THE FOLLOWING BLOG POST IS PART 19 OF THE DUNGEONS AND DRAGONS 5TH EDITION CAMPAIGN, DREADSTORMS LOST. THESE BLOGS ARE INTENDED FOR OTHER GAME MASTERS WHO MIGHT WANT TO USE THIS CAMPAIGN SETTING AND THE SCENARIOS TO INSPIRE THEIR OWN ROLE PLAYING GAMES. (FREE FOR NONCOMMERCIAL REUSE.)
Notes:
Between the skeletons and the flood trap, the treasure room can be deadly. But now our adventures have survived and enjoy the looting the many boxes of loot. Muwhahahaha. Did they really think it would be so easy?!
Gruber, The Mimic
Gruber has become a favorite NPC for my second role playing group. They’ve made him part of their team and have found ways to cart him around regardless of the terrain and challenges of smuggling a talkative, curious monstrosity through civilized lands. It kinda warms my cold game master heart to see how they’ve taken to him … it’ll be so much fun when I destroy him … muwhahahaha! … I mean that I would in no way use the groups affection for this silly mimic to manipulate and/or cause them distress … now stop reading this if you’re one of my players.
Stats, backstory and dialogue samples for Gruber are here.

Part 4: The Treasure in the Treasure Room
(For Parts 1-3 of the Treasure Room go here.)
Stop the Trap from Resetting
Once the waters of the trap have receded, the rest of the trap resets itself: the trap door closing, the barriers to the hallways lowering back into their hidden pockets. If the party does not stop the trap from completely resetting, it will start again if someone touches one of the boxes of treasure. It’s likely that at least one member of the party is standing on one of the boxes.
- A DC 15 Intelligence (Arcana, Dungeoneering, or Traps) DC 15 to realize if the party needs to stop the trap from resetting, or it will start again as soon as someone touches one of the boxes.
Flood Trap Rune (all treasure boxes)
- DC 20 Intelligence (Arcana) or Dispel Magic (DC 19) to disarm each Flood Trap rune on each box of treasure. There are 20 boxes. For each successful Intelligence (Arcana) check, the DC is lowered by 2 for the next box. Another party member with proficiency in Arcana can assist them in this check, thus giving them advantage on the roll.
- In additions to the rune for the Flood Trap, many of the boxes also have a secondary trap, either magical or mechanical.
Most of these containers have standard locks on them along with the traps. Some of the locks are higher quality or in better shape than others.
Treasure #1 – A small 8 inch x 5 inch chest with delicate floral engravings
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Trigger 2. When chest is opened/destroyed, the trap activates.
Effect. Arcane Trap: Magic Missile; 3d4 +3 force damage on nearest target.
Countermeasures. A DC 20 Wisdom (Perception) check spots the magic missile rune. A DC 20 Intelligence (Arcana) check made within 5 feet of the chest disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 19) cast on the chest destroys the trap.
Lock. Open Lock: DC 20 / Break DC 25 STR
Loot.
RING OF SPELL STORING
Rare, requires attunement (DMG 192)
Bronze Ring with a small, square reflective gem surrounded by delicate gold filigree;
When found, spells held: a Darkvision (2nd), Shield (1)
RING OF FEATHER FALLING
Rare, requires attunement (DMG 191)
Silver ring with small feathers engraved on it
RING OF RESISTANCE (FORCE)
Rare, requires attunement (DMG 192)
A gold ring with sapphire gem, you have resistance FORCE while wearing this ring.
Treasure #2 – 4 foot cube wooden crate
Trap
MIMIC – “Dense” – See 5th Edition Monster Manual page 220 for Mimic stats.
(Dense is the nickname Gruber has given this mimic)
- Touching Treasure #2 will not set off the Flood Trap.
- If this box is touched before the Flood Trap is activated, the disguised mimic will attack.
- If this mimic is touched during the Flood Trap activities, it will wait until the water is under 2 feet before attacking any nearby targets.
- If the mimic is used as an anchor during the Flood Trap draining sequence, its adhesive trait will give the player advantage on the save.
- There is a large spike drilled into the mimic’s backside anchoring it to the wall. This gives the mimic a 10′ range of movement while chained to the wall. (Detect Magic will detect a magical aura around the spike in the back.) Where the chain attaches to the wall seems to have had stone grown around it and it’s impossible to see where the actual anchor is.
Treasure #3 – wooden crate with water stains
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Lock. Open Lock: DC 10 / Break DC 15 STR
Loot.
Kazel’s Experimental Potions
|
Roll percentile when using an experimental potions or ointment:
01 – Explosion (1d10 force within 5’) |
Treasure #4 – 3-½ foot tall mahogany barrel
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Lock. Open Lock: DC 10 / Break DC 15 STR
Loot.
