Page 38 - Tales from the Yawning Portal
P. 38
MAP 2.2: T><E MOUNTAIN DooR
•
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
37

