Page 86 - Tales from the Yawning Portal
P. 86
13 Dexterity saving throw or be buffeted b~ di -drub-
ble, taking 7 (3d4) bludgeoning damage. Iff e :a,e :ail
by 5 or more, the rubble engulfs the digger comple ely
and the trapped character can't breathe umil du!! ou .
Getting out on one's own requires a succe fU: DC 1 -
trength (Athletics) check, and doing so takes 1 minute.
Serpent Doors. The southeast exit from thi cham-
ber is a set of double bronze doors in the north wall at
he end of a short corridor. Above them hangs a plaque
inlaid with jade (worth 25 gp). The plaque depict a
~vo-headed serpent, with its second head where its tail
-hould be.
L OCATIONS ON THE SECOND TIER
:he staircase at area 40 provides access to the second
•ier of the temple. The following locations are identified
on map 3.1.
.;.Q . DRAGON BREATH
-,·hen the party reaches the bottom of the stairs, read:
~ staircase leads upward into the gloom. It seems as
hough you have found the entrance to another layer
.vithin the complex.
The second 10-foot square along these stairs is warded
y magic like that of a glyph of warding spell (save DC
· - ). If the glyph is triggered, nothing happens until a
reature moves onto the uppermost 5 feet of the stairs.
· .·hen that occurs, a stone statue of a dragon, hidden in
41. FREE GOLD
he secret room at the top of the stairs (see the "Second
~ier" portion of the map), pops out and rolls forward to
-he head of the steps. The statue has the statistics, de- At the western end of this corridor is a pile of golden
:enses, and traits of a stone golem, but it has no action coins heaped on the floor. On top of the gold rests a
_prions. As soon as it stops after emerging, it opens its
skull missing its lower jaw. In the right eye socket, a black
outh and breathes a gust of steam 30 feet long and 10
spider has made a home. Several bones are piled with
eet wide. Those in the area must make a DC 15 Consti-
ution saving throw, taking 7 (2d4 + 2) fire damage on a the coins, and the hilt of a broken sword thrusts up from
ailed save, or half as much damage on a successful one. the mass.
Thereafter, the statue breathes the next three times
:: meone moves into or through the warded area. After
- ur breaths, the statue retreats to its room and the door This apparent pile of gold is covered with a pale yellow
dust. The entire pile of coins is actually yellow mold (see
loses. (The statue's resting place is connected to a hot
"Dungeon Hazards" in chapter 5 of the Dungeon Mas-
·ater geyser in the bedrock, through which it replen-
ter's Guide) covered by a permanent major image spell
-hes itself.)
(save DC 15). The bones, spider, and sword hilt are real.
Slippery Steps. After the statue breathes for the first
Eastern Door. Close examination reveals that the
me, the condensing steam makes the stairs slippery
stone in the center of the corridor is smoother than the
fficult terrain. A character who moves on the stairs
surrounding wall. Because of this clue, it takes only a
:nust while they are slippery must succeed on a DC 10
:Jexterity (Acrobatics) check or fall prone. successful DC 15 Wisdom (Perception) check to find the
secret door. The door can be opened by stepping forcibly
Secret Door. If the characters get to the top of the
upon an obvious cobblestone that is slightly raised from
;; airs without triggering the glyph, someone can dis-
the floor. The door has two facing panels that pivot in-
over the secret door here with a successful DC 20 Wis-
ward when it is opened.
-om (Perception) check. The door can't be opened from
Western Door. In front of the secret door is a dark
e outside, however.
stain on the floor, which makes the door as easy to find
as the eastern one. This door swings on a horizontal
pivot in the middle of the slab. Pushing in at either the
top or the bottom of this secret panel causes the oppo-
site end to swing outward, providing enough space to
crawl through into the secret passage beyond.
CHAPTER 3 I THE HIDDEN SHRINE OF TAMOACHAN

