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11. Secret Safe Room
jn1-room-caves-11 • jn1-room-caves-11 • JN1: Chaotic Caves
Only the orc chief in room #13 knows of this secret room. Both of the secret doors that enter into it are so well- hidden that even close scrutiny has a low chance of finding them. Each is also trapped in two ways: when opened without disarming the traps, (1) a bladder of gas will release, causing anyone within 10' to make a save vs. Poison or fall asleep for 1d6 hours. And (2) an alarm bangs away loudly for a minute in the orc chiefs quarters. Stashed in the main chamber is a sword, a pouch with 25 gp, food, and flint and steel, a skin of water, a cot, and a cloak.
JN1 The Chaotic Caves, room 11. Hazards: trapped Treasure mentions: 25 gp
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