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10. Banker

jn1-area-10 • jn1-area-10 • JN1: Chaotic Caves
The banker is a strong fellow whose sons help him manage and guard the business. He usually keeps only minor funds readily available (20 gp, 100 sp, and 200 cp). Underneath the floorboards of the home is a heavy iron-banded box with a tricky lock (with a needle trap; save vs. Poison or die). It is empty except for a bunch of giant centipedes kept in bags. The bottom of the box is loose and under it is a buried bag with actual funds: 3 x 50 gp gems, 100 gp, 500 sp, and 300 cp. These items are covered in a clear, odorless poison and anyone handling them must save vs. Poison or die (alternately, become gravely ill and must make another saving throw 1d6 hours later or die). Banker: AC 11, HD ½ (1d4 HP), #At 1 longsword, Dam 1d8+3 (bonus for Strength of 18), Mv 40', Sv NM, ML 7 HP 2 Sons: AC 11, HD ½ (1d4 HP), #At 1 longsword, Dam 1d8+2 (bonus for Strength of 16), Mv 40', Sv NM, ML 7 HP 6 Giant Centipedes in box: AC 11, HD ½ (1d4 HP), #At 1 bite, Dam poison, Mv 40', Sv NM, ML 7 HP
JN1 The Town, area 10. Monsters: Banker : AC 11, HD ½ (1d4 HP), #At 1 longsword, Dam 1d8+3 (bonus for Strength of 18), Mv 40', Sv NM, ML 7 HP [4]; 2 Sons : AC 11, HD ½ (1d4 HP), #At 1 longsword, Dam 1d8+2 (bonus for Strength of 16), Mv 40', Sv NM, ML 7 HP [3, 2]; 6 Giant Centipedes in box : AC 11, HD ½ (1d4 HP), #At 1 bite, Dam poison, Mv 40', Sv NM, ML 7 HP [4, 2, 3, 2, 3, 2] Treasure mentions: 100 gp, 20 gp, 50 gp
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