Page 15 - Tales from the Yawning Portal
P. 15

tons animate, pinpoints of red fire sparkling in their eye   the creature can repeat the saving throw at the end of
            sockets as they rise.                            each of its turns, ending the effect on itself on a success-
             Treasure. Each skeleton has twenty arrows, 2d10 sp,   ful save. The effect ends on its own 1 minute after the
            ldlO gp, and one +l  arrow in a special socket on the   creature can no longer hear the music. A creature can
            quiver. Because the skeletons are mindless, they don't   escape the music by being on the other side of a closed
            use the magical arrows.                          door that leads to the gallery, or by vacating the area (in-
                                                             cluding adjacent rooms) where the music is audible.
            6.  OLD APPROACH                                   The globe has AC  10 and 10 hit points. If it is attacked
                                                             or handled, the music becomes louder, audible in areas
                                                             4 and 10 if the doors to those areas are open. The DC
             The masonry walls of this twenty-foot-wide hall  are in
                                                             of the Wisdom saving throw then increases to 20. If the
             poor repair. The far end has collapsed, filling the south-
                                                             globe is reduced to O hit points or taken from the room,
             ern  section with  rubble. The western wall  is  in  much   it cracks and goes dark and silent. It no longer functions.
             better shape than the other walls, and it holds a stone
                                                             8.  PRESSURE PLATE
             door with a rearing dragon carved in  relief on  it. The door
             has a single keyhole, situated in  the rearing dragon's
                                                             I                                           I
             open mouth.                                       The air is  stale in this twenty-foot-long corridor, which
                                                               leads to another closed stone door.

             Dragon Door. The door that is carved to look like a
            dragon has a mechanical lock as well as an arcane Jock   Arrow Trap. Each time any weight is placed on any
            spell cast on it. The Strength (Athletics) check to defeat   part of the center 10-foot-square section of the corridor,
            the arcane lock is DC 30, and the Dexterity check to   a mechanical pressure plate is activated, triggering a
            bypass the magical lock using thieves' tools is DC 25.   trap. An arrow fires from above the western door at the
            Casting a knock spell on the door suppresses the mag-  creature who triggered the trap: +5 to hit, 5 (ldlO) pierc-
            ical lock for 10 minutes, lowering the DCs by 10 during   ing damage.
            that time. The mechanical lock remains intact if the   With a successful DC 15 Intelligence (Investigation)
            magical lock is bypassed, requiring another knock spell   check, a character can deduce the presence of the
            or the use of the key. The key, which bypasses the magi-  pressure plate from variations in the mortar and stone
            cal lock as well as the mechanical one, is in area 21.   around it, compared to the surrounding floor. Wedg-
             Creature. One giant rat hides in the rubble. The rat   ing an iron spike or some other similarly sized and
            attacks anyone who moves to within 5 feet of the edge of   sturdy object under the pressure plate prevents it from
            the rubble or anyone left alone in this area.    activating.

            7.  GALLERY OF FORLORN NOTES                     9. DRAGON RIDDLE


             As the door opens, a hissing noise and a puff of dust   Dust fills this hall  like a layer of gray snow.  In  the
             around the door indicate that the chamber beyond has   rounded northern end of the chamber stands a ten-foot-
             been sealed for ages. Dust,  long undisturbed, covers ev-  tall sculpture of a coiled dragon carved from  red-veined
             ery surface in  this large gallery. The air here is stale.   white marble.
               Three alcoves are on the north wall,  and one is  on the
             south wall.  Each  alcove contains a dust-covered stone
                                                               Dragon Sculpture. If a creature moves within 5 feet
             pedestal with  a fist-sized  crystalline globe resting on it.   of the dragon statue, a magic mouth spell causes the
             The globes in the northern alcoves are cracked and dark,   dragon to utter a riddle in Common (to viewers, it seems
             but the globe in the southern alcove glows with  a soft   as though the stone jaws are actually moving). The drag-
             blue light.  Faint tinkling notes issue from  it.   on's riddle is as follows:
                                                               We come at night without being fetched;
                                                               we disappear by day without being stolen.
            If a character moves within 5 feet of the lit globe, brood-
                                                               What are we?
            ing music begins to play throughout the area, and the
                                                               (Answer: stars)
            sound carries into areas 6, 8, and 9 if the doors to those
            areas are open. Any creature that can hear the music   Secret Door. A secret door in the western wall leads
            must make a DC 15 Wisdom saving throw. On a suc-  to area 10. Finding the door requires a successful DC
            cessful save, a creature is immune to the music of the   20 Wisdom (Perception) check. Under the scrutiny of
            globe for 24 hours. On a failed save, a creature becomes   detect magic, the door radiates a faint aura of abjuration
            charmed and, while charmed in this way, can take only   magic. The door comes open, pivoting into the room,
            the Dash action and move toward area 3.           only if someone speaks the answer to the riddle.
             The effect on a creature ends once that creature   Once the door is opened, it closes on its own 1 minute
            reaches the floor beyond the pit trap in area 3. If an   later, although any obstruction placed in the doorway
            affected creature is prevented from moving to area 3,


            CHAPTER l  I THE SUNLESS  CITADEL
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