Page 44 - Tales from the Yawning Portal
P. 44
Someone who examines the proper loca ion and suc-
ceeds on a DC 15 Wisdom (Perception chec • notices
the pressure plate. A successful DC 12 Dexterity check
by a character using thieves' tools disarm the trap: the
pressure plate can also be deactivated by phy ically jam-
ming it so that it can't move.
If the trap isn't deactivated, it resets automatically af-
ter 1 minute.
14. BUNK ROOM
A large chamber, once the principal bunk room for
dwarf guards posted in this part of the dungeon, has
been appropriated by Great Ulfe's ores. Up to eleven of
the creatures live here, but at the moment a group of
them are out raiding the countryside nearby, and three
others are on duty in area 4 .
•
This chamber is filled with rough-hewn bunks, tables,
and chairs, and the floor is strewn with filthy pelts. At
first glance it appears that a dozen or so humanoids
might use this area as a sleeping quarters.
Creatures. Only Old Yarrack the orog and four ores
are at home when the characters enter the chamber.
They enter combat as soon as they're aware of intruders.
an uneasy peace, although skirmishes occur. The troglo-
If the battle goes poorly for the ores, Old Yarrack or-
dytes usually use the old ore tunnel (see area 21) to hunt
ders an ore to break off and summon help from area 9.
on the surface and leave the ores alone. In return, Great
If things get desperate, he sends for help from the ores
Ulfe's followers rarely invade the troglodytes' domain.
in area 11. If the ores here fall, Yarrack attempts to join
The following locations are identified on map 2.3.
Great Ulfe's forces in area 12. The orog carries a potion
of healing and drinks it if his current hit points drop to 15. THE COLD STREAM
one-fourth his hit point maximum or lower. If the characters take the steps down from area 10,
Secret Door. The ores don't know about the secret they emerge into a narrow tunnel with a subterranean
door in the western wall, but a character who searches stream flowing across it.
the spot can discover it with a successful DC 15 Wis-
dom (Perception) check.
Development. Two days after the characters arrive, The stairway twists and turns a long way downward. The
he first raiding party returns and reinforces this room floor has been cut into hundreds of shallow steps, but
with four more ores. Thus, the party might encounter as the walls and ceiling are still natural rock. About sixty
many as nine creatures in this room.
feet down, a rushing stream spills from a narrow crack to
Any ores slain in area 4 are replaced by ores from this
the south and crosses the stairway, disappearing into a
room, if any survive.
Treasure. A successful DC 10 Wisdom check reveals narrow, winding tunnel to the north. The rill is only two
a loose stone on the south wall, concealing a sack that or three feet wide.
holds 250 sp and 40 gp. Aside from his potion of heal-
ing, Old Yarrack keeps his personal treasure in area 8.
If the characters explore the route taken by the stream,
Old Yarrack carries the key to the cage door in area 6.
they have to go single file as they wade through the wa-
THE GLITTERHAME ter. The bed of the fast-moving stream slants sharply;
each character must make a successful DC 8 Strength
Below the Mountain Door lies the Glitterhame, a large (Athletics) or Dexterity (Acrobatics) check to descend
eries of natural caverns in the heart of the Stone Tooth. safely. If the check fails by 5 or more, the character falls,
The caverns are beautiful: the walls sparkle and glis- tumbling 20 feet downhill and taking 3 (ld6) bludgeon-
·en with flecks of semiprecious stone, and millennia of ing damage.
-culpting and erosion by water have created sheets of
uted flowstone, delicate stalactites, and majestic stalag-
VISION IN THE GLITTERHAME
mites. Water streams down through the caverns toward
an underground river far below. Range of vision is important in the characters' exploration
of this level. Most light sources don't illuminate beyond
The Glitterhame is now home to a band of troglodytes,
60 feet, and many of the chambers and passages in the
dangerous reptilian savages that haunt underground
Glitterhame are much larger than that. The darkness hides
places. The troglodytes and Great Ulfe's tribe maintain many perils.
CHAPTER 2 I THE FORGE OF FURY
43

