Page 51 - Tales from the Yawning Portal
P. 51

33. ROPER'S  CAVERN
                                                             •
                                                               ne rock stairs climb steeply, turn north, and then de-
                                                              scend toward the east into a cavern very much like the
                                                              one you just left, but smaller. A ledge along the river con-
                                                              tinues east to a door on the north wall,  and the rushing
                                                              river separates you from a ledge on the southern side.
                                                                A large, strange-looking stalagmite stands in the mid-
                                                              dle of the southern ledge. A cave fish  flops  helplessly on
                                                              the bank nearby.


                                                              Creature. The southern ledge is the home of a rav-
                                                             enous roper that has been feeding on fish from the
                                                             stream. Unsatisfied with this diet, the roper is eager for
                                                             larger prey.
                                                              Even characters who look closely at the roper can't
                                                             tell that it's anything other than a stalagmite unless it
                                                             moves. The roper is difficult to sneak up on. If a charac-
                                                             ter manages to approach without alerting it, continue:


                                                              A strand extends from the stalagmite, with the thrashing
                                                              cave fish  in  its grasp. It  pulls the fish  toward the rock
                                                              formation-and then, suddenly, a fang-filled  maw gapes
                                                              open in  the stalagmite and devours the fish  in  one bite.


                                                             The roper attacks when any character gets at least 20
                                                             feet into the cave, gaining surprise if its presence hasn't
                                                             been revealed. It can target up to four characters with its
                                                             tendrils, possibly pulling those it has grappled into the
                                                             rushing river. Characters in the water have advantage on
                                                             checks to escape the grapple due to the force of the cur-
                                                             rent. The river poses a severe hazard in itself, though;
                                                             see "Fast-Flowing Water," page 51.
                                                              Development. The roper is satisfied, ending the
                                                             attack, after it devours one Small or larger creature.
                                                             It can't speak or understand languages, but it has a
                                                             bestial intelligence and might be persuaded to accept a
                                                             substitute meal. As long as the food is alive, the roper
                                                             isn't picky.
                                                              Treasure. Cutting open the roper's stony gizzard
                                                             reveals a ring of spell storing and six gemstones: a ruby
                                                             worth 1,000 gp, two emeralds worth 400 gp each, and
                                                             three serpentines worth 60 gp apiece.
                                                             34. PRISON
                                                             If the characters get past the roper in area 33, they
                                                             can explore an area that was used as a prison in
                                                             Durgeddin's day.

                                                              A sturdy door of iron  plate stands open in  the north wall
                                                              of the cavern. Inside you see a short passageway with
                                                              three small iron doors set into the west wall. The first two
                                                              are open, but the door at the end of the hall  is  closed.


                                                             The door to the northern cell is locked. With a search of
                                                             the grimy floor and a successful DC 10 Wisdom (Perep-
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