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
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