Page 53 - Tales from the Yawning Portal
P. 53

MAP  2.5 :  THE  FouNORY
            A character who makes a successful DC 10 Dexterity
           check using thieves' tools can jam a statue's arm so that   A small fire  smolders on the floor before the dais,
           the axe can't swing. Destroying a statue (AC 18, 60 hit   where six sleeping pallets lie empty, surrounded by packs
           points, immunity to necrotic, poison, and psychic dam-  and supplies. The sound of hammers ringing on  iron
           age) also disables its attack.                     comes from  beyond the doors to the south.
            Once a statue has attacked, the trap must be reset
                                                                Suddenly a harsh voice calls from the shadows of the
           manually. If any duergar survive and remain here, they
           reset the trap within a day after it has been triggered.   pillars, "Go back the way you  came! This is the only warn-
            Secret Stairwell. The secret door behind the east   ing you'll  get!"
           statue is well hidden, requiring a successful DC 18
           Wisdom (Perception) check to spot. If the characters
                                                             The cavern was formerly Durgeddin's throne room,
           detected the faint trail that leads there, a successful DC
                                                             banquet hall, and center of authority. Its ceiling is 30
           10 Wisdom (Perception) check locates the door. Beyond
                                                             feet high, and the sconces are 10 feet above the floor.
           is a flight of stone stairs that leads upward.
                                                             The throne is unremarkable: a short bench of stone that
            The stairs have been warded with a magical alarm.   might have been decorated at some point in the past.
           When a creature ascends past the halfway point of the
                                                             The graffiti consists of crude epithets in the Ore lan-
           staircase, a magic mouth spell calls out in Dwarvish,
                                                             guage insulting dwarves and their ancestry.
           "Alert! Alert! Intruders approach!" This sound warns the
                                                              Creatures. Two duergar guards and Ghared, a duer-
           duergar guards in area 36.
                                                             gar spy (see appendix B), stand watch here. Unless the
                                                             party climbed the stairs from area 35 without triggering
           36. THE GREAT HALL
                                                             the magic mouth, the duergar are invisible.
           At the top of the stairs from area 35 is a stone door
                                                              Negotiation. The duergar start hostile but wait to see
           carved with a glowering dwarf's face. It opens easily.
                                                             if the characters attack. Ghared shouts the initial warn-
                                                             ing and speaks for the group; she's suspicious, greedy,
            This enormous hall  is  lined with ten great pillars, carved   and arrogant, but not stupid. She is willing to give in-
             into the forms of giants and dragons, that support the   formation to the party if a character succeeds on a DC
                                                             20 Charisma (Persuasion) check. The characters can
            vaulted ceiling high above. Guttering orange torches
                                                             change her attitude to indifferent, reducing the check
            set in  sconces along the walls  illuminate the room, and
                                                             DC to 10, with a suitable bribe (at least 100 gp).
            a mighty throne sits on a dais at the opposite end. The
                                                              Ghared can share any of the following information if
            walls were once covered with tile mosaics, but they have   the party succeeds in getting her to converse:
             been smashed and defiled  by graffiti. Tiny fragments of
                                                             •  The doors to the north lead to halls infested with un-
            tile litter the floor.  You  can see five other exits.   dead and cursed magic.
           CHAPTER  2  I THE  FORGE  OF FURY
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