Page 67 - Tales from the Yawning Portal
P. 67

Pitons or similar tools can be driven into the door to   character taking a  pill. A character who uses the Dash
            provide handles. Driving pitons into the door takes 1   action or tries to fight within the room must succeed on
            minute and requires a successful DC 10 Strength check.   a DC 10 Dexterity  a\·ing throw or fall prone. The saving
            With such a grip, the door can be opened with some   throw should be made before attacks are made. Crea-
            force, but with no check needed. (Objects inserted into   tures encountered here are unaffected by the mud.
            the holes that are already bored won't stay in the door.)   Guardian. The creature at the base of the boulder is
              The two hinge pins can be broken (each has AC  12   a giant crayfish  see appendix B). If it is approached, it
            and 20 hit points) and removed, but the door falls in-  will advance waving its claws in an aggressive manner
            ward. Someone who holds the door and succeeds on a   and speak. If any member of the party can understand
             DC 15 Strength (Athletics) check can keep the door up   Olman, an ancient language, the crayfish will be heard
             and lower it to the floor. Otherwise, the door falls, and   to say, "Who is this? Who dares to enter the chamber
             those within 5 feet of it must succeed on a DC 15 Dex-  of the guardian? You had better go, or I will have to
             terity saving throw to avoid the falling door. On a failed   discharge my sacred duty! Be off with you before I lose
            save, a creature takes 7 (2d6) bludgeoning damage.   my temper!"
                                                                If the party retreats, the crayfish will not follow, but
             2. THE HALL OF THRASHING CANES                   will take to marching back and forth in front of the
                                                              boulder and will continue to threaten the party if they
            l                                            l    approach again. If the crayfish is attacked, it will imme-
              The stone walls of this corridor are carved to resemble
                                                              diately call forth its companion.
              a stack of bamboo-like logs. The  passage slopes down
                                                                Creature. The boulder is in reality a huge shell in-
              from  a single door on  its western leg, the lintel of which   habited by Kalka-Kylla (see appendix B), a giant hermit
              has been crafted to represent a stylized cavern entrance.   crab. The bamboo staff is one of its legs; a successful
              It  leads to double doors of beaten bronze, worked to re-  DC 15 Intelligence (Nature) check enables a character to
                                                              discern this fact and get a hint as to Kalka-Kylla's nature
              semble a forest of seaweed.
                                                              before the crab moves.
                                                                When the characters enter the room, Kalka-Kylla
              Pressure Plate. There is a pressure plate halfway   is asleep and will not awaken unless the crayfish is
             down the hallway that triggers a trap when weight equiv-  attacked. Once it is awake, it may attack or bargain. It
             alent to that of three or four humanoids is on it. See   speaks Olman.
             "The Ruins: General Features" at the beginning of the   The crab can be reasoned with, if the party doesn't
             adventure for details about pressure plates.     attack it and can come to terms with it. The crab denies
              If the trap triggers, several of the logs swing out from   any knowledge of this place, stating that it was brought
             either wall and buffet the party. Those in the plate's area   into these warrens when very young. If asked for direc-
             when the trap triggers take 7 (2d6) bludgeoning damage   tions, it first sends the party to the rubble-filled staircase
             and are pushed 5 feet down the slope toward the double   to the east, and then, if asked a second time, it sends the
             doors. Once they swing out, the stone logs don't swing   party to the west.
             back and thus effectively block the passage, since they
             bar the way from ceiling to floor with only a 6-inch gap   4.  Mun-FILLED DOORWAY
             remaining between the logs.                        Southern Approach. If the characters come upon the
                                                              doorway from the south, read:
             3. ROOST OF THE  CONCH
                                                                The landing at the foot of a short flight of steps is filled
              This room  is constructed of large stone blocks,  but-  with  mud and silt that partially blocks the door leading
              tressed in  the corners. The walls are wet and slimy,  and   north. The door is  meant to open inward, for there are
              mud covers most of the floor in  a thin coating. To the   hinges on this side and a large grip to pull on.
              east and west may be seen stone doors recessed in  the
              wall,  and to the north a set of stairs leads down.
                                                              Any attempts to open the door will meet with failure un-
                In  the center of the chamber sits a large polished   til the blockage is removed. Probing the silt will reveal
              boulder amid a pile of smaller rounded  rocks. The boul-  its depth to be about 18 to 24 inches and its consistency
              der is five  feet tall  and colored brown with dark streaks   as tenacious as quicksand. The silt can be scooped out
              and  spots. Leaning against it  is  what appears to be a   of the stairwell, but it is semi-liquid and will quickly flow
                                                              back. If water is forced, in quantity, through the silt, it
              bamboo staff.
                                                              will wash the silt under the door jamb and down the hall
                In  the mud around the base of the boulder is  a moving
                                                              beyond, alleviating the blockage.
              shape, looking like a crayfish.  It  is facing you and seems   Northern Approach. If the characters come upon the
                                                                The thin, muddy stream that trickles through the hallway  I
              to be aware of your presence.                   doorway from the north, read:
             including those necessary for combat, may result in the  I
              Slippery Mud. The floor of the chamber is very slip-
             pery, counting as difficult terrain. Any sudden actions,
                                                                here flows  out from  underneath the door that lies ahead.


             CHAPTER 3  I THE  HI ODEN  SH RINE  OF TAMOAGHAN
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