Page 120 - Tales from the Yawning Portal
P. 120

1.  CHANDELIER CHAMBER


                 Scorched and shattered plaster shows fa  n~ s g  s ~
                 frescoes that once covered the walls here.
                 ruined chandeliers hang from  the cracked ce   ...,  ~  e
                 northeast corner is  a black gate.


                 Creatures. A vampire spawn keeps watch here. along
                 ·ith a wight and four zombies. A quasit perches invisi-
                 lv on a chandelier.
                 Negotiation. Prisoners regularly move through the
                 lack gate here. The characters can bluff their way
                ~ough by talking to Eldrath, a female human vampire
                :pawn that challenges them. If  the characters fail to talk
                 eir way through or make it obvious in any way that
                 ey don't belong here, the monsters attack.
                - · ARENA


                 -nis area might once have been a columned temple.
                  :s rotting tapestries show foul  creatures tormenting
                  umanoids in  scenes of slaughter and sacrifice. At the
                  center of this vast space, the stone floor has been hewn
                 :o create a pit. This  pit is  covered with the gory remains
                  of past bloodshed.


                  Creatures. Issem, a pale human vampire in lavish
                 othes, is normally in this area, watching battles  .            5HALENORA  fLOSHIN
                  .  Vegotiation. An old curse binds Issem to the Doom-
                  ult and to the service of the Thayans, but he hates the   Development. If  the characters succeed in getting
                _ ed Wizards, so he is willing to talk. He can offer two   Issem to cover for them, the Doomvault's alert level de-
                  eces of lore (see "Doomvault Lore," page 115), and   creases by 1.
                  allows prisoners and the characters to leave the area.   Shalendra. Thayans captured Shalendra during the
                -=e is willing to lie to any Thayans who seek the charac-
                                                                  assault on the Bloodgate. She has managed to survive
                    and help them cover their tracks.             and help other prisoners stay alive. While doing so, she
                  I  sem warns anyone who tries to enter area 3 against   has learned one piece of lore. Shalendra asks for a glyph
                  ing so. If  someone does anyway, the vampire attacks.   key; if given one, she goes to the gatehouse to recuper-
                  Fighting Pit. This rough-hewn arena is 15 feet lower   ate. If  not, she goes looking for a key on her own. Either
                 :ian the floor around it and imbued with magic. Any   way, before she leaves, she can help the party for a time
                  n-undead creature that approaches within 10 feet   if they (and you) wish.
                 : the edge must succeed on a DC 13 Wisdom saving   White Gates. The corridor to the east contains a
                   ow or be compelled to leap into the pit (a creature   white gate that connects with the Temple of Chaos. An-
                 :::nores this effect if immune to being charmed). Such a   other white gate stands in the corridor that leads south
                 - eature can't leave the pit until all the demons within it   to the Pools of Devotion.
                 :-e destroyed. The pit is otherwise easy to climb.
                  Pit Battle. In the pit, a reduced-threat vrock (see   3.  lSSEM S VAULT
                                                                          1
                  educed-Threat Monsters," page 113) is fighting ten   Deadly traps, which Issem avoids while in mist form,
                   -oners, nine of whom are human commoners. The   protect the vampire's sarcophagus.
                   h is a gold elf knight named Shalendra Floshin.
                 -= alf the humans each deal 1 slashing damage to the
                    k each round, and Shalendra deals 10 damage to   This chamber has walls draped in  black silk. Gleaming
                  ,. vrock every round. The demon focuses on one target   prisms float in  midair, spinning slowly. At the center of
                   h round (roll randomly). If  the characters join the bat-  the area, a great sarcophagus with  its  lid  pushed ajar
                   the vrock attacks them.                          stands atop a stone dais. Along the upper edge of the
                  Glyph Key, Issem has a glyph key attuned to this zone.
                  ,. is willing to share the key's attunement in return for   sarcophagus, a series of arcane glyphs  pulses with  pale
                  :aste of fresh blood. Any character who agrees to this   white light.
                  ~gain suffers the effects of Issem's bite attack.


                                                                                          CHAPTER 5  I DEAD TN  THAY
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