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
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