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

