Page 217 - Tales from the Yawning Portal
P. 217

Nothing will cause the vapors to clear, nor will any sort   8.  GARGOYLE LAIR
            of magic allow sight into the area, until the glowing   When any door leading to the lair is opened, it frees the
            stones are pressed in the proper sequence: yellow, blue,   room·s occupant from temporal stasis.
            orange. If this is done, the vapors disappear, and the
            path appears to go eastward.
              If the archway is entered when it is clouded, those   What appeared to be a statue an instant ago comes to
            characters doing so will be instantly teleported to area 7.   life  before your eyes. The creature flaps  its wings and
            If it is passed through after pressing the glowing stones   stares at you.
            in proper sequence, those who step through while
            following the path will be teleported to area 11, and
            those who pass through off the path will be sent back   Creature. A mutated, four-armed gargoyle attacks
            to area 3.                                        anyone who enters its lair. This creature uses Multiat-
                                                              tack to make three attacks: one with its bite and two
            6.  THE FACE  OF THE  GREAT GREEN DEVIL           with its claws.
            The path of red tiles leads south from the fork. If any   Treasure. Around the creature's neck is a collar stud-
            character comes within 2 feet of the southern wall, read:   ded with ten gleaming gems (blue quartz stones of 100
                                                              gp value each).
                                                               Hidden in a secret compartment of the collar is a slip
             On the wall  before you  is  a relief sculpture of a devil
                                                              of parchment with the following written on it in magical
             face formed of mosaic tiles. The face has a huge O of a   code (requiring comprehend languages to understand):
              mouth, inside of which the space is  dead black.   "Look low and high for gold, to hear a tale untold. Take
                                                              the archway at the end, and on your way you'll wend."
                                                              Beneath the runes, the initial "A"  is inscribed.
             Aura. The devil face radiates an aura of transmutation
            magic if detect magic is used on it, and a casting of   9.  COMPLEX OF  SECRET DOORS
            detect evil and good or a paladin's use of Divine Sense   If someone opens the door on the east wall of
            reveals it as a desecrated place.                 area 8, read:
             Mouth Trap. The mouth opening is similar to a
            sphere of annihilation, but it is about 3 feet in diame-
            amines the mouth and succeeds on a DC 20 Intelligence  l
                                                               The small room  beyond the door is  empty and appears to
            ter- plenty of room for those who wish to leap in and be
            completely and forever destroyed. A character who ex-
                                                               have no other exits.
            (Arcana) check identifies the trap for what it is.
                                                              The south wall contains the first in a series of secret
            7.  THE FORSAKEN PRISON                           doors. Each of these portals requires a successful DC
                                                              20 Wisdom (Perception) check to find and must be
                                                              opened by hand using a particular method, as follows:
             This miserable cubicle appears to have absolutely no
                                                              A. Pull down and inward (hinged on bottom)
              means of egress. Three iron  levers, each about one foot
                                                              B. Pivot on central hinge
              long, protrude from the south wall of the chamber.   C. Pull inward and up at bottom (hinged on top)
                                                              D. Slide up
                                                              E. Pull double panels inward (hinged on sides)
            Even a magical means of detection will not indicate any
            way out of this place.                            F. Slide left
                                                              G. Door has seven studs in a row--pressall at once and
             Levers. The iron ievers can be moved horizontally
                                                               door opens, but press 1 and 7 and the door falls in-
            or vertically, singly or in combination. Only the act of
                                                               ward. A character pressing the studs or near enough
            moving all three together upward or downward has any
                                                               to do so must succeed on a DC 15 Dexterity saving
            results. Moving them up opens a small trapdoor in the
                                                               throw or take 10 (3d6) bludgeoning damage from the
            center of the ceiling 10 feet above. Pushing them simul-
                                                               falling door.
            taneously down opens the entire floor to a 100-foot-deep
            pit with no exit. The floor returns to a closed position   Bolts from Above. Each round that characters are in
            in 10 minutes, sealing any victim inside the pit until an-  any of the rooms inside the complex of secret doors, a
            other creature triggers the floor trap again.     number of bolts will be fired into the area from hidden
              Crawl Space. The ceiling route is a crawl space some   devices in the walls and ceilings, and there is a 50 per-
            3 feet square. At the place it turns east there is a plug in   cent chance that one character, randomly determined,
            the ceiling, which can be detected only with magic or if   in each such area must succeed on a DC 20 Dexterity
            a character has sense enough to check for secret doors.   saving throw or take 5 (ldlO) piercing damage. There is
            A character who succeeds on a DC 20 Wisdom (Percep-  no way to prevent the bolts from being triggered.
            tion) check can find the door. Also, anyone who raps or
            sounds on the ceiling in the door's area hears it is hol-  10.  GREAT HALL OF SPHERES
            low, indicating a space beyond. Eventually the small tun-  This area is similar to area 3, for the floor is of inlaid
            nel leads to a magical one-way door, which opens in the   tiles and the walls and ceiling are painted with figures
            pit side as shown, and players are back to square one.   of animals, strange signs and glyphs (which mean abso-


            CHAPTER  7  I TOMB  OF  HORRORS
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