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Add-A-RoomII
The False
Treasure
Room
This product requires the use
of Dungeons & Dragons,
Third Edition rules
A room-based
encounter for use with
D20 Fantasy Rules
This document is part of System 20:
A Do-It-Yourself supplement system available at
creationsedge.com
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Each Add-A-Room features elements
that can be re-used in other adventures,
such as magic pools, fake treasures, and
ingenious traps.
The Add-A-Room product line is part
of System 20, a do-it-yourself supple-
ment system found on our website at
www.creationsedge.com .
System 20 allows you to create your
own supplements, featuring the content
of your choice, for a fraction of the cost
of traditional RPG supplements.
You’ll find over 400 different magic
items, weapons, rings, and wear on our
site, as well as our Add-A-Rooms,
Adventures, and other role-playing aids.
Our Free 20 section also hosts
dozens of free creatures, items, and
weapons to incorporate into your D20
fantasy campaign.
This product requires the use of
Dungeons & Dragons® Third Edition
rules.
Add-A-Room II
The False
Treasure
Room
Introduction
A series of unique and challenging
chambers, designed to be dropped into
an already existing adventure; Add-A-
Rooms are quick and easy ways to add
a little something extra to your game.
Add-A-Room II: The False Treasure Room is available for download on the Creation Edge
Games website as part of the System 20 collection. Check out our website at
creationsedge.com for more System 20 resources and information on upcoming releases.
~Open Game Content~
The content of this document entitled “Add-A-Room II: The False Treasure Room” which describe game
mechanics are designated as Open Content. The remaining portions of this document are hereby added to
Open Game Content and if so used should bear the COPYRIGHT NOTICE “Add-A-Room II: The False
Treasure Room ©2002 Creation’s Edge Games” and optionally the address “www.creationsedge.com”.
The mention of or reference to any company or product in these pages is not a challenge to the trade-
mark or copyright concerned.
Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast,
and are used with permission. This document contains material based on the D20 System. The D20
System is trademark by Wizards of the Coast and is used according to the terms of the d20 System
License version 1.0. A copy of this License can be found at www.wizards.com.
Add-A-Room II: The False Treasure Room - for use with D20 rules - © 2002 Creation’s Edge Games
www.creationsedge.com
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The False Treasure Room
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This map was created using the on-line Map Creator
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Add-a-room II:
magic rings. These rings, when appraised
through normal or magical means, appear to
be a ring of swimming , a ring of water walk-
ing , and a ring of water elemental command .
These rings are actually all crafted out of
pure sodium. They will seem to function as
their true counterparts until they come into
contact with water. At this point the ring will
ignite and explode with a searing heat. The
wearer will suffer 1d4+2 points of damage,
resulting in the loss of a finger, or in the very
least, bad burns across their hand.
A gracious DM may allow the characters
to make a saving throw (Ref DC15) to
detect the ring “heating up”. If successful the
player may discard the ring just before its
combustion.
The False Treasure
Room
The Set Up
While delving through a dungeon the
party discovers a secret door which leads to
a vast treasure room filled with riches. The
adventurers have struck “pay dirt”.
Description
The door to this room, once discovered,
will appear to be incredibly well concealed. It
should be conveyed to the party that they
were extremely lucky to spot it. However
due to a special enchantment the “secret
door” is actually very easy to spot (DC 3).
This is actually a false treasure room, a trap
designed to ensnare and weaken particular-
ly greedy adventurers. An overly materialis-
tic group will find itself easy prey to the hid-
den dangers that lie in wait.
3) Staff of Disintegration
An impressive looking staff with the elven
word for disintegrate written along its length.
The first time it’s pointed at a target and the
word is spoken the staff will disintegrate and
fall to the floor in a pile of ash.
