Page 47 - Tales from the Yawning Portal
P. 47
A hundred years ago, the ores besieging Khundrukar
Behind the lizard, a hulking, scaly-skinned creature easily tunneled into the dwarven stronghold. The cavern they
a foot taller than any of the others you've seen glares at emerged in now serves as a guard post and a mustering
you and snarls. point for troglodyte raiders.
The tunnel in the northern end of the area runs about
500 feet and opens on the hillside (see the "Ore Tunnel"
If Kaarghaz is alerted to the party's approach, he casts subsection of "Scout the Area," page 35). The troglo-
invisibility on himself before they enter. If he loses at dytes use the opening to raid and hunt on the surface.
least half his hit points, he tries to escape (using invis- Creatures. In the northern part of the cavern, near
ibility if possible). If his escape succeeds, he soon af- the passages that run east and west, two troglodytes
terward rounds up a war party of surviving troglodytes are hiding. From their Chameleon Skin trait, they have
from other areas to track down and ambush the party. advantage on Dexterity (Stealth) checks to hide. The
Negotiation. Kaarghaz starts out hostile and won't troglodyte on the west side waits for an opportune mo-
become friendly to the characters. Nevertheless, a char- ment to attack intruders with surprise. The other moves
acter who speaks Draconic might be able to stave off east to the gate and opens it to release a brown bear,
combat by parleying with the chieftain. For example, the which attacks any non-troglodyte in the next round (roll
characters might have captured some of the hatchlings initiative for the bear when it is released).
in the southwest chamber, intending to ransom them Bear Pen. A sturdy timber gate, latched on the out-
back to the troglodytes in exchange for treasure. Even side, seals a smaller cave to the east. The bear attacks
if Kaarghaz can be convinced to give up some of his any non-troglodyte that opens the cage door, then tries
wealth, he doesn't let the matter rest-he forms a war to escape through the tunnel.
party (as described above) and goes after the characters. The animal isn't trained but has come to expect food
Treasure. The chief's chamber is strewn with tro- from the troglodytes. It is hostile toward strangers, but
phies, including the skulls, bones, hides, and weapons someone proficient in Animal Handling might be able to
of defeated foes. Amid the mess, a small square of black calm it down with a DC 15 Wisdom check. If the check
silk hides a ruby worth 300 gp. It can be found with a succeeds and no troglodytes remain nearby, the charac-
successful DC 10 Wisdom (Perception) check. A bat- ters can release it safely and let it depart.
tered wooden chest with leather hasps holds 1,500 sp.
22. FUNGUS CAVERN
20. SCALY LAIR
A trickle of water seeping down from the hillside above
The swift stream passes over a steep slab of bedrock in
reaches this irregular cavern, nourishing a profusion of
front of a short passage. The cave beyond is long and
fungus-weird puffballs, tall caps, and patches offuzzy
low, with an uneven ceiling about ten feet high. In the
mold in a variety of colors. A golden-brown carpet of
southern end of the room, an enormous white-scaled liz-
mold covers an old skeleton in rusted mail in the south-
ard lunges and snaps, but you can see that a sturdy chain
ern part of the room, and a narrow passageway leads
around its neck tethers it in place. The agitated creature
to another small room beyond this one. A surprisingly
twists in frustration, its tail lashing.
bright sword gleams in the skeleton's bony grasp.
Behind the lizard lie a couple of iron chests.
Hazard. The skeleton that the characters first see is
Creature. The cavern holds the troglodytes' secret that of a dwarf. From its location, it's possible for some-
weapon-a freshly captured giant subterranean lizard one to see a second skeleton (human) in the south end of
(see appendix B). Although the lizard is chained, it can the chamber. Both skeletons are covered with a particu-
attack anyone who comes within its reach. It strikes larly virulent form of mold. A character can identify the
with its tail first, hoping to knock a target prone, then threat with a successful DC 10 Intelligence (Nature) or
snaps at it with its powerful jaws to gulp it down. Wisdom (Survival) check.
Treasure. The two chests contain a total of 2,200 sp. If either skeleton is touched, the mold ejects a cloud of
One holds a potion of climbing, and the other a potion of spores that fill a 10-foot cube originating from the skel-
water breathing. eton. Any creature in the area must succeed on a DC 15
Constitution saving throw or take 10 (3d6) poison dam-
21. 0RC TUNNEL
age and become poisoned for 1 minute. At the end of
this time, unless the poisoned condition is removed, the
creature must repeat the saving throw, taking 17 (5d6)
Several passages branch away from this large, high-ceil-
poison damage on a failed save, or half as much damage
inged cavern. To the north, a carved, square-mouthed
on a successful one. Exposing a patch of the mold to
tunnel shows that someone has been at work in these
sunlight or dealing any fire damage to it destroys it.
caves. A gate of rough-hewn timber blocks a small pas- Treasure. The dwarf skeleton clutches a +I long-
sage to the northeast. Three other passageways wind off sword that bears Durgeddin's smith-mark. The hu-
toward the south. A heavy animal smell lingers in the air. man skeleton wears a steel helmet chased with silver,
worth 110 gp.
CHAPTER 2 I THE FORGE OF FURY