Kazel’s Experimental Scrolls2 – Mending |
Roll percentile when using an experimental scroll:
01 – Explosion (1d10 force within 5’) |
Treasure #5 – 5 foot by 2 feet tall rough wooden crate
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Lock. Open Lock: DC 10 / Break DC 15 STR
Loot.
CRATE OF AMMUNITION
7d10 Bolts +1
7d10 Arrows +1
Treasure #6 – medium-sized, cherrywood chest with rounded lid
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Trigger 2. Anyone attempting to pick or open the lock triggers the trap.
Effect. Mechanical Blades Each Medium or larger creature within 5-foot-wide of the chest must make a DC 15 Dexterity saving throw, taking 4d6 slashing damage on a failed save, or half as much damage on a successful one.
Countermeasures. A DC 15 Intelligence (Investigation) check reveals scrape marks and blood stains along the rim of the box. A DC 15 Dexterity check made with thieves’ tools disables the lever.
Lock. Open Lock: DC 10 / Break DC 15 STR
Loot.
ROBE OF USEFUL ITEMS
Wondrous item, uncommon (DMG 195)
This robe has cloth patches of various shapes and colors covering it.
The robe has the following patches:
- Dagger [1]
- Bullseye lantern (filled and lit) [2]
- 10-foot pole [1]
- Hempen rope (50 feet, coiled) [1]
- Wooden ladder [1]
- Potions of healing [4] (2d4+2)
- Rowboat [1]
Treasure #7 – 3-½ foot tall mahogany barrel leaking water through small cracks
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Lock. Open Lock: DC 10 / Break DC 15 STR
Loot.
What might have once been a crate full of scrolls are now nothing but mushy pulp.
Treasure #8 – A long, narrow box, 8 feet x 1 foot
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Trigger 2. Anyone attempting to pick or open the lock triggers the trap. A tiny, poisoned needle is hidden in the lock.
Effect. Mechanical Poison Needle The triggering individual must make a DC 20 Constitution saving throw. On a failed save, the creature takes 4d6 poison damage and is poisoned for 10 minutes. While poisoned in this way, the creature is paralyzed. On a successful save, the creature takes half as much damage and isn’t poisoned.
Countermeasures. A DC 20 Wisdom (Perception) check reveals the needle, but only if a character inspects the lock up close. A DC 20 Dexterity check made with thieves’ tools disables the needle, but a check result of 10 or less triggers the trap.
Lock. Open Lock: DC 15 / Break DC 20 STR
Loot.
ROD OF MIGHTY DIVINITY
Rare, requires attunement (DMG 197*)
2 foot long gold rod with sunburst motif at the top, requires attunement by cleric, druid or paladin (*similar to DMG 197-Rod of the Pact Keeper). While you hold the Rod of Mighty Divinity, you gain a +1 bonus to spell attack rolls and to the saving throws DCs of your divine spells. In addition, you can regain one paladin or cleric spell slot as an action while holding this rod. You can’t use this property again until you finish a long rest.
Treasure #9 – An elegant silver box
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Lock. Open Lock: DC 10 / Break DC 15 STR
Loot.
Brittle paper packets are stuffed around a statue. Many of the packets have disintegrated and no longer usable.
Note saying, “Congratulations on your union!“
DUST OF DISAPPEARANCE 6 SMALL BLUE PACKETS
Wondrous item, uncommon (DMG 166)
33 copper coins
An 18″ tall statue of 3 goats in suggestive positions, weighs 50 pounds, has hidden mechanism to activate motion
Treasure #10 – 3 foot cube wooden crate (has rotten, leaky bottom)
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Lock. Open Lock: DC 10 / Break DC 15 STR
Loot.
Shards of broken glass swimming in mucky brown liquid.
Treasure #11 – A beautiful, multi-colored chest inlaid with delightful, artistic flourishes
Trap
MIMIC – Gruber (Stats and more on Gruber here)
Note, Gruber is the key to the group finding Kazel and stopping him from finishing the ritual. He knows where the best spot is to get into Kazel’s hidden lair and what they need to get inside.
- Touching Treasure #11 will not set off the Flood Trap.
- If this box is touched before the Flood Trap is activated, this disguised mimic does nothing, unless the party seems like the sort that might set him free. If they give the impression of 1) being anti-Kazel or 2) the sort that can be negotiated with, then he’ll try to give them “helpful” suggestions and/or negotiate his release.
- If the mimic is used as an anchor during the Flood Trap draining sequence, its adhesive trait will give the player advantage on the save versus being pulled into the drain.
