Page 77 - Tales from the Yawning Portal
P. 77

23.  LIGHT AHEAD                                 of a door or a porcculli  . This object can be prevented
                                                               from coming down by wedging it in place as if it were a
                                                               pressure plate.
               As you  peer down the corridor, a faint flickering light   Pressure Plate. The 10-foot-square section of floor
               becomes visible. The light begins to move through the   marked on the map is the location of a pressure plate
               hallway away from  you, sputtering and wavering just at   (see "The Ruins: General Features" at the beginning of
               the edge of your perception.                    the adventure . If an amount of weight equivalent to that
                                                               of three or four humanoids is placed on it, the trap de-
                                                               scribed below is triggered.
             The bobbing light is a will-o'-wisp. It will attempt to lure   Falling Door Trap. If the characters set off the trap
              the party into a trap, then use Consume Life on a victim.   by activating the pressure plate in the floor, they hear
             The creature will lead parties coming from the west   a click and then a crash as both portcullises, made of
              toward and then into the north- south corridor. Charac-  timber bound in copper, come crashing down, sealing
              ters approaching from the north, who might already be   off the indicated area. These barriers are a foot thick;
             familiar with the will-o'-wisp (see area 24), will be led on   each has an AC of 15 and 100 hit points. Lifting a door
              a zigzag route through the passages toward area 19.   requires a successful DC 25 Strength (Athletics) check,
                                                               and any such check is made with disadvantage, since
              23A. TRIANGULAR STONE                            getting a good grip is difficult. If a door can first be pried
             If the characters approach from the south, read:   up slightly with a crowbar or similar lever, requiring a
                                                               successful DC 20 Strength (Athletics) check, someone
                                                               not using the lever can get a grip on the bottom of the
               You  come upon a ten-foot-wide pit that stretches across   door, eliminating the disadvantage.
               the corridor.  Beyond  it  is  a wedge-shaped stone block or   After 5 rounds, characters confined by the trap hear
               pillar that blocks the passage. The light ahead of you  that   the sound of stone slowly grating on stone. Small panels
                                                               near the ceiling move to expose four holes the size of a
               you  had  been following is  nowhere to be seen, as though
                                                               human fist on each wall. Dust trickles from the holes.
               it  somehow passed through the pillar.
                                                               After another 5 rounds passes, golden sand starts to
                                                               pour rapidly through the holes. The floor is swiftly cov-
                                                               ered by the sand, which builds up at a rate of 2 feet per
              The pit is 10 feet deep and contains several humanoid
                                                               minute. Therefore, it takes 10 minutes for the sand to
              skeletons.
                                                               completely fill  the hallway.
               The triangular pillar's apex points toward the pit.
                                                                 The area becomes difficult terrain after 1 minute.
              Scratches on the floor and ceiling, scribing short arcs
                                                               After 3 minutes of accumulation, a creature that moves
              on either side of it, are easy to see. Someone who exam-
                                                               through the sand must make a DC 10 Strength or Dex-
              ines the pillar notices that it can be pivoted to either the
                                                               terity saving throw, becoming restrained on a failed
              left or the right, which will open a passage 2 feet wide
                                                               save. (A creature that crawls need not make the saving
              that offers access to the north. If the characters move
                                                               throw, and creatures that have more than two legs have
              through this opening, they once again see the light of
                                                               advantage on the saving throw.)
              the will-o'-wisp in the distance.
                                                                 A creature can end the restrained condition on itself
               If the characters approach from the north, read:   by using an action and succeeding on a DC 10 Strength
                                                               or Dexterity check. Another creature can use an ac-
                                                          I    free. After 5 minutes of accumulation, the DC of the
             I The hallway abruptly ends at a blank stone wall.   tion to make the check and pull a restrained creature
                                                               saving throw increases to 15. Once the sand is flowing,
              If the wall is hammered on, it will sound solid. A charac-  it must be scooped away from a closed door for some-
              ter who examines the floor or the ceiling finds scratches   one to try to lift that door, and the sand flows through
              that scribe an arc from one corner to the other. Pushing   open doorways.
              on one side of the apparent dead end causes the triangu-  The dust that fills the air as the sand falls causes
              lar pillar to pivot as noted above. If the characters move   choking. Unless it need not breathe, a creature in the
              through the opening, they discover the pit. If they pro-  dust must make a DC 13 Constitution saving throw
              ceed to the south, continue with area 23.        at the start of its turn. On a failed save, the creature
                                                               spends its turn coughing, able only to move at half speed
              24.  SANDBOX                                     or to make a check (with disadvantage) to free itself from
              The two thick lines on the map mark the boundaries   the restrained condition.
              of a trap. A character who examines the ceiling 20 feet   Creature. As soon as the sand begins flowing, the
              overhead as the party passes under one of the marked   will-o'wisp that frequents this part of the ruins (see
              areas and makes a successful DC 15 Wisdom (Percep-  area 23), if it remains alive, moves through one of the
              tion) check notices a narrow band of copper extending   doors into the trapped area. It harries those who are
              from wall to wall. A gap between the copper and the   having the most success at escaping the trap.
              surrounding stone suggests that the metal might be part





              CHAPTER  3  I THE  HIDDEN SHRINE OF TAMOACHAN
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