Page 121 - Tales from the Yawning Portal
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CHAPTER 5 I DEAD IN THAY
thrall. Pencheska is an unwilling servant of Tarul Var.
four Thayan warriors (see appendix B), who are in her
gus holds a glyph key attuned to this zone.
Creatures. Pencheska, a succubus, resides here with
Glyph Key. In addition to its treasure, the sarcopha-
ink and an ink pen with fifteen sheets of parchment.
and one of greater restoration). Also inside is a bottle of
wooden doors are set in the walls.
(three of detect magic, two of comprehend languages,
with cushions. To the south, two sets of sliding double
Treasure. Inside the sarcophagus are six spell scrolls
estries in green and yellow, and the floors are spread
it to serve as a contact stone.
opulent chamber. The walls are covered with silk tap-
Contact Stone. The glyphs on the sarcophagus cause
The sweet scent of incense hangs in the hot air of this
pit traps.
Pit Traps. As shown on the map, the floor has many
cate of that character erupts from a prism and attacks.
5. SUCCUBUS VAULT
fails the save, a wraith that looks like a shadowy dupli-
each of his or her turns. The first time each character
from the Fiendish Arena contains a white gate.
must make a DC 13 Wisdom saving throw at the start
White Gate. The corridor that separates this area
character who is in the room and can see the prisms
glow at random.
Cursed Prisms. Unless Issem is in the room, each
long the suppression might last. The circles continue to
1 hour. In both cases, the character doesn't know how
PENCHESKA, SUCCUBUS
pel magic spell cast on the orb suppresses the magic for
the orb's magic, disabling the trap for ld4 rounds. A dis-
on a DC 15 Intelligence (Arcana) check can suppress
A character who touches the steel orb and succeeds
takes 7 (2d6) lightning damage.
10 Dexterity saving throw. On a failed save, a creature
discharges, any creature in the room must make a DC
from the steel orb in the ceiling. When the lightning
the same round, lightning discharges through the room
one circle (chosen randomly) glows white. At the end of
start of the fourth round, and every 2 rounds thereafter,
minute when it is used to open the door to area 5.) At the
the room. (Tarul Var's steel key disables the trap for 1
The trap activates 3 rounds after a creature enters
notice the glyphs.
fails, the character discerns the false runes but doesn't
warding glyphs that discharge lightning. If the check
check reveals that hidden among gibberish runes are
leadingly so. A successful DC 15 Intelligence (Arcana)
Mystic Circle Trap. The circles are magical but mis-
of the mystic circle trap.
DC 20 Wisdom (Perception) check. The steel orb is part
the ceiling 20 feet up. Spotting it requires a successful
Steel Orb. A magic steel orb is hidden in a recess in
Tarul Var (area 10) has a key in his possession.
Locked Doors. These steel double doors are locked.
rough runes.
c1rc es have been scribed in the floor, each edged with
Crac s in the panels reveal bare stone. Three mystic
- e ood-paneled walls of this long hall are scorched.
-r. _,!YSTIC CIRCLES
I arul \'ar reconfigured this zone for his use.
LlPLE OF CHAOS

