Page 68 - Tales from the Yawning Portal
P. 68

The door can be forced open only a fev.: inches  enough
         to see it is blocked on the other side by a mass o:
         5.  TOMB  STONE AND WET LIME
         •
          The walls of this corridor are wet and slimy. The s  ucco
           covering has become saturated with water and ·s decom-
           posing and sloughing off in  spots on the southern wall,
           exposing the seams of one of the large stone blocks from
           which this structure was built.


         The tightly fitted stone seals off a tomb. The block is
         made of limestone, and the entire face of the plug is cov-
         ered with wet, caustic lime.
           Wet Lime. Any flesh that comes in contact with the
         lime will take 1 acid damage per round. The lime must
         be removed from the skin to stop the damage, and it can
         either be wiped off or washed away.
           If cloth or soft leather is used to protect flesh from
         contact with the wet lime, the lime will soak through
         tn 2 rounds. Nonmagical leather armor won't absorb
         ·he lime, but each hour of contact with it reduces the
         armor's AC by 1, making the armor useless if its AC
         becomes 10. The lime can't be removed from the stone,
         since it isn't a coating.
           Moving the Block. After the stucco is scraped away
         -rom the seams, the block can be pushed inward by the
         combined effort of up to four characters with a total   The ancient glyphs are scribed in Olman. If anyone in
         - rrength of 48 or higher. The stone is about 6 feet tall, 3   the party can read this language, or if the message can
         -eet wide, and 3 feet thick. It takes 1 minute to push the   be understood by other means, the glyphs will translate
         plug 10 feet, after which it can be circumvented.   as "Here lies Tloques-Popolocas, master of the others,
                                                           who is like the wind and the night!"
         6.  RUBBLE-FILLED  STAIRCASE                       Trapped Doors. The doors are locked (DC 15 Dexter-
                                                           ity check to pick with thieves' tools) and trapped. Open-
                                                           ing the lock disables the trap. Forcing the doors open
           This staircase goes up for only a few steps, and then it
                                                           can be done with a successful DC 20 Strength (Athlet-
           seems that the rest is filled  in with clay and stone rubble.
                                                           ics) check, but the act causes a glass sphere on the other
                                                           side of the doors to break. This sphere is attached to the
                                                           doors just above the lock, and opening the lock pushes
         One or more characters can try to dig this staircase out.
                                                           the sphere aside, putting it out of harm's way.
         Any digging, however, will result in further movement of
                                                            Someone who examines the door closely with a light
         :he rubble, dealing 2 (ld4) bludgeoning damage to each
                                                           source notices the glint of glass in the seam between
         digger. Each digger must also succeed on a DC 13 Dex-
                                                           the doors with a successful DC 20 Wisdom (Perception)
         -erity saving throw or be buried by the rubble, taking an-
                                                           check. Even with the lock still in place, the lever on
         other 7 (3d4) bludgeoning damage. If the saving throw
                                                           which the sphere rests can be moved by someone who
         ·ails by 5 or more, the rubble engulfs the digger com-
                                                           succeeds on a DC 20 Dexterity check using thieves'
         pletely, and the trapped character can't breathe until dug
                                                           tools. The painstaking process in the narrow space
         out. Struggling out on one's own requires 1 minute of ef-
                                                           takes 5 minutes, and if the check fails by 5 or more, the
         :ort and a successful DC 15 Strength (Athletics) check.
                                                           sphere breaks at the end of the attempt.
         The staircase is completely blocked and leads nowhere.
                                                            Sleep Gas. If the glass sphere breaks, it releases
         - .  THE SEPULCHER OF TLOQUES-POPOLOCAS           green, swirling sleep gas throughout the area. Each
          Tloh-kays Poh-poh-LOH-kahs, master of the outsiders)   time a creature ends its turn in this chamber, the crea-
                                                           ture must succeed on a DC 10 Constitution saving
         Once the stone entrance block (area 5) is pushed out of
                                                           throw or become poisoned for 5,000 years. While poi-
         die way, the characters have enough space to get past it.
                                                           soned in this way, a creature is also unconscious, and it
                                                           is unaffected by the passage of time or by other poisons.
           Beyond the plug is  a small foyer holding three sealed   If magic is used to cure the poisoned condition, the re-
                                                           cipient is immune to the poison for  1 hour. A casting of
           urns on the east and west sides. To the south are double
                                                           dispel magic using a spell slot of 7th level or higher can
           doors of bronze with glyphs worked into their faces.
                                                                 CHAPTER  3  I THE  HIDDEN SHRINE  OF TAMOACHAN
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