Page 128 - Tales from the Yawning Portal
P. 128
With its childlike intellect and telepathy, · e White Gate. In the corridor beyond the western exit is
_,oadcasts its desire for more food. The charac e - are a white gate that separates area 21 from the Swine Run.
able to communicate with the creature. and if· ey o=er
·o feed it, the otyugh ceases attacking for 1 round. Then 22. HATCHLING PENS
· · e characters must periodically placate it with ucce s- Anyone near the doors hears the shrieking and howling
ul DC 10 Charisma (Persuasion) checks. A character of the caged creatures.
. ho frees the otyugh learns that more of its kind are in
· e dungeon and receives a general impression of area Relief carvings of angelic figures along the walls of this
.:.], where more otyughs live. All these otyughs hate
· e Thayans. huge hall contrast with the crowded iron cages here. Half
Niches. The shallow niches are 3 feet off the floor of these cells are packed with miniature, shrieking ver-
and 5 feet high. Climbing into a niche costs 10 feet sions of deadly monsters.
-: movement. In the southeast corner is a black gate. North of the
Dungeon State. If the otyugh is given a glyph key to gate is a contact stone.
· e Prison of Filth and told how to use a black gate, it
eleports to area 41 and reaches area 42. Its presence
· ere will change the characters' encounter with the Aura. A detect magic spell reveals a transmutation
tller otyughs (see area 42). aura on the whole area, which is a simple magical effect
Glyph Key. The wight has a glyph key attuned to this to control the odor of the hatchlings and their food.
zone and the Prison of Filth. Creatures. A Red Wizard transmuter oversees two
White Gates. The corridor that leads east to area 22 Thayan apprentices in caring for the imprisoned hatch-
the Hatchery contains a white gate. Another white lings, while four Thayan warriors stand guard (see
,,ace is situated in the southern passage that connects appendix B for all three stat blocks). They attack intrud-
"tb area 21 in the Hatchery. ers. In a desperate battle, the Red Wizard might take
the time to release hatchlings to add to the characters'
HATCHERY opposition.
:-hayans tend and hatch the eggs of exotic monsters in If the battle goes badly for the Thayans, the Red Wiz-
- ese areas, rearing the young to serve Thay. ard surrenders. Her name is Myrja, and her allegiance
to Szass Tam is less than resolute. If the characters
_ l. EGG CHAMBER spare her, she offers the pass phrase to get by the trap
-he two approaches to this area are warm and humid. and creatures in area 23 ("That which is dead, stay so")
and one piece of lore.
Cages. Half the cages here are empty. The others hold
rleat wafts from this chamber, and steam obscures parts the following young monsters, which are reduced-threat
of the room. Stone braziers built into the walls burn with creatures (see "Reduced-Threat Monsters," page 113):
orange flame, as do braziers in various places across the Cage A. One remorhaz
•oom. The floor is covered with sand, on which rest doz- Cage B. Two basilisks
ens of large eggs of various colors and textures. Cage C. Five darkmantles
Cage D. Five ettercaps
Cage E. Two carrion crawlers
Creatures. A Red Wizard enchanter (see appendix Cage F. One behir (no Constrict or Swallow traits)
3 . one dread warrior (see appendix B), and six skele- Cage G. Two hook horrors
tons oversee the eggs. If combat breaks out, the wizard Cage H. One wyvern
sends the undead forward as a screen and uses targeted
5pells that won't harm the eggs. Each cage has rune-scribed bars of steel. Transmutation
Braziers. The magic stone braziers are built into the magic on the bars renders them unbreakable, so a crea-
::-oom and can't be moved. A creature that touches a bra- ture inside can't physically or magically attack through
zier for the first time on a turn takes 3 (ld6) fire damage. the bars. To free the occupants of a cage, a character
Eggs. Clusters of eggs make this area difficult terrain. can pick the lock on the cage door, which requires a suc-
. ·one of the eggs is close to hatching. One person with cessful DC 15 Dexterity check .
a weapon could destroy all the eggs in about 5 minutes. If freed from their cages, the young attack the nearest
Leaving the eggs untended also renders them lifeless. creatures. If a Thayan and a character are equally close
-rhe eggs are those of an assortment of creatures, in- to a young creature, it targets the character.
luding hook horrors, remorhazes, wyverns, and basi- Keys. Myrja has a glyph key attuned to this zone.
ks, with ld6 + 1 of each kind. Identifying a particular She also carries a key to each of the cages in a ring
-·nd of egg requires a successful DC 20 Intelligence on her belt.
. ·ature) check. White Gates. Area 22 is bordered by three white
Steam. Steam renders this chamber lightly obscured. gates. One connects to the Swine Run, another to the
Glyph Key. The Red Wizard has a glyph key attuned Dark Gardens, and a third to the Temples of Despair.
:o this zone.
CHAPTER 5 I DEAD IN THAY
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