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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
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