Page 126 - Tales from the Yawning Portal
P. 126

Sounds. A character who listens at the doo-
               -ucceeds on a DC 10 Wisdom (Perception  c
               distant chittering.                                                              'Gl)C        ~
                 Light. None.                                                            D001nvautr

                 The sunken floor of this huge hall  is  covered I  ceac
                 sects, their dried shells shifting and whispering I  a 'a  -
                 breeze.  Dozens of demonic faces are carved ·n t  e
                 marble walls of the chamber, slight gusts whistling from
                 each of their open mouths.  Down the center of the cham-
                 ber, toward the doors at the far end, a series of black
                 stone platforms are set like oversized stepping stones.


                 Demonic Faces. The mouths of these relief carvings
               are the source of the magical breeze.
                 Insect Floor. The floor is 2 feet below the level of the
               doors and filled completely with dead insects along with
               occasional bones, making it difficult terrain.
                 Pit Traps. Scattered through the room, hidden be-
               neath the blanket of insect bodies, are several pit traps.
               •  is impossible to notice a pit passively; finding one re-
               quires a successful DC 20 Wisdom (Perception) check.
               Sach pit is filled with dead insects, so falling into one
               deals only half damage. Someone buried in a pit full of          MAP 5.4:  BLOOD  PENS
               these husks can't breathe or see.
                 Trapped Platforms. Whenever a creature steps onto   Development. Vermin left in this chamber grow hun-
               a platform, it must succeed on a DC 10 Constitution sav-  gry, feeding on any dead creatures. Within a few hours,
               ~ og throw or be engulfed by a swarm of biting, stinging   they begin killing and feeding on each other.
               ~sects that emerge from the demonic faces. The crea-  Glyph Key. One Thayan has a glyph key attuned to
               ·ure takes 5 (2d4) piercing damage and 5 (2d4) poison   this zone.
                amage, and must succeed on a DC 15 Dexterity saving   White Gate. A white gate is located in the south
               :brow or fall off the platform in a random direction.   branch of the corridor that leads east from this area to-
               :he insects die and fall to the ground immediately after   ward the Swine Run.
               dieir attack.
                 White Gates. A white gate is located west of this area   18.  BARRACKS
               at the junction of the corridors that lead to the Temple of
               Chaos and to the Abyssal Gate.                     Rough  cots scattered across the floor contrast with the
                                                                  decor in the east end of the room, which contains a
               - -.  CRAWLING HALL
                                                                  great seat of  white marble. Some of  the magic lights are
                                                                  shrouded, so that side of the room  is dimly lit.
                 Two enormous pillars on the far side of this chamber
                                                                    In the northeast corner is  a black gate. West of it is  a
                 emit brilliant white light that holds the attention of doz-
                                                                  contact stone.
                 ens of giant vermin crawling on and around them. The
                 vermin occasionally fight among themselves, but most
                                                                   Creatures. Six Thayan apprentices and eight
                 of these creatures move sluggishly, as  if the light has
                                                                 Thayan warriors (see appendix B for both stat blocks)
                 subdued them.
                                                                 are resting here, watched over by a wight. Half the war-
                                                                 riors and apprentices are asleep in the eastern side of
                 Glowing Pillars. The pillars emit magical light, which   the chamber. When the other creatures notice the char-
               ?acifies the vermin and keeps their handlers safe.   acters, they attack. The sleeping Thayans awaken and
                 Creatures. Two Thayan apprentices (see appendix   join the fight over the course of 2 or 3 rounds.
               B  are feeding the vermin scraps and pig excrement   Throne Swarm Trap. The 20-foot-tall white throne
               :rom buckets. Six Thayan warriors (see appendix B)   is a magic trap that the Thayans might use if desperate.
               ;;,uard the apprentices. All the Thayans attack as soon as   When any non-undead creature climbs onto it, a swarm
               :hey notice intruders. Each round of combat. the Thay-  of stinging insects pours out of the back of the throne
               ans direct one giant spider and one giant centipede to   and quickly fills the chamber. Each creature in the room
               join the fight.                                   takes 9 (2d8) piercing damage and 9 (2d8) poison dam-




                                                                                         CHAPTER  5  I DEAD  IN THAY
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