Page 39 - Tales from the Yawning Portal
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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

