Page 93 - Tales from the Yawning Portal
P. 93

Open and Shut. The stairs lead up to a blank wall   m-er an opening that seems to lead down deeper into the
               that is the location of a secret door. This door can be   debris. It i  haky and can be collapsed easily-any force
               opened by turning the wheel in the foyer. The wheel   applied to the heap by a creature with Strength 15 or
               turns only after the lever is pushed up, and then only in   higher will bring the rocks down. This rubble can also
               one direction. Rotating the wheel opens the secret door,   be caused to collapse by hurting a weighty object at it or
               but it also opens the floor in front of the wheel to reveal   using a spell such as thunderwave to create the needed
               a 10-foot-square pit, at the bottom of which can be seen   force. Those within 10 feet of the collapse must succeed
               a pale shimmer of bones. There is a 1-foot-wide ledge   on a DC 10 Dexterity saving throw or take 5 (2d4) blud-
               along the west edge of the pit for someone to stand on   geoning damage from falling debris.
               while working the wheel, and a 6-inch-wide footbridge   Climbing elsewhere on the debris causes a minor
               of polished marble spans the center of the pit from   collapse. dealing 2 (ld4) bludgeoning damage to each
               west to east.                                    climber. Each climber must also succeed on a DC 13
                Crossing this beam, which is difficult terrain, requires   Dexterity saving throw or be buried by the debris, tak-
               a DC 10 Dexterity (Acrobatics) check. On a failed check,   ing 7 (3d4) more bludgeoning damage. If the saving
               the character can't move farther during that turn. If the   throw fails by 5 or more, the debris engulfs the digger
               check fails by 5 or more, the character falls off the beam   completely, and the trapped character can't breathe until
               30 feet to the bottom of the pit.                dug out. Struggling out on one's own requires a success-
                If the crank is released once the secret door is open,   ful  DC 15 Strength (Athletics) check, and doing so takes
               it unwinds quickly, pulling the door shut. To prevent   1 minute. Any of these sorts of collapses open no access
               this, the lever can be pulled down to lock the wheel in   to the inside.
               place- but doing so causes a portcullis to fall across the   Fragile Roof. Each time a creature ends its turn on
               entrance to the stairs. The portcullis can be lifted by a   the portion of the roof that remains standing, there is
               character who succeeds on a DC 20 Strength (Athlet-  a 20 percent chance that the roof beneath its feet gives
               ics) check.                                      way. The creature falls 35 feet, to the rubble below, tak-
                Easy Way Out. If the characters search the walls be-  ing 14 (4d6) bludgeoning damage.
               side the portcullis, a keyhole can be discovered. The key   Trapdoor Entrance. If the characters begin their
               from room 48 fits the lock, enabling the portcullis to be   investigations of the hidden shrine by arriving at the
               opened like a gate.                              temple, they need to find a way in. One route is by way of
                Hard Way Out. In the ceiling directly above the pit, a   a trapdoor in the floor about 10 feet in front of the altar.
               thin slab that looks like ordinary stonework conceals a   A character can discover the seam of the door with a
               sloping tunnel that leads upward. The slab can't be de-  successful DC 15 Wisdom (Perception) check. Any crea-
               tected or manipulated from this side.            ture that walks across the top of the door has a 1-in-12
                                                                chance of triggering it, for the mechanism is old, and
               TEMPLE  GROUNDS                                  long disuse has made it unreliable. Any skilled charac-
                                                                ter's reasonable attempt to keep the door from opening
               The inset on map 3.1 depicts what is left of the shrine at
                                                                works. Forcing the door to stay open requires a suc-
               ground level.
                                                                cessful DC 10 Strength (Athletics) check. The trapdoor
               54. TEMPLE RUIN                                  opens onto a slide that emerges above the pit in area 53.
                                                                Anyone who slides down the tunnel to the hidden hatch
                                                                at the other end is dumped into that room.
                This was apparently a large temple of some sort. Once   Secret Entrance. The second way to enter the tombs
                a major building, all  that remains are the back wall and   below is through a secret door hidden behind the left
                enough of the roof to shelter the altar. All  else seems   wing of the giant bat-thing carved upon the wall. A char-
                                                                acter can locate the door with a successful DC 20 Wis-
                closed off by fallen  debris. Several  pillars have fallen  and
                                                                dom (Perception) check.
                they litter the floor.  Sunlight filters through holes in the
                                                                  The door can be opened if a character places a limb
                roof, thirty-five feet overhead, which is  a maze of chips   into the mouth of the carving. If this occurs, the mouth
                and cracks. The back wall  is  covered by a bas-relief of a   clamps shut; the teeth puncture the limb, dealing 11
                giant bat-thing, nine feet tall, with a wingspan of twenty   (2d10) piercing damage; and a giant batwing folds out
                feet.  In  front of this wall  is  an  altar stone, carved to rep-  from the wall to reveal the passage. A creature trapped
                                                                in the bat's mouth is grappled (escape DC 12) but
                resent a mass of squirming rats, weasels, and worms.
                                                                doesn't take further damage.
                On the front of the altar is the head of a screaming bat.
                                                                  The mechanical nature of the latch becomes appar-
                Jutting above the altar on either side are a pair of sharp-  ent to any creature that examines the mouth of the bat
                edged, metal bat-wings, eight feet long. The floor in  front   sculpture and succeeds on a DC 10 Intelligence (Inves-
                of the altar is worn smooth.                    tigation) check. If the check succeeds by 10 or more,
                                                                 the creature deduces that the function of the mouth can
                                                                 be activated by placing any object (not necessarily an
                Field of Rubble. The temple area is filled with debris   extremity) into it. This information can also be obtained
               that offers no obvious passage to the interior. In the cen-  by a creature that examines the mouth further and then
               ter of the south edge is an area where rubble is heaped   succeeds on a DC 15 Intelligence (Investigation) check.




               CHAPTER 3  I THE  HIDDEN  SHRINE OF TAMOACHAN
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