Page 130 - Tales from the Yawning Portal
P. 130

Dungeon State. IfThuria survive  an m11a  encoun-
                er with the player characters, he and any:   ~ ~ng
                allies go on patrol, attacking any intruder  int  e
                Doomvault.
                  Garden Beds. Enchantment magic imbue-  e ;;,arden
                beds. Any living humanoid that spends more than 1 min-
                ute here must succeed on a DC 12 Wisdom  a\;ng throw
                or fall unconscious. The creature can repeat the  a\·ing
                 hrow at the end of each of its turns, ending the effect on
                .t  elf on a successful save. On any successful  a\·e. the
                creature is immune to the effect for 24 hours. The crea-
                 ures here are already immune to this effect.
                  Thuria's Repose. The middle garden bed among the
                three southernmost beds is full of plants shaped like
                pieces of furniture. A circular shrub is a resting couch.
                an angular one is solid enough to use as a desk. and oth-
                ers nearby serve as small chairs.
                  Contact Stone. On the southern wall near Thuria's
                place of repose is a circle of glowing glyphs that serves
                a  a contact stone.
                  Treasure. Thuria wears a gold circlet set with rubies
                worth 1,000 gp) and a gold cuff (100 gp). He carries a
                -pell scroll of  fly and a potion of  greater healing.
                  One dread warrior has a +J longsword, and each has a
                gold cuff that matches Thuria's.
                  In Thuria's "desk" are mundane records of important
                : ·unctions in the Blood Pens. Also within are oil of  ethe-
                :-ealness and a potion of  poison disguised as a potion
                of  healing. A bundle of entwined branches opens like a
                coffer to reveal 100 pp and a diamond (worth 1,000 gp).
                  Glyph Key. Thuria has a glyph key attuned to this
                zone, the Vermin Halls, the Swine Run, the Hatchery,
                and the Temples of Turmoil (in the Temples of Ex-
                ·raction sector).
                  White Gate. Beyond the exit to the south, a white gate
                .ies in the corridor that leads to the Hall of Necromancy.

                11:ASTERS'  DOMAIN
                '!'his sector is the central sanctum of the Red Wizards in
                charge of the Doomvault.
                  Locations in the Masters' Domain are identified
                on map 5.5.
                                                                               MAP  5.5:  MASTERS'  DOMAIN
                TEMPLES  OF DESPAIR
                Although the chambers in this zone are referred to as   Advance Notice. Characters who enter this area feel
                -temples," they are essentially security rooms designed   tranquility despite the gargoyles. If a player expresses
                ·o destroy the unwary.                            doubt about the impression, that player's character can
                  Doors. All the doors in this zone are locked.   make a DC 15 Wisdom (Insight) check. On a successful
                  Aura. Divine Sense and detect evil and good reveal   check, the character realizes that the emotion is artifi-
                that this zone is thoroughly desecrated.          cial and illusory.
                                                                   Creatures. When the characters first enter this area,
                26. TEMPLE OF LIGHT                               the eight four-armed gargoyles are true statues. After
                                                                  a door other than a secret door is opened in this area,
                                                                  four four-armed gargoyles (as normal gargoyles with 63
                  Glowing pillars  brightly light this chamber of white   hit points and one extra claw attack, for a total of three
                  marble.  Each  pillar is  carved in  the likeness of a sm1  ,ng   attacks, with Multiattack) animate and attack. Another
                  figure with  its hands held out, as if ready to accept an   four-armed gargoyle animates whenever another such
                                                                  door is opened. This process continues for as long as
                  offering.
                                                                  any gargoyles remain in the alcoves. The gargoyles don't
                   In  contrast to the beatific pillars, alcoves around  t  e
                                                                  leave the room.
                  room contain statues of  four-armed  gargoyles
                                                                   Pillars of  Light. Seeming to offer a measure of
                                                                  protective power, the pillars have magic designed to
                                                                                          CHAPTER 5   DEAD  IN THAY
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