- There is a large spike drilled into the Gruber the Mimic’s backside anchoring it to the wall. This gives the mimic a 10′ range of movement while chained to the wall. (Detect Magic will detect a magical aura around the spike in the back.) Where the chain attaches to the wall, stone stone seems to have grown around it and is impossible to see where the actual anchor is.
- Pulling the barbed spike out of the Gruber will cause damage (3d6+4). The chain can be broken (AC 20, HP 20), but Gruber will walk slower if the spike remains in his back. (Normal 15ft – 5ft).
- Gruber is an oddly intelligent, articulate, and social for a mimic. He’s been desperately bored and lonely being stuck in this room with skeletons and 2 other “standard” mimics who don’t speak at all. He’s eager to make friends and have someone to talk to. Desperate. to. Talk.
Things Gruber, the Mimic might say, while chained to the wall:
- Whoa! Whoa! You don’t need to kill me. I can be helpful!
- Goblins sweaty gonads!
- I’m soooo hungry!
- Bloody Baylor! (Gruber is quite fond of cursing. For more inspiration, check out my In-Game Cursing post.)
- Whaaaat?! … I’m starving! Can’t you spare one? That guy doesn’t seem very useful.
- I’ve been stuck down here for years!! Decades! I don’ know … a long bloody time!
- Blech! All these undead nasties! Foul tasking and not at all filling.
Treasure #12 – 4 ft long, metal box
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Trigger 2. When the seal between the lid and the is broken
Effect. Arcane Trap: Sleep; When activated, this trap casts a sleep centered on the metal box using a 5th level spell slot.
Countermeasures. A DC 20 Wisdom (Perception) check reveals the small rune on the underside of the lid lip. A DC 20 Intelligence (Arcana) check made within 5 feet of the box disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 15) cast on box destroys the trap.
Lock. Open Lock: DC 20 / Break DC 25 STR
Loot.
GREATSWORD +3 (THE BLADE OF AUCKMAR THE DROW)
Weapon (great sword), Very Rare, requires attunement
The dark gray blade has silver sigils running up both sides and a silver hilt carved with the likeness of a screaming face
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead or a fiend. The creature whose soul has been devoured by the Blade of Auckmar can be restored to life only by a wish spell.
As long as you keep the greatsword in hand, after it devours a soul, the Blade of Auckmar grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours, when exposed to sunlight, or the greatsword is no longer being held in hand.
*As long as these temporary hit points last and you keep the greatsword in hand, you have advantage on attack rolls, saving throws, and ability checks.
Curse.
If you hit an undead or fiend with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, the Blade of Auckmar devours your soul.
Treasure #13 – Large steamer trunk
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Trigger 2. When the seal between the lid and the is broken
Effect. Arcane Trap; Acid Splash A bubble of acid explodes from the steamer trunk. Each Medium or larger creature within 5 feet of the chest must make a DC 15 Dexterity saving throw, taking 5d6 acid damage on a failed save, or half as much damage on a successful one.
Countermeasures. A DC 20 Wisdom (Perception) check finds runes, but only if a character inspects the trunk up close. A DC 20 Intelligence (Arcana) check made within 5 feet of the box disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 15) cast on the trunk destroys the trap.
Lock. Open Lock: DC 20 / Break DC 25 STR
Loot.
DRAGON SCALE MAIL, GREEN
Armor (scale male), very rare, requires attunement (DMG 165)
Green scale mail armor, supple and lightweight
SHIELD +1 (SHIELD OF MISSILE ATTRACTION)
Armor (shield), rare, requires attunement (DMG 200)
Dark gray shield with web-like silver lines
Cursed
Treasure #14 – Average looking chest
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Trigger 2. When the chest is opened without the password spoken aloud (Gloryhound Omega)
Effect. Arcane Trap: Summon Poltergeist; When activated, this trap summons a poltergeist (DMG 278) that immediately attacks the individual that triggered the trap.
Countermeasures. A DC 22 Wisdom (Perception) check finds the small rune disguised as embellishment on one of the knobs. A DC 22 Intelligence (Arcana) check made within 5 feet of the box disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 14) cast on chest destroys the trap.
Lock. Open Lock: DC 25 / Break DC 30 STR
Loot.
MEZMERIZER’S STONE, locked (DC 15) inside a small black box
Wondrous item, very rare
A hypnotically beautiful kaleidoscope gem. Upon sight, everyone must make a Wisdom save DC 16. On a failed save, you become hypnotized (charmed) for the duration. While entranced by this stone, you are incapacitated and have 0 speed. Effect ends when stone is out of sight. Each time it’s used, there is a 25% chance it will fail. Once used, even a failed attempt, it can’t be used again until the next dawn.
