Page 114 - Tales from the Yawning Portal
P. 114

Thereafter, you can shorten the description o ·  e con-  takes a -2 penalty on attack rolls, ability checks, saving
                tact stones they encounter to avoid repeti ion.   throws, and saving throw DCs.
                  Normal Doors. The Doomvault's door  are  ,uod rein-  A reduced threat creature that is based on a creature
                 forced with steel, and they open easily. Mo  t door  lack   bigger than Large is instead Large. Some specific re-
                 latches, bars, or locks. Those that are locked require a   duced-threat creatures also make changes to the abil-
                 · uccessful DC 15 Dexterity check to pick or a  ucce  sful   ities they can use. A reduced-threat creature is worth
                 DC 20 Strength check to force open.              half the normal XP earned for defeating it.
                  Secret Doors. A successful DC 20 Wisdom (Percep-
                 tion) check is required to find a typical secret door.   DUNGEON STATE
                  False Doors. A character must succeed on a DC 20   This adventure describes each area as it exists when the
                 Intelligence (Investigation) check to determine that a   characters first arrive in the Doomvault. As they explore,
                 door is real or false without opening it.        they change the dungeon's state. Record the state each
                  Light. Insubstantial magic orbs provide bright light   area is in when the characters leave. You need to track
                 in areas that indicate no other illumination conditions.   which rooms have been explored, which monsters have
                 Boxed text meant to be communicated to the players as-  been defeated, which secrets remain undiscovered, what
                 ·umes that someone can see the described area.   treasure has been taken, and so on. If  the characters
                  Pit Traps. A typical pit trap is under a 5-foot-square   return to an area, your notes can remind you what is dif-
                 section of floor, which forms a lid hinged on the inner   ferent from the original text.
                 side and lined with lead. A character within 5 feet of
                 he lid might notice it with a successful DC 20 passive   RESTING
                 Perception check. A character who searches the area
                 notices the lid with a successful DC 15 Wisdom (Per-  The incursion into the Doomvault is intended to be a
                 -eption) check. A lid can be jammed so that it remains   fast-paced assault in which the characters have little
                 dosed by a character who makes a successful DC 15   time for typical rests. A few areas of the dungeon offer
                 Dexterity check. Otherwise, the lid falls open when a   access to special magic that allows characters to gain
                  mall or larger creature places weight on it.    the benefit of a rest.
                  A creature that triggers the lid must succeed on a DC   The adventure assumes the characters stay in or close
                 15 Dexterity saving throw or fall 20 feet onto a bed of   to the dungeon for the duration of their exploration. If
                 · tone spikes, taking 7 (2d6) bludgeoning damage and 13   you want the characters to be able to leave and return
                 2dl2) piercing damage. The pit walls are smooth stone.   to the Doomvault, Syranna can use the circles in the
                 The lid closes magically 5 minutes after being triggered.   gatehouse to send the party just about anywhere (except
                 The lead on the lid prevents the magic of a closed trap   the Temples of Extraction or the Phylactery Vault). She
                                                                  can also allow the characters to return by giving them
                 from being detected.
                                                                  spell scrolls of teleportation circle keyed to the circles
                 DUNGEON DENIZENS                                 in the gatehouse. If  you allow the characters to leave the
                 The Red Wizards, aided and abetted by their Thayan   Doomvault through the gatehouse, the characters can
                 servants, hold sway over the Doomvault. In addition to   take normal rests outside the dungeon. Doing so has an
                 battling the monstrous residents of the dungeon, the   effect on the alert level.
                 characters will need to contend with these humanoids.   Resting within the Doomvault is risky, because of ran-
                  Thayans as Foes. Thayan humanoids in the dungeon,   dom encounters and the rising alert level (see below).
                 especially Red Wizards, prefer to survive encounters   ALERT LEVEL
                 ""·ith the characters. (All Thayans in the dungeon are
                 non-good in alignment, and most of them are lawful.)   The Doomvault is an active complex. As effects of the
                 ·\'hen hard pressed, a few might be convinced to surren-  characters' assault grow more widespread or easily
                 der, by the use of Charisma (Intimidation or Persuasion)   detected, the alert level of the dungeon's inhabitants
                 checks. Under interrogation, however, most of these   rises. This level starts at O  and can go no lower than 0. It
                 • .·illains lie or otherwise mislead the characters, aiming   increases by 1 every 4 hours the characters spend inside
                 :o kill them with misinformation. Thayans who escape   the dungeon, including resting. The alert level affects
                 me characters' assault and have no other purpose either   the frequency and difficulty of random encounters.
                 eave the Doomvault through the gatehouse or join pa-  For each 24 hours the characters spend outside the
                 trols that attempt to hunt down the characters.   dungeon, the alert level decreases by 1. During this
                  Prisoners. Most humanoid prisoners are terrified and   time, the Doomvault returns to a state more stable than
                 have only enough strength to avoid battle. Prisoners do   when the characters left. Monsters might be recaptured
                 hard labor or end up as food for the dungeon's monsters.   or replaced, and new challenges could be set up to foil
                 They have no glyph keys and can't leave their zone with-  incursions. Alter the dungeon's contents as you see fit to
                 out help. If  able, freed prisoners beg for aid in escaping.   account for the returning party's previous actions and
                 If given glyph keys, they head to the gatehouse. Use the   the reactions of their foes.
                 commoner for prisoners if needed.                  A few other events specified in the adventure can raise
                                                                   or lower the alert level.
                 REDUCED-THREAT MONSTERS
                                                                   DREAD WARRIORS
                 A reduced-threat monster uses a normal monster·s sta-
                 jstics, but it has half the normal hit point maximum and   Szass Tam devised the ritual that enables the creation
                                                                   of dread warriors (described in appendix B). The lich

                                                                                          CHAPTER 5   DEAD  IN THAY
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