Page 219 - Tales from the Yawning Portal
P. 219

clean and visible, as an oval diamond, with two flat and
             polished sides, very clear, and about 1 inch in diameter   You  see what is obviously some form  of temple area.
             by a quarter-inch thick. It will operate only twelve times,   There are scenes of normal life painted on the walls,  but
             then shatter.                                      the people have rotting flesh,  skeletal  hands, worms
                                                                eating them, and so forth. Yet there are also depicted
             12. TRAPPED FALSE DOORS
                                                                various religious symbols of good alignment. There is
             In four locations in the tomb, there are false doors
             which screen a spear trap. When one of these doors is   a mosaic path leading between four rows of wooden
             opened, a spear will shoot out, and the door opener or   pews that face the worship area.  In  front of the pews, a
             someone standing nearby is subject to be struck. De-  wooden railing divides the room. South of it  is an altar in
             termine at random, if need be, which character is the   front of a tiered dais, on which sits a wooden chair.
             target. The trap has a range of 60 feet, has a +11  bonus
             to hit, and deals 9 (2d8) piercing damage. If the door is
             closed and reopened, another spear will fire. The mech-  If the characters move farther into the room so they can
             anism can be jammed by a character who uses thieves'   see the features in the south end, continue:
             tools and succeeds on a DC 20 Dexterity check.

             13. CHAMBER OF THREE  CHESTS                       The chair is  nicely carved and padded but seems
             When the party enters the illusory crawlway hidden by   unremarkable. On either side of the dais are large,
             the red sphere, they will come to an apparent dead end,   free-standing large brass candelabras each holding five
             but a successful DC 10 Wisdom (Perception) check re-
                                                                white candles.  In  each corner on the southern wall  is a
             veals the presence of a secret door.
                                                                large white pottery urn stoppered with a brass and wood
              The character who opens the door will fall to the floor
             10 feet below due to a tilting stone at the mouth of the   plug. Sprawled on the floor near the west wall  is  human
             crawlway, taking falling damage (a mere annoyance, but   skeleton in  black chain  mail that is  badly rusted and dam-
             it erodes the strength of the party).              aged. The skeleton's outstretched arm  points to a stone
              Three large chests are affixed firmly to the floor; the   archway set in  the wall. The opening is filled with opaque,
             western one is gold (plate covering iron), the center one
                                                                bright orange vapors.
             is silver (plate over iron), and the eastern one is of oak
             bound with thick bronze bands. Each is about 4 feet
             long, 2 feet wide, and 3 feet high.                Aura. A casting of detect evil and good or a paladin's
              Gold. Opening the gold chest releases a swarm of   use of Divine Sense identifies the chapel as a conse-
             poisonous snakes that slither out and attack next   crated place. (What a puzzle! Could the demilich actu-
             round. They continue biting until all are killed.   ally have been of good alignment?)
               Silver. Inside the silver chest is a clear crystal box   Pews. Simple examination indicates that all of the
             (worth 1,000 gp) that holds a ring of protection. Some-  benches have hinged seats. If a character examines ei-
             one who succeeds on a DC 15 Wisdom (Perception)   ther of the pews in the front row before opening the lid,
             check while examining the box and the chest notices   a successful DC 15 Wisdom (Perception) check reveals
             the box is set into the chest bottom. When this box is   that the hinges on this pew are larger than the ones on
             lifted from the supposed bottom of the chest, eight darts   the pews in the other rows.
             will fire upward, and the one or two characters leaning   Gas Trap. The hinges on the front pews are larger
             over the chest so as to be in the line of fire will take ld4   and stronger because they include rods that are con-
             attacks each if they are exposed to the path of these   nected to valves inside the pew. If the seat on either of
             missiles. The darts have a range of 60 feet, a +11  bonus   the front pews is lifted up, a cloud of poison gas fills the
             to hit, and deal 3 (ld6) damage on a hit. The trap mecha-  whole room in 2 rounds. A character caught in the gas
             nism is under the crystal box and can't be disabled with-  must succeed on a DC 15 Constitution saving throw or
             out first removing the box.                       become poisoned for 48 hours.
               Oak. When the lid of the oak chest is opened, an ani-  If the hinges are noticed and then disassembled,
             mated giant skeleton (see appendix B) will be instantly   requiring 1 minute and a successful DC 15 Dexterity
             teleported into the room, and it strikes with surprise.   check using thieves' tools for each hinge, the trap can't
                                                               trigger. A failed check results in no progress at the task,
             14.  CHAPEL OF EVIL
                                                               but if the check fails by 5 or more, the trap goes off ex-
             After passing through the illusory black sphere the   plosively, blowing the lid open.
             party will have crawled along the small tunnel until   Treasure. The back pair of pews have 4,000 sp each
             reaching the end, only to find it is solid stone. It requires   hidden therein, the next pair have 3,000 ep each, and
             a successful DC 20 Wisdom (Perception) check to find   the pair closest to the trapped pews have 2,000 gp each.
             the secret door at the end of the passage- no form of   Altar. The centerpiece of the chapel is a block of
             magic will detect it, save for a gem of seeing. If the char-  strange material that glows with an inner light of opales-
             acters open the door and enter the room, read:    cent blue. (If the altar is specifically targeted by a detect
                                                               evil and good spell, it registers very faintly as a dese-
                                                               crated object.) If the altar is touched by living matter, a
                                                               lightning bolt spell (save DC 15) will streak down the


             CHAPTER 7  I TOMB  OF HORRORS
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