Page 81 - Tales from the Yawning Portal
P. 81

32. THE PORTAL TO DEATH                           releasing any victims to plummet into the 15-foot-deep
                                                              pie. A fall into the pit deals 11 (2d10) bludgeoning dam-
                                                              age. The spikes are hard rubber wrapped around balsa
              Behind the concealed entrance is  a narrow tunnel that   wood. placed for artistic effect.
             slants down and away. The passage is  barely four feet in   Southern Door. The image on the southern door is
             diameter, and the walls are carved with a profusion of   the infinity symbol, representing the dual-god, the su-
                                                              preme god of creation. The door isn't latched, but it is
             ancient and weird glyphs. The floor of the tunnel is  slick
                                                              stuck shut. A detect magic spell cast on it reveals that
             with a molten, glassy glaze.
                                                              an aura of conjuration magic emanates from beyond the
                                                              door. It takes a successful DC 20 Strength (Athletics)
            These nonmagical glyphs are of two types. Some are 01-  check to bash the door open. If a creature does so, the
            man curses cautioning and cursing trespassers; others   door gives way suddenly, dumping the gate-crasher into
            are arcane symbols of abjuration, which is apparent to   a narrow space ahead. Any creature that enters this
            anyone who has proficiency in the Arcana skill.   space is teleported to the west end of area 15, just out-
                                                              side the painted mural on the wall.
                                                               Double Doors. The message on the seal, written in
             The tunnel opens out two feet above the floor of a corri-  Olman, reads, "Beware! Beyond this door is death!"
              dor running north and south. Three exits are visible, one   Once the seal is broken by opening the doors, it may
              at either end of the hallway and a set of double doors on   not be used to reseal the doors. The gold in the seal is
                                                              worth 250 gp.
             the midpoint of the western wall.
                                                               The door is trapped, but the only evidence of this fact
               The door to the north is  barred, though it seems to
                                                              is concealed within the door frame and under the stucco
              have  no latch. The image of a bear holding a disk of ob-  on the ceiling, completely hidden. When the doors are
              sidian is set in  its face. The lintel of the door is  carved  in   pushed open, five heavy crossbows, set in the ceiling of
              the form  of entwined serpents.                 the room beyond, fire. Two are aimed toward each door,
                                                              and the last is aimed down the center of the two doors.
               The southern door is  plated in  bronze. Etched on it  is
                                                              The crossbows have a +6 bonus to hit, and each deals 5
              a symbol of two circles joined. The path leading up to it
                                                              (ldlO) piercing damage.
              has a depression in  the stone floor,  as though it has been
              worn smooth by the passage of countless feet.   33. THE TOMB OF TLACAELEL
               The floor in  front of the central doorway is sunken and   (Tlah-kah-AYL-ayl)
              glazed. Affixed across the double doors is  a golden seal
              one foot in  diameter with  ancient glyphs scribed into it.
                                                               Beyond the door is  a pillared  porch overlooking a cham-
              To open this door, it appears that the golden seal  must
                                                               ber that contains a model of a city. Arrayed  on the porch
              be broken. Ancient glyphs are scribed on the seal. To
                                                               are  numerous clay statues of guards holding bronze-
              either side on the lintel of the door are barely discernible
                                                               headed spears. The face of each statue is different, as if
              scratches, and brown  stains stipple the wall  and floor.
                                                               they were modeled from different subjects. Next to each
                                                               statue is  a small, glazed clay pot. The walls are decorated
              Northern Door. Even after the bar is removed, the   with  brightly colored frescoes depicting a royal court in
            false door will not open. It appears to open outward, but   ceremonial garb and a king arrayed with  his  armies.
            when a character pushes against it, three arms spring
                                                                 There is  a chill  in the chamber beyond, like that of a
            out from the lintel and surround the character. Spotting
                                                               brisk winter morning.  In  the center of the room  is  an
            these arms among the entwined serpents in the lintel re-
            quires a successful DC 20 Wisdom (Perception) check.   enormous, tarnished copper raft, crafted to  resemble a
            The arms are treated as a pressure plate (see "The   dragon,  bearing a copper coffin. The raft is  afloat on a
            Ruins: General Features" at the beginning of the adven-  sea of silvery-white, flowing metal, fed  by several rivers
            ture) if a character attempts to jam them in place to keep   that trail  along the floor of the room. The flowing liquid
            them from moving.
                                                               appears to be cool.
              A character caught in the trap can wriggle free only
                                                                 Between the waterways, stepped pyramid-temples rise
            with a successful DC 20 Dexterity (Acrobatics) check.
            Otherwise, unconfined characters can attempt to free   skyward in  mute paean to the gods of ancient Olman.
            a victim. The combined effort of two characters with a   Three of the pyramids appear to  have tops that can be
            total Strength of 30 or higher is needed to pry back each   removed.  In  the rest of the area, a royal complex sprawls
            arm, taking 1 round to move each one.
                                                               across verdant fields,  and courtyards and  ringed  market-
              After a victim has been trapped for 5 rounds, the cover
                                                               places dot the miniature countryside. There is  a blight on
            to a 5-foot-square pit starts to drop open. The pit is
            lined with spikes. The cover fully opens in 2 rounds, at   this spectacle, however, for several of the models have
            which point the arms swiftly spring back into the lintel,   been smashed and melted.





            CHAPTER 3  I THE  HIDDEN  SHRINE OF TAMOACHAN
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