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
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