Page 127 - Tales from the Yawning Portal
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CHAPTER 5 I DEAD TN THAY
distracted.
northern side of the northern bridge to area 20. The
Strength check to break its chain while its captors are
plane of magical force, 5 feet in diameter, floats on the
can't attack, the otyugh uses its turn to attempt a DC 20
Floating Disk. An opaque, slightly concave, circular
line on the map. It attacks any creature it can reach. If it
of the pillars for 1 minute.
ner, anywhere within the area described by the dashed
themselves.) A dispel magic spell suppresses the magic
The otyugh can move 40 feet from the northeast cor-
ute. (The Thayans marked the pillars as a reminder for
the foul slop toward an otyugh chained to the floor.
13 Wisdom saving throw or fall unconscious for 1 min-
(transported to area 41). Occasionally they toss some of
humanoid that touches a pillar must succeed on a DC
that carries offal to the black gate, where it disappears
each pillar radiates an aura of enchantment magic. Any
along the wall. To the west, four more work at a sluice
Enchanted PiJJars. A detect magic spell reveals that
them. Eight work to the east, stacking butchered pigs
chance to fall into the pigpen.
and a deathlock wight (see appendix B) overseeing
falls unconscious while on a bridge has a 50 percent
Creatures. Twelve skeletons are here, with a wight
of rock that block the eastern stairs. Any creature that
ple magical effect to control the odor of the butchery.
feet above the floor, lashed to the pillars and to the slabs
transmutation magic on the whole area, which is a sim-
Bridges. A series of unsteady plank bridges runs 10
Aura. A detect magic spell reveals a faint aura of
to control the pigs' odor.
prone before retreating back into the pigpen.
aura on the whole area, which is a simple magical effect
unwittingly toward the skeletons, knocking half of them
Aura. A detect magic spell reveals a transmutation
If the pigs from area 19 rush into this room, they move
oversee six skeletons. They attack intruders.
Creatures. Three deathlock wights (see appendix B)
gate is a contact stone.
In the southeast corner is a black gate. North of the
dumping food into the pigpen.
its floor slick with filth and gore.
undead stand on a crude bridge of wooden planks,
this broad gallery has now been converted to an abattoir,
to shoulder, on the floor. Ten feet above them, skeletal
Empty wall niches might once have held works of art, but
perhaps hundreds of them, are packed in here, shoulder
Each pillar is marked with a large X in red paint. Pigs,
swine pen. Three rows of thick pillars support the ceiling.
20. ABATTOIR
What once must have been a great hall is now a great
this zone.
Glyph Keys. Each wight has a glyph key attuned to
"Pigpens" below).
about the characters' exploits.
collapses and packs of pigs rush into the open area (see
point he departs amid promises to write great ballads
Strength check. If a slab is knocked down, the bridge
until he is permitted to escape the Doomvault, at which
Knocking a slab down requires a successful DC 20
spell he is under, Drevin accompanies the characters
plank bridge (see below).
Red Wizard transmuter. If freed of the true polymorph
movement. Once over a slab, a character can step onto a
was a minstrel (use the spy statistics) who ran afoul of a
and east sides. Climbing over a slab costs 10 feet of
The pig is in fact a lightfoot halfling named Drevin. He
the staiiS that descend into this hall along the north
reveals that the creature radiates transmutation magic.
Blocked Stairs. Slabs of stone, each 5 feet high, block
looks especially malnourished. A detect magic spell
pigs can be heard from outside any of the entrances.
Drevin. One pig is much smaller than the others, and
Sounds. The unmistakable squealing and grunting of
here is only 8.
sows and piglets. The DC for the Dexterity saving throw
19. WALKWAY PEN
The enclosed area beneath the bridge is filled with
farm to feed carnivorous monsters.
end of the caster's next turn.
These adjoining halls have been converted into a pig
effect, but an area spell clears its area of pigs until the
prone. Single-target attacks against the pigs have little
SWINE RUN
age. Characters who take 12 damage also are knocked
(ld6) bludgeoning damage and 3 (ld6) piercing dam-
ward the Swine Run.
saving throw at the start of each of its turns or take 3
branch of the corridor that leads west from this area to-
uch a creature must succeed on a DC 13 Dexterity
White Gate. A white gate is located in the south
tated. They swarm any creature that enters the pen.
attuned to this zone and the Hatchery.
Pigpens. The pigs are maltreated, hungry, and irri-
this zone and the Swine Run. Another has a glyph key
eas 16-18).
Glyph Keys. One Thayan has a glyph key attuned to
blocked stairway that leads up to the Vermin Halls (ar-
ute, and the trap resets.
anyone who can see it (DC 10 Intelligence) to float to the
(ld8) poison damage. The insects disappear after 1 min-
leYe1 with the bridge, but it can be mentally directed by
turn in the room takes 4 (ld8) piercing damage and 4
age. For 1 minute thereafter, each creature that ends its
di- can hold up to 1,000 pounds. It is stationary and

