Page 129 - Tales from the Yawning Portal
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CHAPTER 5 I DEAD IN THAY
Light. The room is filled with dim light.
vere threat.
The Red Wizards use this magical garden for food.
his glyph key, turning over the actual key only under se-
24. PALE GARDEN
to give up his treasure and share the attunements of
pieces of lore in exchange for his life. He is also willing
the west between this area and the Hatchery.
to 20 hit points or fewer, he surrenders and offers two
White Gate. A white gate is located in the corridor to
relishes the opportunity to fight intruders. If reduced
tuned to this zone.
Thuria spends much of his time in seclusion, and
Glyph Keys. Each of the wights has a glyph key at-
dragon has just killed a commoner.
die. The trap then goes dormant for 1 hour.
his personal pet. When the characters first arrive, the
the trap has been triggered, all the vines immediately
zombies guard him, and a black dragon wyrmling is
If no creature is restrained at the end of a round after
Two dread warriors (see appendix B) and eight robed
as described above.
appendix B), lives here and oversees the Blood Pens.
throw. On a failed save, the creature becomes restrained
Creatures. Thuria, a Red Wizard enchanter (see
turn must immediately make a DC 13 Dexterity saving
room. A creature that moves more than 15 feet on its
piercing damage for every 5 feet it moves through the
in the air.
scured and difficult terrain. A creature takes 2 (ld4)
in every color of the rainbow, their sweet scent hanging
While the vines are present, the area is lightly ob-
garden beds are filled with flowers and creeping vines
15 and 8 hit points.
on black marble pillars. Between the pillars, raised stone
a creature can also be cut and killed; each vine has AC
marble veined with gray. The ceiling of brass is supported
13 Dexterity (Acrobatics) check. A vine that's restraining
(Athletics) check, or free only itself with a successful DC
A garden courtyard fit for a palace features walls of dark
or another creature with a successful DC 13 Strength
way. As an action, a restrained creature can free itself
25. DREAMING GARDEN
damage each time it starts its turn restrained in this
strained by a vine. A creature takes 11 (2d10) piercing
white gate that connects with the Temples of Despair.
on a DC 13 Dexterity saving throw or become re-
White Gate. The passage that leads west contains a
ture in the room when the vines emerge must succeed
ning damage.
The vines ignore the undead. Any non-undead crea-
creature within 5 feet of a pillar takes 5 (ldlO) light-
for the whole group.
a discharge of energy ripples over the pillars, and each
phrase; it's not good enough for one character to say it
round during which a shambling mound took damage,
into every part of the room. Each creature must say the
matter in the chamber is damaged. At the end of each
pass phrase, animated vines shoot out of the holes and
Pillars. The chamber's pillars respond when plant
10 feet or farther into the room without uttering the
cult terrain.
Blood Vines Trap. If a non-undead creature moves
and not shown on the map as part of the path is diffi-
at the presence of a magical effect.
Dense Garden. Any area within 5 feet of a pillar
aura of transmutation magic around each hole, hinting
farther into the room.
Aura. A detect magic spell cast on this area reveals an
to ambush any non-undead creature that ventures any
wights to stand down.
where the baskets are stored on the shelves. They wait
tion, Intimidation, or Persuasion) check to convince the
anyone who remains within 15 feet of any doorway,
intruders. It takes a successful DC 15 Charisma (Decep-
the skeletons. These creatures are trained to disregard
challenge those who know the phrase but look like
Two shambling mounds hide in the groves, ignoring
knows the room's pass phrase (see area 22). The wights
passers in the room.
passage to anyone who appears to be a Thayan and
tacked or damaged, in which case they all attack tres-
Unless the creatures are attacked, they grant free
The skeletons ignore intruders unless they are at-
attack immediately.
harvested plant starts to rapidly regrow.
appear by way of the black gate can gain surprise if they
panies an increase in the glow of a nearby pillar, and the
focused on the doors to areas 22 and 24. Those who
kets. As they tear off growths, a crackling sound accom-
Creatures. Seven zombies and two wights are
wander the area, harvesting plant material in large bas-
Creatures. Twelve unarmed humanoid skeletons
In the northeast corner is a black gate.
size of a human fist.
shelves carved into the walls near the doors.
floor, which are peppered with small, circular holes the
Many baskets full of plant matter are stacked on
Dead and blackened thorny vines cover the walls and
around a couple of gravel paths.
s rubs, and giant mushrooms stand in dense groves
23. DEAD GARDEN
oa'e light. Between the pillars, ashen flowers, sickly gray
e t oreeze, twine around cracked pillars that glow with
been altered to support the Blood Pens.
ga den. White vines, trembling as if touched by an un-
Once an area of deadly gardens, these chambers have
- e scent of decaying plants hangs over an underground
DARK GARDENS

