Page 215 - Tales from the Yawning Portal
P. 215

Ceiling Trap. If the ceiling is prodded with any force,   Sliding Block Trap. If the paving stones shift when
            or if the doors are opened, the ceiling of the tunnel col-  someone moves across them, a 10-foot-thick block of
            lapses. Creatures under the collapse must make a DC   stone emerges from the midpoint of the eastern wall
            15 Dexterity saving throw, taking 27 (5d10) bludgeon-  and begins to slide into the corridor. Have the players
            ing damage on a failed save, or half as much damage   roll initiative. On each initiative count, the block slides
            on a successful one. The trap mechanism is beyond   6 inches to the west, until at initiative count 1, it com-
            the doors and inside the ceiling, so it can't be disabled   pletely blocks the corridor. The block's movement can
            from outside.                                     be stopped by using an iron bar or a similarly sturdy
                                                              normal object, but only if the object is placed on the
            2.  FALSE  ENTRANCE TUNNEL                        floor where it can be wedged into the space between
            If the characters clear the passage on the east side of   the block and the floor. If the block moves far enough
            the cliff face, read:                             to prevent the characters from escaping, they have
                                                              to devise a means to bypass it. It can't be moved or
            I                                                  The doors at the end of the passage are false ones.
                                                              forced backward.
              The corridor before you is  made of plain  stone, roughly
              worked and  mortared, with a 10-foot-high ceiling.
                                                              3.  ENTRANCE TO THE TOMB  OF HORRORS
                                                              Even a bit of light entering through a crawl space or
            Daylight will enable adventurers to dimly see what ap-
                                                              provided by a torch will reveal that an unusual tunnel
            pear to be two separate doors at the end of the corridor.
                                                              lies ahead. If the characters clear the passage near the
              The paving stones on the floor 50 feet south of the
                                                              center of the cliff face, read:
            entrance are unmortared and shift slightly when char-
            acters tread upon the surface. A character who inspects
            the floor in this section and succeeds on a DC 15 Wis-  Bright, brilliant colors are to  be seen everywhere, the
            dom (Perception) check notices the change in the floor.   stones and pigments undimmed by the passage of de-
            A character can use thieves' tools to keep the stones   cades. The floor of the corridor is a colorful mosaic of
            from shifting by taking 1 minute and succeeding on a
            DC 20 Dexterity check. On a failed check, the shims are   stone, with  a distinct, winding path of red tiles about two
            put in place but they fail when someone moves across   feet wide snaking its way south down the corridor.  No
            the stone, and the trap is triggered.              stonework can be seen on the walls or the ceiling twenty


            CHAPTER  7  I TOMB  OF HORRORS
    214
   210   211   212   213   214   215   216   217   218   219   220