Page 123 - Tales from the Yawning Portal
P. 123
I22
CHAPTER 5 I DEAD IN THAY
in the eastern corridor and succeeds on a DC 15 In-
dark, smooth river rock (a Joadstone; see appendix A).
Advance Notice. A character who searches the floor
eyes (worth 1,000 gp). The coffer holds 200 pp and a
wrought to look like a sleeping dragon with violet garnet
out the shapes of angelic figures.
wood (see the next subsection) and a gold coffer
A set
I of d°'bl, doocs I; lolaid with b,a;; "''"'• macklog
Strength check to break). Inside is a flat box of black
I
an arcane lock spell (requiring a successful DC 25
The largest drawer of the desk is held closed with
9. DEAD END
Var carries.
of mind reading and a duplicate of the steel key that
passage to the east that connects with the Swine Run.
nation. Inside the desk's several drawers are a potion
Chaos and to the Vermin Halls. Another gate lies in the
chance to bring the Sword Coast under Thayan domi-
at the junction of the corridors that lead to the Temple of
of a letter to Szass Tam in which Var begs for another
White Gates. A white gate is located north of this area
Treasure. A search of the desk reveals several drafts
should be noted as part of the dungeon state.
tact stone.
the zone and attack any creature they find. That fact
desk in the western section of the room serves as a con-
freed from their circles by the others. They spill out into
Contact Stone. A circle of glowing glyphs above Var's
remains free in this area, all the demons are eventually
ceeds in collapsing the Phylactery Vault.
Development. If any demon other than the manes
might later be destroyed permanently if the party suc-
isn't a demon.
attention away from him. If the lich is destroyed here, he
A freed demon attacks the nearest creature that
that the characters' disruptions will draw Szass Tam's
break free with a successful DC 15 Wisdom check.
characters let Var go, he flees the Doomvault, reasoning
minute. During that time, a demon within the circle can
lore, in exchange for his freedom and his silence. If the
boundary of a circle to disrupt the circle's magic for 1
steel key (see "Treasure" below), as well as two pieces of
a character knows that, as an action, they can scuff the
party access to his glyph key's attunements and his
With a successful DC 10 Intelligence (Arcana) check,
If reduced to 30 hit points or fewer, Var offers the
ery opportunity, and he drives his underlings to cruelty.
TARUL VAR, L I CH
tures are beneath him. He berates the characters at ev-
Devious and arrogant, Tarul Var thinks all other crea-
area 9, where they throw open the doors.
acters to the pit in the intersection near this room or to
The dread warriors attempt to drag any helpless char-
dread warriors.
Tarul Var can cast any of his spells from one of the
from various positions to screen him from direct attack.
The lich attacks immediately. His guards emerge
awaits his master's final judgment.
to this area because of his fear of Szass Tam, while he
stat blocks). Having lost the Bloodgate, Var is confined
guards, four dread warriors (see appendix B for both
Creatures. Here resides the lich Tarul Var with his
sections containing couches, tables, and desks.
quarters. Standing screens divide the space into smaller
Tapestries line the walls of these well-appointed living
10. TARUL VAR S QUARTERS
1
darkness remains as long as the doors are open.
become paralyzed until the start of its next turn. The
risma saving throw or take 7 (2d6) necrotic damage and
starts its turn in the area must succeed on a DC 15 Cha-
20 feet from the doors. Any non-undead creature that
initiative. Darkness immediately fills the corridor out to
Stunning Shadow Trap. If the doors are opened, roll
plays an aura of necromancy.
If examined with a detect magic spell, the area dis-
pa age in a long time.
ascertains that no other creatures have entered this side
elligence (Investigation) or Wisdom (Survival) check

