Page 85 - Tales from the Yawning Portal
P. 85

38. BARRED PIT                                    39.  CHAMBER OF TH E  SECOND  SUN


              The walls of the passage glow magenta, bathing the cor-  Th s e  or  o  s c~a'TIOer is thirty feet tall with  mighty
              ridor with  a ghastly hue. After fifteen feet, the floor drops   buttress1rg an.: a  aulted ceiling.  Parts of the ceiling and
              away to a pit that fills  the hallway ahead. The pit is twen-  walls nave co  a::ised. and raw earth has spilled down
              ty-five feet deep. Eight large, spidery bushes with thorny   from a ga::iing nofe in the east wall.  Crushed beneath
              stems, white leaves, and enormous yellow blossoms   a fallen bock in the center of the room are humanoid
              grow across its bottom.                          remains. Elsewhere around the floor are the chewed and
               Five feet beyond the nearest edge of the pit is  a bronze   decayed corpses of baboons. Through a hole in  the east-
              bar, set level with the floor and embedded in the pit walls   ern  ceiling, daylight and fresh  air filter in.  Above, through
              to either side. Farther out over the pit can  be seen other   this gap, can be seen four baboons. They jump around
              similar bronze rungs, set at five-foot intervals. On the   the hole and and scream in  agitation, and as they do, dirt
              floor by the edge of the pit is  a scattering of broken, rot-  begins to slide down the banks and rocks in the walls
              ting wooden  planks.                             shift slightly.

              Bridge of Bars. A character can attempt to cross this   There is no poison gas in the room, or in any of the up-
            pit by leaping from one bar to the next. There are a total   per areas (40 and higher), because the gas escapes out
            of eight bars and 45 feet of pit. Moving across the bars   the hole in the ceiling. The floor is strewn with rubble,
            is akin to moving across difficult terrain; moving 5 feet   so it is difficult terrain. Larger rubble piles are 1 to 4 feet
            onto a bar, or between two bars, costs 10 feet of move-  high. Any loud noise (such as an explosion, shouting,
            ment. If a creature attempts to move more than half of   or fighting) causes a minor cave-in: at the start of each
            its base walking speed on any of its turns, it must make   creature's next turn after the noise, that creature is sub-
            a DC 10 Dexterity (Acrobatics) check. On a successful   jected to an attack from falling rocks and earth (+5 to
            check, the creature can keep moving. On a failed check,   hit, dealing 3 (ld6) bludgeoning damage on a hit).
            the creature stops moving to regain its balance and can   Creatures. Hidden in a pile of rubble in the center
            move no farther on that turn. If the check fails by 5 or   of the room is an amphisbaena- a giant, two-headed
            more, the creature falls into the pit.            snake. It fights as a giant constrictor snake that can
              The third and sixth bars along the way are corroded.   make two melee attacks on each of its turns, only one of
            When a character moves onto one of these bars, roll a   which can be a Constrict attack. This ability increases
            d20. On a roll of 5 or lower, or 2 or lower for a Small   its challenge rating to 3 (700 XP).
            character, the bar breaks. If the bar doesn't break   If the snake is slain, the four baboons leap through
            and the roll is 10 or lower, some obvious sign of the   the hole in the ceiling and down upon the party. (They
            bar's weakness becomes evident, such as chipping   remained outside the room because of their fear of
            or bending.                                       the snake.)
              Hazard. The bushes growing in the pit are carnivo-  Treasure. The bones crushed beneath the fallen block
            rous thorn stingers (see appendix B). Each plant lies   belonged to two humans. This block can be moved by
            beneath one of the bronze bars and casts its projectiles   the combined effort of up to three characters with a
            directly upward against anyone attempting to traverse   total Strength of 30 or higher. A pouch tied on the waist
            the bars. A creature balancing on a bar when it is hit by   of one corpse holds 40 ep. One of the humans wore a
            thorns must make a Dexterity saving throw with a DC   brooch of bronze and green quartz in the shape of a
            of 6 + the damage taken. If the saving throw fails by 4   lizard (worth 25 gp). A silver and beryl-emerald ring (50
            or less, the creature falls prone, catching itself on the   gp) is worn on a bony finger. A silvery dagger, actually
            bar. (To stand up on the bar afterward, a character must   made of a copper-nickel alloy and worth 10 gp, is stuck
            make a Dexterity check as if attempting to move on the   in the left boot of one figure. A scroll case holds a map
            bars.) If the saving throw fails by 5 or more, the charac-  of the territory in which these ruins are located. Finally,
            ter falls in the pit.                             a crystal sphere, cracked in the catastrophe, has rolled
              Someone who falls into the pit always comes down   into the shadow of some nearby rubble. It is made of pol-
            on a bush, cushioning the impact. The fall deals only 3   ished quartz, 3 inches in diameter, and is worth 45 gp.
            (ld6) bludgeoning damage, but the character lands on a   Crumbling Exit. If characters attempt to climb up
            plant's adhesive blossoms.                        the dirt embankments to the hole in the ceiling, they
                                                              discover that the surface supports only 50 pounds. More
                                                              weight than that on any space along the slope causes
                                                              further collapse- each climber must succeed on a DC










            CHAPTER  3  I THE  HIDDEN  SHRINE OF TAMOACHAN
   80   81   82   83   84   85   86   87   88   89   90