Page 16 - Tales from the Yawning Portal
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walls of the pit are rough, and they offer handholds to
                                                            climbers. Area 12 begins on its far side.
                                                              Creature. A quasit named Jot was bound in the
                                                            southwestern alcove an age ago to guard the contents
                                                            of the sarcophagus in area 12. It was in suspended
                                                            animation until a few decades ago, and it now waits on
                                                            the other side of the arch just out of sight in area 12. Jot
                                                            is alerted by any light source the characters have, so it
                                                            can prepare for them. (If the characters have no light
                                                            source and are stealthy,Jot might not become aware
                                                            of them.) The quasit darts out of its hiding place and
                                                            attacks the first creature that climbs out of the pit on the
                                                            western side.
                                                              Development. Jot doesn't fight to the death. If it takes
                                                            any damage, or if more than one character attacks it,
                                                            Jot laughs and says, "You broke the binding. My watch
                                                            over the dragonpriest is over!" It uses its next action to
                                                            become invisible. It then turns into a bat and flies along
                                                            the 10-foot-high ceiling across the pit.
                                                              If Jot escapes, the characters might see it again. It
                                                            knows that death on the Material Plane means a return
                                                            to the Abyss, so it prefers to harass the characters while
                                                            they are otherwise engaged, laughing and mocking as
                                                            it does so.
                                                              Secret Door. Finding the door on the southern wall
                                                            requires a successful DC 20 Wisdom (Perception)
                                                            check. The door opens with a simple push inward.
                                                            11.  SECRET ROOM

           prevents it from doing so. The door can be opened from
                                                              Dust coats the contents of this tiny chamber, obscuring
           the western side with a simple push.             I                                            I
                                                              runes inscribed on the southern wall.
           10.  HONOR GUARD
                                                              Inscription. If the southern wall is cleared of dust,
            Dust cloaks the contents of this twenty-foot-wide hall.   the runes are revealed to be a message in Draconic.
            Six alcoves line the walls, three to the north and three to   Someone who can read the language understands it as
                                                             "A dragonpriest entombed alive for transgressions of the
            the south. Each alcove except the southwest one holds a
                                                             Law still retains the honor of his position."
            humanoid figure carved of red-veined white marble. The
                                                              Secret Door. A secret trapdoor in the floor requires
            figures  resemble tall elves in  plate armor. A stone arch-  a successful DC 20 Wisdom (Perception) check to find.
            way at the west end of the hall opens into a wide room   The door opens by pulling it upward. It leads to a 3-foot-
            from which greenish light glows. A dark pit is situated   by-3-foot crawl space that connects to a similar trapdoor
            before the archway.                              in area 12.
                                                             12. TOMB  OF A  FAILED  DRAGONPRIEST
            Southwest Alcove. A successful DC 10 Wisdom
           (Perception) check reveals that the dust in the room
                                                              Violet marble tiles cover the floor and walls, though all
           is disturbed by tracks that start in the southwest al-
           cove, though the tracks are filled in enough that the   are cracked or broken,  revealing rough-hewn stone be-
           disturbance must have occurred dozens of years ago.   neath. Sconces are attached to the walls at each corner.
           A successful DC 10 Wisdom (Survival) check enables a   One holds a torch that burns with  greenish fire. A marble
           character to determine that the tracks were made by tiny   sarcophagus, easily nine feet long, lies  in  the room's
           humanoid feet with claw-like nails. They begin in the
                                                              center. The coffin  is carved with dragon imagery, and
           center of the alcove, move west toward the pit, and then
                                                              the head of the sarcophagus resembles a dragon's head.
           disappear into the pit. A character who enters the pit to
           follow the tracks must make another successful DC 10   Rusting iron clasps firmly lock down the lid.
           Wisdom (Survival) check to pick up the trail again.
             Spiked Pit. The pit is 10 feet deep, and its bottom is
                                                              Torch. The greenish fire is a continual flame spell.
           filled with spikes that deal 11 (2d10) piercing damage
                                                              Sarcophagus. Six rusted iron latches hold down
           to a creature that falls in, as well as falling damage. The
                                                             the sarcophagus lid. Opening a single latch requires a

                                                                              CHAPTER  I  I THE  SUNLESS  CITADEL
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