Page 18 - Tales from the Yawning Portal
P. 18

16.  KOBOLD  GUARDROOM
                                                           Three rooms in the fortress serve as kobold guard sta-
                                                           tions. All have the same characteristics.
                                                             Door Trap. The door leading to the room is trapped
                                                           with a tripwire that the kobolds connect after shutting
                                                           the door. Hitting this tripwire, 2 inches off the ground
                                                           stretched between opposite door frames and running
                                                           up the frame, causes the trap to trigger. A character
                                                           who succeeds on a DC 10 Wisdom (Perception) check
                                                           spots the wire. If a character then succeeds on a DC 10
                                                           Dexterity check using thieves' tools, the tripwire is cut
                                                           without triggering the trap. A character can attempt this
                                                           check using any edged weapon or edged tool in place of
                                                           thieves' tools, but does so with disadvantage.
                                                             On a failed Dexterity check, the trap triggers, tipping
                                                           over a clay pot of offal, garbage, and dragon droppings
                                                            that falls on any creature in the doorway and splatters in
                                                           a 5-foot radius. A creature hit by the stuff must succeed
                                                           on a DC 10 Constitution saving throw or be poisoned
                                                           for 1 minute. An affected creature can repeat the saving
                                                            throw at the end of each of its turns, ending the effect on
                                                           itself on a successful save.
                                                             The kobolds release the tension on the tripwire when
           If he is disturbed, Meepo is frightened but willing
                                                            they exit, meaning that any guardroom that has been
          to talk. He is weepy. His numerous obvious scars are
                                                           vacated can be entered safely.
          souvenirs of his job as Keeper of Dragons. If he is asked
          about the cage or queried in any way that mentions a
          dragon, he says, "The clan's dragon ... we lost it. The   A small  pit of embers, built of broken  masonry and
          wretched goblins stole Calcryx, our dragon!"
                                                             portions of shattered stone sculptures, smolders in  the
           To all other questions, Meepo responds by saying,
                                                             center of this chamber. Arrayed around the pit are several
          "Meepo don't know, but Yusdrayl does. Meepo take you
          to meet Yusdrayl, our leader, if you make nice. You get   small rugs woven of matted hair and dead fungi.
          safe passage, if you promise to make nice. Maybe if you
          promise to rescue dragon, Yusdrayl make nice to you,
                                                             Creatures. The room serves as a barracks and guard
          answer questions."
                                                            post for the kobold tribe's warriors. Three kobolds
           Meepo perks up as he senses the possibility of getting
                                                           stand guard inside, unless they have already come forth
          the dragon back. True to his word, he guides the char-
                                                            to reinforce other kobolds.
          acters to area 21. Along the way, he shouts out "Tickle-  If the characters try to talk and the interaction is suc-
          corn!" (in Draconic) from time to time, explaining that   cessful, the kobolds direct the characters to head toward
          it's a password that tells other kobolds the characters   "Yusdrayl on her dragon throne," giving them simple
          are friendly. If the characters leave Meepo behind, or if   directions to area 21  and warning them to avoid rousing
          they are antagonistic toward him, the characters don't
                                                            the ire ofYusdrayl's elite guards.
          learn the password, and all other kobolds are hostile
          toward the party.                                 17.  DRAGON  CHOW
           Development. If combat occurs in this chamber, the
                                                           A character who approaches the door can smell the
          kobolds in the nearby area 16 are alerted, and they rush
                                                           stench of what lies beyond. If the door is opened, read:
          out to meet enemies.
           Investigating. The symbols on the walls are crudely
          formed in Draconic and read, "Here There Be Dragons."   Rats fill  the room, trapped among their own waste. A
          The metallic cage is all but destroyed and can't be used   small  half-barrier prevents the rats from easily escaping
          to restrain captives. A search of the cage reveals white   when the door is  open.
          scales that someone who has proficiency in Nature or
          Survival can determine to be from no natural animal. A
          successful DC 15 check using either skill identifies the   Creatures. The rats are used as food for the dragon
          scales as those of a white dragon wyrmling. The firepit,   wyrmling that was once stabled in area 15. Since the
          if its ashes are sifted, is found to hold charred bits of ko-  abduction of the dragon, the kobolds have neglected the
          bold bones and armor.                             rats, and in the meantime the rodents have chewed away
           Treasure. The bench serves as a sort of tiny altar.   the fastenings of the barrier. One round after someone
          Resting on it are containers of green dye. a paintbrush   opens the door, the rats knock the barrier over and rush
          made of goblin-hair bristles, and four tiny jade figurines   out, attacking as a swarm of rats for 1 round, after
          of dragons (worth 15 gp each). A thorough search of the   which they disperse into the dungeon.
          firepit and a successful DC 15 Wisdom (Perception)
          check reveals another jade figurine.

                                                                             CHAPTER 1  I THE  SUNLESS  CITADEL
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