Page 38 - Tales from the Yawning Portal
P. 38

MAP 2.2:  T><E  MOUNTAIN  DooR
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           The path climbs up one last steep switchback toward a   Shallow steps lead  up through a steep fissure to the
           bare shoulder of rock. The hillside rises steeply on your   south and turn east into the mountainside. Here, a broad
           right and drops away  precipitously on your left.  Debris   entranceway has been carved out of the stone. Marble
           and  rubbish lie scattered over the last hundred yards or   steps cracked with  age and veined with  green  moss lead
           so-discarded water skins, bits of charred bone, and   up to a strong double door of carved stone, eight feet
           splintered casks or kegs.  Up  ahead, the path opens onto   wide and almost ten feet tall. Arrow slits high  on the
           a wide ledge and then doubles back sharply into the   north and south walls command this area.
           mountainside.
             Two  bestial humanoids in  hide armor stand watch on
                                                           If the characters quietly dealt with the ores in area 1
           the ledge. They appear inattentive and bored.   using stealth or disguise, the door is open. Otherwise,
                                                           the ores have been alerted to intruders, and the door
                                                           is shut and barred from the inside. Forcing open the
           Creatures. Two ores stand guard along the northern   barred door is very difficult, requiring a successful DC
          edge of the ledge, though they aren't paying as much   20 Strength check.
          attention to their duties as they should. The characters
          or their advance scout) can spot them from as far as 60
          feet away. The sentries, Wark and Thark, are grumbling   MOUNTAIN  DOOR  DEFENSES
          in the Ore language about someone named Ulfe. Apply a   The ores are well  prepared for a frontal  assault on the
          -2 penalty to the ores' passive Perception scores.   Mountain  Door. They follow the sequence of activity de-
           Arrow Slits. When the characters move around the   scribed below to the best of their ability unless prevented
          corner into the eastern part of the ledge, they might dis-  or interrupted by the player characters.
                                                               Round 1. After sounding the alarm, the sentries in  areal
          cover a row of hidden arrow slits in the rocky wall to the   (Wark and Thark) flee south to area 2.
          east about 15 feet above the floor. By examining the wall   Round 2. The ores in  area 4 fire at any exposed char-
          and making a successful DC 15 Wisdom (Perception)   acters in  area l  if they have been alerted by the sentries.
          check, a character notices the slits.              Wark and Thark flee through the door into area 3.
           Developments. If they are attacked or confronted    Round 3. Wark and Thark cross the rope bridge in  area 3.
          by more than one character, Wark and Thark call out   The ores in  area 4 continue to fire at characters in  areas l
          a warning that's heard by the ore in area 4 and then   and 2.  One ore from  area 4 moves through the secret door
          attempt to flee to area 3. See the "Mountain Door De-  leading to area 3,  intending to close and bar the double
          fenses" sidebar.                                   doors leading to area 2.
                                                               Round 4. Wark and Thark slip through to area 5 to
           If the archers are alerted to the party's presence, they   spread the alarm, alerting the ores in  areas 11  and 14.
          open fire on intruders on the ledge and in area 2. See   Round 5. The ore that shut the double doors in  area 3
          area 4 for more information.                       moves to area 4 or 4a while the other archers continue to
                                                             fire  at exposed characters. The ores in the eastern half of
          2. THE DWARF-DOOR
                                                             area 3 cut the rope bridge and  prepare to defend the doors
          :\1oving eastward from the ledge, the trail turns south   that lead to area 5.
          and rises steeply through a cleft in the rock toward a   Round 8. The ores in  area 14 arrive in  area 5.
          grand entrance.                                      Round 12.  Great Ulfe and the ores from  area 11  move to
                                                             area 5 to ready a counterattack.


                                                                              CHAPTER 2  I THE  FORGE  OF  FURY
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