Page 224 - Tales from the Yawning Portal
P. 224

The trapdoor opens onto a steep flight of narrow  tairs
        that spiral down to a 5-foot-wide tunnel which emerges
        at area 24.

        23A.  KNOCKOUT CORRIDOR
        If the characters don't find the tunnel or choose not to
        follow it, they move through a door that leads east and
        then come upon a set of double doors in the north wall.
        When the doors to the north are opened, sleep gas bil-
        lows forth from the other side. Each creature in the east-
        west passage must succeed on a DC 15 Constitution
        saving throw or fall unconscious for 2d4 x 10 minutes.
          Rolling Stone. Every 10 minutes after the gas is
        released, roll a d4. On a roll of 4, a stone juggernaut
        (rather like a steam roller) comes out of the 20-foot-
        square room to the north and rolls ld6 x 10 feet south,
        then west. Everything it rolls over is squashed to a pulp.
        There is no appeal.
        24. ADAMANTINE DOOR
        The tunnel from the south emerges into a corridor that
        then heads east. The door at the end is a great block of
        adamantine. It has permanent antimagic effects on it,
        and there is no magical or physical way of forcing entry.
          There are three slots in the door at about waist height.
        If sword blades are shoved simultaneously into all the
        slots, the 1-foot-thick door will swing open. Five rounds
        later, the door slams shut. There is no way of opening it
        from the west side.
        25. PILLARED THRONE ROOM

                                                          the other corner, but it is tinged with a bluish color over
          You  look upon an  enormous chamber colored in  pas-  the green. Any character that enters the mouth opening
          tels. A forest of massive,  many-hued columns support   of this devil face is teleported to area 27 A.
          the ceiling.                                      Charred Remains. Strewn near the southeast corner
                                                          is a heap of charred bones and skulls, plus the crisped
                                                          and blackened remains of clothing and gear, arms and
          Aura. Each of the 3-foot-diameter pillars radiates an   armor-a thoroughly awful and frightening sight. A
        aura of transmutation magic when such is detected for.   character who comes close enough to examine the re-
          Upwardly Mobile. Any character who touches a pillar   mains will find a huge, glowing orange gem at the center
        with or without intent will uncontrollably float upward   of the destruction.
        (as if affected by a levitate spell), then bounce gently   Cursed Gem. The gem can be easily claimed. Casting
        around on the ceiling, 30 feet above, just as a helium   a detect evil and good spell reveals it to be a desecrated
        balloon. To stop this effect, a dispel magic or remove   object. On a casting of detect magic, the gem gives off a
        curse spell must be placed upon each such individual.   strong aura of conjuration- so strong that the detecting
          There seems to be a gentle breeze in the room, for any   character will get the vague feeling that the wish spell is
        character floating among the many-hued columns will   involved in the gem's magic.
        begin drifting toward the northwest or northeast corner   The gem is actually a cursed magic item. If any char-
        of the room. From the entry an observant character with   acter touches it and attempts to cast a wish spell using
        a suitable light source will be able to observe part of the   it, a reversed or distorted version of the wish's fulfill-
        dais on the south wall and the door at area 27.   ment will bring harm to that character and all named
          Northwest Devil Face. About 24 feet above the floor   in the wish.
        in the northwest corner, on the north wall, is a mosaic   Then, immediately after the evil wish spell has trans-
        relief sculpture of a green devil's face which appears to   pired, the gem begins to pulse with reddish lights,
        be exactly the same as that first encountered in the en-  growing progressively stronger, brighter and hotter. Roll
        trance hall to the tomb (area 3). Any creature that comes   initiative. On initiative count 1, the stone explodes, abso-
        within 3 feet of its gaping mouth will be sucked in and   lutely killing any character within a 15-foot radius in a
        instantly teleported, to be "spat out" nude at area 6,   wave of searing radiation and flames. The gem remains
        while all non-living matter in the character's possession   as a noisome mass of stinking purplish mold which
        goes to area 33.                                  bubbles and chuckles. In one week the mass will again
          Northeast Devil Face. The sculpture in the northeast   re-form as a glowing orange gem.
        corner is identical in size and placement to the one in


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