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
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