Page 125 - Tales from the Yawning Portal
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CHAPTER 5 I DEAD IN THAY
geon state.
The Red Wizards no longer use this chamber.
cells. That fact should be noted as part of the dun-
16. GALLERY OF SWARMS
area, all the demons are eventually freed from their
Dungeon State. If any demon remains free in this
serves the Thayans.
zone, as well as a ring of keys to the cells.
The vermin-summoning magic of these halls now
Keys. The Red Wizard has a glyph key attuned to this
ity check). A freed demon attacks everyone in the room.
VERMIN HALLS
on the cage door (requiring a successful DC 20 Dexter-
Locations in the Blood Pens are identified on map 5.4.
room. To free a demon, a character must pick the lock
their own foul nurseries.
Further, no sound can pass out of a cell into the larger
The Red Wizards are breeding and raising monsters in
indeed, can't pass any part of its body between the bars.
them unbreakable, so a demon can't escape the cell and,
BLOOD PENS
demons). Transmutation magic on the bars renders
Each cell has iron, rune-scribed bars (warded against
cove, not immediately visible from the entrance.
Black Gate. A black gate is set into the southern al-
Cell C. Two vrocks
Cell B. Eight quasits
creatures it manages to reach.
Cell A. One hezrou
ters it can see and in its rage and madness attacks any
demon notices the characters, it moves toward charac-
creatures:
tation trigger point in the maze (roll a d20). Once the
Cells. Cells that confine demons hold the following
Place the demon on the ceiling above a random telepor-
knowing that freed demons will attack their "rescuers."
navigate the maze, even though it can't escape the area.
might provide it to the characters in exchange for mercy,
is trapped in the maze. The demon has learned how to
the pass phrase for the maze of undoing (area 15) and
Creature. When the characters arrive, a glabrezu
pendix B for all three stat blocks). The conjurer knows
through either entry/exit point.
deathlock wight and one Thayan apprentice (see ap-
by moving along the walls or ceiling and out of the area
Creatures. One Red Wizard conjurer oversees one
For non-demons, leaving the maze can be accomplished
maze can't pass through either of the entry/exit points.
proper pass phrase (see area 14), a demon caught in the
the southwest corner contains a contact stone.
also radiate abjuration magic. Until someone utters the
futilely and silently against their confinement. The wall in
In addition to conjuration magic, the entry/exit points
Three of them hold various demons, which are raging
the floor and triggers another teleportation point.
Several cages line this chamber from floor to ceiling.
end of its next turn, it falls the appropriate distance to
tion triggers. If the creature is still above the floor at the
though they were the floor, and bypassing the teleporta-
14. DEMON CELLS
of its next turn, walking along the ceiling and walls as
damage and can utilize the weird gravity until the end
nects with the Pools of Devotion.
tion point. On a successful save, the creature takes no
the gate (and another secret door) is a corridor that con-
(3d6) falling damage and triggering another teleporta-
into a narrow corridor that leads to a white gate. Beyond
5 (2d4) psychic damage and fall to the floor, taking 10
White Gate. The secret door on the west wall opens
then succeed on a DC 15 Wisdom saving throw or take
Sorlan reappears in this area 24 hours later.
ger point (determined by a d20 roll). The creature must
trick to overcoming the teleportation trap. If he is slain,
teleports immediately to the ceiling above another trig-
while trying to escape the dungeon. He doesn't know the
.f\ny creature that enters a trigger point on the floor
of undoing (area 15), which is where he was captured
was created to capture and hold demons.
Sorlan also tells the characters to avoid the maze
be "down" and are situated accordingly. The entire area
Red Wizards.
while creatures on the ceiling consider that surface to
two pieces of lore, which he has overheard from passing
on the floor consider "down" to be beneath their feet,
sion) check, the ghost stops attacking and can provide
to the nearest surface. Therefore, creatures standing
ards by making a successful DC 15 Charisma (Persua-
teleportation trigger points, the magic aligns gravity
convince Sorlan that they are opposed to the Red Wiz-
trigger points labeled E on the map. In addition to the
allies of the Red Wizards must die. If the characters
numbered 1 through 20, and at the two entry/exit
tries to attack all who enter his chamber, screaming that
area. emanating most strongly at the trigger points
room. He hates the Red Wizards, and he immediately
Teleportation Maze. Conjuration magic infuses the
experiments, lives on as a ghost that is bound to this
prisoned by the Red Wizards and subjected to horrible
Creature. Sorlan, a former adventurer who was im-
1
looms thirty feet overhead.
t at lead deeper into the darkness. The cold stone ceiling
crumbling, and the air is heavy with the scent of decay.
ea's entrance, with six openings across from the entrance
The fine furnishings and cushions are rotted through and
A snort hall of gray granite runs perpendicular to this ar- l
have been slashed and are shot through with black mold.
This ruined chamber has tapestries and paintings that
15. MAZE OF UNDOING

