents of the chest, consult chap-
of 2,800 cp, three mounds of 4d4 worthle tapestries
ter 7 of the Dungeon Master's Guide. Roll four times on
and furs, several dozen bales of valueless cloth. scores
Magic Item Table A, two times on Table B, two times on
of various vessels and containers, and urns and vases
Table C, once on Table D, and once on Table E. Any re-
of pewter and brass and bronze, plus ten urns of silver
sult that is not a potion or a scroll should be disregarded
(worth 50 gp each) and two of gold (worth 500 gp each).
but not rerolled.
A chimney in the southeastern part of the cave leads
Chest 4 is unlocked and trapped. It contains 1,600 gp.
up through the roof.
If its lid is lifted before the trap is disabled, numerous
Treasure. The real wealth in the room is held inside
spikes shoot forward, backward, and to each side. Each
nearly twenty different containers-eight iron trunks,
spike has a range of 15 feet and a +11 bonus to hit, deal-
six smaller chests, and five even smaller coffers. As the
ing 7 (2d6) piercing damage on a hit. Anyone within 15
characters investigate and attempt to open them, they
feet of the chest might be hit. With a successful DC 20
discover features and contents as follows. Opening a
Wisdom (Perception) check, a character notices that the
locked one requires a successful DC 20 Dexterity check
hinges are connected to four valves, disguised as dec-
using thieves' tools.
orations, that pressurize the spikes in the chest walls.
Trunk 1 is locked. It contains 7,200 sp.
Thieves' tools and a successful DC 20 Dexterity check
Trunk 2 is locked. It contains nothing.
can be used to disable the valves.
Trunk 3 is unlocked and has no defenses. At the bot-
Chest 5 is locked. It contains nothing.
tom is s sack holding ten pieces of jewelry (worth 500 gp
Chest 6 is locked and trapped. It contains a cloak of
each). It is buried under a heap of 6,000 cp.
elvenkind and a pair of boots of elvenkind. The lock
Trunk 4 is locked and trapped. It contains 3 cubic
and the chest's handles are coated with oil of taggit (see
feet of silk, worth 300 gp per cubic foot. If the trunk is
"Sample Poisons" in chapter 8 of the Dungeon Master's
opened without the key, a blade springs from the lid and
Guide). With a successful DC 20 Wisdom (Perception)
chops down at one target, with a +11 bonus to hit and
check, a character spots the oil. A character who suc-
dealing 13 (3d8) slashing damage on a hit. With a suc-
ceeds on a DC 15 Intelligence check, or any character
cessful DC 20 Wisdom (Perception) check, a character
who has proficiency with a poisoner's kit, knows that
can spot alterations to the lock and hinges that are part
the oil can be wiped off with alcohol, although doing so
of the trap mechanism. A successful DC 20 Dexterity
without wearing protective clothing is risky, requiring a
check by someone using thieves' tools can be used to
successful DC 15 Dexterity check. On a failed check, the
disable the hinge mechanism. If the trap goes off but the
character is exposed to the poison.
blade misses, it chops through 2 cubic feet of the silk,
Coffer 1 is unlocked and trapped. It contains thirty
ruining it.
gold rings, one of which is a ring of protection. The oth-
Trunk 5 is locked. It contains eight pieces of rare
ers are ordinary rings worth 50 gp each. If the treasure
wood, each the size of a mace and inlaid with mother-of-
is touched before the trap is disabled, a poison needle
pearl (worth 100 gp apiece).
shoots from the inner side of the coffer, hitting the ex-
Trunk 6 is unlocked and has no defenses. It con-
tremity that was extended. The needle deals 1 piercing
tains 1,300 ep.
damage and delivers a dose of purple worm poison (see
Trunk 7 is locked. It contains ten fine ivory tusks each
"Sample Poisons" in chapter 8 of the Dungeon Master's
weighing 5 pounds and worth 150 gp.
Guide). With a successful DC 20 Wisdom (Perception)
Trunk 8 is unlocked. When it is opened, it initially ap-
check, a character discovers the recess in the coffer
pears empty because all of its contents are invisible. The
wall that holds the needle. A character can remove the
chest holds six pieces of jewelry worth 250 gp each as
needle, thereby disabling the trap, by using thieves' tools
well as nine poisonous snakes.
and making a successful DC 15 Dexterity check.
Chest 1 is unlocked and trapped. If its lid is lifted,
Coffer 2 is locked. It contains 200 pp concealed be-
poisonous gas billows forth and spreads out to fill a
neath a layer of 500 cp.
10-foot-radius area around it. Those within the cloud
Coffer 3 is locked. It holds packets of leaves and seeds
when it erupts must succeed on a DC 15 Constitution
and husks- various hot spices worth a total of 100 gp.
saving throw or become poisoned until they finish a
Coffer 4 is unlocked. It contains six small, highly
short or long rest. The chest is empty.
crafted, carved statues of unknown mineral and work-
Chest 2 is locked. It contains worthless rocks.
manship. All register as desecrated objects to the scru-
CHAPTER 6 I AGAINST THE GIANTS