4) Gold Bugs
In a small, locked chest (DC20) is what
appears to be a quantity of gold coins
(110gp). These coins are actually a strange
variety of beetle known as gold bugs. These
beetles feed on gold, and have developed a
curious type of camouflage to aid them in
the process. They look and feel exactly like
gold coins and become immobile when in
the light. The unwitting adventurer, who
scoops up a few of these coins to add to
their stash will, in a few days, find their load
considerably lighter. One gold bug can eat
the equivalent of five gold coins per day.
Each night they will attempt to spread from
their location to infest other containers as
well, soon endangering the entire party’s
gold coin holdings.
Once the gold bugs are discovered they
can easily be dealt with. They don’t really
have any hit points to speak of and they
The Treasure
1) False Silver
In various coffers, urns, and chests, and
scattered across the floor of the room are
thousands of silver coins. These coins, are
subjected to a powerful illusion while in the
room which makes them look and feel like
actual silver coins, when in reality they are
nothing more than painted wooden disks.
Once taken outside the room the true nature
of these coins is easily discernible.
2) Magic Rings
Within a small chest, carved with shells,
squids and other aquatic items, sits three
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squish easily.
the mask (that is, if they can stop laughing
long enough to cast it).
5) Potions
7) Container of Liquid Stability
A small rack in one corner of the room
holds six special potion bottles. Despite the
fact that the liquid within each flask appears
to be of a different color and consistency,
they are each potions of randomness. Each
time one of these potions is sipped the DM
rolls on the potion chart within the Dungeon
Master’s Guide to determine the potion’s
effect.
Each flask contains three doses of the
potion and never produces the same results
twice. Attempts to have these potions identi-
fied will bear the same random results as
well. Thus a potion of randomness that is
identified as a potion of delay poison might
function as a potion of haste when actually
imbibed.
This “magic” container is crafted from a
remarkably light yet durable material.
Shaped like a small barrel the container’s lid
can be removed with a number of turns. Any
liquid placed inside remains at its original
temperature for a considerable length of
time. This amazing container keeps cold liq-
uids cold and hot liquids hot. A spout near
the bottom of one side can be depressed for
easy dispensing.
8) Magnesium Brazier
Disguised as a brazier of commanding
fire elementals this brazier will light and burn
in the proper fashion associated with just
such a device, unfortunately after several
rounds of use with no visible result the hot
coals placed within will have burned through
a specially constructed false bottom, igniting
a small deposit of magnesium hidden within.
The resulting fiery flash will deal 2d6
points of damage to the would-be summon-
er, and probably singe off most of their hair
as well.
6) Bobo’s Death Mask
Hanging upon one wall is a hideously
grinning, razor-toothed demon skull mask.
When appraised this mask will appear to
grant the wearer the ability to animate dead
and emit a soul piercing “Death Shriek” once
per day. It isn’t until the mask is placed firm-
ly upon the wearer’s face that the true
nature of the mask is revealed. The mask’s
demonic visage is immediately replaced by
that of a moronic buffoon, complete with bell
tipped jester’s cap.
The only real power of the mask is that
all seeing it for the first time must make a
saving throw (Fort DC10) or fall into an inca-
pacitating fit of laughter for 1d4-1 rounds.
The bells make it considerably more difficult
to succeed at stealthy acts, such as hide or
move silently (-20 penalty).
The mask will resist all efforts to remove
it or attempts to damage its components,
such as its large bulbous nose (which coin-
cidently honks when squeezed). Only a
remove curse preformed by a caster at 8th
level or higher has any hope of dislodging
9) Boots of Soggy Walking
Appearing to be a well crafted pair of
boots of water walking the effects of these
cursed boots are quickly discernable once
placed upon the wearer’s feet. The boots
will immediately start to grow damp, to the
point of becoming completely soaked in one
round. Walking results in the player making
loud “squooshing” sounds and leaving
behind a trail of wet footprints. Acts such as
moving silently and running are impossible.
Extended wear of the boots may result in
fungal growth and other adverse effects
associated with prolonged contact with
water. A remove curse preformed by a cast-
er at 6th level or higher will cancel out the
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