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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