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
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