SENDING STONES – 1 PAIR, inside a small wooden box
Wondrous item, uncommon (DMG 199)
Treasure #15 – Crate
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
LOCK none
LOOT
15 feet of rusty chain
Treasure #16 – Chest
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Trigger 2. Anyone attempting to pick or open the lock triggers the trap.
Effect. Arcane Trap: Black Tentacles; Squirming, ebony tentacles fill a 20-foot square centered on the chest. Any creatures within the affected area for the first time or starts its turn there, the creature must succeed on a dexterity saving throw 17 or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. These tentacles turn the ground in the area into difficult terrain. A creature restrained by the tentacles can use its action to make a strength or dexterity check (its choice) against DC 17. On a success, it frees itself.
The Black Tentacles remain until the trap is disarmed.
Countermeasures. A DC 20 Wisdom (Perception) check finds runes, but only if a character inspects the trunk up close. A DC 20 Intelligence (Arcana) check made within 5 feet of the box disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 17) cast on the lock destroys the trap.
Lock. Open Lock: DC 25 / Break DC 30 STR
Loot.
HORN OF BLASTING
Wondrous item, rare (DMG 174)
Brass blowing horn with a repeating wave pattern
Treasure #17 – Large Trunk
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Trigger 2. Anyone attempting to pick or open the lock triggers the trap.
Effect. Trap … TBD
Countermeasures. TBD …
Lock. Open Lock: DC 25 / Break DC 30 STR
Loot.
PLATE ARMOR-BLUE (OF VULNERABILITY)
Armor (plate), very rare, requires attunement (DMG ??)
Blue-tinged Plate Armor with Gold edging, AC 18, Stealth Disadvantage, 65lb, rare, requires attunement
Silver-Colored Plate Armor (DEMON ARMOR)
Armor (plate), very rare, requires attunement (DMG ??)
sliver with curved spikes coming out of the forearms/gauntlets and shoulders/spauldings), AC 19, Stealth Disadvantage, very rare requires attunemen
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal.
Treasure #18 – Small Trunk
TRAP
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Trigger 2. Anyone attempting to pick or open the lock triggers the trap.
Effect. Poison Needles; DC 20 Investigate; DC 15 DEX w/Thieves tools to disarm; Activated: 1 piercing damage and 2d10 poison. DC 15 Con or be poisoned for an hour (disadvantage on attack rolls and ability checks).
Countermeasures. A DC 20 Wisdom (Perception) …
Lock. Open Lock: DC 15 / Break DC 20 STR
Loot.
SUPERIOR ELVEN CHAIN
Woven Gold & White Chain Shirt armor, AC 15 + DEX mod (Max 2), 20lb, requires attunement
You gain a +2 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Treasure #19 – boring wooden crate
Trap
MIMIC – “Denser” – See 5th Edition Monster Manual page 220 for Mimic stats.
(Dense is the nickname Gruber has given this mimic)
- Touching Treasure #18 will not set off the Flood Trap.
- If this box is touched before the Flood Trap is activated, the disguised mimic will attack.
- If this mimic is touched during the Flood Trap activities, it will wait until the water is under 2 feet before attacking any nearby targets.
- If the mimic is used as an anchor during the Flood Trap draining sequence, its adhesive trait will give the player advantage on the save.
- There is a large spike drilled into the mimic’s backside anchoring it to the wall. This gives the mimic a 10′ range of movement while chained to the wall. (Detect Magic will detect a magical aura around the spike in the back.) Where the chain attaches to the wall seems to have had stone grown around it and it’s impossible to see where the actual anchor is.
Treasure #20 – Sturdy, wooden trunk with silver-colored rams head handles
Trigger 1. When chest is touched, the Flood Trap sequence is activated. See Flood Trap Rune above for details.
Trigger 2. When the lid is opened or destroyed.
Effect. Arcane Trap; Bigsby’s Fist (PHB 218) at 6th level is activated. AC 20, HP 80
The fist will attack the nearest creature within 5 feet of the chest (not including the mimics). +8 Hit, 6d8+8 force damage. If no one approaches the chest, the fist will remain on guard until defeated or dispelled (DC 16)
Countermeasures. A DC 20 Wisdom (Perception) check finds runes, but only if a character inspects the trunk up close. A DC 20 Intelligence (Arcana) check made within 5 feet of the box disables the trap, but a check result of 10 or less triggers it. A successful dispel magic (DC 16) cast on the lock destroys the trap.
Lock. Open Lock: DC 20 / Break DC 20 STR
Loot.
DWARVEN THROWER
Weapon (warhammer), very rare, requires attunement by a dwarf (DMG 167)
Beautifully balanced, burnished gold color with dwarven runes on the sides of the hammer)
Up Next: All about everyone’s favorite NPC, Gruber the Mimic