Page 57 - Tales from the Yawning Portal
P. 57

dwarf sets foot on ir. le fights until destroyed but doesn't
              This chamber might once have been a barracks. The   attack a dwarf under any circumstances. See "Arundil's
              remains of six wooden bunks lean against the walls,   Animated Objects.- page 54.
              burned and hacked by  pillagers, and half a dozen skeletal   Treasure. Beneath the bed is a small wooden chest
                                                              containing 1,200 sp. 3,000 cp, and a square of silk in
              dwarves lie  here and there on the floor. With clicking and
                                                              which are wrapped a star sapphire worth 500 gp and a
              scraping sounds, the skeletons rise and advance on you.
                                                              pair of matched blue topazes worth 90 gp each.
                                                              48. LOOTED ARMORY
              Creatures. The six skeletons attack any non-undead
             creature that enters. They don't pursue anyone beyond   Khundrukar's armory was looted long ago. Its door is
             this chamber.                                    made of iron plates, but the lock was broken during the
                                                              pillaging- it can be forced open with a successful DC 15
              Treasure. The rogue from the failed expedition lies
                                                              Strength check.
             in this room, her desiccated corpse half-buried under
            wrecked furniture. A pouch on her belt contains 670 sp.
                                                                Rows of empty weapon racks and a dozen or more ar-
             46.  COMMON AREA
                                                                mor stands indicate that this room was once an  armory.
             The open courtyard in the east end of the residen-
             tial area was the site of a pitched battle between   Some debris litters the floor,  but nothing of value is  read-
             dwarves and ores.                                  ily apparent.

              The hallway leads to a large open chamber. Three doors   Creature. One of the armor stands is actually an
              open into it, and a dark pool fills  a low stone basin in  its   animated object (use the animated armor stat block),
                                                              which activates when a non-dwarf enters the room. It
              center. The chamber is  littered with the remains of old
                                                              fights until destroyed. See "Arundil's Animated Ob-
              warriors. Seven dwarf corpses lie where they fell  a hun-
                                                              jects," page 54.
              dred years ago, surrounded by the remains of at least a
              dozen ore warriors. The dead have been stripped of their   49.  lDALLA'S DEN
              arms and armor; only a handful of broken weapons and   The mad dwarf Arundil used every magical tool at his
                                                              disposal to protect the complex. He not only animated
              shattered shields remain.
                                                              objects and the bones of the dead but called upon more
                                                              dangerous magic in his futile attempt to make the place
              Creature. If the characters approach this area from   safe. In the former chambers of a dwarf scholar, tucked
             the secret door to the south before entering area 43,   away in the eastern end of Khundrukar, he found a
             Arundil the ghost confronts them here; refer to the en-  scroll that he tried to use to bind a fiend to his service.
             counter in area 43. Otherwise, there is nothing danger-
             ous or valuable in the area.
                                                                This room was once a library or a study.  Bookshelves
             47. ARUNDIL's  CHAMBERS                            stand against the walls.  Piles of books rest on a reading
             Arundil, the leading mage of Khundrukar and Durged-  table in the middle of the room. The air reeks of moldy
             din's trusted advisor, lived in a spacious room close   paper.  Doors exit to the north, east, and south.
             to the great hall. During the final assault of the ores,
                                                                 A beautiful, slender woman with  long black hair sits in
             Arundil used his magic to escape the slaughter. He re-
                                                                a chair at the table,  looking extremely sad. Her clothing,
             turned to find all his kinfolk dead. Driven insane with
             grief, he tried to repair some of the complex's defenses,   though well worn, does little to detract from  her ap-
             animating dead warriors and various objects to kill any   pearance.
             intruders that returned. In his madness, he even sum-
             moned a fiend (see area 49), and he perished at its hands
             not long after.                                    Creature. Arundil summoned a succubus and com-
                                                              manded it to guard the area that is now the domain of
                                                              Arundil's ghost (see area 43). But the fiend easily over-
              This chamber must once have been the personal quar-  powered Arundil's will, then toyed with him cruelly until
              ters of an  important dwarf.  It  is decorated with tapestries   it finally drained his life force.
              and furnished comfortably, although age has taken its   The succubus, which calls itself Idalia, claimed the
                                                              scholar's library for its own and spends much time here
              toll on the contents. Apparently, the room has not been
                                                              reading through the collected lore. It learned of Khun-
              looted. A beautiful  rug covers the center of the floor,
                                                              drukar's history from the scholar's records and realized
              and a simple bed and writing desk stand in the south-  that the legends of wondrous treasure would lure greedy
              west corner.                                    souls. It consumed the wizard from the previous expe-
                                                              dition, who took refuge in this library after his compan-
                                                              ions were killed. Since that time, it has spread rumors
              Creature. The rug, 20 feet square, is actually a Gar-  to draw more adventurers to its lair.
             gantuan rug of smothering that activates when any non-


             CHAPTER 2  I THE FORGE  OF  FURY
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