Page 39 - Tales from the Yawning Portal
P. 39

Creatures. If the ores have been alerted, the ores in
            areas 4 and 4a fire arrows until the characters either   Two  brutish humanoids stand watch on the other side of
            retreat or succeed in bypassing the door.          the crevasse. They snarl a challenge, revealing yellowed
              Development. If the characters are repelled, they   tusks, and  prepare to hurl javelins at you!
            must deal with additional reinforcements if they try this
            approach again. Two ores from area 11 stand watch at
            the doors on the west side of area 3, while the ore Eye of   Rope Bridge. The bridge is safe structurally, despite
            Gruumsh from area 9 backs up the ores in area 4 or 4a.   its appearance. Crossing under fire is difficult enough
                                                              to require DC 10 Dexterity (Acrobatics) checks. On a
            3. THE RIFT HALL                                  successful check, a character can move at half speed.
                                                              On a failed check, a character makes no progress. If the
                                                              check fails by 5 or more, the character must make a DC
              The great door opens into a large hall. A narrow ledge
                                                              10 Strength or Dexterity saving throw. On a failed save,
              overlooks a deep, dark crevasse that cuts the room  in   the character plummets almost 200 feet to the under-
              two. A dangerous-looking rope bridge, frayed  and thin,   ground river below and is swept away. The characters
              spans the gap. Water gurgles and  rushes somewhere   can prevent falls by roping themselves to a stable attach-
                                                              ment point before crossing.
              far below. Two copper braziers burn  brightly on either
                                                               Secret Doors. Two secret doors on the north and
              side of the door, illuminating the western half of the
                                                              south walls lead to areas 4 and 4a. The doors are well
              room. Another ledge is  barely visible on the other side of   made, each requiring a successful DC 15 Wisdom (Per-
              the chasm.                                      ception) check to discover. A door can be opened by
                                                              simultaneously pushing in two concealed stone plates
                                                              in the wall about 1 foot above it. The plates can be found
            The hall beyond the doors, and the great crevasse that
                                                              with a successful DC 15 Wisdom (Perception) check.
            runs through it, once served as the last line of defense
                                                               Developments. The ores use the rock outcroppings
            for Khundrukar's dwarves.
                                                              on their side for shelter from attacks, gaining half cover.
              Creatures. Two ores guard the eastern side of the
                                                              They throw their javelins at characters trying to cross
            room. They do everything in their power to prevent the
                                                              the bridge, or at those who hang back to cast spells or
            characters from getting across the bridge. If any of the
                                                              make ranged attacks. A character on the bridge who is
            party members have darkvision or a means of illuminat-
                                                              hit by an attack must make a saving throw to avoid a fall,
            ing the far side, read:
                                                              just as if the character's Dexterity (Acrobatics) check to
                                                              move along the bridge had failed by 5 or more.
            CHAPTER  2  I THE  FORGE  OF  FURY
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