Page 52 - Tales from the Yawning Portal
P. 52
tion) check, a character discovers an old jailer·s ·ey that
fits the lock. Otherwise, the lock can be pie ·ed b_ · ome-
one who succeeds on a DC 15 Dexterity chec · using
thieves' tools.
The first two cells are empty. The locked cell hold the
keletal remains of a dwarf in rusted plate armor. This
individual was one of Durgeddin's chief lieutenants: the
ores captured her during the final battle and threw her
in this cell for interrogation later. Afterward, the unfor-
tunate warrior was forgotten and left to starve.
Treasure. The suit of plate is too corroded to be of
any use, but a search of the corpse produces a small silk
purse containing 8 pp and a key that opens the iron door
in area 27. ·
THE FOUNDRY
Durgeddin's followers lived and worked in a series of
carved halls and chambers beyond the Glitterhame .
. lost of this part of the complex was thoroughly ran-
sacked when the dwarven citadel fell.
Unlike the Mountain Door or the Glitterhame, which
offer exits to the surface world, the Foundry isn't readily
accessible. The area isn't abandoned, though. Undead
orrors wait in its darkest recesses, and dwarf-crafted
raps still work perfectly well despite their age. In ad-
dition, a small number of duergar have come here to
breathe life into Durgeddin's old forges and decipher the
:ecrets of the master smith's work.
If the characters come to this part of the complex
·rom the Black Lake (see the "Dark Mere" subsection of axe-wielding hands of the two closest statues to drop.
cout the Area," page 35), they begin in area 38. Any creature within 5 feet of a door when it is opened is
The following locations are identified on map 2.5. subjected to two melee attacks: +5 to hit; 9 (2d8) slash-
ing damage on a hit.
35. CHAMBER OF STATUES With a successful DC 15 Wisdom (Perception) check,
:n the corridor behind the iron door in area 27, a flight a character can discern small scorings on the floor in
of steep stone stairs climbs 30 feet northward. front of a door, left by earlier axe strokes. A successful
DC 15 Intelligence (Investigation) check enables a char-
acter to deduce that the doors aren't what they seem,
The stairs end at the entrance to an octagonal chamber.
through small clues showing that they are unused. The
~he floor is inlaid with cracked, dusty blue tiles, and the same check focused on a statue can reveal a small line
Nalls are dressed with polished marble. Large doors of on the arm that holds an axe, indicating the arm's abil-
ron-bound oak exit to the northwest and northeast. ity to move.
Three cast bronze statues, almost ten feet tall, stand
oy the west, north, and east walls. Each depicts an armed FAST-FLOWING WATER
The underground river that cuts through this level of the
e1warf. The eastern and western ones carry axes and
dungeon presents a serious hazard. Those who fall in risk
shields. The center statue is armed with two axes. The being swept away by the current.
ceiling rises in a dome almost thirty feet above the floor. A creature that falls in the river and is within 5 feet of the
water's edge must succeed on a DC 10 Strength saving
From somewhere in the distance, you can hear the
throw to catch itself on the rocky bank. On a failed save,
raint ringing of hammer on anvil.
or if the creature is too far away from the bank, it is drawn
into the main current.
A creature in the main current that takes no other action
he sound of the hammering comes from beyond the
is swept 60 feet downstream (to the south or to the west,
ast wall, as can be determined with a successful DC 13 depending on location) each round. If it spends its action
·isdom (Perception) check. Anyone who examines the to make a DC l O Strength (Athletics) check and the check
"oor notices that the dust is somewhat disturbed. A suc- is a success, it can reduce the distance traveled by the
essful DC 13 Wisdom (Survival) check reveals an infre- amount of its walking speed and move toward a bank.
uently used trail that leads from the entrance stairs to On a failed check, the creature must succeed on a DC 10
· e stone wall behind the east statue. Constitution saving throw or suffer one level of exhaustion.
Statue Trap. The obvious exits to the northeast and Creatures that have a swim speed can take the Dash action
and use their full swim speed without making a Strength
orthwest are false doors that open onto blank stone.
check. A creature within 5 feet of a bank can pull itself out
?ulling on either door releases a catch that causes the
of the current as part of its move.
CHAPTER 2 I THE FORGE OF FURY
51

