Page 82 - Tales from the Yawning Portal
P. 82

Fire Trap. On the floor just inside the doo  a_   The chest holds nine coin necklaces, eight bracelets
         glyph of warding (save DC 17). The first chara  er  o   of beads (5 gp apiece), four small figurines of jade and
         tep through the door and onto the glyph cau  _ a 1rnll   coral (25 gp each), and three rings carved of jade and
         of fire spell to spring up in the doorway. with the dam-  alabaster (10 gp each).
         aging side facing away from the character who entered.   Chest 3.  Operating the catch of the third chest re-
         The wall remains in place for  1 minute.         quires more force than with the other two. If the catch
          Creature. Within the copper coffin is a doppelganger.   is pressed, the chest lid sprays perfumed oil on anyone
         The creature emerges from the coffin through a hole in   within 5 feet of it. The nozzles that produce this spray
         the side facing away from the entrance as soon a  the   can be discovered by someone who succeeds on a DC
         glyph is triggered. It assumes the form of any character   15 Wisdom (Perception) check. The only way to disarm
         rapped alone in the room and tries to attack with sur-  the "trap" is to disassemble the chest lid and remove it
         prise. If it succeeds in slaying the character before the   without pressing the catch. Doing so takes 10 minutes
         ~ml/ of fire  expires, then it hides the body in the coffin.   of work with thieves' tools.
          The doppelganger is unfamiliar with the rest of the   When the catch is pressed, a lever wedged in the lid
         ruins but tries to act like the character it has killed until   pops up, triggering the launch of darts. The tubes that
         t is discovered. If the doppelganger is forced to fight   hold these darts are sealed with a thin layer of stucco,
         the party, it assumes the shape of a creature of molten   so they're all but impossible to discover without dam-
         metal that shrouded in flames. The fire is an illusion and   aging the chest. Someone who cautiously opens the
         doesn't burn.                                    chest can feel the pressure from the lever and see it by
          Liquid Fire. The first time a creature or an object en-  peeking into the chest. If someone can reach the lever
         ·ers or touches the silvery liquid metal of the sea or the   through the half-open lid and hold it in place, the trap
         rivers on a turn, or a creature starts its turn in such a   doesn't function. Holding the lever in place as the lid is
         place, the creature or object takes 3 (ld6) fire damage. If   opened requires a successful DC 12 Strength check.
         any of this fluid  is carried out of this room, it evaporates   This check must be repeated in every round that the le-
         n 1 minute. The ships and the coffin floating on the liq-  ver is held down. If the trap triggers, four darts fire from
         uid deal similar fire damage if they are touched.   each of the chest's front and back sides. Each dart flies
          Treasure Chests. Three of the pyramid-temples,   up to 60 feet, has a +6 bonus to hit, and deals 5 (2d4)
         •.-hich are fastened to the floor, conceal treasure. The   piercing damage on a hit.
         •op of each temple is hinged like the lid of a chest, and   The third chest holds eleven coin necklaces, fifteen
         ·he catch is released by pressing down on the altar at   bracelets of obsidian, bronze, and shell (10 gp each), and
         ·he top. Each of these chests holds several coin neck-  two piles of gems (tourmalines, spinels, and topazes;
         iaces, each made of three hundred sixty silver coins   sixty gems worth 5 gp each) lying upon two silver plat-
         pierced and threaded on a piece of gut, and other as-  ters 15 gp apiece).
         sorted valuables.                                  Other Treasure. The clay pots on the porch are
          Chest 1. The lid is jammed on the first chest that   sealed with wax, and they hold scented oils and per-
         the characters examine, requiring a successful DC 15   fumes-there are twenty such containers, each weighing
          trength (Athletics) check to pry open. The chest holds   10 pounds and with contents worth 15 gp.
         ·en coin necklaces, six pairs of jade earplugs (worth 15   Several places that represent royal granaries in the
         gp a set), an alabaster statuette (worth 50 gp), and an   modeled city are actually stone bins that hold aromatic
         agate ring (worth 5 gp).                         woods and spices (cinnamon, nutmeg, vanilla, quince,
          Chest 2. The second chest is trapped. When hands are   cinchona, sandalwood, and pepper). This haul is worth a
         thrust into the treasure, a mechanical vise in the wall   total of 250 gp and weighs 10 pounds.
         of the chest grabs the limbs within. A character must   Inside the coffin are the bones of Tlacaelel, for the
         succeed on a DC 15 Dexterity saving throw or become   doppelganger has eaten the flesh. Scattered around the
         grappled by the device (escape DC 15). A creature is   interior are the ornaments once worn by the corpse.
         :-estrained while grappled in this way. Roll initiative.   These items include a stone box, two jade bracelets
         -ix mechanical needles spring out from the sides of   (worth 20 gp apiece), and an alabaster statuette of
         ·he chest on initiative count 0. The needles can be at-  Coatlicue (Koh-WA-tlee-cue), the snake woman, mother
         acked (AC  12, 5 hit points). Each needle deals 1 pierc-  of the gods (worth 25 gp). The stone box (worth 75 gp)
         ing damage.                                      holds five small figurines carved of coral (25 gp each), a
          A creature struck by one or more of the needles must   large jade thumb ring (10 gp), and eight ceramic minia-
         make a DC 15 Constitution saving throw. The creature   ture flasks of perfumes and essences (10 gp apiece).
         takes 21  (6d6) poison damage on a failed save, or half   Cradled in the crook of the elbow of the corpse's right
         as much damage on a successful one. In either event,   arm is a baton of granite. The baton is a scroll case with
         ·he creature is poisoned. The poisoned creature must   a cleverly fashioned plug. Within the case is a piece of
         repeat the saving throw every 24 hours, taking 3 (ld6)   faded parchment-a spell scroll of stone shape, written
         poison damage on a failure. The poison ends when the   in astrological symbols of the Olman.
         creature makes five successful saves against it. Until the   Upon the skull is a ferret-faced, feathered mask that
         poison ends, any hit points lost to it can't be regained.   functions as a hat of disguise.
         The poisoned creature is feverish and occasionally trem-
         bles, gibbers, or retches.



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                                                                CHAPTER 3  THE  HIDDEK  SHRINE OF TAMOACHAN
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