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L10. Ambassador's Room

The smell of incense is sharp as you enter this clean and well-organized chamber. A comfortable bed is tucked against one wall, while a small table rests under a mirror against the other. A wooden armor rack stands empty in the corner.
Ishel (see Area L9) is quartered in this area. Any character who looks beneath the bed discovers a long, locked iron chest there. Ishel carries the key, or the lock can be picked with a successful DC 15 Dexterity check using thieves’ tools.   The chest is also trapped, which can be noted with a successful DC 14 Intelligence (Investigation) check. The trap can be disabled with thieves’ tools and a successful DC 14 Dexterity check. If the trap is not disabled and the lock is picked, opening the chest causes a loud shrieking noise to blare for 3 rounds, alerting creatures in Area L9 and L11 if they have not already been dealt with. Opening the chest with the key doesn’t trigger the trap.  

Treasure

The chest holds 5 pp, 113 gp, 15 sp, and 10 cp, as well as a dark steel +1 shortsword.
Parent Plot

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