Page 122 - Tales from the Yawning Portal
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If  she is alerted to the characters' approac·   c-  7.  CHAOS RIFT
                 ubus takes on a humanoid form. She anem  ,  o con-  Characters approaching this area can hear the roar of
                - ince the characters that she is being held p  i:  er.   the elemental rift, which also generates bright light in
                  Pencheska isn't pleased with her situation and won"t   the entire chamber.
                 directly oppose the characters unless they anac  · er.
                 :he is willing to provide a piece of lore about the Phylac-
                 :ery Vault in the hope that the characters might de  troy   This enormous hall  is set with  rows of pillars carved
                 :arul Var for good, freeing her to escape the Doomrnult.   in the shapes of elemental and demonic creatures. A
                  Closets. The sliding wooden doors open to reveal   great rift has been torn in the center of the stone floor.
                 ~ osets that contain fine female clothing in numerous   Through it, a stream of chaotic energy blasts upward,
                 s:yles and sizes. The easternmost closet contains a   flowing  into a similar rift in the vaulted ceiling forty feet
                  emispherical stone in the middle of its back wall. The
                 ;,·one serves as a contact stone in this zone.     above. Tendrils split off from  the pulsing column of en-
                  Heat. This chamber is uncomfortably hot due to the   ergy, lashing out to strike the nearest pillars.
                 :::-e elemental in area 6. The heat grows more intense to   In  the southwest corner is a black gate.
                 ·  he east and in the eastern secret passage.
                  Treasure. Pencheska's adornments include a gold gor-
                 ;et set with yellow topazes (500 gp), matching earrings   A character who succeeds on a DC 10 Intelligence (Ar-
                 _SQ gp), a ruby ring (300 gp), an intricate jade necklace   cana) check can tell that the rift is channeling elemental
                 ~oo gp) and two matching jade rings (200 gp each).   forces. If  the check succeeds by 5 or more, the character
                  In the westernmost closet, hooks hold several items   knows that the rift is dangerous and is channeling ex-
                  . jewelry, including a simple gold necklace and bracelet   traplanar elemental forces  .
                 _  -0 gp each), a silver necklace with a garnet pendant   If a non-elemental creature ends its turn inside the
                 _  -o gp), and an ivory necklace (100 gp).       room, it takes 5 (2d4) damage of a random type (roll
                  Glyph Key. Pencheska has a glyph key attuned to this   a dlO: 1-2, acid; 3-4, cold; 5- 6, fire;  7- 8, lightning;
                 :::  ne, which hangs in the closet among her jewelry.   9- 10, thunder).
                                                                    Any creature that enters the rift can choose to remain
                  .  ELEMENTAL FURNACE                            here or go to an elemental plane. Characters who go to
                 -. character who listens at either doorway feels heat and   an elemental plane must use the rift to return on their
                  ars a crackling roar.                           next turn or they become trapped.

                                                                  ABYSSAL GATE
                  A blast of heat escapes as the door opens. A howling
                                                                  Tarul Var oversees this zone, in which the Thayans have
                  creature of flame  roils  at the center of a soot-streaked
                                                                  tapped Abyssal power.
                  stone chamber whose walls  are lined with glowing runes.
                                                                  8. SUMMONING CHAMBER
                                                                  A character listening at the doors can hear the shrieks
                  Creature. The fire elemental here flares out toward
                                                                  of any demons bound here.
                  ny creature it can see, but the runes on the wall glow
                  ore brightly when it does, and it stops short of making
                 ~ontact with any intruder. The elemental can't attack or   This area might once have been a great banquet hall,  but
                 ~ave the room. Instead, it babbles in Ignan (a dialect of   its furnishings  now lie in  rotting piles along the walls.
                 ?:-imordial), often using the word "home." Even though
                                                                    Between  rows of pillars, six great magic circles glow
                  e elemental doesn't attack, any creature that ends its
                                                                    brightly, illuminating the whole chamber.
                 urn in the room takes 3 (ld6) fire damage as long as the
                  emental is present.
                  The runes on the wall are a set of arcane bonds that
                                                                    Creatures. One dread warrior (see appendix B), two
                 ·  ep the elemental confined here. A character who   wights, and six zombies patrol the area.
                 :nakes a successful DC 15 Intelligence (Arcana) check
                                                                    Summoning Circles. Two summoning circles are
                 ~  ·  cerns the connection. If  a character who can cast
                                                                  empty. The other four contain creatures:
                 ;,pells then succeeds on three consecutive DC 15 In-
                 ·elligence (Arcana) checks while continually touching   Circle A. One reduced-threat hezrou (see
                 :he wall, the bonds are suppressed long enough for the   "Reduced-Threat Monsters," page 113)
                 e.emental to leave the room. A dispel magic spell cast on   Circle B. Four quasits
                                                                  Circle C. One reduced-threat vrock (see
                  e runes suppresses the bonds for 1 minute.
                  The elemental follows its rescuer, fighting alongside   "Reduced-Threat Monsters," page 113)
                 · at person. If  the elemental sees the rift in area 7, it   Circle D. Ten manes
                 ·  es the rift to leave the Doomvault and return to the   A bound demon can't escape from its circle without
                 ::.lemental Plane of Fire.                       assistance, and aside from attempts to communicate,
                  White Gate. A white gate is located east of this area   nothing it does can affect anything outside the circle.
                  · rhe junction of the corridors that lead to the Abyssal   All demons except for the manes ask to be released,
                  ate and to the Vermin Halls.                    promising to attack the Thayan forces if they are freed.



                                                                                          CHAPTER  5   DEAD  IN THAY
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