Page 124 - Tales from the Yawning Portal
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True Name Box. If detect magic is used on_,, · ack magic on the chains renders them unbreakable, so they
box, the contents give off an aura of evoca ·on ::na 5 ic. can't be removed from this room.
The box contains several pieces of parchmen·. A porJon Dungeon State. If the glabrezu is left free in this
of the top page stored in the box has runes on i· rha . area, it eventually frees the demons in area 8 from their
when read by anyone other than Tarul Var. cause the circles. That fact should be noted as part of the dun-
page to explode. geon state.
The runes can be neutralized by using dispel magic Treasure. The skeletons' pikes are enchanted with
on the box or the page. Alternatively, a character who magic weapon (+l) for 1 more hour. The wight wields
;nakes a successful DC 10 Intelligence check can re- a +1 pike.
::nove the page from the box without inadvertently read-
..ng the runes. If the check fails, the character reads the HALLS OF CONDITIONING
:-tmes accidentally, triggering the explosion.
After their initial subjugation, captured demons are held
If the page explodes, everyone within 10 feet of the
in the Halls of Conditioning, where they are properly
:>OX must make a DC 15 Dexterity saving throw, which
broken to service.
:he reader makes with disadvantage. A creature takes
21 (6d6) force damage on a failed saving throw and half 12. FALSE PIT GAUNTLET
much damage on a successful one. The box and its Communicate the boxed text before any character
contents are destroyed if the runes go off. crosses the threshold into this room.
The box contains records of true names of minor dev-
and describes plans to use them in the attack on the
-word Coast. It also contains historical documents that The walls here consist of worked stone, but the thirty-
iidicate that Var was searching for the true name of a foot-high ceiling of this broad chamber features rough
pit fiend called Baazka. rock hung with jagged stalactites. Seams in the floor tiles
Keys. Tarul Var carries a glyph key attuned to this
divide the space into squares five feet on a side. An open
zone and to the Temples of Anguish (in the Temples pit extends halfway across each of the four entryways,
f Extraction sector). He also has an ornate steel key
·orth 5 gp) that opens the locked doors on the east wall just inside the room.
f area 4.
Aura. A detect magic spell cast on this area reveals
.1. TORTURE CHAMBER
that magic permeates the entire room, focused most
_.\ character who listens at the doors can hear the howls
strongly at the open mouth of each pit.
: the glabrezu if it's bound here.
False Pits. The pits appear normal, but an invisible
force field extends across the apparently open space
The walls of this torture chamber are hung with chains atop each pit. The horizontal field can hold the weight of
and spears encrusted with black ichor. In a few places, any number of characters.
Gravity Trap. Any creature that enters the room and
heavy black chains are fastened to the floor. In the north·
walks across the invisible field covering one of the open
east corner is a black gate.
pits deactivates the gravity trap for 1 minute. Once deac-
tivated, characters can move freely across the room for
1 minute before the trap reactivates. If the trap is active,
Creatures. A wight and seven skeletons are tor-
;:;ienting a prone, reduced-threat glabrezu (see "Re- any creature that enters the room without stepping onto
:iuced-Threat Monsters," page 113) that is shackled the invisible field over one of the false pits is hurled to-
and chained to the floor in four places. The undead at- ward the ceiling, taking 10 (3d6) piercing damage from
::ack interlopers, using pikes as weapons (ldlO piercing the stalactites and remaining restrained on the ceiling
.:iamage). The undead have magic weapons (see "Trea- for 1 minute. Then the creature is released and drops
sure" below). to the floor, taking 10 (3d6) falling damage and landing
Shackled Glabrezu. The bound glabrezu can't free prone in a random square near the center of the cham-
_. elf. It can't cast spells or summon demons. It can at- ber. Moving onto or over the floor triggers the gravity
trap again, but the creature can remain safe if it stays
:ack only if a creature comes within 5 feet of it, which is
hy the undead are using pikes. When a battle starts, in the space where it fell until another character deacti-
:....e demon demands to be freed, promising to "lay waste vates the trap.
-o these undead and their masters." If the characters 13. SORLAN'S HAUNT
:-efuse to aid it, the demon attacks them if it can. The lock plainly visible on each of the double doors is
To free the demon, a character must pick the locks
false. The real locks and keyholes are hidden in the base
fall four iron shackles (requiring a successful DC 15
of each door and detectable with a successful DC 15
=::>exterity check for each). If it is freed, the glabrezu ram-
Wisdom (Perception) check. If any attempt is made to
;>ages, randomly attacking anyone in reach. Once free, it
pick a false lock or force the doors, any creature within
can cast spells, but it still can't summon demons.
10 feet of the doors must succeed on a DC 14 Constitu-
Shackles. The ten sets of shackles and their chains
are made of rune-scribed iron. A demon held in them tion saving throw (with disadvantage, if trying to pick a
lock or force the doors) or take 5 (2d4) force damage and
::an't escape them while the shackles are closed. The
be knocked prone.
CHAPTER 5 I DEAD IN THAY
T23

